Showing posts with label Agnebergus IV. Show all posts
Showing posts with label Agnebergus IV. Show all posts

Wednesday, January 24, 2024

23/24 epic league - Minervan Tank Legions Vs Steel Legion

So it's time for the two imperial guard armies to face of. Both of them are in desperate need of a win to be able to keep up with the other armies. 

++ Minervan Tank Legion 1995p ++

Small Tank Company                               340
6xLeman Russ Conqueror                          
Armoured Regiment Commissar                     

Small Tank Company                               425
5xLeman Russ                                    
Armoured Regiment Commissar                     
Leman Russ Executioner                          
Salamander Command Vehicle                      

Small Tank Company                               330
5xLeman Russ Exterminator                       
Armoured Regiment Commissar                     
Leman Russ Thunderer                            

Small Tank Company                               400
5xLeman Russ Demolisher                         
Armoured Regiment Commissar                     
Leman Russ Executioner                          

Salamander Scout Platoon                         100
3xSalamander Scout                              

Thunderbolt Squadron                             150
2xThunderbolt Fighter-Bomber                    

Marauder Squadron                                250
2xMarauder Bomber         


+++ Steel Legion TP2018 1975p +++

Mechanised Infantry Company 1                      400
Imperial Guard Commander, 12xImperial Guard Infantry, 7xChimera, Commissar                                   

Mechanised Infantry Company 2                     500
Imperial Guard Commander, 12xImperial Guard Infantry, 7xChimera, 3xHellhound, Commissar                       
Rough Rider Platoon                              150
6xRough Riders, Commissar                                       

Artillery Battery                                250
3xBasilisk, Commissar                                       

Sentinel Squadron                                100
4xSentinel                                      

Warhound Titan                                   275
Warhound Titan                                  

2x Thunderbolt Squadron                             300
2xThunderbolt Fighter-Bomber      

The Steel Legion got to chose the edge and selected the one with the most cover knowing that the Minervans will have trouble with that. They also dared to put their objectives rather forward knowing that there is not much of scouts in the tank legions list. Minervans on the other hand put their objectives as much in the open as possible to make it easier to be reached by the tanks.




+++ TURN 1 +++
===============================================================

The Steel Legion win the initiative but let the Minervans begin. They have the Marauder bombers
demolish the first Company. Destroying a hellhound, chimera and four infantry units.  

The Steel legion thunderbolt tries to intercept the Marauders but fail to damage the sturdy airplanes.

As a counter the Minervans let their Thunderbolt attack the Steel legion thunderbolts but without success.

The Steel legion decided to toss in the second squadron of thunderbolts as well into the flying circus and finally manage to down a Marauder.

Minervans Demolisher company double into the city. Taking cover behind the park. They have no target for their short ranged guns this round but they will be a threat to anything entering the city.

A big enough threat for having the Steel Legion Basilisks hammer them with a barrage. No damage however thanks to the thick armor of the tanks.

The Russ Company also double to take position at the middle of the city.

The first company fail to activate and decide to regroup.

Exterminators double and hide behind the ramp to the bridge.

The second Steel legion company advance and take control of the objective under the bridge on the Steel Legion side. They fire at the Exterminators but they are to well covered by the bridge to take any damage.

The Conqueror company double out on the Minervans right flank to the other ramp of the central bridge and fire at second company. Killing one units of infantry.

The Steel legion order the Warhound to protect that flank and it advance up to take cover behind the other bridge and fire at the Conqueror rendering one into a a smoked-out shell with its mighty plasma gun.

The forward Salamanders notice that one sentinel is within range and visible and destroy it with a sustained fire.

The rough riders marsh forward and hides behind some ruins within the city.

The Sentinels try to marshal but fail and instead break.

End: The surviving Marauder get an extra BM for exiting on the wrong edge. Every formation manage to rally except the Exterminators.


+++ TURN 2 +++
==============================================================



The Minervans wins the initiative and let the Conquerors advance and fire at the second company under the bridge. Destroying 2 Chimeras. 

However they manage to get a bit to close and the second company engage the Conquerors with some support fire from the Warhound and destroys them all.

The battered Marauder does not manage to take of.

Also the Basilisks fail to activate and regroup to remove the blastmarker.

Feeling threatened by the nearby Rough riders the salamanders advance within range of them and manage to kill two units.

The rough riders got hit by the same salamander curse as the sentinels and fail their activation and thereby break,

This leave the field open for the Demolisher company that double forward and fire at the first company. They destroy another hellhound and the company commissar disappear in a explosion.

Shocked by the loss of their commissar the company fail to activate and just fire some uncoordinated pot-shots at the charging Demolishers none manage to do any damage.

Pressing the advantage the Russ company also doubles and rush through some ruins to get as close as possible to the second company on the other flank. Unfortunately losing a tank stuck in the rubbles. But nevertheless manage to kill three units of infantry and just as many Chimeras, breaking the company almost leaving that flank empty of defenders.

The Steel Legion thunderbolts swoop in and fire their rockets at the Demolishers but does not manage to get through their armor.

The Minervans try to scramble their aircraft in defense but a vulture get stuck in one of the engines and they have to stand down.

Leaving the skies free for another attack by Steel legion thunderbolts on the Demolishers but still without any result.

The Exterminators got some radio problems and could not receive any orders. They stay in place and regroup to get the radios up and working again.

Some unlikely heros step up on the Steel legion side. The battered Sentinels advance in firing range and fire all their light guns at the Demolishers. One of them hit an fule hose previously damage in the barrages and a Demolisher goes up in flames. All the fire taken is to much for the Demolishers that break and move back.

The lone Warhound on the Steel legion left flank advance towards the Russes, But with the plasma cannon still on cooldown it lack the punch to make any damage.

End: The Demolishers rally as well as both the first and the second companies.

+++ TURN 3 +++
=================================================================

The battle are still indecisive. Both armies has a good chance. The Minervans are rather battered but the Steel Legions has a worse position. The Steel Legion win the initiative and the Basilisk fire their barrage at the threating Russ company. One of the shells strikes true and the Executor flips over in a rain of dirt. 

The Steel Legion gamble on reatining the initiative and have the Warhound sustain fire at the Russes. Now with the plasma cannon fully operating. Blowing up three of the tanks and the Salamander command vehicle. Breaking them. It start to look dark for the Minervans.

To make things even worse the Marauder fail to get airborne.

Instead it is the Steel Legion Thunderbolt that enter the skies. Loosing their rocket on the fleeing Leman Russ. Destroying them all.

Chocked by the news on the radio the Salamander scouts fail to activate. They fire desperately at the nearby sentinels destroying two of the fragile vehicles and breaking them.

The second thunderbolt squadron zooms in and bombs the Exterminators. Destroying two of them. The tanks organization start to crumble under the Steel legion air supremacy,

The Demolishers doubles into the middle of the city and spread out to take control over the two objectives in the city. Fire at Warhound but the distance and the speed that the tanks moved at making it hard to hit even a titan.

The battered second company march and hide behind some hills on the Minervans side of the battlefield to disrupt the Minervans control of that part of the field.

The exterminators react by double back to to take control of the Minervan blitz objective and fire at the second company but cause no damages. 

First company also march and take the last objective on the Steel legion side of the field.

The Minervans does a final try to dislodge the second company with their thunderbolts. They destroy two chimeras and two units of infantry. But it is not enough to break them.


End: Steel Legion 2 BTS and DTF - Minervans 1 DTF




Another loss for the Minervans. The Steel Legion played very defensive tempting the Minervans to overextend. It looked promising until mid second turn when the fragile Minervan formations started to crumble under the weight of blast markers collected due to fire taken. What really nailed it for the Minervans was the inability to get airplanes in the air. Leaving the skies open for the Steel legion thunderbolts to wreck havoc on the battered formations. 

Tuesday, January 16, 2024

23/24 Epic League - Space Marines vs Blood Axes

 

Some free time during Christmas and finally another game played.
This time it's the two mobile forces of the Space marines and the helicopter carried Blood Axes that face of in a game of maneuver.

+++ Codex Astartes TP2018          2000p +++

Tactical Detachment 1                             325
6xTactical, 3xRhino, Chaplain                                        

Tactical Detachment 2                             350
6xTactical, 3xRhino, Hunter                                          

Devastator Detachment                            250
4xDevastator, 2xRhino                                         

Scout Detachment                                 150
4xScout, 2xRhino                                         

Bike Detachment                                  200
5xBike                                          

Land Speeder Detachment                          200
5xLand Speeder                                  

Predator Detachment                              250
4xPredator Annihilator                          

Whirlwind Detachment                             275
4xWhirlwind 

+++ Blood Axe Morkrump’s Korpss Ork Army 1990p +++

Warband                                          340
2xNobz, 6xBoyz, 2xGrotz, 4xBattlewagon, Warlord                                         

Stormboyz Warhorde                               150
6xStormboyz                                     

Kommandos Squad A                                 275
6xKommandos, Big Kopta

Kommandos Squad B                                 275
6xKommandos, Big Kopta

Kommandos Squad C                                 275
6xKommandos, Big Kopta                                    

Blitz Brigade                                    225
4xDeth Kopta, 2xSkorcha, Warbuggy                                        

Big Blitz Brigade                                250
2xFlakwagon, 6xLobbawagon                                    

Bommer                                           200    


The space marines got to choose the edge. The choose to start so the ruins would make a path with cover from one edge to the other. At the same time they placed most objectives in the open on the right flank figure they would be more persistent in the open than the kommandos. The orks did the same leaving the other flank without objectives. 

The marines put the scouts in the tall building in the center while the orks put one kommando unit in the central big ruin and another in the park. Keeping the last and set it up with the others in the main line not daring to set up any kommandos in the rocks near the objectives on the left flank.

The Space marines meanwhile set up with strong right flank and fast moving units on left. Expecting a hard fight in the open desert. 



+++ Turn 1 +++
===================================================================

The Space marines wins the initiative but let the orks move first.
The orks Bommer dare a bomb run on the attack bikes. Hunter miss the bommer but the bommer does not and destroy 3 bikes. Breaking them.

First tactical detachment double forward to occupy the center, fire at orks in big ruin but miss. They hope to drag out some potential ork targets.

Kommando squad A sustain fire back. Got lucky and kill one marine.

Devastator load up in the rhinos and advance to hide behind a tall building.

Stormboyz double. Hide in the big ruin on the Space marine side.

As a response the Space marines landspeeder advance and fire at Stormboyz. Two sixes rolled and two boyz turn to ashes. Breaking them.

But it was a trap. The kopta brigade double and attacks the speeders. Tree speeders crash to the ground and they too are broken.

The whirlwind feels a bit scared and let the rockets loose at the koptas. One buggy and one Skorcha wrecked.

Ork take advantage of the power vacuum on their right flank and double kommando squad C there.

Predators double and hide behind the bridge. Despite not having any targets but preparing for next round.

Kommando squad B in the park stays in the park with a double.

Second tactical detachment also double and hide behind the other bridge pillar. No targets to fire at but it has the objectives in range for the next round.

Big blitz advance (with with a reroll) fire at tac 1 and got the scouts under the template too. Bad rolling and only kill one space marine.

The scouts remain on overwatch.

The warband hold back in the rear waiting for a good target.

End: Bommer get extra BM due to exiting on the wrong edge. All unit but the landspeeders rally

++ TURN 2 +++
==============================================================



The Space marines wins the initiative and let the Predators advance to a nice fire position and let loose a hailstorm of las fire on the big blitz brigade, destroying half of them. The broken tank company scurry back and hide behind the park.

On the other corner of the battlefield does the Kopta brigade double and gets into range of the Whirlwinds. Destroying one.

This force a reaction from the space marines seeing that their blitz are vulnerable. The Devastators advance back and disembark to fire at the koptas but Mork are with the orks and all missiles miss the agile vehicles.

Kommando squad A advanced slightly in the ruin so they all got in range of tactical detachment 1. Killing one marine.

The first detachment sustain fire back. But the ruins protect the orks from the hail of bolter bullets and they take no damage

Kommando squad B advance (with a reroll) to the other side of the park bringing them in range of the predators. The ork big shootas is however not enough to penetrate the tanks armor.

The Scout double back to help protect the blitz objective and fire at the koptas but the rush and the intervening terrain cause them to miss.

The orks decide to do the same and the now decimated Stormboyz double back to the bridge and secure the ork Blitz.

The Space marine bikes marshal and move up the field to support the first detachment.

On the ork flank does the Kommando squad C a swift double and enter the ruin just in front of the Whirlwinds. Destroying them and putting even more pressure on the Space marine blitz objective

Tactical detachment 2 consider falling back but choose offense. Enter the bridge and fire at kommando squad B. Hoping to setting up a supremacy over the objectives in the desert. But the walls and the thick bushes in the park protects the orks from any damage.

The ork Bommer hit the Devestators. Hunter miss again. The ork bombs kills one units of the devastators and a destroys a rhino as well as one of the nearby landspeeders, thereby wiping out the broken formation. 

The ork Warband double and is now in middle of field just opposite detachment 1. Killing one marine and threatening the control of the nearby objective.

End: The Stormboyz and the kopta brigade rally. Big blitz brigade still broken. For the Space marines does the Predators and Tactical detachment 1 rally but not the devastators and the scouts  that need it the most.

+++ TURN 3 +++
====================================================================



The Space Marines win the initiativ again. Fearing an engagement from the Warband they decide to let the Second Tactical Detachment sustain fire, pouring in lead over the orks. Still only killing one ork and a unit of grots.

The Bommer roars again over the field untouched by the Hunter. This time letting the bombs fall over the scouts. To the space marines relief no damage done.

The Space marines continue to try to reduce the Warbands combat effectivity and let the first detachment sustain fire too. Killing another unit of orks.

The ork Kopta brigade try to advance but fail and do a Hold and move forward to control the Space Marine blitz. 

The Scout decide that the Kommando squad C is the most dangerous foe and sustain fire at them killing one unit.

The Kommando squad B have to Hold and fire at the Predators again without any result. 

Devastators advance and fire at the kopta brigade and contest the blitz objective. They hit but it is saved. 

Kommando squad C engage the Devastators. Destroy them all in the first round. Lose one kommando. And no support fire possible

The Space marines try to push home the advance on their right flank and let the Predators advance and spread out between the objectives to control both objectives in the desert. They Fire all their lascannons at warband that by pure luck gets away with only one destroyed battlewaggon.

Kommando squad A leave the central ruin and engage the Predators. First it looks OK for the Space marines but the result of the support fire from kommando squad B seals the Predators fate. And with that the Space marines control of the orks side of the battle field.

The Space marines let their bikes Bikes double back and contest their blitz.

But it has all been in vain. The Warband had never intended to engage the first detachment. It was only a cunning plan by the ork commander to draw the space marine fire into his most robust unit. Instead they double back and take control over the third objective on the orks side of the field..

End:  Space Marines 0 - Blood Axes 2 (DTF & TSNP)



The ork warlord manage to execute a brutally cunning plan and out maneuverable the maneuverable Space Marines. He managed to transfix the big dangerous tactical space marine units in the center while having the more mobile kommando squads wrecking havoc up and down the battlefield constantly forcing the Space Marine player to react instead of act.

Monday, October 16, 2023

23/24 Epic League - Aurora Chapter vs Steel Legion

It's time for the last match of the second round and this time it is an inter Imperial business with the victorious Aurora Chapter meeting the quite not so victorious Steel Legion. Will Aurora once more devastate their foes with their killing air assault or will the stubborn Steel Legion prove a much more difficult foe than the squishy orks?

+++ Aurora chapter (Scions of Iron) 2000p  +++

Heavy Tactical III & IV squads                         325
4xTactical, 2xLand Raider        

Heavy Tactical V& VI squads                        325
4xTactical, 2xLand Raider                                          

Landing Craft                                    350                                  

Terminator                                       475
4xTerminator, 2xLand Raider Crusader                          

Whirlwind                                        275
4xWhirlwind                                     

Thunder CAS                                      250
Thunderhawk Close Air Support           


+++ Steel Legion TP2018            1975p +++

Mechanised Infantry Company 1                      400
Imperial Guard Commander, 12xImperial Guard Infantry, 7xChimera, Commissar                                   

Mechanised Infantry Company 2                     500
Imperial Guard Commander, 12xImperial Guard Infantry, 7xChimera, 3xHellhound, Commissar                       
Rough Rider Platoon                              150
6xRough Riders, Commissar                                       

Artillery Battery                                250
3xBasilisk, Commissar                                       

Sentinel Squadron                                100
4xSentinel                                      

Warhound Titan                                   275
Warhound Titan                                  

2x Thunderbolt Squadron                             300
2xThunderbolt Fighter-Bomber      

Aurora got to choose the edge and select the one with the city ruin. They try to deploy their objectives as close as possible to the Steel Legion blitz. Fore shading an air assault. The Steel Legion on the other hand deploy their objectives on the roads close to their half of the board since they do not need to fear any Aurora garrison. 

Aurora only deploy the Whirlwinds and heavy Squad V&VI on the board. The rest ready in the Landing craft 

Steel Legion decide to split up 1st & 2nd company putting the 1st on right flank and the 2nd defending the blitz protected by sentinels. Forcing Aurora to choose assault target.



+++ TURN 1 +++
=================================================================

The Aurora chapter wins the initiative.

They decide to go for the BTS 1st company and the Thunderhawk swoop down from the sky as the brick it is. Unloading every weapon it has yet only manage to destroy one chimera.


They then Retain. And do a Air Assault with the lander. Brutal first round with average rolling for the space marines and good for the Steel Legion. Five infantry, one chimera and one hellhound down at the cost of three tactical marines and a damage on the Landing Craft. A unlucky double 2 rolled by the Steel Legion in the resolution seal its fate 13-8 to the marines and the 1st company take a big hit. Retreating to cover among the Sentinels.

The Warhound guarding the Steel Legion right flank takes advantage of the Landing Craft landed in plain sight and sustain fire at it. But not even its' powerful plasma cannon manage to penetrate the Landing Crafts reinforced armor.

The 1st company managed to do a tactical mistake when fleeing from the terminators and got into range from the Whirlewinds. The barrage destroy another chimera and 2 infantry, 4 other units lost due to disorder.

But the Steel Legion has long range guns of them self. The Basilisks sustain fire at squad III&IV, killing one marine, breaking them.

Squad V&VI double forward to take cover in the ruins in the center and fire at the broken 1st company. They destroy the last Chimera and the rest of the formation is wiped out by the blast markers. 1 VP to the marines but it was also their last formation left to move thus turn. 

The Sentinels advance and fire at V&VI but do no damage.

The 2nd company also advance and fire at the Landing Craft but somehow fail to do any damage.

On the empty left flank the Rough Riders march into position for next turn.

Both squadrons of Thunderbolts tries to intercept the Thunderhawk but none of the imperial flight manage to damage brick built Thunderhawk.

End: The Thunderhawk and the Landing Craft gets blast markers for exiting on the wrong edge.

Both marin formations rallies.

+++ TURN 2 +++
=================================================================



Aurora wins the initiativ and let the Whirlwinds launch their rockets at the 2nd company. 3 chimeras and two infantry lost. They then retain and sustain fire with the Terminators. But karma strikes back with some really bad rolling and only one Chimera destroyed. 

Following the onslaught 2nd company had no option but to marshal and fire back at the Terminators, actually manage to kill one. 

The surviving Land Raiders in III&IV squad double towards the unprotected right flank and fire at the advanced Rough Riders. However the rush made them miss all their shots.


The rush across the battlefield brought III&IV in the open just in front of the Sentinels that sustain fire at them. But they still not manage to hit the rushing tanks.

The CAS Thunderhawk mange to activate even thou all the blastmarkers it acquired last rund and strife the Basilisks, destroying 2 and breaking them. 

The Warhound try to protect the flank and sustain fire at the Terminators. Rolling four 1:s. 

The Landing Craft does not manage to take off. Some problem with a loose hose. 

The 1st Thunderbolt squadron intercept the Thunderhawk. Still does not manage to do any damage.

In the center the V&VI squad decide it is time to get rid of the Sentinels and sustain fire at them. Each Sentinel ends up with 2 hits. Needless to say they was all destroyed. 

The 2nd Thunderbolt squadron gives up on trying to damage the Thunderhawk and instead swoop down over the Whirlwinds, leaving a smoking wreck in their path

End: All aircrafts exit on their own edge. The Whirlwinds and Terminators rally the III&IV squad fails. Rough Riders rally. 


+++ TURN 3 +++
=================================================================



Aurora wins the initiative and starts again with the Whirlwinds that fire at the Rough Riders, However the shaken Whirlwinds fail to do any damage. They retain the initiative and let the Landing Craft glide down firing at the Rough Riders. Killing 1.

The first Thunderbolt squadron strafe the III&IV squad. They fail to do any damage but the attack is enough to break them.

It start to get crowded in the air as the Thunderhawk as well roars in and let loose on the 2nd company. This time they only hit one chimera that saves.

They then tries to retain with the Terminators but fails. The Terminators instead fire at 2nd company as their hold action, destroying one Chimera.

The 2nd company tries to retaliate but the command structure has failed during the attacks and they Hold and fire unorganized at the Terminators without effect. 

The V&VI squad feel forced to leave their protective ruins and double towards the Rough Riders killing 1 in the fire and breaking them.

This left a opening in the Aurora defenses that the Warhound immediately takes advantage of and double to Aurora side of board and takes control of the objective that the marines just left while firing at III&IV squad destroying one Land Raider

The second Thunderbolt squadron 2 does another run on the Whirlwinds but this time fail to damage them.

End: The Thunderhawk exit on wrong edge and get a blast marker. All formation manage to rally except the Terminators.

Aurora 1 (BTS) - Steel Legion 0. There is another round


 +++ TURN 4 +++
======================================================



The Steel Legion wins the initiative. The Rough riders gallop down the open desert and engage the Whirlwinds. Winning the battle and destroy all despite a double 1 rolled in the resolution.

The Steel Legion then tries to retain and fail. Do a hold fire with the Warhound. And break the III&IV squad again.

The Thunderhawk tries to retaliate the destroyed Whirlwinds and attacks the Rough Riders. It only manage to kill one rider but it is enough to break them and free the blitz from Steel Legion control.

The Lone basilisk fire a barrage at V&VI squad and actually manage to kill a marine.

They then retain and have first Thunderbolt squadron assault the Terminators, Destroying a Land Raider.

In the center the Landing Craft does a run over the Warhound. Fail to do any damage but stacking up blast markers.

The 2nd company advance and do a tactical spread to control two objectives. They fire at V&VI squad but fail to do any damage.

The Terminators decide to leave the ruins where they have thwarted all Steel Legion attacks on them the entire battle. They contest 2nd company's control of the leftmost objective. The shooting manage to only kill one infantry however. 

2nd Thunderbolt squadron bombs the V&VI squad. Kill one tactical marine.

The V&VI squad feel forced to double back and fire at the Warhound that threatens the marine win. The void shields protect the Warhound from any damage but the mass of fire is enough for the driver. Breaking the titan and freeing the objective.

End: Aurora 2 (BTS & TSNP) Steel Legions 0

Once again the hard round 1 strike of Aurora set the pace of the game However the biggest problem for the Steel Legion was probably the Thunderhawk that made up to its brick reputation and was impossible to damage wasting many good Thunderbolts attack that could have done better use elsewhere. And again a close call for the Rough Riders to save the game by taking the blitz.

Friday, September 15, 2023

23/24 epic league - Minervan Tank Legions Vs Blood Axes

 Back to the ruins of Nolus Minorus. This time it's two loser armies that face off, both desperate to get their first win.


++ Minervan Tank Legion 1995p ++

Small Tank Company                               340
6xLeman Russ Conqueror                          
Armoured Regiment Commissar                     

Small Tank Company                               425
5xLeman Russ                                    
Armoured Regiment Commissar                     
Leman Russ Executioner                          
Salamander Command Vehicle                      

Small Tank Company                               330
5xLeman Russ Exterminator                       
Armoured Regiment Commissar                     
Leman Russ Thunderer                            

Small Tank Company                               400
5xLeman Russ Demolisher                         
Armoured Regiment Commissar                     
Leman Russ Executioner                          

Salamander Scout Platoon                         100
3xSalamander Scout                              

Thunderbolt Squadron                             150
2xThunderbolt Fighter-Bomber                    

Marauder Squadron                                250
2xMarauder Bomber              

+++ Blood Axe Morkrump’s Korpss Ork Army 1990p +++

Warband                                          340
2xNobz, 6xBoyz, 2xGrotz, 4xBattlewagon, Warlord                                         

Stormboyz Warhorde                               150
6xStormboyz                                     

Kommandos Squad A                                 275
6xKommandos, Big Kopta

Kommandos Squad B                                 275
6xKommandos, Big Kopta

Kommandos Squad C                                 275
6xKommandos, Big Kopta                                    

Blitz Brigade                                    225
4xDeth Kopta, 2xSkorcha, Warbuggy                                        

Big Blitz Brigade                                250
2xFlakwagon, 6xLobbawagon                                    

Bommer                                           200    

The Blood axes got to choose the edge. They choosed to play with the ruins following the middle of board from the Blood Axe edge to the Minervans. Hoping to have the ruins as cover for all moves along the board. Consequently they put their two objectives in the ruins while the Minervans placed their on their left flank together with most of the tanks hoping to be able to dominate the open space.

The orks took advantage of the rather forward placement of the Minervans objective and hid Kommando Corp A and B in ruins close to them as scouts.            

+++ TURN 1+++
=========================================================

Ork win the initiative. They go first and call in the bommer. It does a bombrun on the Exterminators. Destroying one.

Marauders retaliate bombing the forward kommandos of corp A. Kill 3 and damage the kopta. Almost breaking them. 

Kommando corp C double and hide in tall central building. No targets to fire on.

The Conqueror company advance and fire at corp C. Almost destroying the kopta.

The Stormboys are careful, they double but only move about 10 cm to take position in some ruins.

The Thunderbolts roar down from the skies fire their guns on the exposed corp A. Destroying the kopta and breaking them. The remaining Kommando flee into the ruins in front of them

Lacking targets but airplanes the Kopta blitz double and hide behind the ruins that corps A now is covering in. They have no target to shoot at to the orks great disappointment.

The Leman Russ had some communication problems and fail to activate. They choose to remain in the rather strategic position that they are where they dominate the open field in front of them and regroup.

Kommando Corp B double. Hide in ruin close to the Conqueror company. All shoots miss even thou they had big tanks to shoot at.

The nearby scout salamanders advance and fire at corp B. 1 shot hit but the kommando is saved by the ruins.

The warband double to get into a better position to halt an eventual advance in the ruins but have nothing worth shooting at.

The Minervans Exterminators was badly disorganized after the bommers bomb run and decided to marshall and move up the road to support the Conquerors.

The Big blitz had hold back as long as possible fearing the big guns of the Minervans but do now dare to double up into the middle of the field. Fire at Exterminators and at the same time make sure that the Minervans aircrafts has to pass the flakkwaggons on their way back to the base. Only one Exterminator is hit by the barrage and it is saved by its thick armor. They however get 2 BM due to the sheer size of the barrage

The Demolishers double on the left flank prepare to smoke out the remaining orks in the ruins and protecting an objective

End: The Bommer get a blast marker for exiting on the wrong edge. Both the Maruders and the Thunderbolts survice the flakk from the ork but get a blast marker each as result.

Corp A fail to rally. Crop B succeed. Conqueror company fail but the Exterminators succeed.


+++ TURN 2 +++
==================================================================

Minervans win the initiativen on a draw and choose to start

The Marauders roars in over the battle field and drop a huge load of bombs on corp B to prevent any stupid ideas like engaging Minervan units. By a combination of luck and ruins the orks do not take any damages but get 2 blast markers.

Corp C double. Hide in central ruin on Minervan side with the objective. Fire at the Conqueror company. Miss all. But push them up to the same amount of blast markers as corp B.
The orks are not cowards so that is enough for them to dare an engage


They retain and engage with corp C. Declaring the Salamanders as intermingled. Truly horrible rolling by the orks and the kommandos does not manage to scratch a single tank, but the kopta is lucky and destroys two salamanders with a combination of heavy fire and smashing rotor blades. The support fire from corp C take down two more. Still a narrow victory to the orks by only 2. The Salamanders are destroyed and the Conqueror company flee toward the Minervan lines.

The orks however failed to estimate the threat of the nearby Exterminators that sustained fire at the battle weary corp C. Wiping them out.

As a retaliation the bommer hit the Exterminators with all it has. Destroying one of them.

The Minervans are on the offence and let the Demolisher company advance and fire at the already broken corp A that try to hide in the ruins. The ruins gives no protection against the Demolishers guns and all kommandos in corp A is killed.

Since the Exterminators did remain in place it meant that they still where in perfect range for the big blitz brigade. They did an unorky sustained fire. Destroying another Exterminator tank and break the company.

On the other side of the battle field the thunderbolts roars down from the sky shooting up the warband. Killing on grot and destroying a battlewaggon.

The stormboyz got bored and double up the battle field. Taking position in a bigger ruin on the Minervans side of the field not far away from the Demolishers.

The Russ company tries to respond to the brave advance but fail to activate. They move forward as their hold action to get a clear line of fire to the kopta blitz brigade.

When every orks advance forward the warboss beats his boyz in the warband to do the opposite and double back to the ork base to defend the blitz objective.

The kopta blitz brigade advance and fire at the Demolisher company claiming crossfire due to the irritating Stormboyz in the Demolishers rear. Still they fail do to any damage on the tanks.

End: Bommer exit on wrong edge. So does the imperial air, instead of risk flakk from the orks. The warband and corp B rallies. So does also the Exterminators and the Demolishers but not the Conquerors. 

+++ TURN 3 +++
===============================================================

Ork wins the initiative. They start with calling in the Bommer and have it bomb the Demolishers. Destroying one and racking up some blastmarkers. 

The Stormboyz does not let the dust cloud settle but charged in on the Demolishers. They however fail to damage any of the well protected tanks and instead lose one group of boys. They get lucky and got away with a draw. The fighting continue and another stormboy goes down but this time it take a Demolisher with it. It seems to be to mush for the Demolisher company and they rout. But get blown up by the pursuing orks. Only the tank with the commissar survive the engagement.

Marauder try to make it possible for the Minervans to retake the objective on their right flank and bomb corp B. But they are to well entrenched in the ruins. However they take 2 blast markers due to the level of confusion the bombing made.

Corp B decide marshal to dig out the orks still alive but buried beneath the rubbles. The orks not digging fire at the broken Conquerors. All miss but the confusion of the fire make one of them run into a sand bank and get stuck.

The Thunderbolts attack the kopta blitz. Some shoots make contact but is miraculous saved by the ork rugged designs.

The warboss continue to force his warband to do the boring work and double to cover both the blitz objective and a nearby objective. This give the boyz to much disappointment and grumbling no targets to shoot at.

The Russ Company advance to protect the ground lost by the Demolisher earlier. They fire at the kopta blitz brigade and destroy a buggy and a skorcha, breaking the formation.

The big blitz brigade double and take control of the third objective on the ork side. On the move they also fire at the Russ company but bounce around to much to make any damage.

The Exterminators march and enter ork side of the battlefield both invalid the They Shall Not Pass and . contest the objective held by corp B. Denying orks the potential victory.

End: Ork 1 (DTF) Minevas 0. Bommer exit on own edge. Marauders on opposite. 1 Thunderbolt shot down by nearby flak. The Stormboyz rallies. So does the Russ and the Exterminator company. The Demolisher and the Conqueror companies however fails.

+++ TURN 4 +++
==============================================================

Both sides are down to bare minimum of surviving formations. But the orks has a bit more troops on the ground and better position. They also win the initiative.

They do start as last turn with the Bommer this time it is the Russ Company that it is target. The salamander command vehicle is destroyed by the ork bombs.

Orks take a big chance and not only retain the initiative. They try to do a sustained fire with the big blitz brigade. It pays of. The far more accurate bombardment from stationary vehicles destroy the Executor and two russes. Breaking the last real threat to the orks. 

The Marauders try to clear the way for the Exterminators and bombs the warband guarding the blitz. They have some really bad rolling and only manage to kill one infantry despite all the bombs. The only silver linning was that it was the warboss that was blown to smithereens.  

The Corp B in the center do a sustain fire  at the Exterminators. But their guns are to puny to hurt the tanks. 

The Thunderbolts do another ground attack at the warband and kill another unit of orks WB. 

On the other side of the field does the Stormboyz double and take control over the Minervans blitz objective. 

The Exterminator try to do a last hail Mary toward the ork blitz but in a anticlimax, they fail to activate. They instead regroup and remain in contest range of the Minervan objective on the right flank.

Also the warband fail to active without its' warboss and decide to regroup.

End: Blood Axes 3 (Blitz, DTF and T&H) Minervans 0



Orks kommandos did die like flies, but in the end did they had more 'flies' than the  Minervans had tanks. The Minervans severely lacked activations in the two last rounds but managed by stubbornness push the match to a fourth round. The Blood Axes ended up with the victory and the Minervans is now the only army without any points scored.

Sunday, September 3, 2023

23/24 Epic League - Space Marines Vs Bad Moons

 

Time for the first match of the second round. This time it is the Space marines that face the Bad moons. Two armies with one victory each in the baggage fighting to retain that top position.

+++ Codex Astartes TP2018          2000p +++

Tactical Detachment 1                             325
6xTactical, 3xRhino, Chaplain                                        

Tactical Detachment 2                             350
6xTactical, 3xRhino, Hunter                                          

Devastator Detachment                            250
4xDevastator, 2xRhino                                         

Scout Detachment                                 150
4xScout, 2xRhino                                         

Bike Detachment                                  200
5xBike                                          

Land Speeder Detachment                          200
5xLand Speeder                                  

Predator Detachment                              250
4xPredator Annihilator                          

Whirlwind Detachment                             275
4xWhirlwind 


++ Ghazgkhull Thraka's Warhorde 1995p ++

Ork Warband                                      340
2xNobz, 6xBoyz, 2xGrotz, Battlefortress, Warlord, Skorcha                                         

Big Ork Warband                                  550
4xNobz, 12xBoyz, 4xGrotz, 8xBattlewagon                                   

Blitz Brigade                                    325
Flakwagon, 3xGunwagon, Gunfortress, Oddboy with Zap                                 

Big Blitz Brigade                                300
2xFlakwagon, 6xGunwagon, Oddboy with Zap                                 

Mekboy Stompamob                                 330
3xCrusha Stompa, 3xDreadnought                                   

Fighta Squadron                                  150
3xFighta- Bommer     

The Space Marines get to choose starting edge and decided to play with the ruins in middle. Going with the edge with more houses. Scouts garrison the tall building. Space marines setup a balanced line with the Tac 2 that has the hunter in center for AA cover while the orks focus on their left where both most objectives are and most open ground for their tanks. Leaving the objective on the right guarded single handed by the stompas.



+++TURN 1 +++
============================================================


The Space Marines wins the initiative and let the orks start.

Big mob double in to big ruin, getting good cover. Fire at the scouts in cover, needs 8:s to hit. All miss.

Landspeeder advance, hide behind the park on marines left

Fighta Bommas braves the hunter and do a ground attack on the whirlwinds. Hunter miss but the fighta bommas does not. Destroys 2 whirlwinds.

The space marine devastators double. Hide in ruins and fire at stompas. Destroy 1 dread. Stompas on overwatch fire back, destroy 1 rhino.

The small blitz brigade double to center of the board and fire at Tac 2. Destroy a rhino.

The Predators respond by advancing and fire back. Destroying the flakwaggoin and two gunwaggons incluinding the wierdboy tower and damage the gunfortress, breaking them.

Big blitz double on the ork left flank, fire at the scouts. One of the scout groups is fried in green fire from the wyrdboy tower. Another blasted by a lucky shell from a tank.

 Tac 1 double and hide behind a ruin to the space marine right.

The small warband double to ruin in middle close to the scouts that fire on overwatch but miss the orks that had the advantage of cover. The orks are a bit more lucky and kill one scout unit, breaking them.

Tac 2 double and hides in ruins in the center. Fire at small warband. Kill 1 ork.

The orks are out of activations. The Bikes march to opposing flank to strengthen it against the coming orks.

The surviving whirlwinds fire at the big blitz brigade but fail to do any damage.

End: All Space Marines but the scouts rally. Big bliz brigade and Small warband rally. Small blitz brigade remins broken.

+++TURN2+++
==========================================================

The Space Marines wins the initiative

Tac 1 advance and fire at big blitz brigade. Destroy one flakwaggon and one gunwaggon

They then retain and let the Bikes engage the big blitz brigade. Destroy 3 in the charge but loose one bike to supportive fire from the big warband. Nevertheless win the fight and destroy the rest of the tanks in the rout. 

The small warband tries the improbable and sustain fire (and succeeds) at tac 2. Yet only 1 shot hits.

Meanwhile on the space marine left flank the devastators also sustain fire but on the stompas. Orks got some luck back and only one shell hit, destroying a dreadnought. It is however enough to break them. Driving them of the objective leaving it undefended.


The fighta bommers does a ground assault against the land speeders. Hunter hits but it is saved. Karma is returned when the fighta bommers miss all their shots.

The Predators advance and fire at the battlefortress belonging to the small warband. 4 hits, all saved? Orks are lucky again.

The big warband tries a sustain fire at the bikes, but fails. Do a Hold fire instead. 20 dice thrown all miss. 

The land speeders double to take control of the objective the stompas just left and fire at the broken stompas. Miss all but another dread destroyed Orks out of activation

Whirlwinds fire at small warband. Kill one ork and damage the fortress.

Tac 2 sustain fire at the small warband. 2 hits both saved thanks to the ruins.

End: Scout and bike rallies. Stompa & small blitz fail to rally.



+++TURN 3+++
========================================================

Orks now only has two unbroken formations, but they are big. Space marines has a clear tactical advantage

Orks win initiative. With so few formations left it is a mixed blessing.

They choose to go first nevertheless and call in the fighta bommas that ground attack Tac 2 managing to destroy 2 rhinos.

Ork retain and the Small warband engage Tac 2. Some bad rolling result in no dead space marines but with some luck in the resolution they still win by 2 in exchange for one lost ork and a damage on the fortress.

Bikes double and now control the ork blitz objective forcing ork to choose between defending or attacking. Big warband feel forced to double back to defend the blitz. 36 dice thrown 2 hits just 1 bike destroyed.

Field is now free for the space marines. The devastators advance fire at small warband but fail to do any damage.

The land speeders advance fire at the stompas. Wipe them out

Predators do a sustain fire at the small warband targeting the fortress and destroy it. They are now just one blastmarker from breaking.

The whirlwinds decide to finish it of. Kill one nob and one boy. Breaking them.

Tac 1 holding the objective on the space marine right realize that they can't do anything more of substance and fire a few pot shots at the big warband that all miss.

End: SM 2 (DTF and TSNP) orks 0.


Classic victory by the space marines first outmaneuver the orks picking off the small formations to then out activate them in the last round giving the orks no possibility to respond to the fast space marines.