Floorhammer 40k fans, we are back with two short battle reports for you! Actually, these battles took place on the tables of GW Ikebukuro, Tokyo, rather than the floors of a suburban Tokyo home in true Floorhammer battle style. Alas, games were played, models were picked up from the table- blood for the blood god, right?
My opponent was Kyle, a fairly new arrival to Tokyo and has thrown himself into the wargaming community around Tokyo. I have a huge amount of respect for him considering I know how tough it can be moving to Tokyo. Kyle has settled with Thousand Sons, and I had played him before- Rubric marines are scary as hell with a 3+/4++ and AP3 bolters. However, several constraints have meant Kyle hasn’t had the chance to expand his force yet. I knew roughly what models his force would be comprised of, and perhaps I had this in the back of mind when I made my lists. I didn’t specifically tailor my lists against him to counter what he could do, but I’m saying a bias could exist. Alas, Kyle said he had a great time and thats the main thing.
I decided to take my Space Marines out for their first battle. Named the Sunbreakers, akin to the Salamanders chapter, they use flamecraft to purge the enemies of the Emperor. If you have seen any of the blog before you can see how they look.
We played two games, Purge the Alien and the Relic on a 4′ x 4′ table as it was only 500 pts. Sadly I didn’t take pictures, I will do better next time. Kyle took first turn in both games, which was perhaps a slight advantage for my Pod coming down to pick off an isolated unit.
My lists were as follows;
Purge the Alien
Techmarine; Servo-harness (with Centurions)
Tactical squad; Combi-flamer, flamer, Drop pod
Tactical squad; Combi-flamer, flamer
Centurion Devastators; Twin-linked lascannons, Hurricane bolters
Techmarine; Servo-harness (with Pod unit)
Tactical squad; Combi-flamer, flamer, Powerfist, Drop pod
Tactical squad; Combi-flamer, flamer
Land Speeder; Multi-melta
Dreadnought; Assault cannon, heavy flamer
Game 1; Purge the Alien
Kyle had roughly a Chaos lord with Mark of Tzeentch plus some wargear, Rubric marines, Cultists and a Helbrute. These units are solid and caused plenty of problems, however the lack of mobility and heavy weapons are issues that can be exploited. Something like Obliterators and Warp Talons would go a long way to resolving these problems. Alas, onto the games!
Purge the Alien started with me Podding in close to the Cultists and burning them off the board to score 1st Blood and a kill point. The Centurions and the Rubrics+Lord were doing a Waltz around the main line of sight blocking terrain in the middle to avoid each others line of site. Turn 2 saw the Hellbrute kill a Marine from the Podded squad, and the Lord jumped close to assault the Pod. In the assault phase the Lord’s melta bomb immobilized the Pod again to reduce it to 1 HP. On my turn the Centurions blew up the Helbrute.
In Kyle’s Turn 3, the Lord failed to finished the Pod- the 1st of about 4/5 snake eyes Kyle rolled over the course of the afternoon. Horrendous luck. The Rubrics took out a couple more marines from the Podded squad but they held morale. At this stage, the second Tactical squad were in support of the first squad and hid in cover to get in better position for next turn. The Lord finally wrecked the Pod scoring Kyle a kill point.
The next turn saw the Lord reduced to 1 wound from Lascannons (he had Eternal warrior) and rapid firing bolters. Another flamer killed 3 Rubrics in a crazy combo of Salamander chapter tactics rerolls, and some awful armour save rolling. The coup de grace was on turn 5; the Chaos Lord was killed in overwatch to more flamer fire. At this point we called the game with the final score 5-1 to the Sunbreakers.
Game 2; The Relic
With a changed list, I wanted to mix up the tactics a little to see what worked and what didn’t. 1 of my marines was killed by the Cultists heavy stubber. Kyle jumped the Rubrics onto the Relic, however the Pod came down with the Techmarine and deleted them off the board. Between 3 flamers and a few rapid firing boltguns the squad caused about 15 wounds. The Land speeder jinked from the Helbrute’s multi-melta.
Turn 2 saw the Cultists managing to take down the Powerfist Sarge and the Lord charged the Dreadnought. The Dreadnought caused 2 wounds that would instant kill the Lord, however both were saved thanks to the Lord’s 3++. The Lord’s meltabomb penetrated the Dreadnought but Kyle rolled a 1 on the damage table, taken to 3 thanks to AP1.
On my turn 2 the Tactical squad targeted the Helbrute missed 2 Krak grenades (shooting and assault phase), and the Techmarine’s plasma cutter, and powerfist attacks all did nothing. The Hellbrute squished a guy and the squad fell back. The other tactical squad charged the Lord to support the Dreadnought. The Lord has to issue challenges so it meant the Dreadnought was safe for a turn. The Lord cut up two marines, and the Dreadnought missed all its attacks. The remaining two marines failed morale and ran.
Turn 3 was a turning point. Having the momentum turn favourably for the Thousand Sons, the screw was there to be turned. In hindsight, Kyle could have moved the Cultists out of the fortification to try to close down the Relic and at least try to down my Marines in volume of fire. However, the Helbrute missed with its Multi-melta. This was extremely crucial as when it charged the Hellbrute caused 3 wounds- enough to kill the remaining Marines with the Techmarine but leaving the Techmarine alive. If the Multi-melta had hit, and likely killed, then the Techmarine would have been dead too. In response, the Techmarine proceeded to wreck the Hellbrute with its Servo-harness. To compound the misery, my Dreadnought instant killed the Lord. In my turn, the Techmarine moved onto the Relic.
The next couple of turns were a forgone conclusion, and with the Sunbreakers scoring Linebreaker, Slay the warlord, 1st blood and the Relic for a final score of 6-0.
Both games were a lot of fun, and had a plenty of tough tactical decisions. The balance of luck was definitely in my favour. Kyle was a great sport about it and a pleasure to play him. Once his army takes on a couple more units, the games will get tougher and more interesting. The scores belie how both games were on a knife-edge during the middle turns. Also in such small points games, the effect of luck becomes more pronounced. We each have so few units that the loss of a couple means the game can completely swing against you.
Some specific learning points. I learnt that Space marines are really quite average at combat, especially vs a Chaos lord who prefers combat (whoops). In this case, they saved the Dreadnought but its something to keep in mind. On the other hand, the Salamanders chapter tactics are awesome, and a lot of fun. The rerolls are definitely nice, and catch people out- its turns the humble flamer into a devastating force. But I can imagine against higher toughness units, or units with Feel no Pain the effectiveness will drop significantly.
Moving forward, I really want to get some WIP for a bunch of models I’ve been working on. Also I want to get my Dark Angels showcase up too as there are some cool models in there. If time permits I will try to get one of these up by the end of the week.
For now, I’m signing out, and happy wargaming.