Battle reports, tactics, and general banter about Warhammer 40k, D&D 3.5/Pathfinder, Malifaux, and Warhammer Fantasy!

Monday 16 December 2013

Warhammer 40k Battle Report Orks V.S Space Marines

A small Ork Warband has arrived uninvited on an Imperial world. The White Scars along with help from Belial and his Deathwing cohort have been dispatched to deal with the alien menace before it can get a foothold on the world.

This was a 1550 game with my Orks against Todd and h is Space Marines. The mission was the Scouring using the Spearhead deployment type.

The Board
The Armies

Orks

HQ:
- Warboss in Mega Armour with Bosspole, Attack Squig, Ammo Runt, Kombi-Skorcha and Cybork
   Body (Warlord) - 138

- Big Mek with Kustom Force Field, Power Klaw, and Bosspole - 125

Elites:
- 10 Lootas - 150

Troops:
- 3 Meganobz with Kombi-Skorchas, in a Trukk with Reinforced Ram and Big Shoota - 175

- 12 Shoota Boyz with Big Shoota and Nob with Power Klaw and Bosspole in a Trukk with
   Reinforced Ram and Big Shoota -157

- 12 Shoota Boyz with Big Shoota and Nob with Power Klaw and Bosspole in a Trukk with
   Reinforced Ram and Big Shoota -157

- 20 Shoota Boyz with 2x Big Shootas and Nob with Power Klaw and Bosspole - 170

Fast Attack:
- Dakkajet with Fighta Ace and additional Supa Shoota - 130

- 7 Warbikers with Nob with Power Klaw and Bosspole - 215

Heavy Support:
- Battlewagon with Deffrolla and 4x Big Shootas - 130

Total: 1547

I decided to give Trukk Boys another go this game, as I hadn't used them for awhile and I wanted to try and make them work. Unfortunately right now I'm having a hard time getting my Boyz to do much of anything unless they hang out in a Battlewagon all game. Either they're too slow on foot, or they aren't able to do anything with their numbers.

White Scars/ Dark Angels

HQ:
- Chapter Master on Bike with Power Fist and Lightning Claw (Warlord) - 190

- Belial with Thunder Hammer and Storm Shield (Allies) - 190

Troops:
- 5 Bikes with 2x Grav-Guns - 135

- 5 Bikes with 2x Grav-Guns - 135

- 5 Deathwing Terminators with 1 Assault Cannon and Sergent with Thunder Hammer and Storm
  Shield (Allies) - 196

- 5 Scouts with Sniper Rifles - 66

Fast Attack:
- Ravenwing Darkshroud (Allies) - 80

Heavy Support:
- Ironclad Dreadnought with Powerfist/Heavy Flamer and Seismic Hammer/Meltagun in Drop Pod
   - 180

- Predator with Autocannon and Lascannon Sponsons - 115

- Predator with Autocannon and Lascannon Sponsons - 115

Total: 1551

This list was going to be bad news. Of course the one time Todd brings Autocannons on his Predators is when I have Orks, with Trukks no less. The Chapter Master I was expecting, though it doesn't make that Orbital Bombardment any less threatening. It's also going to be tough facing two deepstriking units that are going to come in turn 1 and be right in my face immediately. This list was definately a good counter to mine.

The Game 

I won the roll to choose sides and decided to take the side with the big Line of Sight blocking hill, hoping to hide out behind it for a turn so that I could boost my Boyz right up at him immediately. I also won the roll for first turn and decided to make him deploy first.

Todd's Deployment
Todd deployed fairly spread out, relying on his speed to get him to where he needed to go quickly and easily. Belial and his retinue went into reserve along with the Ironclad, ready to drop on my head immediately.

My Deployment
I deployed as behind the hill as possible, with my front arks facing out in the event that his guys tried to deep strike behind me for a chance at my rear armour. The lootas went into the forest, hoping to shoot down his scouts or something so that my Dakkajet could get in unopposed. I was concerned about how clustered up I was, but I was hoping that he wouldn't be able to get line of sight with his Chapter Master.

Turn 1

Todd dropped his Deathwing down right beside the river closest to his side of the board, hoping to get some shots into my Trukk's side armour. The Ironclad came down on the otherside and landed in the river. Even worse, the Chapter Master was able to get line of sight on my Trukk, thanks to the bars on top of it, and dropped his Bobardment right on my head, hitting both Trukks and the Battlewagon exploding both the Boyz's Trukk (which thankfully Ramshackled into a wreck) and the Battleawagon killing 5 of the Boyz.

The Deathwing opened up on the newly disembarked Boyz and killed a couple, and  then the Ironclad let loose with its Heavy Flamer, which killed a bunch more Boyz from the Battlewagon squad, who passed their Leadership check. He then fired his Meltagun into the other Trukk and failed to do anything to it. While the Boyz were getting pummeled behind the rock, the Lootas were getting gunned down by the Scouts, Darkshroud and Predator who all together managed to kill  of them, but they held.

With almost a quarter of my force gone right out the gate I knew that things were going to be rough this game. I started by moving the Trukk Boyz towards the Deathwing, as well as driving both remaining Trukks over to face them as well. The Battlewagon Boyz moved over to try and beat up the Ironclad. The Lootas began by firing with Deffguns into the rear of the Ironclad but I rolled a 1 on their shots, and then failed to hit. Such as it is with Ork shooting I guess. The Meganobs, Trukk Boyz, Boyz formerly known as Trukk Boyz, and both Trukks fired into the Deathwing and killed one whole Terminator.

With that disappointing business done, I decided to issue some charges, first with my Boyz on the Terminators, who made it in fine, and then with the Boyz on the dreadnought who lost a couple to the Heavy Flamer and ran away. Typical. Fourtunately, the Boyz that actually made it to assault didn't get beaten up too bad. The Nob was killed in a challenge, but the Boyz managed to kill another Terminator, and though they lost combat, they stuck it out. What champs!

End of turn 1
Turn 2

With the beginning of turn two and me already in a bad way, the Space Marines pressed their advantage. The Predator by the hill moved over to get a better shot at the Lootas, and both Bike Squads moved forwards. Shooting began with the last of my Lootas being mopped up by the Scouts and Predator. The Ironclad moved towards the Meganobz's Trukk and Exploded it with the Meltagun, but it again Ramshakled into a wreck instead The remaining Predator and Darkshroud manage to kill a Meganob and wound another. The other Bike Squad managed to glance the other Trukk. The combat with the Deathwing went just as one would expect, with the Orks being cut down, almost to an Ork, but one managed to escape to safety.

Seeing the need to Reinforce their friends, the Bikes came on this turn. The Battlewagon Boyz managed to rally as well, and moved back to try and have another go at the Ironclad. The last Trukk moved off towards the Bikes, and the Meganobz went to go beat up Belial and his squad for the Moral victory. The Bikes turbo-boosted up the flank. Shooting from the Big Shoota into the Ironclad does nothing, and the other unit of Boyz does nothing as well. The Meganobs also do nothing. The Meganobz then declare a Charge on the Terminators, and the Boyz manage to make combat with the Ironclad this time.

Combat goes a bit better for me. Though the Ironclad manages to almost destroy the Boyz, the Nob gets a good whack in and manages to blow up the ancient Dreadnought. The Warboss challenges Belial, and in a big brawl of Power Fists, Klaws and Thunderhammers, all of the Meganobz, the Warboss, Big Mek, all the Terminators and Belial are all killed.

End of Turn 2
Turn 3

Todd's first Bike unit moves to the Flank to try and kill the Warbikes while the Darkshroud turns to fire on the Dakkajet. The other Bike Squad moves to try and stay just in range of the last Trukk. Shooting begins with the Darkshroud managing to take off a Supa Shoota. The Bikes and both Predators fire into the Warbikes and kill all but the Nob, who stands his ground. The other Bike Squad Immobilizes the remaining Trukk.

My Dakkajet moves onto the board and gets a locked velocity from the Quad Gun, and the Nob moves to try and Assault a Predator. The Boyz leap from their immobilized ride. The Nob and his last remaining Boy go to beat up the Drop Pod.The  Boyz all fire at the Bikes but fail to do any damage. The Dakkajet fires into the Scouts and kills 3, and the remaining 2 flee off the Board. The Boyz then attempt to assault but don't make it. The Warbiker assaults the Predator and blows it up, and the Nob and his Boy assault the Drop Pod, which explodes and kills the Boy.

End of Turn 3
Turn 4

Todd moves his Bikes up to shoot down my remaining Boyz, and moves his other bikes to claim an objective The Chapter Master breaks off and goes to the Quad Gun to try and bring down the Dakkajet. The remaining predator and Darkshroud manage to kill my last Warbiker, and the Bikes kill off a few Boyz, who run for it. The Chapter Master hits the Dakkajet but only manages to blow off a Supa Shoota.

I move my last Boyz over to hide behind a hill, and the Dakkajet moves up. The Jet fires ineffectually into the Darkshroud. With nothing really left, I decide to concede the game.

End of the Game
Post-Game Thoughts

Well that game could have gone better. Todd managing to get line of sight on my Trukk pretty much spelt doom for me right from the get-go. With all of my mobility effectively neutralized in the first turn, as well as most of my Boyz already dead or on the run, I knew that there wasn't much hope for a victory, unless the dice took a serious turn. They definitely didn't. I really should have deployed a little more spaced out, and maybe should have just taken first turn and tried to boost up right away. I think I made the right choice putting the Bikes in reserve, as if I had had an army left to support them, they could have been a real thorn in Todd's side.

I definitely felt like the dice weren't with me this game. I failed a lot of cover saves, and even lost a Meganob and a half to small arms fire. My shooting also failed spectacularly for most of the game, with the Dakkajet being the only thing that killed ANYTHING with shooting, despite my list being made up of mostly shooty units. I don't think that I will be going back to Trukks any time soon. They're just too fragile, and even if all of your Boys make it to the enemy intact, 12 Boyz is hardly a frightening thing to face. Still not sure what to do with them.

Anyways, thanks for reading. As always, make sure to leave a comment.

Tuesday 10 December 2013

Eldar Wraithguard: To D-Scythe, or not to D-Scythe?

Hey everyone, so I've been using Wraithguard a bit lately, and I've found an interesting dilemma in using them. Should you bring D-Scythes or just stick with the Wraithcannons? Well from what I've seen, there's pros and cons to both, but overall I think that using them is going to get you a lot of mileage.

The first thing that I think turns most people off is the cost. The D-Scythes are pretty expensive at another third of the base cost of a Wraithguard itself, which is pretty steep when you're already paying a premium for T6 and a 3+ save. However, I'm not too sure that the price is so unreasonable for what you get. First of all these are template weapons, meaning there is no roll to hit, and you ignore cover saves. It also means that a well placed Farseer giving you Guide or Prescience will allow them to re-roll their wounds. Oh, and did I mention that they're also AP 2? With Guide, you're going to be wounding most things on 3s or 4s and re-rolling, with them getting no saves except invuls. That is just nasty, especially if you can cover 4 or 5 guys per template. They also have the Distort Rule which means that on a 6 to wound you inflict instant death, or against vehicles, cause an automatic penetrating hit, so you can threaten basically anything in the game. Assaulting them can also be a big problem, as you're going to be eating a minimum of 5d3 S4 AP2 shots from overwatch.

Their other major con is their short range. You'll have to get right up next to the enemy and fan out if you want to use these bad boys. The best way to get there is to bring yourself a Wave Serpent, and really, that's almost not even a con. It does make them more expensive yet again, but I haven't seen a situation where having another Wave Serpent was a bad thing. With a Wave Serpent, you can cross the board in a single Turn and then get out and destroy something the next.

If you're going to bring these guys, I would also highly recommend a Spirit Seer. These guys make your Wraithguard troops, and with the right powers also can make them extremely difficult to kill. Having a constant 5+ cover save (in the open) is something that you can get no matter what, and if you can get the Protect power as well then you'll have a very tough unit that can essentially wipe out a unit of troops a turn.

Now 5 Wraithguard with D-Scythes fully kitted out with a Spirit Seer and a Wave Serpent is going to be pricey, coming in at just over 400 points, but if used correctly, they can easily take out two units in a game, and soak up a ton of fire before being brought down, if they are killed at all, not to mention that they'll also be able to take objectives if need be.

So, I very highly suggest that you do yourself a big favour and give D-Scythes a go for a few games and see how they work for you. Who knows? They may become one of those units that makes your gaming group quiver in their space boots.

Warhammer 40k Battle Report Chaos Space Marines V.S Space Marines

The marauding forces of Chaos have once more come to menace the men and women of the Imperium of Man. A contingent of Adeptus Astartes of the White Scars and Ultramarines chapters have dug in with their heavy guns, ready to defend the Imperium to their dying breaths from the foul Traitors.

This was a 1550 point game against Todd and his White Scars with Ultramarine allies using my Chaos Space Marines. The mission was Big Guns Never Tire  using the Hammer and Anvil deployment type.

The Board
The Armies

Chaos Space Marines

HQ:
- Chaos Lord with Mark of Nurgle, Bike, Burning Brand of Skalanthrax, Sigil of Corruption, Melta
   Bombs, Veterans of the Long War, and Power Sword (Warlord) - 180

- Chaos Lord with Mark of Slaanesh, Jump Pack, Black Mace, Sigil of Corruption, Melta Bombs,
   and Veterans of the Long War - 175

Elites:
- Hellbrute with Plasma Cannon - 110

- Hellbrute with Plasma Cannon - 110

Troops:
- 5 Plague Marines with 2 Plasma Guns and Melta Bombs in a Rhino with Dozer Blades - 195

- 5 Plague Marines with 2 Plasma Guns and Melta Bombs in a Rhino - 190

Fast Attack:
- 4 Chaos Spawn with Mark of Nurgle - 144

- 10 Raptors with Mark of Slaanesh, 2 Meltaguns, and Veterans of the Long War - 270

- Heldrake with Baleflamer - 170

Heavy Support:
- 3 Obliterators with Mark of Nurgle - 228

Total: 1772

So unfortunately I did to Todd what Brennan did to me last game and accidentally brought 220 points too many. I must have gotten confused while building another list and I thought I had brought the two Hellbrutes, when in fact I had not. Anyways, they made it into this game, and luckily had more of a negative impact on me than on him anyways as you'll soon find out. My plan with this list was to try and overwhelm him with fast units in the for of my Spawn and Raptors supported by the Obliterators and try and clear the way for my Plague Marines to move up onto the objectives. My main weakness was my lack of troops, but I was hoping that the Plague Marines would be tough enough to take some fire, and with any luck maybe he'd be too distracted with my Spawn and Raptors to get much of a chance to beat them up anyways.

Space Marines

HQ:
- Chapter Master on a Bike with Power Fist, and Lightning Claw (Warlord) - 190

- Chapter Master with Power Sword (Allies) - 145

- Command Squad with 3 Veterans with Grav-Guns, Apothecary and Company Champion with
   Power Sword and Combat Shield in Drop Pod (Allies) - 210

Troops:
- 5 Bikers with 2 Grav-Guns - 140

- 5 Bikers with 2 Meltaguns - 130

- 5 Scouts with Sniper Rifles and Sergent Telion (Allies) -  109

Fast Attack:
- Storm Talon with Assault Cannon and Lascannon - 140

Heavy Support:
- Predator with Twin-Linked Lascannon and Lascannon Sponsons - 140 

- Predator with Twin-Linked Lascannon and Lascannon Sponsons - 140 

- Vindicator - 125

Fortification:
- Aegis Defence Line with Icarus Lascannon - 85 

Total: 1554 

The Game

I won the roll to choose sides and for first turn and decided to take the first turn. I decided to choose the side without the ruins on it, as I wanted him to have to move for the objectives.

My deployment
I deployed fairly stretched out across the Board with my Spawn on one flank and my Raptors on the other with one Rhino tucked away behind a building and the other in the forest. I wasn't really sure what to do with my Obliterators, so I decided to just kinda stick em out in the open, as their Invulnerable save is as good as any cover they would get anyways.

Todd's Deployment
Todd put his Defence Line down across the middle of his zone and deployed his Tanks and Scouts behind it, with Telion manning the Lascannon. The Melta Bikers are put with the Chapter Master on the Bike behind the building on the right, and the Grav Bikers on the left. My plan against this list was to just run the Raptors and Spawn up and put the boots to him. Hopefully, the Heldrake would decide to stay off until I could take down Telion and anyone else who could reliably hit it, as it could potentially pose a problem to it.

Turn 1

Once again, the initiative was stolen from me, and so I would be going second. Movement started with his Drop Pod streaking down behind my Obliterators. The Grav-Gun Bikes moved down the flank a bit to start shooting my Raptors and the other Bikes moved to get the Chapter Master into line of sight.

The Command squad opened up with their Grav-Guns into the Obliterators, killing one, moments before the Chapter Master called in an Orbital Bombardment which killed another. The White Scars Chapter Master then called in his Bombardment, but luckily scattered and only killed 3 Raptors. THe leftmost Predator fired his Lascannons into the lone Obliterator and wounded once. The other one fired into the Rhino and Stunned it and took off too Hull Points, before Telion fired the Icarus into it and wrecked it, forcing out the Plague Marines and getting First Blood.

The Spawn began running forward as fast as they could, goaded on by the Lord. The Raptors jumped up the other flank, hoping to assault the Bikes. One of the Hellbrutes moved forwards towards the Tanks, while the other turns its attention to the Command Squad. The lone Obliterator moves over to try and get a lucky shot at the Vindicator. Lastly the other Plague Marines jump out of their Rhino to shoot the Command Squad, and their Rhino moves up to block line of sight to them.

Shooting starts with the Plague Marines firing into the Command Squad and killing all 3 Veterans, followed by the Hellbrute killing off the Apothecary with his Plasma Cannon. The Other Hellbrute fires at the Bikes near the Raptors and kills one. The Spawn run forwards more.

With a cry of hatred, the Raptors charge the Bikes. The Raptor Champion issues a Challenge and slays the Sergent, and gets the Witch Eater boon. The Lord then Kills a couple more bikes with his Mace, and the Raptors whiff hard and do no damage. The lone Bike does nothing, and attempts to flee but gets held in place.

End of Turn 1
Turn 2

Fearing the wrath of the Spwan and Lord, the White Scars Chapter Master moves behind the forest. the Ultramarines Chapter Master moves towards the Plague Marines, and the Predator near the Raptors turns to face the Obliterator.

The Vindicator unleashes its deadly Payload on the Spawn and manages to kill one of the abominations. The Predator next to it fires into the Spawn as well and manages to deal a couple of wounds, and with the Scouts helping out, they manage to bring down another. The Remaining Predator kills my last Obliterator and manages to glance the Hellbrute. The Chapter Master and his Champion charge the Plague Marines and kill the Champion and another marine, but the Champion is killed in retaliaton. The assault with the Raptors goes about as one would expect, with the Lord easily slaughtering the last Biker.

In my movement phase, the Spawn move up again. The Lord with the Jump Pack splits off from the Raptors and goes towards the Vindicator, and the Raptors jump towards the Predator. The Hellbrute moves over to try and fire at the Bikes, and the other rolls a Fire Frenzy.

The Frenzied Hellbrute fires on the Predator that wounded it and manages to get a glancing hit. The Raptors fire their remaining Meltagun at the Predator's side and easily explodes it. The Second Hellbrute fires into the Bikes, but fails to harm them. Finally the Lord unleashes the Burning Brand into the Scouts and kills two and Telion.

The Lord with the Jump Pack charged the Vindicator with his Melta Bombs, and managed to blow it up. The Spawn then charge the remaining Predator and it explodes as well. On the other side of the table the Chapter Master kills one more Plague Marine.

End of Turn 2
Turn 3

The Storm Talon comes on, and flies towards the Spawn. The Bikes move towards the lone Chaos Lord. Firing their Meltaguns, the Bikes turn the Lord into a pile of slag. The Storm Talon and Scouts fire on the Spawn and kill another and wound the last one.  In assault, the Chapter Master kills another Plague Marine and takes a wound in return.

The Raptors jump forwards to support the Spawn, who move towards the Bikes as well. Both Hellbrutes move up. Shooting kills a Bike and a Scout. The Raptors assault the Bikes and once again make it with no casualties. The Spawn and Lord then assault as well. The Raptor Champion Challenges the Sergent and is killed. The Lord challenges the Chapter Master, but no wounds are dealt. The Spawn and Raptors then make short work of the Bikes. The last Ultramarine finally kills off the remaining Plague Marine and consolidates towards the second squad.

The Fight
The end of the Plague Marines

Turn 4

The Storm Talon moves over to try and kill the remaining Plague Marines, and the Ultramarine Chapter Master moves across the river. The lone Scout moves over to try and claim the nearby objective. The Storm Talon fires into the Plague Marines and kills two, and the Chapter Master runs. In assault the Chapter Master on the Bike and Lord again have a bit of a slap fight

The Helldrake finally comes in and Vector Strikes the Storm Talon and blows it out of the sky. The Plague Marines move to shoot at the Chapter Master, and the Hellbrute turns around to shoot at him as well. The Hellbrute fires, but misses, and the second one gets hot and damages itself. The Helldrake uses his Daemonforge and takes a Hull Point but manages to kill the remaining Scout. The Plague Marines then open up on the Chapter Master and manage to kill him in a brutal salvo of bolter and plasma fire. In assault the Chapter Master on the Bike kills the Lord with 3 well placed hits from his Power Fist and uses Hit and Run to get away.

End of Turn 4
Turn 5

The Chapter Master Moves off towards the Hellbrute and assaults it, managing to blow it up and consolidates towards the Plague Marines holding their objective. I shoot everything I can at him in my turn but only do a wound. I then try to assault him with my Hellbrute, who just like it's companion misses all of its attacks and is destroyed, allowing him to consolidate onto the objective We roll to see if the game continues and it ends.

Total Points

Chaos Marines - 5 (2 for Line Breaker, 3 for Killing Heavy Support Choices)

Space Marines - 4 (1 for First Blood, 1 for Line Breaker, 1 for Slay the Warlord, and 1 for Killing
                                Heavy Support Choices)

Post-Game Thoughts

Well though I won according to the score, the fact that I brought two extra units in the form of the two Hellbrutes makes me more inclined to call this one a draw, as its really impossible to tell what would have happened without them. The fact that the Chapter Master was able to slingshot himself across the board by winning assaults against them was definitely a huge detriment to me (though I shouldn't have assaulted him in the first place, and I definitely should have tried rolling better), but killing the Apothecary may have changed some stuff too, as well as taking a couple Lascannon shots off of the one.

Tactically speaking I think I played a pretty good game. My fast units charged in and took the agro quite well, and were able to basically annihilate his whole force on their own, while the Plague Marines did a good job holding their objective and tying up the Command Squad for quite awhile. I think that Todd should have held his bikes back a little more from my Raptors, as I only needed a 7" charge to get to them, and though he did make an effort to kill my Spawn, I think I might have tried to shoot them with the other Predator turn two instead of the Obliterator, as he couldn't have done a whole lot that turn anyways, having blown his Lascannon shot.

In terms of luck, I think it was a bit on my side this game. He did steal the initiative, and his Chapter Master tanking through my Lord and two Hellbrutes with hardly a scratch, but I also made every single charge, some of which were fairly long, and I managed to explode all of his heavy support choices with some decent rolls. I did miss big time in assault with him though, and for the most part it was just my sheer weight of attacks that carried the day for me.

And of course thanks for reading, and hopefully I won't end up cheating next time!

Tuesday 3 December 2013

Malifaux Battle Report 3 - Ortegas V.S Marcus

The Ortegas are forced to defend their ranch against the ravaging forces of Marcus' beasts.

This was a game with my newly painted Ortega crew, minus Papa Loco, against Todd's beasts. I hadn't played with this crew yet, so I was going in kind of blind, knowing only that if I could shoot him off the table before he could make it to me I would have a chance.

The Crews

This was my first time using the Ortegas, and I was laying against Todd's very fast crew. We did 45 points again, and this time the Strategy was Recoineteur. My Schemes were Assassinate and Frame for Murder (with Francisco being the chump), and Todd's were Cursed Object and Breakthrough (unrevealed).

Ortegas

- Perdita with the Trick Shooting and Aura Ancestral upgrades - 3 SS

- Francisco with the Wade in upgrade - 9 SS

- Santiago - 7 SS

- Niño with the Hair Trigger upgrade - 8 SS

- Guild Austringer - 6 SS

- 2 Guild Guard - 8 SS

Total: 39 SS

This list was very build towards shooting with a little melee capability in the form of Francisco. I figured that since the Strategy meant that we needed to control table quarters, that Todd would rush towards me to try and take mine, since otherwise I could just stand back and shoot at him and more than likely it would end up a draw. This meant I could throw Fransisco in his path to block him a bit, let him die and get the points for that and hopefully cripple him early on with focused fire. I would have to be careful though, as he was easily capable of crossing the board in no more than two turns, and once things got to melee I was going to have a hard time.

The Beasts

- Marcus with the Trail of the Gods and, God's Domain - 2 SS

- Myranda with the Imbued Energies - 9 SS

- Shikome - 8 SS

- 2 Silurid - 14 SS

- Sabertooth Cerberus - 9 SS

- Razorspine Rattler - 7 SS

Total: 45

This was a bit of a different list from what I had faced before but had some pretty heavy hitters in the form of Marcus, the Sabertooth and the Rattler. My main plan would of course have to be try and shoot down as much of his force as possible early on so that I could deal with just a few things in melee later.

The Game

We deployed using Standard deployment this time.We didn't place as much terrain as normal, but we were going for a more thematic board this time. It just so happens that the board layout ended up working in my favour.

The Board
I won the flip to pick sides and deploy first and decided to take the side near the walls. After all, the Ortegas were trying to defend their home here. The Austringer went in the little building, with everyone else stretched out across the center and Niño on the rocks. Pretty standard gun line.

My Deployment
Todd deployed on the other side trying to use the terrain to his advantage. He kept a Silurid, Shikome and Razorspine behind the forest and clustered Marcus, Myranda, the other Silurid and the Sabertooth behind the small shack. Trying to stay out of line of sight.
Todd's Deployment
Turn 1


I won the flip for initiative and started by activating Francisco, who used El Mayor! on Perdita, before using the Focus action twice. Todd responded by double moving the Razorspine foward as fast as he could. Perdita then stepped forward and leveled her Peacebringer at the Rattler, firing a pair of shots that did 4 wounds. The Silurid then leaps forward, coming up in support of the Razorspine, eager to get its filthy claws on the Ortegas. Santiago bravely steped up and with a flurry of shots, blasted the Silurid apart. The Shikome, not wanting to be left behind, flies forwards out of the forest.

The Austringer focused his attention on the Razorspine Rattler, before instructing his Bayou Raptor to swoop down on it, dealing another 4 wounds. Myranda double moved away towards the forest to reinforce Todd's rapidly folding flank. One of the Guild Guard then steped forwards and uses a Focus action. The Second Silurid then leaped forwards, trying to stay out of range of the remaining Guild Guard. Unfortunately the slimy creature got too close to Niño, who blew a hole through its skull. The Sabertooth then leaped up the flank, eager to tear poor Niño to pieces. The remaining Guild Guard moved forwards and fired his pistol at the creature, but failed to do any damage. Finally, Marcus ran up and charged the Focused Guild Guard and managed to do 2 wounds to him. At the end of the Turn I gain one point for controlling two table quarters and Todd gains none.

End of Turn 1

Turn 2

I again win the initiative and Francisco charged Marcus, and in a display of martial skill dealt 7 wounds to the Beast Master. The Sabertooth charged into poor Niño and easily dispatched of him. Perdita decided to finish what she started and killed the Razorspine with a well aimed pistol shot. Inspired, Santiago fired at the Shikome and dealt two wounds to the harpy. In a flurry of attacks, Marcus dealt an impressive 6 wounds to Fancisco, dropping him to his last wound.

The brave Guardsman still fighting Marcus attacked and did a single wound. in response, Myranda moved over to her mate and casted Hunting Call on him, causing him to drop Francisco to his last wound. The Austringer's Raptor dealt another 3 wounds to the Shikome, who again flew up, eager to deal with the pesky Guardsman and his bird. Finally, in a surprisingly skilled routine, the Guild Guard engaged with the Cerberus managed to deal 6 wounds to the beast! We again tally points and there's no points gained by either side.

End of Turn 2
Turn 3

This time Todd wins the flip for initiative, and activates Marcus, who murders Francisco, netting me another 3 points. The Austringer kills the Shikome, and deals a wound to Myranda. Perdita decides to press the advantage and deals 5 more wounds to her. Myranda then moves over, heals Marcus for 1 wound and then Summons a Slateridge Mauler.

Santiago then Fires his Peacebringer into the Mauler and deals two wounds. The Sabertooth Cerberus then easily dispatches of the Guild Guard that wounded it and drops a scheme marker. The remaining Guild Guard deals another 2 wounds to Marcus. Finally, the newly summoned Slateridge Mauler deals a wound to Perdita. Once again, no more points were scored.

End of Turn 3
Turn 4

I once again win initiative and my remaining Guild Guard deals 1 wound to Marcus. Perdita then activates and shoots point blank into the Mauler, dealing 7 wounds. Marcus then hands the Guild guard a Cursed Item, disengages, and then charges Perdita, but fails to do any damage. The Austringer attempts to kill off the Sabertooth, but fails, and then Santiago deals one damage to Marcus . The Sabertooth then Leaps away, and drops a scheme marker. This turn Todd got 3 points. 

End of Game
Total VPs

Guild - 4 (3 for Frame for Murder, 1 for The Scheme)

Marcus - 3 (2 for Breakthrough, and 1 for the Cursed Object)

Post-Game Thoughts

That was a fun game, though a little one sided. We ended up ending the game at the end of Turn 4, because of time constraints, but given another turn I would easily have been able to kill off Marcus for another 2 points, and most likely get rid of the Sabertooth as well. I think given a little more terrain it could have been a much close game.

The cards were fairly even this game, though I did get a very good first turn, severely wounding the Razorspine and killing both Silurid. Over all, I think that my ability to Chain Activate really was a big deal, as was my sheer amount of fire power. The Guild Guard also proved to be surprisingly resilient, which I didn't expect.

As always thanks for reading. More reports to come soon!

Thursday 28 November 2013

Warhammer 40k Battle Report Orks V.S Tau

As the dawn broke, the Tau looked over the walls of their defence line, seeing the dim shadows of brutish warriors supported by noisy clanking vehicles. With a savage warcry the orks hurled themselves at the walls...

In this 1750 point game I brought my Orks out for a romp against Brennan's Tau. The Mission was Crusade with a Spearhead deployment
The Game Board
The Armies

Ork Horde

HQ:
- Warboss in Mega Armour with Attack Squig, Bosspole, Cybork Body, and Kobi-Scorcha (Warlord)
   - 138

- Big Mek with Bosspole, Cybork Body, Kustom Force Field, and Power Klaw - 128

Elites:
- 10 Lootas - 150


Troops:
- 3 Mega Nobz with Kombi-Scorchas in Battlewagon with 4x Big Shootas, Deff Rolla and Red Paint
   Job - 270

- 30 Shoota Boyz with 3x Big Shootas, Nob with Power Klaw, and Bosspole - 235

- 30 Shoota Boyz with 3x Big Shootas, Nob with Power Klaw, and Bosspole - 235

Fast Attack: 
- Dakkajet with Additional Supa Shoota and Fighta Ace - 130

- 3 Deffcoptas with Twin-Linked Rokkit Launchas and one Buzzsaw - 160

- 6 Warbikers with Nob with Power Klaw and Bosspole - 190

Heavy Support:
- Looted Wagon with 2x Big Shootas, Boomgun, and Reinforced Ram

Total: 1750

This was a list similar to one I've used before against Todd. The Meganobz go with the Warboss and the Big Mek in the Battlewagon, flanked by a couple units of Boyz who like to have the cover save, some bikes and Deffcoptas, and this time supported by a Looted Wagon, some Lootas, and a Dakkajet. Basically the Boyz, Bikes, and Battlewagon all rush forward to do as much damage as possible. the Coptas try and get me first blood by going after a lightly armored vehicle, or some side armour. Pretty one-dimensional, but I think half the fun is in it's straight-forwardness. I get to roll some dice, hang with a good friend and shout WAAAGH!!! at the top of my lungs in the middle of a game store. What more can I really ask for?

Tau

HQ:
- Commander with Cyclic Ion Blaster, Burst Cannon, Flamer, Neuroweb System Jammer, Onager
  Gauntlet, Shield Generator, Stimulant Injector, and XV8-02 Crisis 'Iridium' Battlesuit (Warlord)
   - 187

- Cadre Fireblade - 84

Elites:
- 2 Crisis Suits with Flamer and 2x Plasma Rifle each - 114

- 3 Stealth Suits with one Fusion Blaster - 105

- 3 Stealth Suits with one Fusion Blaster - 105

Troops:
- 12 Fire Warriors - 108

- 12 Fire Warriors - 108 

- Kroot Carnivore Squad with 15x Kroot, Sniper Rounds, 4x Kroot Hounds, 2x Krootox Riders, and
  Shaper - 197

Fast Attack:
- Piranha with Disruption Pods, Fusion Blaster, and Sensor Spines - 70

- Piranha with Disruption Pods, Fusion Blaster, and Sensor Spines - 70 

- Sunshark Bomber with Decoy Launchers, Disruption Pods, and Twin-Linked Missile Pod - 183

Heavy Support:
- Hammerhead Gunship with Longstrike, Disruption Pod, Automated Repair System, and Sensor
   Spines - 195

- Sniper Drone Team with 3x Sniper Drones - 58

- 3 Broadside Battlesuits with Twin Linked High-Yield Missile Pods, Smart Missile Systems, 2x
  Target Lock, and 6x Missile Drones - 277

Fortification:
- Aegis Defence Line with Quad- Gun - 100

Total: 1961

So it turns out Brennan accidentally took 210 extra points. We didn't realize till after the battle that he had brought too many points, but I'm not sure it really would have affected anything anyways. Anyways, being Orks, I was concerned about the amount of firepower I would have to wade through in order to get to him. Longstrike had the potential to punch right through my Battlewagon and his Kroot, Fire Warriors and Broadsides were more than capable of laying waste to my Boyz, and really basically anything in my army.

The Game

I won the rolls for both choosing sides and taking first turn. I chose the side with more forests and chose to deploy first. We rolled Warlord traits, and I got Move Through Cover on my Warlord and any units within 12". Super useful for me. He got the first one in the Tau book, but it never came up.
My Deployment
I deployed first in standard Orky fashion, with my Boyz all lined up across the table, nicely spread out toavoid any blasts or templates that may show up. The Battlewagon deployed in the center, able to go in either direction. The coptas and bikes I also deployed up forward  so that I could boost them up right away. The lootas went behind the wall on the right, with some boys conga-lining over to provide cover from anything deployed on the flank.
Brennan's Deployment
Brennan put up his Aegis right along the center of his deployment, pretty much as expected, and lined everything up behind it. Both squads of Stealth Suits went into reserves to deep strike, as did the Commander and his retinue, and of course the Bomber. The Kroot infiltrated up to the objective in the forest (the Zzap Gun) and the Fire Warriors on the right in the picture are on the other objective. We screwed up and only placed two objectives, but as you'll see it really didn't matter.

Turn 1

We started by rolling for the various random terrain features. Both of my forests ended up being Iron Bark, while the Kroot Forest was a Carniverous Jungle. The river down the center was an Iceblood river, and we treated the little puddle at the end as part of the river. Brennan rolled both objectives and they were both Sabotaged. We also rolled for night fighting and it was night.

I scout moved up my Deffcoptas to right behind the hill, hoping to jump out and maybe pop a Piranha right away and get first blood. Brennan promptly stole the initiative from me and dashed my hopes of First Blood.

Brennan moved up his Piranahs and moved his Kroot out of the forest, not really wanting to get eaten, while Longstrike shimmied around. He started by firing his Marker Drones into the Battlewagon, hoping to remove its cover save and open it up for a shot from Longstrike, but only hit once. Using the light to increase his BS, Lonstrike fired at the Battlwagon, but thanks to the hill in the way, no damage was done. The Kroot took a couple of pot shots at the Boyz and killed one, and the Fire Warriors and Piranhas fired at the Deffcoptas behind the hill and managed to kill two of them. We forgot that the Broadsides had Blacksun Filters built in to their suits, and so they didn't fire the first turn.

The Orks, still at almost full force surged forwards. The Battlewagon drove up the river, whilst the Boyz charged ahead, and I lost a single Boy to the river. The Bikes moved up towards the Piranhas and the remaining Deffcopta, who unfortunately didn't have a Buzzsaw did the same. The Looted Wagon moved over a bit to get a better line of sight.

With a thunderous boom the Looted Wagon unleashed a shell towards the Piranhas, hitting both, but poor visibility coupled with their disruption pods and speed left both unharmed. The Deffcopta missed it's barrage of missiles, and the Bikers were similarly unable to hit them through the cover of night. The Boyz ran forwards and the Battlewagon turbo-boosted farther up the river, hoping to drop its cargo off next turn. The Lootas fired a the shadowy Kroot in the forest and killed a single one. The Deffcopta charged a Piranha, hoping to get a couple glances through, but failed to do any damage.
End of Turn 1
Turn Two

Brennan rolled for reserves and both Stealth Teams came in, but the Commander and Sunshark stayed home. He dropped one team down behind my Lootas, and the other behind my Looted Wagon. The Piranhas moved away from the Deffcopta towards the Battlewagon. Once again, Longstriked did the truffle shuffle.

The Marker Drones again fired at the Battlewagon and again only got one hit. The other squad of Fire Warriors lit up the lone Deffcopta and easily destroyed it, netting Brennan First Blood. The Kroot, Sniper Drones and Broadsides all fired into the Boyz on the left flank, and managed to kill almost half the squad. The first Stealth Team Fired into the Lootas, who went to ground and killed 3, but they held. The other squad fired at the Looted Wagon, and thanks to him missing with his Fusion Blaster only managed one glancing hit. Both Piranhas fired into the Battlewagon, but one missed entirely, and the Bid Mek's Forcefield protected the clanking vehicle from the second. Longstrike fired at the Battlewagon as well but failed to do any damage. The Orks were still relatively unscathed.

With the roar of its engine, the Dakkajet flew onto the field, far enough away that the Quad gun didn't have the range to shoot it. The Battlewagon moved up and the Meganobz lead by the Warboss and Big Mek hopped out, right in front of the Fire Warriors led by the Cadre Fireblade. Both units of Boyz ran forward, and the Warbikes moved up too. Firing its Boomgun, the Looted Wagon shot its payload at the Piranhas again, but did no damage. The Meganobz and the Warboss fired their Kombi-Skorchas over the wall into both units of Fire Warriors, killing all but two and the Cadre Fireblade in one squad, and 6 in the other, and causing the Fireblade's squad to break.
Poor Fire Warriors

The Battlewagon shot its Big Shootas into the Kroot and killed one, and the Boyz on by the objective added their fire, killing another. The Bikes Turbo Boosted forwards, hoping to get in and cause some havoc, and the other squad of Boyz ran. The Lootas fired into the Kroot and did a bit of damage as well, and the Dakkajet fired at the other ones, killing all but the Fusion Blaster suit, which held.
End of Turn 2
Turn 3

With the flare of Jetpacks, the Commander and his retinue dropped right behind the damaged unit of Boyz, but thanks tot he quick thinking of the Meganobz who had recently come into possession of a Quad-Gun, one of the bodyguards took a wound. The Fireblade's unit continued to flee, but remained on the table. Rightfully deciding that the Bikers needed to be dealt with before they could do any harm, the Broadsides and Fire Warriors unleashed their weapons into the Warbikers, destroying them utterly.

The Piranhas fired once again into the Battlewagon, and finally managed to blow it up, though the resulting explosion didn't manage to wound anything. Longstrike took aim at the Meganobz bearing down on him and fired, getting a precision hit on the Big Mek that blasted the unfortunate Ork to smithereens. The Kroot also fired into the Meganobz, but thatnks to the hardening properties of the Iceblood River, didn't manage to do anything. Meanwhile, the Commander and his Bodyguard began roasting Orcs with their flamers, and blasting them apart with their guns, killing all but a handful and the nob, who managed to hold their ground. The Stealth Suits fired into the lootas again, but only managed to kill two more. The other suit fired its Fusion Blaster into the Looted Wagon and managed to blow off the Boomgun.

The Meganobz, eager to deal with the Kroot, moved right up to get into combat at last. Both Boyz squads moved to get nice and close to the Commander and his Crisis team. The Looted Wagon turned its attention to the last remaining Stealth Suit, and the Dakkajet banked hard to get the Commander in its sights.

Amidst the sound of the Greenskins' mighty WAAAGH!!!, the Dakkajet unloaded it's Supa-Shootas into the Comander and his Bodyguards, chewing up the two faithful Crisis Suits in a storm of fire. Both units of Boyz fired everything they had into the Beefcake Commander but only managed to put one wound on him. The Lootas turned around and blasted away two of the Stealth Suits, and caused the last to flee. The Looted Wagon fired its Big Shootas at the Fusion Suit but failed to even hit the elusive Tau warrior.

Finally, the Meganobz and their Warboss fired their Shootas into the Kroot and killed a couple before charging in. The Kroot's Shaper issued a challenge to the Warboss, and was almost immediately cut down by the monster. The rest of the Kroot fared little better, and none managed to wound any of the Meganobz. They fled and managed to escape, but didn't get very far.

The small Shoota Boy squad attempted to charge the Commander, but lost all but the Nob to overwatch, and the Nob began to flee. The other sqaud was luckier and easily made it into combat. All of their attacks failed to do any damage, until the Nob stepped up with his Power Klaw. The Commander managed to pulp a boy with his gauntlet before being carved up by the squad's Nob giving me Slay the Warlord.
End of Turn 3
Turn 4

Flying gracefully onto the field came the Sunshark Bomber, who dropped its payload on the Meganobz, but was unable to wound them. The heroic sacrifice of the Commander caused the Fireblade to rally his squad, and he left them to join the larger squad on the objective. The Stealth Suit continued to flee, as did the Kroot. Opening fire with their Fusion Blasters, the Piranhas manged to kill a Meganob, and Longstrike finished another with his Heavy Rail Cannon. The Broadsides and Sniper Drones fired at the remaining squad of Boyz and killed a bunch of them. The Lone Stealth Suit managed to wreck the battered Looted Wagon.

The lone Nob failed to regroup and fled off the board. Hoping to take out a few targets at once, the Warboss split from his remaining Meganob to go after the Piranhas. The Meganob moved forward to deal with the fleeing Kroot and the Boyz ran forward in a desperate attempt to get to the objective. The Dakkajet cruised up towards the Fire Warriors.

Firing its Supa-Shootas, the Dakkajet managed to kill a bunch of Fire Warriors, and they fled, along with the Fireblade. The Lootas took their shots at the two remaining Fire Warriors and managed to kill them as well. The Meganob charged the fleeing Kroot and cut them down, consolodating back towards his Boss, who managed to fail to wreck either Piranha, managing only to break off a Fusion Blaster.
End of Turn 4


Turn 5

With the Game nearing its end and him in the lead, Brennan moved his Sunshark over the Boyz and dropped its bomb on them, killing a handful. The wounded Piranha moved away from the Warboss. The Broadsides fired at the remaining Boyz and easily wiped them out. The Piranha fired into the Meganob, but the Fusion Blaster missed and the rest of the fire was ineffective. Lonstrike also fired into the Meganob, but missed. The Interceptor Drones that the Sunshark had dropped off blew up the Dakkajet.

The Warboss joined back up with his Meganob and together they ran towards the objective behind the defense line. The Lootas fired everything they had into the Stealth Suit, but it Survived. In a last ditched effort to get to the objective the Meganob and Warboss ran, getting the 6" they nedded to get there. The Sabotaged objective exploded but didn't kill either of them.

We roll to see if it continues...

End of Turn 5
And its a victory for the Orks!

Post-Game Thoughts

That ended up being a very close and intense game. I think Brennan got really unlucky, in his usual style I might add, managing to miss with the majority of his Fusion Blaster shots, and even Longstrike a couple of times. I also managed to get pretty Much everything I could have to give me an advantage. The river making the Meganobz re-roll their saves made them nigh indestructable, and his Sunshark not coming in till late also allowed my Boyz and Dakkajet to run rampant until it was too late.

I think I probably should have turbo-boosted the first turn with my Warbikes instead of hoping to get an unlikely first blood against the Piranha with a 2+ cover save. It might have allowed me to get them into combat. I also should maybe have targeted the Broadsides a little more with my Lootas, as they really did a number on me, though killing all of his troops was really all that allowed me to win.

I'm not totally sure what Brennan could have done to change the outcome of this game. I think his target priority was pretty good, and I would have done most things the same. I would probably have shot the Piranhas into the Meganobs instead of the Battlewagon on Turn 3, as the Fusion Blasters would have ignored the Nobz's armour saves, and the Battlewagon wouldn't have been as big of a threat. Really, I think that the dice deserted him in some very critical spots.

So thanks for reading and make sure you remember to comment and let me know what we could do better, or what we're doing well.

Wednesday 20 November 2013

Warhammer 40k Battle Report Slaanesh Marines V.S Iron Hands/Tau

The insane and bizarre worshipers of Slaanesh have invaded an Imperial World in the hopes of stealing away a precious piece of Pre-Heresy technology. The Iron Hands, with some unexpected help from a small force of Tau, are attempting to stop them and recover the technology for Mechanicum study.

In this 1550 point battle I brought a Slaanesh Chaos Space Marine army against Todd's Iron Hands with Tau allies. The Mission was the Relic with Dawn of War deployment.
The Board
The Armies

Slaanesh Cult

HQ:
- Sorcerer with Mark of Slaanesh, 3 Mastery Levels, Sigil of Corruption, Gift of Mutation (Nothing)
   and Melta Bombs (Warlord) - 165 

- Chaos Lord with Mark of Slaanesh, Jump Pack, the Black Mace, Sigil of Corruption, GIft of
   Mutation (Hammer of Wrath), and Melta Bombs - 185

Troops:
- 10 Noise Marines with 2 Blastmasters, 7 Sonic Blasters, Icon of Excess, and Champion with Power
   Sword and Melta Bombs - 321

- 10 Cultists - 50

Fast Attack:
- Heldrake with Baleflamer - 170

- 10 Raptors with 2 Meltaguns, Mark of Slaanesh, Icon of Excess and Veterans of the Long War - 270

Heavy Support:
- Defiler with Reaper Autocannon and Heavy Flamer - 195

- Defiler with Reaper Autocannon and Heavy Flamer - 195 

Total: 1551
 
My Army

This was a fun list using units that I don't take out to play but really enjoy. My plan was basically to try and bury Todd under a weight of blast markers while the Cultists ran up and took the objective and the Raptors jumped up and beat some face. Unfortunately, Todd's list was very unfriendly to my poor daemon crab-engines, and so I knew it was going to be an uphill battle right from the get go.

Iron Hands/Tau

HQ:
- Captain with Iron Halo and Power Weapon (Warlord) - 105

- Cadre Fireblade (Allies) - 60

Elites:
- 3 Crisis Suits, one with Drone Controller, Comand and Control Node and 2 Gun Drones, one with
   Missile Pods, Gun Drone and Shield Drone, and one with 2 Missile Pods and 2 Gun Drones (Allies)
   - 231

Troops:
- 10 Tactical Marines with Grav-Gun, Lascannon, Sergent with Combi-Grav, and a Rhino - 220

- 5 Scouts with Sniper Rifles and one Heavy Bolter, and Land Speeder Storm with Cerberus
   Launcher and Heavy Bolter - 113

- 12 Fire Warriors (Allies) - 108

- 10 Fire Warriors (Allies) - 90

Heavy Support:
- Predator with Twin-Linked Lascannons and Lascannon Sponsons - 140

- Predator with Twin-Linked Lascannons and Lascannon Sponsons - 140 

- Predator with Twin-Linked Lascannons and Lascannon Sponsons - 140 

- Hammerhead with Ion Cannon - 125

Fortification:
- Aegis Defence Line with Icarus Lascannon emplacement - 85 

Total: 1557

Right away I knew this list was going to give me a hard time. The Predators would make short work of my Defilers, and once they were dead, they could focus fire down my troopers. The Fire Warriors, while not hugely potent on their own would likely be able to gun down my Raptors if they went in unsupported, and I didn't have a whole lot that would be able to support them. There was also no LoS blocking terrain on my side of the field to hide behind.

The Game

Todd won the roll to decide which side of the table he wanted, and smartly chose the side with the two LoS blocking buildings. I won the roll for first turn and deployment, and figuring that First Blood would probably be instrumental to winning the game for me, chose to go first.

My Deployment

I deployed my Raptors and Noise Marines in some forests to get some cover from the Ionhead and deployed both Defilers behind a low wall for the cover against the Las-Preds. I didn't feel too great about my deployment, and maybe should have swapped the position of the Noise Marines and the Raptors, but I didn't really know where he was going to put his tanks or defence line.
Todd's Deployment
Todd put down his Defence Line right in the center of the board and deployed everything behind it, with the exception of his Predators. His Scouts went into reserve and the Rhino was actually placed behind the leftmost building. I forgot to get a picture of our actual deployment, but there was very little movement first turn anyways.

Turn 1

My Noise Marines began by moving up a bit into the forest, though the Blastmasters didn't move, allowing them to fire their blasts into something. The Defilers stood still, not wanting to break cover with all those Predators were still alive, as I was hoping for first blood, and if I didn't get it first turn, I didn't want him blowing up a Defiler and getting it himself. I also decided tohold back the Raptors, as I figured that jumping them up into the teeth of the Fire Warriors would basically be suicide.

With a whine that build into a deafening cruscendo, the Noise Marines unleashed their Blastmasters into the crisis suits, shaking one and a few drones to pieces. The Defilers both lobbed their Battle Cannons into the Suits as well but only managed to blow apart the remaining drones. Unfortunately the Battle Suits held.

Responding the Tactical Marines drove their Rhino from behind the building, ready to cruise forwards and grab the objective. The Battle Suits moved forwards a bit to try and get a few potshots off at the Raptors.

The first Predator opened fire with its Lascannons on the left Defiler, and though it hit 3 times, it only managed to get one shot through the blocking wall. Unfortunately that shot also disabled the Battle Cannon, effectively neutering the Defiler. Figuring it was probably out of the fight, the other two predators fired everything they had into the second defiler, and managed to stun it and bring it down to one hull point. The Hammerhead's Ion Cannon targeted the noise marines, but thankfully scattered badly and only managed to kill two of them. Shooting from the Fire Warriors and Battle Suits proved a little better and they managed to down two of the Raptors.
End of Turn 1
Turn 2

Well, First Blood was still a possibility for me, so I decided to try and seize it. The Heldrake and Cultists both failed to come in, which was a bummer, as I was hoping to toast some Fire Warriors and rush up the Raptors this turn. The Defiler missing its cannon moved out around the baricade, while everything else held position.

The Defiler, missing its Cannon, fired a salvo of rounds from its Reaper Autocannon and miraculously managed to blow up the Space Marine's Rhino, earning me First Blood!, The Blastmasters once again activated their strange weaponry, this time targeting the nearest Fire Warriors, and managed to down a bunch of them, but the Space Marine Captain's will kept them from fleeing. The stunned Defiler attempted to damage the Icarus Lascannon with its Reaper Autocannon, but failed, despite getting a hit. The powers of the Warp managed to heal the Stunned Defiler of one hull point.

Wary of being bunched up around so many potentially lethal blasts, the Space Marines Spread out a bit. The Crisis Team moved up again to try and fire at the Raptors. Firing all they had, two of the Predators managed to wreck the stunned Defiler, while the last one only managed to strip the other one down to one hull point. Firing from the Fire Warriors and Suits managed to kill almost all of the Raptors, and the Hammerhead once again fired on the Noise Marines, scattered, and only managed to down one or two.
End of Turn 2 on My Side
End of Turn 2 Todd's Side
Turn 3

Dodging the hasty shot of the captain from his Lascannon, the Heldrake finally screamed onto the battlefield, streaking straight towards the Tactical Marines and Predators, while the Cultists, insane with the ecstasy of Slaanesh charged forwards towards the Relic. The Raptors, tired of being reduced to nothing but target practice, finaly leapt into the air towards the Crisis Team.

The Blastmasters fired once again into the Fire Warriors with the Captain, hoping to kill the Space Marine and get Slay the Warlord, but only killed Fire Warriors, leaving one left with the Captain. The Heldrake opened its maw wide and belched a torrent of flame into the Marines, killing several. Meanwhile, the Cultists and Raptors ran forwards. The remaining Defiler peppered the Icarus Lascannon with bullets, but failed to damage it.

In response, the Tactical Marines moved forwards and one of the Predators blew the lone injured defiler to pieces, releasing the tormented daemon within. The other two Predators targeted the fast-moving Heldrake, but were unable to hit it. The Hammerhead finally hit its mark and killed all but 3 Noise Marines, leaving the Sorcerer untouched. The Fire Warriors and Crisis Suits blasted the Lord and his last remaining Raptor apart, effectively neutralizing the threat to his Fire Warriors.
End of Turn 3, and the Remnants of my Army
Marines at the End of Turn 3
Turn 4

Swooping down upon wings of death, the Heldrake exploded the green Predator. The Cultists, desperate to please their masters, waded through the river of Industrial Ooze at a frantic pace. Finding himself quickly running out of meat to hide behind, the cowardly sorcerer detached himself from the Noise Marines to go and hide behind the smouldering shell of the wrecked Defiler. 
The Heldrake engulfed the remaining Fire Warrior, the Captain, the Icarus Lascannon, and Several Fire Warriors from the second squad in burning warp fire, immolating all the Fire Warriors, and wounding the Captain, but leaving the Lascannon untouched. The Noise Marines fired into the Captain, but his Iron Halo protected him, and once again, the Lascannon proved immune to damage. The Cultists continued to run, and finally make it into contact with the Relic

Streaking onto the battlefield came the Scouts in their Land Speeder. The Marines all hustled forwards towards the Relic, and the Crisis Suits start moving forwards as well. The remaining Predators turn to take aim at the Heldrake decimating their back lines. Firing from the two Predators proves unable to hit the Heldrake, and the Captain misses again with his Lascannon.The Hammerhead decides to fire at the Noise Marines again, and kills one with the Blast Master. The Rest of the fire proves ineffective.
End of Turn 4

Turn 5

Slowing down to hover mode, the Heldrake turned around and moved towards the Marines. The Cultists push forwards towards the Relic, but have a hard time making it through the ooze. The Blastmaster fired into the Landspeeder, but only manages to take a hull point off it, and manages to kill a Marine. Hoping to wreck the Speeder, the Heldrake spewed its flame all over the Marines, killing all but the Lascannon, and failing to damage the Landspeeder. The Cultists run and manage to make it to the Relic.

The Landspeeder rushes forwards, hoping to get another turn to get the Relic. The lone Marine jogs forward. Shooting begins with both the Predators blowing the Baleflamer off the Heldrake. The Captain misses. Again. The lone Space Marine takes a potshot with his Lascannon and manages to blow the Heldrake out of the sky. The Hammerhead blasted into the Cultists, killing them to a man, the few who attempted to go to ground in the ooze melting like butter.

We roll to see if it goes on and...
End of Turn 5
Turn 6

With the Cultists dead and the Heldrake down, I had only one hope left. Blow up the Landspeeder and hope the Scouts die or get pinned. Unfortunately, the Landspeeder only gets wrecked, and the Scouts disembark onto the Relic.

Claiming the Relic, everything that can shoot, shoots at my Noise Marines, wiping them out, leaving me with just my Sorcerer left.

We roll to see if it goes on...

And its a Space Marine Victory!

Post-Game Thoughts

Well that was a fun game, even if it did go poorly for me. I think that I probably should have deep-striked my Raptors, as they ended up doing nothing except die. I do think I did a pretty good job, considering what I was up against, but I didn't manage to kill all of his Troops, due partly in fact to the fact that his Scouts didn't come in until late in the game, and also that my Heldrake failed to destroy it when it did. I have to give props to Todd on this one. He played his list well, and I can't think of anything he did really wrong.

In the end I think this one really boiled down to list design. I really had no reliable way to counter his wall of AV 13, and I took a lot of things in my army that ended up being completely useless to me. I never ended up using any of the sonic blasters or the Icon of Excess on my Noise Marines, and so they ended up eating something like 71 points with useless upgrades. Really, the majority of my army did nothing, with only the one Defiler, the Heldrake, and the Blastmasters doing any damage whatsoever. Everything else was basically just really expensive fodder. On the other hand, against a more infantry based list, I think this army would have performed much better. The Defilers could have done some serious damage, and I think the Raptors would have had a better chance of being useful too.

As always thanks for reading, and remember to comment and laugh at me and tell me that my list was horrible and that I didn't play the game well!