Warhammer 40,000 8th Edition Battle Report – 111 Imperial Guard and Knights [Ronny Luna] vs Aeldari [Seth F] Location: The Carcosa Club, Brooklyn, New York Game Size: 2,000 pts
Household Choice: Questor Mechanicus
. House Krast
+ Stratagems +
Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait
Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom
+ Lord of War +
Knight Crusader [25 PL, 468pts]: Character (Knight Lance), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord, Warlord Trait (Krast): First Knight
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
Knight Crusader [25 PL, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom (Krast): The Headsman’s Mark, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait: Blessed by the Sacristans
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
Warhammer 40,000 8th Edition Battle Report – 110 Chaos [Nick] vs Iron Hands [Andrew Z] Location: The Carcosa Club, Brooklyn, New York Game Size: 2,000 pts
Dark Disciples [1PL, 10pts]: 2x Dark Disciple
Detachment CP [1CP] Legion: Alpha Legion
Specialist Detachment [-1CP]: Daemonkin Ritualists
HQ: Dark Apostle [5PL, 72pts]: Mark of Tzeentch
HQ: Lord Discordant on Helstalker [9PL, 160pts]: Autocannon, Hydra’s Wail, Mark of Nurgle, Warlord, Helstalker: Techno-virus Injector
HQ: Master of Possession [5PL, 88pts]: Force Stave, Mark of Tzeentch
Elites: Possessed [10PL, 153pts]: Mark of Nurgle, 9x Possessed
Warhammer 40,000 8th Edition Battle Report Dark Angels [Ronny Luna] vs T’au Empire [Chun] Location: The Carcosa Club, Brooklyn, New York Game Size: 2,000 pts
Custom Sept:
Stabilization Systems
Hardened Warheads
Prototype Weapon:
Riptide Ion Accelerator
ITC Champion’s Mission: Scenario 6: Crucible of Champions
Deployment type: Map 5: Front-Line Assault
Secondaries: Dark Angels
Secondaries: T’au Empire
*Recon
Headhunter
Headhunter
Marked for Death: Talonmasters, Darkshroud
The Butcher’s Bill
*Old School
Table setup
Dark Angels deploy first.
T’au Empire deployment.
Dark Angels have the Fist Turn. T’au fail to Seize the Initiative.
Battle Round 1 – Dark Angels
T’au activate Prepared Positions stratagem for two Command Points.
Dark Angels use Speed of the Raven (Black Knights), spending one Command Point.
T’au gain one Command Point via the Neurochip.
Aggressors with Stoic Prosecution unload 114 shots into two units of Drones. Killed 12 drones.
Intercessors and Talonmasters gun down all drones, and many Fire Warriors. Talonmasters specially good at killing Tau.
Black Knights charge!
The Fire Warriors survived combat! Black Knights consolidate to hide. End of Turn 1 for Dark Angels.
Battle Round 1 – T’au Empire
T’au use Automated Repair System for two Command Points. Broadside back to full health!
Kau’yon Declared.
Branch Nova Charge Riptide w/ Amplified Ion Accelerator (3++ Invulnerable Save and a better profile).
In the Shooting phase, T’au uses Uplinked Markerlights for one Command Point.
In addition, Command and Control Node for one Command Point (Broadsides).
Two markers on Black Knights.
Two Riptides and Broadsides kill five Black Knights with a 4++ Invulnerable Save and six Aggressors with a 4++ Invulnerable Save and a -1 to hit!
Third riptide kills five Intercessors and puts three wounds on Ravenwing apothecary.
Casualties
Battle Round 2 – Dark Angels
Talonmasters and Darkshroud gun down three Broadsides.
Intercessors finish Fire Warriors.
Deathwing Knights fail a 7″
charge… after surviving Overwatch.
Battle Round 2 – T’au Empire
Wisdom of the Many -1CP (Storm of Fire and Sense of Stone).
Brand Nova Charge -1CP (Ion Riptide).
I used Combined Assault -2CP to get within 7″ of the Riptide by dropping near the Apothecary.
Shooting Phase
Uplinked Markerlight -1CP (Deathwing Knights).
Aerial Targeting -1CP (Deathwing Knights).
Transhuman Physiology -2CP (Deathwing Knights).
Round 2 Casualties. Deathknights, Darkshroud and Ravenwing Apothecary eliminated.
Battle Round 3 – Dark Angels
Talonmasters kill two fire Warriors squads and three characters.
Deathwing Champion vs three Riptides.
Champion deals three damage to a Riptide :/ Not impressed…
Battle Round 3 – T’au Empire
Riptides kill Deathwing Champion, 11 Intercessors and put three wounds on Azrael.
Battle Round 4 – Dark Angels
I moved to try and eliminate the Ethereal and weaken a Riptide while maxing out Headhunter and Recon.
Killed Ion Riptide, Ethereal in shooting. Charged other Riptide.
Azrael hits with all attacks, rolls two 6+ (mortal wounds) and lands three wounds total on the Riptide. All saves failed. 3D3 Damage for eight more damage and finished the Riptide by himself.
Chapter Master at work!
Sword of Secrets silences the T’au. Ritual of the Damned triumph over Greater Good this day.
T’au concede after losing both Riptides with the remaining one with six wounds left.
Warhammer 40,000 8th Edition Battle Report – 109 Thousand Sons [Milan] vs Imperial Fists [David B] Location: The Carcosa Club, Brooklyn, New York Game Size: 2,000 pts
Relics of the Chapter [-3CP]: 3x Number of extra Relics
+ HQ +
Librarian in Phobos Armour [5 PL, 101pts, -1CP]: 1) Tectonic Purge, 2) Wrack and Ruin, 4) Fortify, Camo cloak, Force sword, Neural Shroud, Stratagem: Chief Librarian
Primaris Chaplain [4 PL, 77pts, -2CP]: 2. Catechism of Fire, 5. Recitation of Focus, Benediction of Fury, Indomitable, Litany of Hate, Stratagem: Hero of the Chapter, Strategem: Master of Sanctity
Captain in Phobos Armour [5 PL, 99pts]: Camo cloak, Master-crafted instigator bolt carbine, The Eye of Hypnoth
+ Heavy Support +
Centurion Devastator Squad [24 PL, 350pts]
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Hurricane bolter, Two Heavy Bolters
Warhammer 40K Battle Report – Imperium vs Thousand Sons | ITC Champion’s Missions | Ritual of the Damned
Warhammer 40,000 8th Edition Battle Report – 108 Grey Knights [Rob] vs Thousand Sons [Milan] Location: The Carcosa Club, Brooklyn, New York Game Size: 2,000 pts
Primaris Captain [5 PL, 82pts]: Master-crafted auto bolt rifle, The Eye of Hypnoth
Primaris Chaplain [4 PL, 77pts, -2CP]: 2. Catechism of Fire, 5. Recitation of Focus, Benediction of Fury, Hand of Dorn, Litany of Hate, Stratagem: Hero of the Chapter, Strategem: Master of Sanctity
Primaris Lieutenants [4 PL, 69pts]
. Primaris Lieutenant: Power sword
Attack Bike Squad [2 PL, 37pts]
. Attack Bike: Heavy bolter, Twin boltgun
Attack Bike Squad [2 PL, 37pts]
. Attack Bike: Heavy bolter, Twin boltgun
Land Speeders [4 PL, 87pts]
. Land Speeder: Heavy bolter, Typhoon missile launcher
+ Heavy Support +
Centurion Devastator Squad [24 PL, 350pts]
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Hurricane bolter, Two Heavy Bolters
I expect a very hard match! Imperial Fists is possibly one of the worst possible match ups for Knights, in the current meta. I put a lot of thought into how to handle this match up. I have decided I should play to any range advantage I can get, and consider being within 36″ range a death sentence. With that in mind I went with defensive set ups for my Knights, so they would more or less all be able to benefit from a 4+ save or 4++ save.
Battle Round 1
I deploy as far back as possible, measuring his weapon range and movement range and being just outside of it with my Knights. I was taking into consideration that I have 12″ movement and 36″ weapons. I take this into account so that I can easily move up and fire back, after avoiding his initial attack. This works wonderfully! He was forced to spend most of his Turn 1 moving up, to try and get in attacking range, whereas I was able to move up just enough to get my guns within range of one or two targets and light them up! Prioritizing anything that’s closer over what’s dangerous so that I can create breathing room for the rest of my forces, to move unchallenged and claim objectives. My initial cards weren’t very good but I did get “Yield No Ground” and “First Strike” points finishing Round 1 with a score of 2-1 Imperial Fist lead my opponent achieved “Death before Dishonor” which is an Imperial Fists specific card.
End Score 2-1. Imperial Soup leads.
Battle Round 1 casualties.
Battle Round 2
Going into Round 2 the Imperial Fists player remained cautious after seeing how things turned out in Round 1. He tried to get into position with some of his units. I still have him in outranged, so he relies on his Whirlwinds to chip a couple wounds from my Knights. However, this proves not to be very effective with Castellan Rounds only being -1 AP in the Devastator Doctrine. He does not achieve any objectives, or kill any units this turn either. During my turn I move up, thinking I have him cornered now and I dare to forgo my winning strategy to try and deliver a fatal blow. I do manage to deal a ton of damage and kill several more units while claiming more points, however I seem to have fallen for the lure the Centurions were hiding and waiting for just such an opportunity, and I delivered it. I deep strike a unit of Sicarians, they immediately get Auspex Scanned by the Centurions and wiped off the map. Honestly, I forgot all about Auspex Scan in my arrogance but I also see the opportunity in this development. Exchanging 75 pts of my forces in exchange for 2CP from the enemy is a good trade off. So, I proceed to then deploy my second unit of Sicarians in the exact same spot I wanted the first one I lost. Basically, my plan of attack wasn’t affected much. The Vindicare Assassin had been repositioned to target the Chapter Ancient (he was upgraded and had the Standard of Righteous Hatred) and in the most epic sequence of rolling, the Vindicare deals two damage, followed by 1, 2, 3 mortal wounds, slaying the Ancient and earning me 2CP for my trouble. After shooting several units, I charge in with the Sicarians to try to deal with a hidden unit of Infiltrators near my lines. I killed two and lost one Sicarian in the process. I then attempt to wrap them by pinning them against a nearby Ruins Terrain with Guardsmen, just half an inch away from the walls on the other side (This prevents the infiltrators from falling back through the wall as they cannot move within 1″ of the guardsmen.
End of Round Score 7-2.
Vindicare I AM LEGEND.
The trap is set.
Casualties are heavy for the Imperial Fists whilst I’ve only lost about 90 pts worth of models and minimal damage to my Knights at the end of the Battle Round 2.
Battle Round 3
Spider-man, spider-man, does whatever a spider can… The Infiltrators wall crawl up the ruins! I look at this a moment… mind blown. I thought I had trapped them but didn’t consider them moving vertically at all. Uh-oh this is not as planned. The Centurions also come out of hiding, and point their Heavy Bolters squarely at my two Crusader Knights. I am concerned but I think to myself “They still have to wound on 5+ and punch through my 4+ protection. It’ll hurt, but at most I might lose ten wounds which I can regen”. The sons of Dorn were having none of that, activating Catechism of Fire, Recitation of Focus, Tank Hunters and that Vigilus Defiant mortal wound tossing stratagem that I can’t remember off the top of my head. My opponent went full on Oprah, and gave these guys everything he could toss at ’em. They were fully charged, and ready to rain on my parade and that they did! In a furious display of absolute fire power, I went from having two Knights, either at full wounds or near full wounds, to having both Crusaders with eight wounds remaining. WOWZERS! Imperial Fists are Nuthing ta F with. I immediately regret my Turn 2 choices, and now fear that I took a major blow and will be losing a game, that had been going amazingly well up to this point for me.
Imperial Knights Crusader scream MEDIIIIIIC in Binharic Code.
I snatch four points at the end of my opponents turn. He inflicted massive damage but didn’t actually achieve any cards yet. Imperial Soup still leads 9-2 after Top of Round.
I do a chant or two to the machine spirit, and sacrifice one Command Point to the Machine God, to get one of my Knights working back at full power. I opt to do this with the Blessed Avenger Gatling Knight, so that he can dish out some mortal wounds in the process while the First Knight will have to fend for himself with his rerolls 1s. I move both of the back, signaling the retreat and at this point i decide to launch the Gallant forward as a Distraction Carnifex, to slow the enemy down or give him something else to want to target, while I let my guns pull back and regen some wounds. First order of business it to unload everything I have into those Centurions, pulling their massive gun show left them out of cover with some lucky rolling on my part and every gun on my Crusader Knights I managed to wipe out every last Centurion. And to take down the annoying Stalker Bolt Rifle Intercessors which also deal a ton of damage when left unchecked.
FIRST RANK! SECOND RANK!!
FIX BAYONETS!
Centurions Where Art Thou!?
Casualties for days.
Battle Round 4
Starts off well! With the Centurions out of the way, I am feeling at ease. I foolishly think to myself “I got this!”. But, Tor Garadon is keen to show me the error of my ways. The Imperial Fist, having drawn one of their best Tactical objective cards, set up to claim it the following turn, while Tor Garadon leads the melee specialists into a no holds barred showdown with the Knight Gallant that confidently strode into their range. The Imperial Fists are Nuthing to F with. I learned this lesson also applies to melee. One Punch Man Garadon drops 12 wounds from my Gallant and his nephew, Sergeant nobody, wielding the Fist of Terra finishes the Gallant off after connecting with all his attacks and getting full mileage out of his attacks. The Gallant goes down without putting up a fight. My spider sense is now tingling… These guys are not to be underestimated!
I pull all my forces to come within max firing range of these guys, while the Knights carefully move to the side of them, positioning so that I can shoot the Chaplain and Tor Garadon as the closest targets. I however am playing with weakened Crusaders and was hoping that the Vindicare will deal the finishing wound to the Chaplain in order to get back some CP with my remaining command points. This doesn’t work out as planned! The Assassin was on coffee break, rolling that dreaded 1 to hit on his 2+, smh. I then was forced to finish off the chaplain with my Warlord First Knight and dealt some wounds to Garadon but did not finish him.
Tor Garadon & Knight Gallant playing Red Light Green Light.
Now you see me…
… Now you don’t.
All Forces! ATTACK!!!
End of Round 4 Casualties.
Battle Round 5
The Indomitable Defense of the Imperial Fists is proven! This tactical card is amazing! My opponent claims D3+3 Victory Points, for a total of five. Bringing him to seven, total. I am wary of these Imperial Fists as he still has live guns aimed at me and a weakened Whirlwind a few rolls away from dealing serious damage to my Knights. Luckily my guardsmen Company Commander issues the Shield Wall order and they form a very solid defense meat shield to stop Tor Garadon from very possibly One Punching my Warlord like he did my Gallant. No Thanks, dude. The Imperial Fist do their best to kill one more Knight, by focusing all guns on my Warlord but fail to deal any significant damage
The Guardsmen perish gloriously, after taking the Imperial Fist charge head on. The Company Commander will be remembered amongst the Heroes of the Imperium. An effective speed bump, that leaves the Imperial Fists perfectly lined up for my final gambit. I push forward with everything. I want to deal a decisive blow to these guys. First order of business is to Chant to the Machine God. One Command Point to have my First Knight act normal. Everyone else aims their guns at the Intercessors! Once they are dead I can shoot at the characters behind them! Almost all my guns fail me… Almost… In what I can only describe as a massive stroke of luck, my other Crusader heeded the call of the Household and rolled like ten 5+ to hit (he was at six wounds remaining). The Avenger Gatling is rolling hot! When the smoke clears, the Fist of Terra has bit the dust. It’s now all up to my Warlord to active his trap card “Priority Orders Received – No Prisoners!!!” Kill 3-5 units with the Warlord… I unload my guns upon Tor Garadon (Endless Fury), Lieutenant (Thermal Spear and Heavy Flamer), Attack Bike (Stormspear Missiles). I finish all three, claiming my achieved objective for a massive jump in points to 18 Total.
Final Tally of Casualties.
Final Score. He scored two Victory Points on Area Denial and seven total in Imperial Fists objectives.
I scored area denial and some other stuff.
Final Score
Imperial Soup 18-9 Imperial Fists.
GG to my opponent. We had a ton of fun. I have now developed a Centurion-phobia, after coming a few failed saves away from losing two units to one unit of Centurions and also being completely wrecked in melee vs my full wound melee specialist Knight. Much respect to the Imperial Fists, whom as mentioned are clearly Nuthin to F with!