Pandorax begins: The Last Stand

BLAs both mine and Gary’s tournament opponents were unavailable for todays round 2 event (Gary played his opponent in the week and I’ll play mine tomorrow) we thought we’d have a bash with the new 7th edition rules.

Gary had graciously allowed me to try out an apocalypse formation from Warzone Pandorax (Hounds of Huron biker formation) and so we decided to play a Last Stand mission (Stronghold Assault book) and in return I said it was ok for him to try out his forgeworld Fire Raptor (an awesome painted beastie).

We originally said 2000 pts but then Gary realised he needed to pay for fortifications, and so we upped it to 2,500 pts.
Chaos Space Marines SAMCRO Black Legion 2,498pts:

+ HQ + (465pts)

* Lord Clay Morrow – Chaos Lord (240pts)
(Champion of Chaos, Fearless, Independent Character)
Bike, Gift of mutation, Mark of Tzeentch, Sigil of corruption, Skull of Kerngar, The Hand of Darkness, Veterans of the Long War
* Power Armour
Bolt Pistol, Combi-melta

* Unsa – Sorcerer (225pts)
(Champion of Chaos, Independent Character, Psyker)
2x Additional Mastery Level, Aura of dark glory, Bike, Gift of mutation, Last Memory of Yuranthos, Mark of Tzeentch, Melta bombs, Spell familiar, Veterans of the Long War
* Power Armour
Bolt Pistol, Force Staff

+ Elites + (135pts)

* Filthy Phil – Helbrute (135pts)
(Crazed)
Power scourge, Twin-linked lascannon

+ Troops + (754pts)

* Squad Bullhorn – Chaos Space Marines (277pts)
Autocannon, 9x Chaos Space Marine, Mark of Tzeentch, Meltagun, Veteran of the long war
* Aspiring Champion
(Champion of Chaos)
Bolt Pistol, Combi-melta, Melta Bombs, Power Mace
* Chaos Rhino
(Repair)
Combi-bolter, Dirge caster, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles

* Squad Skulltop – Chaos Space Marines (277pts)
Autocannon, 9x Chaos Space Marine, Mark of Tzeentch, Meltagun, Veteran of the long war
* Aspiring Champion
(Champion of Chaos)
Bolt Pistol, Combi-melta, Melta Bombs, Power Mace
* Chaos Rhino
(Repair)
Combi-bolter, Dirge caster, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles

* Squad Baldies – Chaos Space Marines (200pts)
Autocannon, 9x Chaos Space Marine, Flamer, Mark of Tzeentch, Veteran of the long war
* Aspiring Champion
(Champion of Chaos)
Bolt Pistol, Bolter, Power Mace

+ Fast Attack + (730pts)

* Jaxxon’s squad – Chaos Bikers (112pts)
2x Chaos Biker, Mark of Tzeentch, Meltagun, Veteran of the Long War
* Chaos Biker Champion
(Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Mace

* Tigg’s Squad – Chaos Bikers (112pts)
2x Chaos Biker, Mark of Tzeentch, Meltagun, Veteran of the Long War
* Chaos Biker Champion
(Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Mace

* Chibb’s squad – Chaos Bikers (112pts)
2x Chaos Biker, Mark of Tzeentch, Meltagun, Veteran of the Long War
* Chaos Biker Champion
(Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Mace

* Opie’s squad – Chaos Bikers (112pts)
2x Chaos Biker, Mark of Tzeentch, Meltagun, Veteran of the Long War
* Chaos Biker Champion
(Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Mace

* Jooz’s squad – Chaos Bikers (112pts)
2x Chaos Biker, Mark of Tzeentch, Meltagun, Veteran of the Long War
* Chaos Biker Champion
(Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Mace

* Pyron – Heldrake (170pts)
(Daemon, Daemonforge, It Will Not Die, Meteroric Descent)
Hades Autocannon

+ Heavy Support + (414pts)

* Baldie-Dozer – Chaos Land Raider (262pts)
(Assault Vehicle, Transport 10 models)
Dirge caster, Extra Armour, Havoc Launcher, Warpflame gargoyles

* The Backup Plan – Chaos Vindicator (152pts)
Dirge caster, Havoc Launcher, Siege Shield, Warpflame gargoyles

Rolling for my Gifts of Mutation came up as an 11 for the Lord and 12 for the sorcerer, so nothing for either. My warlord trait came out as Soul Stealer (melee wound rolls of 6 gain the Instant Death rule), and my sorcerer powers were Firestorm of Tzeentch (Chaos Focus), Sunburst (Last Memory of Yuranthos), Iron Arm (Biomancy), Warp Speed (Biomancy), and Endurance (Biomancy) – oh and of course Force Weapon.

CAM00902Our forces prior to deployment. As per the mission Gary deployed part of his army defending the fortifications and then I deployed everything accept my heldrake. Gary failed to seize the initiative and so I went first.

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My bike units led by the Lord and sorcerer burst across the battlefield, some of them risking turbo-boosting over rough ground (and 2 failing to control their bikes in the process – though as I write this I realised I forgot to roll their armour saves and simply removed them, doh!). On the right flank my heavier vehicles advanced and opened fire upon the unit around the quad-gun emplacement but aside from setting them alight (thanks to soul blaze) caused minimal casualties.

Our first psychic phase saw what was to become standard fare for my sorcerer, activating Iron Arm and WarpSpeed before Sunburst upon the nearby defenders.

Thanks to the formations special rules the turbo-boosted units could still assault, and they did. with the sorcerer losing his remaining squad ally but causing sufficient damage himself to tie the combat.

Gary’s turn proved a little more brutal as his drop pod veterans arrived and took out my vindicator and squad skulltops rhino.

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My second round saw another bike unit assault the quad-gun defenders, and despite missing with his combi-melta from 1 inch away the Lords unit managed to assault the building itself, using a krak grenade, melta-bomb, and the hand of darkness to remove to hull-points but nothing more.

The psychic phase was more of the same though I did remember to activate my force staff as well this time.

My heldrake had failed to arrive from reserve but the land raider and remaining rhino had moved a little further forward though their shooting again had little effect.

Gary’s turn saw his second drop pod, fire raptor and one of his land speeder squadrons arrive, and their shooting was much better. Destroying the helbrute, immobilising the rhino and shaking the raider, as well as thinning the ranks of squad bullhorn before charging into it.

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Round three and my heldrake arrived, vector striking one of the landspeeders and immobilising it before strafing the raptor with hades cannon fire, but only causing a glancing hit.

Squad baldie disembarked from the raider and squad bullhorn did likewise from their rhino. With everyone else tied up in close combat.

Psychic phase was, you guessed it, force weapon/iron arm/warp speed/sunburst (thank you bonus mastery level).

Shooting with the raider reduced to snap shots didn’t do much, but the rhino’s crew used their chance to try and repair their tracks – and got a 6! (I didn’t realise that Imperial marines don’t get this on their rhino’s but Gary said not).

Squad baldie assaulted the nearest land speeder but only managed to glance it down a hull point. The melta-bomb from the Lords unit champion managed to burn through the buildings wall and the damage result came up 7! BOOM!

As the mighty bastion of Imperial defense crumbled we rolled for the extra damage caused to units within which reduced my hand to hand opponents considerably, though it also reduced my second assaulting squad of bikes to mangled wrecks.

sorcerer Unsa and his foes continued to be locked in brutal hand to hand, neither side willing to give ground – no matter how violently shaking it was.

Gary’s turn saw his remaining reserves arrive, more land speeders and two units of deathwing terminators, one of which almost landed in the collapsing building. His mass shooting at squad bullhorn caused major casualties and when they failed their break test they fled off the board. His shooting caused the heldrake to lose a hull point but nothing more. In the assault phase his defenders finally lost to the sorcerer who wisely consolidated out of the shaking debris.

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Round four and the sorceror moved around the fallen building to engage the last squad of defenders that had escaped the falling tower. The Lords unit charged across the battlefield and shot at one of the veteran units. My heldrake vector struck the last remaining member of the quad-gun unit that had escaped the demolished building and ripped him apart before turning the hades cannon more of the veterans. My remaining rhino drove through the deathwing (who easily avoided the tank) and fired its combi bolters at the Librarians command unit.

Squad baldie (my last remaining troop unit) ran across a crater before charging the librarians unit, the imperial psyker accepting the champions challenge and easily defeating him (my dice were beginning to sour) but the rest of the units managed to remain in combat.

The sorceror assaulted the defenders and was steadily reaping his way through them.

Gary’s turn saw one unit of his deathwing join the librarians melee, turning the tide and finishing squad baldie off (though they did manage to kill of the librarians entourage in the process). The other deathwing unit assaulted the Chaos Lord now that he was on his own, slowly reducing his wounds with their maces of absolution (I think that’s what they were called). His shooting phase also took out the heldrake who despite having regenerated a hull point was blown out of the sky.

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Round five and all I had left was my sorceror and lord both tied in combat, and the landraider which had been immobilised. The psychic phase followed its usual path, and shooting consisted of the raider finally finishing the first land speeder squadron off.

Assault phase and the sorceror finally finishes of the last member of the defender unit, though this leaves him exposed and I kind of figure whats going to happen to him. The chaos lord continues to cling on and takes one of the deathwing down, losing another of his wounds in the process.

Gary’s turn and the fire raptor zeroes in on the sorceror and despite his prayers to tzeentch he’s reduced to a bloody pulp by the avenger assault cannons. The other deathwing unit assault the land raider, their thunder hammer ripping through its armour and destroying the tank.

Gary rolled to see if the game continued and it did. Round six consisted of my Chaos Lord losing his final wound in hand to hand and the game ended 19-7 to the Dark Angels.

We both agreed that it felt a much closer game than that (though rolling three 1’s for my three D3 bonus vps didn’t help) but it had been a great afternoons gaming. Our verdict on 7th edition – same game with a few tweaks, definitely a fan of the new psychic phase, though I must remember to read my notes fully as remembering that Iron Arm gives Smash too would have killed off my melee opponents a lot quicker.

The mission was great fun and really lent itself to a thematic game, so we’re hoping to get a follow on – maybe a kill-team style assault on the defense asteroid using Necromunda or Space Hulk scenery, who knows.

Huge thank you to Gary my long time friend/foe, it’s always a pleasure to play against him – I’ll get you eventually grrr!

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One Response to “Pandorax begins: The Last Stand”

  1. […] my first game of 7e against Gary’s Dark Angels (The Last Stand) I used a bike mounted sorcerer who quite frankly became a combat monster until he was savagely […]

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