Competitive 40k tactics and Battle Reports with the Tyranid Codex

Friday, December 28, 2012

Battle Report: 1500 Chaos Space Marines vs. Guard

I know, I'm supposed to be writing up my last tournaments BatReps instead, but last night I played my first game with the Chaos Space Marines and had to write about it. Here's my list:

Sorceror: Terminator, force staff, Sigil of Corruption (the 4++ thingy), Mark of Tzeentch, Mastery Level 3
8 Chaos Terminators, with Mark of Tzeentch, 2 CombiMeltas, and a few Fists thrown in
10 CSM, with melta, autocannon, and a maul
10 CSM, with melta, autocannon, and a maul
5 Havocs with autocannons
Helbrute, with Missile Launcher and Reaper autocannon
Aegis Line with Quadgun

My opponents list:

Company CS with lascannon
50 man blob with Commissar, 4 autocannons
10 meltavets in a Chimera
Platoon CS with 4 flamers (in Vendetta)
Leman Russ Demolisher with Lascannon
Leman Russ with H Bolters and Lascannon
3 Missile Launcher Heavy Weapons Team
3 Lascannon HWT
3 Lascannon HWT

Warlord Traits: He made me -1 to reserves, I had preferred enemy Space Marines... woo...

Psychic Powers: My sorceror had Doombolt, Psychic Scream, and the Pyromancy Primaris (Flame Breath?), which is a Heavy Flamer.

Mission: Vanguard Strike, Purge the Alien

The Board: I have the bottom left corner, from my PoV. There's two bunkers to the far left and right along the board edges. A forest in the dead center (something my opponent refuses to enter, after an incident with a Razorwing and an assault sergeant) Then there's a few more scattered hills, including one at my edge and slightly to the right. I incorporate my Aegis into this. It's a full wrap around, as I know Marbo is coming, and I used two long edges to wrap where my Forgefiend will be. Quadgun up front of course.

Deployment Guard: His huge blob is in the bunker, which is Shattered by my Warpsmith and is now only 5+ cover. His Russes are backed against his long edge, so to my top and slightly left. Heavy Weapons teams are scattered, under the bunker and towards the back of his DZ. The Chimera is closer to my edge, but far left and behind a hill. His CCS is also on top of the bunker.

Deployment CSM: My Havocs, with WarpSmith up front, man the quadgun and hide in the Aegis. 10 more marines are hiding in the Aegis, as is the Forgefiend. The Helbrute is farther to the right behind a hill, but can see over it. The otehr 10 CSM are to the far right in a bunker.

My Gameplan: I'm going to bunker down and try to not give up Killpoints, and just hope my weight of fire can drop a few things. The Terminators are Deep Striking in, so hopefully can nab a few KPs.

Turn 1 Guard: I fail to sieze. No moving, this is a gunline duel. He drops a Battlecannon shell that immobilizes my Forgefiend and kills one marine. He is fairly ineffective, until a Heavy Bolter wounds my Havocs twice. The WarpSmith is closest, and promptly rolls snake eyes... In one fell swoop, my opponent gains First Blood, Warlord, and a Kill Point. Other shooting manages to knock out the Quadgun.

Guard: 3            Chaos: 0

Turn 1 Chaos: I have to hit back, and hard. The Havocs whiff, but the Forgefiend takes revenge on the Chimera and explodes it.A spare autocannon guy from the squad shoots into the wreck, and after all is said and done there are two Meltagunners left, pinned. My other Marine Squad is out of range and moves up a bit.

Guard: 3             Chaos: 1

Turn 2 Guard: No reserves come in, he just gets straight to shooting. His big autocannon blob glances the Forgefiend twice, naturally I fail both saves, he's out of Hull Points. Battlecannon shells fall, my Havocs lose their sarge and a few more Marines die. Th Helbrute loses a HP to a missile launcher and is immoblized, I forget to roll on "Crazed".

Guard: 4            Chaos:  1

Turn 2 Chaos: The Terminators scatter and mishap, but will come in next turn. Most of my units went to ground to minimize casualties, so I actually dont kill a single model this turn.

Guard: 4            Chaos:  1

Guard turn 3: Marbo comes in, his bomb kills a measly one marine, who don't go to ground. The Vendetta tears my Helbrute apart, and more shots ping of the entrenched Havocs.

Guard: 5             Chaos:  1

Chaos turn 3: I'm more conservative with my Termies, but they scatter 11" and mishap into reserves, again. The marines on my objective turn around and assault Marbo, beating him to death for no casualties. Snap Fire shots are of course,hopelessly ineffective.

Guard: 5            Chaos:  2

Guard turn 4: The Vendetta leaves the board, and everything else makes a mighty display of killing one Havoc, and maybe another Marine. Of course, everything is basically lying down behind the Aegis.

Guard: 5           Chaos: 2

Chaos Turn 4: The Terminators finally land safely. Combi Meltas take two Hull Points and the Demolisher Cannon off a Russ. Snap fires miss wildly.

Guard: 5           Chaos:  2

Guard turn 5: Everything shoots the Terminators. First Rank Fire! leads to 78 lasgun shots incoming, and two Terminators fall. Then, the low AP weapons start flying. Amazingly I fail 2 of the 7 lascannon wounds, and make every armor save. Praise be to Tzeentch! Even the mighty Vendetta fails to hurt me.

Guard: 5          Chaos: 2

Chaos turn 5: The Terminators make a valiant multi charge and destroy both Russes. The Chainfist exploed the regular, while the Sorcerors staff pens the Demolisher once, removing it's last Hull Point. Both explode, and my Sorceror is wounded. Because nothing had to go to ground, my autocannons kill two missile launchers and a lascannon team. Amazingly, both fail leadership checks and fall back!

Guard: 5         Chaos: 6

We roll, and the game ends here! I gain one more point for Linebreaker.

Post game: Well I started off bad, but everything went right at the very end thankfully! That was a close gane, and much fun was had. My list still has a couple weaknesses. This is unsurprising, as it's basically my entire Chaos collection of things that look cool! Still, I had no mobility and had no way to move troops. For once, I'm glad it was KPs!

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