Tuesday, 20 March 2018

Epic 4K: Black Legion vs Troopers (Space Wolves)

A game last week with my Black Legion vs Andrew's Starship Troopers list (counts as Space Wolves).


One other rule we tried this game was a "lowest activation army gets a free command reroll per turn". This is to experiment with a rule to help out low activation armies which can be bit of a disadvantage.


Incompertus, 3985 POINTS
13TH BLACK CRUSADE BLACK LEGION (2014 Armybook Edition)
==================================================

RETINUE [450]
8 Chaos Space Marines, (Chaos Undivided), Obliterator, Daemon Prince (Supreme Commander)

RETINUE [380]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord, 3 Rhino, Chaos Land Raider

RETINUE [465]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord, 4 Rhino, Chaos Land Raider, Obliterator

RETINUE [315]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord, 4 Rhino

RETINUE [275]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DECIMATORS [225]
(Chaos Undivided), Decimator

DECIMATORS [225]
(Chaos Undivided), Decimator

DEFILER ASSAULT PACK [275]
4 Defilers, (Chaos Undivided)

DEFILER ASSAULT PACK [275]
4 Defilers, (Chaos Undivided)

DEFILER ASSAULT PACK [275]
4 Defilers, (Chaos Undivided)



Company K, Third Regiment, First M.I. Division, Willie's Wolverines
Starship Troopers (counts as Space Wolves NetEA 3.3.1 Play Test)

Great Company, 6 Grey Hunters, Wolf Lord, Razorback, 3 Rhinos, Hunter [425]
4 Long Fangs, 2 Rhinos, Razorback, Hunter [400]
Great Company, 6 Grey Hunters, Chaplain, Air Landing [275]
Great Company, 6 Grey Hunters, Captain, Drop Pods [275]
Great Company, 6 Grey Hunters, Chaplain, Drop Pods [275]
Great Company, 6 Grey Hunters, Chaplain, Drop Pods [275]
4 Wolf Scouts, Captain, Teleport [225]
4 Wolf Scouts, Teleport [175]
4 Wolf Scouts, Teleport [175]
4 Wolf Scouts, Teleport [175]
4 Wolf Scouts, Teleport [175]
Strike Cruiser [200]
Thunderhawk [200]
Thunderhawk [200]
Thunderhawk [200]
2 Thunderbolts [175]
2 Thunderbolts [175] 



Game


Here's the setup, corner deployment being chosen by Andrew. My Black Legion in one corner with formations setup in mutual support.

Most of the Troopers off the table.

First activation is the Troopers Spacecraft, which scores a direct hit with bombardment on four of my formations! Casualties are light fortunately, but many blastmarkers.

Then three formations with Deathwind Drop Pods arrive causing more suppression and carnage in an Alpha Strike!



A Deathwheel and Decimator are broken by the Deathwinds and retreat, and then the Troopers close assault another Deathwheel and Decimator, destroying the Decimator for the loss of three of their own units.


My Legion moves to counterattack the landing zone, but is unable to cause many casualties to the Troopers via shooting.

End of turn sees surviving Troopers evacuated by Thunderhawks, much to the annoyance of the counterattacking Legion forces! A paucity of AA in the Legion ranks doesn't help matters.



Next turn sees a opening clipping assault against the flank of the intermingled Legion forces (3 formations) which succeeds in breaking these and driving them back, though not causing many casualties.

The Legion holds out as best it can fighting from it's corner, and attrition is suffered by both sides.




Turn 3, and it becomes a battle for objectives.

Scouts arrive by teleport, and my defilers manage to wipe some of them out.

But unwisely I leave my Take and Holds insufficently undefended, and can't hold enough objectives. Troopers win with Take and Hold and Defend the Flag, 2-0.



Conclusion


One of the few games where I've seen a successful Alpha Strike, which did a tremendous amount of disruption (though not so much damage), to my forces in the first turn. I was on the backfoot trying to maintain ground and have successful exchanges of damage in the following turns. This was not unsucessful, but intermingling my formations also cost me some activations when three formations were broken turn two. And then I missed guarding my objectives well enough on turn 3 which cost me the game. A lack of AA on my part (just two units hitting on 6's!), also gave the Trooper Thunderhawks and Thunderbolts a largely free reign, though two Thunderbolts were shot down in turn 3 at least!  Troopers were an interesting list, might encourage me to get my own drop pods out again! :) I also liked how the extra command roll functioned in this game, though I don't think it had much impact. Also discussed that teleporting scouts should probably be at least 200 as pretty powerful ability.

Friday, 23 February 2018

Epic 4K: Marine vs Minervan

Another Epic Game last week, with my Marines taking on Andrew's Minervans. Andrew had added some cool looking B5 "Furies" as his Thunderbolts, models from Shapeways, to the rest of his HLS Models super heavy tank force.




4000 POINTS 
Codex Astartes (NetEA Tournament Pack 2014) 
================================================== 

TERMINATOR [400]
4 Terminators, Captain

TERMINATOR [350]
4 Terminators

TERMINATOR [400]
4 Terminators, Chaplain

THUNDERHAWK [200] (Carrying 2x Assault Formations)

ASSAULT [225]
4 Assault Units, Chaplain

ASSAULT [225]
4 Assault Units, Chaplain

TACTICAL [475]
6 Tacticals, Supreme Commander, Razorback, Hunter

SCOUT [150]
4 Scouts

SCOUT [150]
4 Scouts

TACTICAL [375]
6 Tacticals, Razorback, Hunter

WHIRLWIND [300]
4 Whirlwinds

WHIRLWIND [300]
4 Whirlwinds

THUNDERHAWK [200] (Carrying 1x Deavastator Formation)

DEVASTATOR [250]
4 Devastators





Andrew used the Minervan list:

650Hvy Tank Coy, 3 Stormhammer, Supreme Commander, Commissar, Hydra
575Hvy Tank Coy, 3 Stormhammers, Commissar, Hydra, Salamander Command
500Hvy Tank Coy, 2 Stormswords, Stormhammer, Commissar
500Hvy Tank Coy, 2 Stormswords, Stormhammer, Commissar
500Hvy Tank Coy, 3 Shadowswords, Commissar
200Shadowsword, Commissar
200Shadowsword, Commissar
3004 Vultures, Commissar
1253 Salamander Scouts, Salamander Command
1502 Thunderbollt Fighters
1502 Thunderbollt Fighters
1502 Thunderbollt Fighters



Game


Here's the setup. Minervans on the top right, me mostly bottom left. Marines win Strategy Roll and initial Whirlwind bombardment knocks Vultures from the fight.


After further initial skirmishing I open up with an aerial assault versus his Command Tank Company.  

I lose most of my Marines in the two round assault, but the Tank Company is also shattered and retreats. The grounded Thunderhawk is destroyed by a Shadowsword.

We both advance to contest the centre of the board.

Furies divebomb my Marines.

Tank fire takes a heavy toll against my Marine Infantry despite cover, and one of my Tactical formations is reduced to only it's transports.

Turn 2, I teleport Terminators and largely destroy another tank company

Though the retain assault goes less well and the second tank company holds out despite losing a tank.

Other tanks rush and claim Take and Holds objectives, my broken Marine formations  falling back.

End of turn and and my Terminators have taken heavy casualties from Shadowsword fire, ceasing to be effective as an offensive force.


Turn 3 and Marines land to take the Minervan Blitz.


The Minvervans retake this, but are outactivated and  can't hold or contest enough objectives.

Marines win scoring Take and Hold, Break Their Spirit, They Shall Not Pass and Defend the Flag.

Conclusion

The Minervans suffered heavy losses with many criticals and failures to make their armour saves - in short I think I got lucky with these! About 75% of the Marine Infantry was also lost though, so not a victory easily achieved despite the victory condition scoreline!

Tuesday, 23 January 2018

DBA Big Battle: Sumerian vs Akkadian

Had a game last week using the horde of Sumerian/Akkadian figures Andrew has accumulated. I love it when wargamers put in the effort to build complete forces for a period like this, able to supply both sides in good numbers. A pleasure to participate!


Sumerians are list number 1 in Ancient Wargame rulesets - the first civilisation at about 3000 BCE. Even further in time before Rome than we are after Rome.

Sumer was a collection of sometimes competing and sometime co-operating city states. Their armies consisted of spearmen/pikemen, axemen, archers, slingers, stone throwers, and 2 and 4 Equid 4 wheel chariots. Equids were small donkey like animals, less powerful than a modern horse, hence why the chariots had 4 wheels. The Sumerian relief below shows them in action.

For this battle we used Big Battle DBA. Andrew used the Early Sumerian list, and myself the later Akkadian one.  Andrew's pike were classed as solid, mine as fast. So mine moved faster but didn't have as much staying power. I also had a greater number of pike, and also some rabble (hordes), while Andrew a greater number of archers (some Elamite allies), and some axemen.  

Game

Here's the setup, with me as the attacker, and a little disappointed by the battlefield terrain my Akkadians have found themselves in! Given my Akkadians have the speedier foot, my plan was to try and attack the flanks of the Sumerian force. However, on my left flank is a built up area already occupied by the Sumerians which I wouldn't be able to take without a tough fight. On my right flank is difficult ground that will slow an advance.

Sumerians advance, and occupy the terrain on my right. I charge into this and lose my light infantry immediately, which throws my plan for victory on the right into turmoil...

On the left I'm outnumbered and facing many archers.  I throw forward some light troops, hoping to lure the enemy chariots to charge forward of their line.

And unable to resist the temptation the Sumerian chariots advance...


...running down the light troops and following up into my own chariots...

... but also far advanced from his own line.


On the right I decide to just run past the rough terrain and enemy light troops and ignore these as best I can. My pike charge into his pike and force them back despite him having the edge in these combats. The left flank of my phalanx is exposed though holding spectacularly despite this.

On the left I surround his King's chariot and destroy it!



Sumerian Archers charge another chariot of mine in the flank though...

Forward comes another Sumerian chariot and that is also dealt to.

Much Equid death on the left flank as both of us lose Equid chariots. Over on the right my right flank attack has killed the archers guarding the right of the Sumerian phalanx though, and I start to win there.

I lose a small command on my left flank with death of light troops and their Chariot general.

But the Sumerian right flank is demoralised, and in the same turn we have lost enough from our centres (one more element each) to break both our armies! It seems this is a mutual destruction, with both armies spent and retiring in a draw! (Or at least that is how we interpreted it, we were a bit vague on the rules in the Big Battle version).

Conclusion

An interesting game and first time a draw has occurred for me in DBA. It would be interesting to try the same battle using ADLG which is the French ruleset we use. The other thing I noticed about this was the strong similarity to later Hellenistic armies. Here again we have armies with a phalanx, light troops, and heavy breakthrough cavalry arm. This meant the battle had a similar flavour, though greater numbers of light troops and archers were present in these Sumerian/Akkadian armies.