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07 March 2014

First Fight - Iron Crusade vs. Tyranids 27Feb2014

So with some rush to get models to a modicum of usefully built state, Dave S. and I squared off for my first chance to play my new SM army. Predictably, this did not end well. Fun game, but it was incomplete, filled with some stupid mistakes on my part, and some horrible luck sprinkled on top.

2250 Points, Crusade (5 OBJ), Hammer & Anvil

Iron Hands:  Iron Gauntlet Mk IIIb
The Bugs: (Per memory, and wargear not included)
  • 2 Flying Hive Tyrants
  • 2 Hive Crones
  • 1 Harpy
  • 1 Exocrine
  • 1 Tervigon
  • 1 Tyrannofex
  • 1 Mawloc
  • 2 Venomthropes
  • 3 Zoanthropes
  • 30x Termagants w/ 20 devourers
  • 30x Termagants
We did terrain setup per the BRB. I've come to appreciate why terrain placement is part of the basic mission format. With fortifications and list builds, terrain is a very important part of the plan. Being able to have some influence on the board, beyond just winning a choice of side for narrative terrain, is a big deal. It makes the pre-game tie into the rest of the game in a stronger way.

Hammer & Anvil deployment gave some depth to play with, and I deployed my bastion just left of center and well within my DZ. Terrain placement put a tall, LOS-blocking wall at mid-field, with about a 12" gap. I sprinkled terrain along what I hoped would be Dave's advance, hoping to slow down his blob and march forward. This included some linear fences in the gap, and some hills on his side of the wall. 

Dave won the toss for choice of turn position. He chose the bottom half of the turn, forcing me to deploy first and shoot first. Here was my first error. This IH list is not an alpha-strike army. I don't have enough real ranged power to want to go first. Plus, flying monsterous creatures have that lovely ability to start on the board, but not be flying when deployed. With the venomthropes, it's cover-saves all day for the bugs.

Turn 1


05 March 2014

Iron Gauntlet Mk IV

  • Master of the Forge: The Ironstone, Combi-grav
  • Chaplain: Combi-grav
  • Centurion Assault Squad
    • Land Raider Redeemer: Multi-melta, Extra Armor
  • Ironclad Dreadnought: Ironclad Assault Launchers, Heavy Flamer
    • Drop Pod
  • Tactical Squad (10): Grav-gun, Missile Launcher w/ Flakk, Veteran Sergeant
    • Razorback: Twin-Linked Assault Cannon, Dozer Blade
  • Tactical Squad (10): Grav-gun, Missile Launcher w/ Flakk, Veteran Sergeant
    • Razorback: Twin-Linked Assault Cannon, Dozer Blade
  • Ordo Hereticus Inquisitor: Power Armor, Psyker (Divination), Force Sword, Psyocculum, 3 Servo Skulls
  • Tactical Squad (5): Missile Launcher w/ Flakk
  • Scout Squad (6): Camo Cloaks, 4 Sniper Rifles, Missile Launcher w /Flakk, Sergeant with Sniper Rifle
  • Thunderfire Cannon
  • Ordo Hereticus Inquisitor: Power Armor, Psyker (Divination), Force Sword
  • Devastator Squad: 4 Missile Launchers w/ Flakk missiles, Veteran Sergeant
  • Stalker: Dozer Blade
  • Imperial Bastion: Quad-gun
2248 Points

General Deployment Concept
  • MoF, Chaplain and Centurions in LR Redeemer
    • Ironstone adds "It Will Not Die" rolls for vehicles at 4+ within 6"
  • Stalker and Razorbacks escort LR, usually with combat squads (Sergeant + Grav-gun) in Razors. These units stay within 6" of LR if possible.
  • Ironclad drops to delay or distract high toughness or multi-wound models, transports with high-power units.
  • 5-man Tac Squad + Inquisitor deploy on battlements of bastion to operate Quad-gun. Inquisitor uses Prescience on own unit, or on units within LOS (Stalker). Alternately, can use BS10 on own unit vs. psykers.
  • Devastators + Inquisitor inside Bastion. Inquisitor grants Prescience re-rolls.
  • Thunderfire targets troops and blobs for NLOS attacks.
  • 2x bolstered terrain pieces offer superior cover to Marines. Preference for ruins at 3+
  • Snipers deploy within bolstered terrain.
Notes
  • Scoring Units: 4-6
  • Kill Points: 17
  • Maximum Reserved Units: 6
  • 6-7 AA shooting events.

Iron Gauntlet Mk IIIb

  • Master of the Forge: The Ironstone, Combi-grav
  • Chaplain: Combi-grav, Auspex
  • Centurion Assault Squad
    • Land Raider Redeemer: Multi-melta, Extra Armor
  • Venerable Dreadnought: Assault Cannon, Heavy Flamer
  • Ironclad Dreadnought: Ironclad Assault Launchers, Heavy Flamer
    • Drop Pod
  • Tactical Squad (10): Plasma Gun, Plasma Cannon, Veteran Sergeant
    • Razorback: Lascannon & TL Plasma, Dozer Blade
  • Tactical Squad (10): Plasma Gun, Plasma Cannon, Veteran Sergeant
    • Razorback: Lascannon & TL Plasma, Dozer Blade
  • Scout Squad (6): Camo Cloaks, 5 Sniper Rifles, Missile Launcher, Veteran Sergeant with Sniper Rifle
  • Thunderfire Cannon
  • Ordo Hereticus Inquisitor: Power Armor, Psyker (Divination), Force Sword, Psyocculum, 3 Servo Skulls
  • Devastator Squad: 4 Missile Launchers w/ Flakk missiles, Veteran Sergeant
  • Stalker: Dozer Blade
  • Imperial Bastion: Icarus Lascannon
2249 Points

General Deployment Concept
  • MoF, Chaplain and Centurions in LR Redeemer
    • Ironstone adds "It Will Not Die" rolls for vehicles at 4+ within 6"
  • Venerable, Stalker and Razorbacks escort LR, usually with combat squads (Sergeant + Plasma Gun) in Razors. These units stay within 6" of LR if possible.
  • Ironclad drops to delay or distract high toughness or multi-wound models, transports with high-power units.
  • Scouts deploy on battlements of bastion to operate Icarus and take shots w/ clear LOS.
  • Devastators + Inquisitor inside Bastion. Inquisitor grants Prescience re-rolls, or BS10 vs. units with psykers.
  • Thunderfire targets troops and blobs for NLOS attacks.
  • 2x bolstered terrain pieces offer superior cover to Marines. Preference for ruins at 3+

04 March 2014

Something New

I'm tired of glass cannons. That's pretty much the sole reason for my interest in building a Space Marine army. From my entry to playing 40k in mid-5th edition, I've played Imperial Guard. I love tanks, and liked the shooting aspect of the Guard. Late in 5th, I picked up playing Dark Eldar, because I grew tired of running away from assaults and being reactive to armies with a close combat punch. Still a fragile army, but one that hit hard if it hit first. I never really wanted to play Marines, partly out of personal taste, and partly out of local meta/army balance.

In 6th, I've not had a lot of fun playing those two armies. In general, the vaugeries of luck and "what happens if you don't shoot/assault first?" made playing my armies less fun overall. So I started looking around. With the release of the 6th edition Space Marine codex, I finally started to get interested in what the mooks in power armor had to offer.