Go really big or go home!

I finally get to play the big game! While I have played lots of big multiplayer games, I have never had the chance to play a big 1 on 1 game. So the game at Warhammer world will be over 5600 per side. As with all apoc games, the points total is little but a guide. I am taking the ultramarine 2nd company, led by the utterly brilliant Cato Sicarus taking on the Astra millitera, lead by a lord Bromhead, (count as creed). It will be our first game using 7th ed and the 1st time for many new units, including my newly painted thunderhawk!

So, how the hell do you plan for something so big? Well, the normal approach is take the lot and just have fun. Nothing wrong with this, but I wanted to build a ‘fluffy’ army. The game will be for a large bridge. There will be 3 objectives, one at each end and 1 in the middle. The bridge is around 72″ long on a 144″ table. With water either side of the bridge, (that is impassable to all but amphibious or Superheavy walkers) the game will have a strong narrative. The controller of the bridge at the end will win. With a possible 3 points up for grabs and each of us starting near to an objective, just camping is not an option. You gotta fight for your right to be called the victor! Both forces are battle forged, so troops will really matter. My massed flyers are the only things that can’t score the svp!

Here is my list. It’s all spacemarine bar the 2 knights of house verdan, but these are supporting units I the plan. (I know, 2 knights are ‘only’ supporting units! How cool is this game going to be if nearly 800pts is just supporting!)

Glorious 2nd Apoc Force (Ultramarines) 5,720 points

HQ 455 points (8%) (165 points do not count towards limit)

Captain Cato Sicarius (185)
WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv2+
Mantle of the Suzerain; Talassarian Tempest Blade; plasma pistol; Iron Halo; frag grenades; krak grenades, And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Rites of Battle; Surprise Attack!; Battle-forged Heroes; Warlord Trait- The Imperium’s Sword

Command Squad Mk2 (165)
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
4× chainsword; 2× boltgun/bolt pistol; 2× meltagun; power armour; frag grenades; krak grenades; company banner bearer, And They Shall Know No Fear; Chapter Tactics (ultramarines)

• Apothecary
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; frag grenades; krak grenades; chainsword; boltgun/bolt pistol; narthecium, And They Shall Know No Fear; Combat Tactics; Honour or Death

• Company Champion
WS5·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; frag grenades; krak grenades; power weapon; combat shield
And They Shall Know No Fear; Combat Tactics

Techmarine (75)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv2+
artificer armour; frag grenades; krak grenades; servo-harness; Techmarines weapons (Chainsword ; bolt pistol), And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Blessing of the Omnissiah; Bolster Defences

Space Marine Chaplain (105)
WS5·BS4·S4·T4·W2·I4·A2·Ld10·Sv3+
Crozius Arcanum; rosarius; power armour; frag grenades; krak grenades; 2× ranged weapons; special issue equipment (jump pack), Chapter Tactics (ultramarines); Independent Character; Liturgies of Battle; Honour of the Chapter

Space Marine Librarian (90)
WS5·BS4·S4·T4·W2·I4·A2·Ld10·Sv3+
Epistolary; pyromancy; force weapon; psychic hood; 2× ranged weapons (bolt pistol ); power armour; frag grenades; krak grenades, And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Psyker (Mastery Level 1)

Elites 1,105 points (19%)

10 Sternguard Veterans (290)
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
combi-flamer; 2× combi-melta; power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades; special/ heavy weapons list (Heavy flamer), And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; special issue ammunition; frag grenades; krak grenades; power weapon; boltgun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

Drop Pod Mk 2 (35)
BS4·FA12·SA12·RA12·HP3
storm bolter
Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault

10 Terminators (445)
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+
Terminator armour; storm bolters; heavy flamer; assault cannon; 8× power fist; 2× chainfist, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Terminator Sergeant
WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+
Terminator armour; storm bolter; power weapon, And They Shall Know No Fear; Combat Squads; Chapter Tactics-(ultramarines)

Ironclad Dreadnought (135)
WS4·BS4·S6·FA13·SA13·RA10·I4·A2(3)·HP3
seismic hammer (built-in meltagun); Dreadnought close combat weapon (built-in storm bolter); smoke launchers; searchlight; extra armour
Vehicle (walker); Move Through Cover

3 Centurion Assault Squad (200)
WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
two siege drills; 3× hurrican bolters; 3× Twin Linked flamers, Relentless, Chapter Tactics (ultramarines), And They Shall Know No Fear, Move Through Cover.

• centurion sergeant
WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
omniscope

Troops 785 points (14%)

10 Tactical Marines (185)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Flamer, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
power weapon; boltgun; power armour; frag grenades; krak grenades, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (180)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Grav gun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; chainsword; power armour; frag grenades; krak grenades, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (180)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; multi melta; Flamer, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+
power weapon; Bolter, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (195)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; heavy bolter; Meltagun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+
chainsword ; power fist , And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

Rhino (45)
BS4·FA11·SA11·RA10·HP3
storm bolter; smoke launchers; searchlight; hunter-killer missile , Vehicle (tank); Transport Capacity: 10 models; Repair

Fast Attack 245 points (4%)

10 Assault Marines (245)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
2× flamer; jump packs; power armour; chainswords; bolt pistols; frag grenades; krak grenades, Jump Infantry; And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
WS4·BS4·S4·T4·I4·W2·A2·ld9·Sv3+
bolt pistol ; thunder hammer; storm shield, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

Heavy Support 1,085 points (19%)

10 Devastators (200)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; 4× heavy weapons list (2× heavy bolter; 2× las cannon) And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; boltgun; power armour; frag grenades; krak grenades And They Shall Know No Fear; Combat Squads; Combat Tactics

Drop Pod Mk 2 (50)
BS4·FA12·SA12·RA12·HP3
deathwind missile launcher
Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault

Stormeagle Gunship (285)
BS4·FA12·SA12·RA12·HP4
vengance launcher; twin-linked heavy bolter; ceramite plating; 2 twin linked lascannon, Vehicle (flyer); Aerial Assault; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Supersonic; Transport 20.

Fireraptor Gunship (220)
BS4·FA12·SA12·RA12·HP4
Twin linked avenger cannon; auto cannon turret , Vehicle (flyer); Strafing Run; Spirt Of The Machine, Relic Of Armoury.;

Demios Predator Executioner (165)
BS4·FA13·SA11·RA10·HP3
heavy conversion beamer; sponson heavy bolters; smoke launchers; searchlight Vehicle (tank)

Contemptor Dreadnought Mortis (165)
WS5·BS5·S7·FA13·SA13·RA10·I4·A2·HP3 twin-linked autocannon , Vehicle (walker); Fleet, Atomic Shields;

Other 1,135 points (20%)

Thunderhawk Drop ship (685)
BS4·FA12·SA12·RA10·HP 9
Thunderhawk cannon; 4× twin-linked heavy bolter; 6× hellstrike missiles; ceramite plating , Vehicle (super Heavy flyer); Assault Vehicle; Cemerite Plating, Hover; Transport 30

Adeptus Stormwing

Stormraven Gunship (200)
BS4·FA12·SA12·RA12·HP4
twin lascannons; twin-linked multi melta; ceramite plating; hellstrike missiles
Vehicle (flyer); Skies Of Fury; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Transport 12 And/or 1 Dreadnought.

Stormtalon Gunship (125)
BS4·FA11·SA11·RA11·HP2
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating
Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic

Stormtalon Gunship (125)
BS4·FA11·SA11·RA11·HP2
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating
Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic

Detachment: House Verdan (Imperial Knights)
Troops 745 points (100%)

Paladin (375)
WS4·BS4·S10·FR13·SD13·RE12·W1·A2·Hp6
titan close combat; rapid firing battle cannon; heavy stubber; heavy stubber
Super Heavy Walker. Fear, Strike down, Smash, Stomp, Invincible Behemoth, Hammer Of Wrath, Move Through Cover, Relentless.

Errant (370)
WS4·BS4·S10·FR13·SD13·RE12·W1·A2·Hp6
Titan close combat weapon; thermal cannon; heavy stubber
Super Heavy Walker. Fear, Strike down, Smash, Stomp, Invincible Behemoth, Hammer Of Wrath, Move Through Cover, Relentless.

As you can see, it’s a lot and the points balance doesn’t suggest the care behind the list to make it fluffy! So here us the plan.

2nd company core

The core of my force is the cheapest bit! Numerically the 2nd company is the largest. Made of Sicarus with a command squad, 4 tactical squads, full assault squad and devastators. (1 of each) the Thunderhawk is also 2nd company. Along with a librarian and a chaplain, the 2nd company is a quite large. I have avoided adding extra units such as more psykers or chaplains. The plan is to use them are the core objectives takers. Dropping devs in a pod is a new move for me and I hope to throw a spanner in to his plan and using the chapter tactics will allow for a real suprise.

1st company assault force.
The vetrans of 1st company are in a supporting role. My plan is to pod the sternguard in to his artillery. I am not expecting them to survive, but they will go down in a blaze of glory first. The highly mobile terminators in the storm eagle will fire fight. Deploying as a squad of 10, unsupported, they will smash units threatening the members of the 2nd. The fire raptor will have a similar role, but it will also look to distract from the Thunderhawk.

The anchor force
Any large army standing without support will soon get isolated and broken. To prevent this I am using a solid fire base. 2 knights will act as fire magnets and the paladin in particular will be a primary target. The longer rang of the rf cannon makes in a great support unit. I am also taking a preadator demios with a heavy conversion Beamer as a bit of a surprise package. At 72″ (some near the middle of the board) it will have S10 ap2 large blast. That will focus my opponents attentention! Rounding off this part of the force is a mortis contemptor and techmarine to keep them all alive and in the fight!

The wild card
Just to round off the force I have a adeptus stormwing. Loaded with the ironclad dread, centurions and the librarian, this is my plan to kill his storm lord. The talons will peel off and attack any fliers leaving the raven to focus as a delivery system, straight into his lord of war. That’s 10 S9 ap2 armour bane attacks and then 4 s10 ap2 dread attacks. Should kill it in a turn and the 5 template weapons will fry the passengers as well!

The mission is a go.
Ok, so that the plan, but, I hear you ask, what is he using? Well most of it is easy. 12 tanks, 15 scions, valk, ven, 30 vets, 10 hw teams, around 80 guardsmen, his storm lord and his knight paladin. But, I know he likes to surprise, so, you just don’t know what he will do. I know he has something up his sleeve, he is calling ‘the game changer’ but I don’t what it is. So planning wise I have a big question mark. However, you can plan for what you know and have a reserve just in case! The assault marines have been equipped with both flamers for hordes and a thunder hammer for armour. I will have them in reserve and drop them wherever they are needed most. The plan is set, the boxes are packed and we are ready for the war!

Big bank holiday bash at warhammer world.

may 6th was may Bank holiday here in the UK and it was a great time to get together with friends and have an apocalypse game! We headed up to Warhammer world, Nottingham for a club day out taking with us over 5000 pts worth of 40k! I blogged about the game last week, so here is my first ever apocalypse game report!

image

The forces.
I am not trying to write up this list as the forces are huge, here are the basics.

Disorder
Orks-adam and me
Stompa, 2 battle wagons, lots of bikes, lots of boyz, 3 wall bosses
Dark eldar-Norbert vect, lots of skimmers and 2 jet fighters.

Imperial
Matt and lee-imperial guard. lots of tanks, baneblade, hydra. I understand that Yarrick is in their somewhere.
Jamie-deathwing. Land raider 22 terminators, Including Belial.

Deployment

We bidded for deployment.
Disorder 4 mins
Order 5
The bad guys go first!

We deployed 36″ in 2 block. The bikes and most of the boyz were on the road, with the Stompa, dark eldar and the lootaz on the left.

image

The imperials just filled the center with massive block of tanks. The lone land raider looking ominous mixed in with the guard.

image

Turn 1

The forces of disorder (FoD) started the long march to Fort Pain that was some 48″ away! the shooting phase was some what quite. with NOTHING in range!

The Imperials responded. The deathwing arrived in force. the smaller close combat squad teleported in behind the stompa, they scattered le, the straight into a crater. rolling on the Mishap table, and the FoD were allowed to postion them. We helpfully placed them right at the back! At least things Can’t any worse for the Dark angels? The Big Squad of the Vengeful angles turned up in the middle of the main road.

standing bravely in front of nearly 2000 points worth of Orks. the Dark Angels teleport in.

standing bravely in front of nearly 2000 points worth of Orks. the Dark Angels teleport in.

The rest of the Imperials slowly advanced, with the Deathwing land raider leading the charge on the left. the Artillery opened up, with 2 massive blasts from the basilisk, killing a biker. Using a strategic asset, they called down an orbital strike killing another one. it was finally time for the Big gun to enter the fight.

The Baneblade fired its main gun. the S10, AP1, 10″ ordance shot sailed across the battle in a majestic arc. Sadley, it fell slightly short of the Orks, smashing into the poor Dark Angels! the resulting blast killed 7 of them, including the Master of the Deathwing. Today was not going to be a day of redemption for the Dark angels.

the baneblade misfires, killing 7 Deathwing terms, softening them up for Orks.

The Baneblade misfires, killing 7 Deathwing terms, softening them up for Orks.

Turn 2

Using the Blind Stratigic asset. We Blocked the whole front of the Fort. the bane blade was blined and the poor old deathwing were now isolated.The Fod advance, now with Targets in range! The Poor old Lootz, the only troops on foot ran again. at this rate they will be in range next week some time. the Bikers advanced towards the remaining terminators. the Stompa lined its self with the gate on the left with 3 tanks in line of sight. While it could not fire this turn, it was getting ready to fire. The Dark Eldar advanced towards the Death wing land raider, with enough Dark lances to kill the hulking tank. with the luck of the angles, they are doomed!

Norbet used his Strategic asset to bring his flyers and venom into the fray. the joined the battle on the Right, in the section held by Lees, Guard. Lees Hydra failed to harm the jet fight and in return the poor Basilisk died. on the left, the Land raider was saved by its armored hull.

In the Center, the bikes unloaded massed dakka into the 4 terminators. it was brief and Bloody. At the end of the turn, none survived. The Day of the Dark Angels kept going bad.

The Imps brought on the Valk, blasting at the Dark Eldar fighter. To the left the remaining Dark Angles advanced, killing a ravanger. Blocked by the Blind barrage, the tanks in the Fort lined up for a pop at the Orks next turn.

the Nob bikerz and warbikez kill the last of the big Deathwing Squad.

the Nob bikerz and warbikez kill the last of the big Deathwing Squad.

The Valk arrives!

The Valk arrives!

The ‘relocated’ terminators moved across back of the fort towards the newly arrived Dark eldar, revenge in the dark hearts, the assault squad was too far way to charge, but getting ready to get them next turn. the 2 Orbital bombardment was aimed atr the big biker block, but it scattered off the board.

Turn 3

The mad race up the road reaches the beginning of the end. the Orks are starting to get into shooting range, but with out the Blind barrage, they now faced the Baneblade. Rolling for reserve, Zagsatug arrived, but was delayed due to a mishap. His Cunning Plan would have to wait.

Declaring a Wharrg, the Ork fighter lined up the Guard and the bikes advanced towards the Guard pouring through the breach in the wall. Off to the Left the Dark elder killed the Land Raider, killing more of the Terminators. On the Right the Dark Eldar killed off the Assault squad terminators. Only 4 Marines survived on the entire board.

The Guards took a pounding on the Right from the flyer. lots of shots hit the baneblade and it lost a few hull points, the Dark Eldar jet scoring some great hits. Yarrick showed himself and joined the fray on the right, with the Leman russ Squadron on holding the left. Yarrick took a pop at a venom, but then took a dakka jet o the face and went down.

The Stompa blasted at the tanks in the left door, damaging 3. using the Supa burna, they killed another Terminator.

The Stompa fires at the Tanks in the Fort

The Stompa fires at the Tanks in the For

The Imperials fired back, destroying lots of bikes. the baneblade killing a lot of them. a trukk blew as well, after crashing into back of the bikes. The Terminators killed more Dark Eldar. The Valk tried in vain to kill the Ork Jet.

Turn 4

The surviving bikes choose not fire, wanting to charge the Guard. Sadly they failed to reach the lucky Guardsmen.

After racing away for 3 turns, the Goal is in sight.

After racing away for 3 turns, the Goal is in sight.

Taking a surprising turn to the left the Stompa piled into the Breach. facing the Deathwing. blasting away with lots of shootas. The flyers in the center exchanged shoots, failing to harm one another.

Once more in the breach my green feinds.

Once more in the breach my green feinds.

The main event of turn 4 was the arrival of Zagstug. his cunning plan? To kill the the Baneblade! him and 5 Stormboyz arrived right in front of the fearsome tank. 2 died on arrival and then, the bad boss hurled his ‘surprise’ Vortex grenade. the blast took of more hull point, immobilizing the the tank. charging in he tore the tank apart scoring 2 hits. The tank blew killing the last of the Stormboys and Biker. The Gate was now open! the invasion of the fort was soon to be a reality. behind the walls, the dark Eldar and the Guard slugged it out.

Zagstrug, but no Baneblade

Zagstrug, but no Baneblade

The stompa tried to charge the last of the terminators, but failed. it did however pull the wrecked Land raider out of the way.

the faild charge of the Stompa.

the failed charge of the Stompa.

The imperial turn 4 was a feast of blasting. the rest of the Bikers on the road died. in revenge, they killed Zagstrug. Only the Warboss survived. The last of the Terminators charged and damaged the Stompa, taking 2 hull points and slowing the beast down. in return the Stompa wiped them out. the angels left the battle to the Guard with the complete loss of the allied force. in a show of bravado the Guard on the right charged the Warboss. They tried hard but got wiped out.

Turn 5

The advancing Orks finally breached the Fort. after marching 48″ the Lootaz finally reached the Fort. The Poor buggers sadly did not have a target. The Boyz on the hill advanced towards the Fort, with the Nobz still in their ride.

The stompa and the dark eldar shot up the guard and the Psyco Gattler fired it 36 shots killing 2 chimera, and a hand full of guard. the Dark eldar jet killed a demolisher and the Warboss killed the other.

By now the ranks were thinning on both sides, but the Fight carried on. the Guard blasted away. the Warboss on the bike lost 2 wounds, the Archon failed his first Shadow field save and took a wound. the Valk tried again to kill the Ork flyer. Again it failed.

the view on turn 5

the view on turn 5

Turn 6

Was brief with little left. the Warboss on the bike killed more guard. the returned Yarrick died again, stompa and dark eldar killed more Imperials. the Lootaz fired at the Valk, but failed to harm it.

The Imperials charged back, but died. Yarrick taking a lot of hits from dark eldar as he charged. He died for the second time. turn 6 ended, with yet again, a single Heavy weapon team survived as did a single Chimera.

The Survivors

The Survivors

The End of the Game

The final turn ended a great game. The story of the game flowed nicely. the race up the road was great and the board was epic for this. the destruction caused by the Baneblade was immense and its death was a real moment.

The dark angles had a torride game, but none of it was their fault. the Destruction of the big squad on turn 1 by their allies was just brilliant and i think we will be talking about this for months. the combat at the fort was intense and the Guard bravely fought on.

We have had a great day and as always the venue was great. we missed the food at the bar, but no one complained. the board was great and for such a big game, it made an epic back drop.

Gotta say a massive thanks to Jamie, Adam, lee, Norbert and Matt for one of the best games I have played in. Often with Apocalypse games you can lose sight of the game, but we had a really strong strong story, light hearted fun and such a fun game.

Can’t wait to play another game. Until then, see you across the battle table.