2 old gits and a new rulebook

This past Thursday afternoon saw me return to the battlefields of the 41st millennium with my Black Legion Chaos Space Marines. My foe of old, Gary (Imperial) Walker, faced me with his Dark Angels Space Marine force and only one of us would be victorious.

We had already agreed on 2000 points and to play the Purge the Alien mission from the main Warhammer 40K rulebook.

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My army assembles in anticipation.

We rolled off for first to deploy which Gary won and set about deploying his army, 3 squads of Ravenwing bikes with Land Speeder support, 2 tactical squads, a Vindicator, a Devastator squad, an Inquisitor Chaplain, and their leader a Librarian brother. He also had a drop-pod containing another tactical squad and a squad of Deathwing terminators in reserve.

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These were to be faced by my forces of a 15 man marine squad, a 10 man assault squad mounted in a Rhino, a hellbrute, a squad of Nurgle bikers, a Landraider, a chaos sorcerer, a squad of Havocs, a predator and a Chaos Lord of Khorne with a squad of chaos terminators.

After determining psychic powers and warlord traits Gary was to go first, so I attempted to seize the initiative – and failed. And so with a cry of “For the Emperor!” the Dark Angels surged forward and the battle began.

Turn 1

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The drop-pod landed right in front of my lines, disgorging its melta & multi-melta armed squad way too close to my Landraider for comfort, but failed to damage the vehicle. The Vindicator was more accurate, taking out a pair of Havocs, my sorcerer, and the ‘raiders Havoc Launcher in one shot. In response my bikers surged forward into the first tactical unit even as my Rhino flung wide its doors and my assault marines disembarked ready to rumble. My shooting proved reasonably ineffective as the ravenwing bikes and speeders jinked their way to safety. The Chaos Lord and his entourage tore into the drop pod unit in brutal close assault.

Turn 2.

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My marine units came under attack from more of the ravenwing, the assault unit breaking and running after being reduced to 3 men. The Havocs look on nervously as the Deathwing teleport in using the other ravenwing’s homer as a target. Dark Angel shooting proves a little more accurate this time, as chaos marines begin to fall and both the landraider and predator lose the use of a sponson weapon each and their crews become shaken.The Hellbrute attempts to charge the ravenwing but fails to reach. The Chaos Lords unit turn their attention to the newly arrived Deathwing but the false emperors grace is with them and they pass all their saves.

Turn 3 onwards.

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The Inquisitor Chaplain joins the melee with the chaos bikers as a land speeder moves into a more advantageous position.

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Having chased down the remainder of a chaos squad, a trio of Ravenwing now face the coming onslaught of the Hellbrute. It tears into them with its power scourge and leaves nothing but twisted bike parts and gore in its wake. The Landraider finally finds its mark taking its misery out on the devastator squad with its lascannons, until the zigzagging speeders finally get in position and destroy it with multi-melta blasts.

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The remaining member of 15 man squad “Tiggs” finally succumbs under the repeated assaults of the ravenwing. Their repeated hit and run attacks having whittled them down to nothing on the exposed left flank.

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As the last of the Nurgle-blessed bikers attempts to flee, the Inquisitor Chaplain has one more question for him. He obviously doesn’t like the answer as he then proceeds to smash the defenceless biker with his crozious. The immobilized predator takes careful aim with its turret mounted twin-linked lascannon and remaining sponson lascannon, and manages to finish the landraiders job of taking out the devastators and the librarian before the vindicator returns the favour and reduces the tank to a pile of scrap.

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The Chaos Lord and his men battle fiercely with the Deathwing, eventually it comes down to the Lord and 2 remaining loyalist terminators, but as I roll for another turn at the end of our fifth round the fickle dice gods deny me once more and the sole survivor of my Chaos army, its defeated leader, leaves the field of battle having suffered only a single wound himself but the bitter taste of defeat mingle in his mouth with the blood of imperial scum as he licked the blades of his lightning claws clean.

Final result was 11-6 to Gary’s Dark Angels, it was a hard battle and one that started out going my way until the dice gods abandoned me and the Dark Angels seemed to make each and every saving throw that was asked of them.

Still, it was great fun and it gave Gary and myself our first taste of the new 6th edition rules in readiness for the big multi-player battles later this month that he has organised.

A big thank you has to be given to John, Dustin and Jack who were on hand to clarify the rules and changes neither of us were sure of.

In hindsight I probably shouldn’t have bothered with the landraider or rhino, and the Lord and his unit should have focused on something other than the Deathwing (something without 2+ saves preferably). I can’t say how useful the psychic powers are as yet as my sorcerer had barely seen the light of day before being obliterated.

Well, lessons learned and I’m looking forward to putting some of them in to practice against more opponents soon. The good thing about the forces of Chaos, there’s always more of them waiting to fight another day!

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3 Responses to “2 old gits and a new rulebook”

  1. Gary Walker Says:

    You are being too critical about your army selection. In the first turn, you did not press home your advantage in the middle of the battlefield by transporting the Lord and his Retinue to the center in the Land Raider. Although the Land Raider had taken damage, the Lords Retinue and Sorcerer would have taken no damage from the Demolisher Cannon.

    If the Lord and his Retinue ignored the Tactical Marines deployed in the Drop Pod to support the bikers, I would not have been able to hold the line. In turn 1 they should have moved forward in the Land Raider and disembark ready to charge in the next turn. The Havoc’s had enough firepower to deal with the Tactical Marines.

    Due to the Chaos Lord being tied in combat in the first two turns with the Tactical Marines, the Interrogator Chaplain was able to turn the tide which then allowed the remnants of the Tactical Squad to destroy the Rhino. My Devastators were able to provide fire support to the Ravenwing assault on your left flank when they should have been be shot at by the disembarking Lord, Sorcerer, Retinue and Land Raider.

    As for the right side of the Battlefield, I think the Vindicators fire power helped me as you ignored the Ravenwing Squadron allowing them to zoom into your deployment zone to deal with the Havocs. Even though the Deathwing Assault was effective (thanks to the Teleport Homer), imagine if your HQ was in the center of the board. I would have had to risk Deep Striking using the Scatter dice to save the battle because the bikes would have been too far away.

    In conclusion: The bad dice rolls were exasperated by your units not working together.

    • Yeah I should have stuck with the original plan in my head but as is often the case, on the day it goes out the window and therefore falls apart. To be fair I am always over-critical on my own in-game performance but this usually helps to drum it into my head for the next time.

      Looking forward to the rematch later in the tournament rounds you have set up.

  2. bendermanuk Says:

    Great write up and photos, its always good to see a nice battle report.

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