Saturday 28 November 2015

Warhammer 40k Apocalypse


The goal
There are five objectives that will each give a scoring point if taken at end of any players turn 3 and 5. Destroying a "God of war" or Killing a warlord also gives one point.

The scenario has a few house rules, like no formations allowed and D-weapons rolling 6:s does only D3+3 dmg. In addition each side will be able to draw 3 special game cards and play one each turn.

Forces of the Emperor and Tau (Order) ~10000 pts
Space marines "Raven chapter" 1500
Space marines "Grey chapter" 3000
Tau 3000
Sisters of battle 500
Warhound Titan 900
Imperial knight 400

The free people (Disorder) ~10000 pts
Iron warriors 1500
Night lords 1500
Sons of Horus 2300
Nurgle deamons 2500
Warhound Titan 900
Fellblade 550

Turn 1 highlights
During Order sides first turn a fog of war limits shooting to 36" and also give all units stealth. This results in few notable deaths, maybe the Luna wolves Land raider being the most valuable kill. The Disorder side moves forward but does not cause many deaths on the order side.






Turn 2 highlights
Most flyers moves on the table, except the space marine gunship witch is delayed by a card. The Iron warrior Warlord is killed by a sniper card. Both sides advance.







Turn 3 highlights
Its a scoring turn and Order takes 2 objective points while Disorder takes 3 objective points.





Turn 4 highlights
The Nurgle Herald warlord is killed by terminators dropped from the Space marines flyer. The Imperial Knight destroy the Nurgle warhound titan in close combat. In return The screamers of Tzsench first locks the damaged Imperial Warhound titan in close combat then destroys it.




Turn 5 highlights
Last turn and the Order side scores another 3 objective points. The Great Unclean One kills the Riptide and then the Disorder side scores 1 objective point.





Result - Order 8-5 
A strategic minor victory for the order forces but a decisive victory considering the number of units destroyed.
Order (8)
2+3 Objectives
1 God of war
2 warlord
Disorder (5)
3+1 objective
1 God of war

Comments
Needless to say, Apocalypse is always fun. Wherever its the big things on the table or just the fact that most of the minis you own can be there on the table. It is however quite challenging to get an even match-up as a few well placed shots can destroy so much of the opponent, or just having the superior firepower can be devastating. One of the weirdest things in this game was the "invisible" knight that could only be hit on 6:s due to a psychic power.

Not that I think it will ever happen I still hope for more generic army lists in the future where the balance is based on community feedback. Maybe a good example is Bloodbowl?

Til next time, have some painting to do.


Sunday 8 November 2015

Shadow spectres

Some years ago the Eldar were reinforced with a new Corsair army list in the book Doom of Mymeara. The Corsair list also introduced the new Aspect warriors called Shadow Spectres. This new Aspect warriors is according to the legend a symbol of the Eldar god Khaine in his Eternal form, where the spirit of the Pheonix lord Irillyth was awaken to lead the shadow specters into battle once again. 


I finished up this models a few weeks ago and now they might take part in the annual upcoming Apocalypse battle later this month. They have in my opinion a really cool look that brings forth a darker side of the Eldar. In general I think bright colors are more appealing on the tabletop but I did choose to paint them black and bone as it is the main colors of my Ulthwé army. I did however add in a third color to differ them as aspect warriors.


The Shadow specter himself is a jet-pack based warrior with a ranged weapon. Its weapon can be used either to hit hard on vehicles or amored targets or it can fire in a dispersed mode to fight light infantry. It reminds of the prism cannon, but has a very short range and is weaker than the vehicle mounted version. It can however be boosted if another model in the unit gives up his hit to boost a friends weapon.

Monday 2 November 2015

Flames of war - Late war - No retreat

Forces 1500
Overlord - US - Medium Tank (CT)
HQ 2x M4 Sherman
4x M4 Sherman
4x M4 Shermanl
Mortar half track platoon
Recce Platoon
Tank destroyer section
4x 105 mm Howitzers
2x 155 mm Howitzers
AA half tracks

AOP

Panzers to the Meuse (pdf) - Panzer Lehr (CV)
HQ Panzer IV
4x Panzer IV J
Gepanzerte panzergrenadiers w/ tank hunter
2x Wirberlwind
2x Puma Scout car
2x Jagdpanther
3x Volks Nebelwerfer (Reluctant Trained)


In this scenario the Panzer Lehr defends the fields of Normandy against the oncoming horde of american tanks. The US attack thanks to their always attack rule. The German side puts Wirbelwinds, Pumas and Nebelwerfers in reserve and places the platoon of Panzer IVs in ambush. The Americans makes a recon move with the recce teams and a spearhead move with a tank platoon before the game starts.





Turn 1 
All mobile US units move forward and the artillery tires to range on on the Jagdpanther, but fails.

The Nebelwerfes arrive thanks to a lucky reserve roll, but not much more happens.


Turn 2
Further movement takes the US forces closer to the German lines. The artillery hits a Jagdpanther, but it passes its save.

The Pumas arrives from reserve. One Jagdpanthers takes a lucky shot at a Sherman and destroys it, but fail to move out of the ranged in artillery with its storm trooper move.



Turn 3
Units push forward in concealment and the scouts reveals the gone to ground infantry. Combined fire kills one infantry team. Then the heavy bombardment repeat its salvo and destroys one of the Jagdpanthers. 

The Panzer Ambushes at the German right flank and the Wirbelwind platoon arrive from reserve at the left flank. The Panzer IVs destroy the 2iC, one Sherman and bail 2 other Shermans, not enough for a test though. The Nebelwerfers fail to inflict any damage.






Turn 4
The Tank destoyers deploy and fires a salvo at the Pumas, but poor shooting result in only one puma being destroyed. The Panzer IVs takes a lot of return fire but saves it all except a long range shot from a Sherman that bails a tank.

The CiC, the remaining Puma and the Wirbelwinds kills two of the tank destroyers and bails another. The do however pass their morale. The Nebelwerfers bails a tank.





Turn 5 
The last operational tank destroyer kills the last Puma and one platoon is down. The remaining platoons position themself to avoid the Jagdpanther. The Shermans fire at the last Panzer IVs, destroying one. The Artillery does however kill two more. They pass their morale.

The CiC destroy one Tank destroyer. Combined infantry and Nebelwerfer fire destroy one recon car and bail 3 of the mortar trucks. The last Panzer IV destroy one more Sherman and forces the two bailed tanks to flee the battle.





Turn 6
The bailed tank destroyer remounts and fire at the German CiC but misses. The Shermans in the center also shoots at the CiC, scores one hit witch is saved. The US CiC fires at the last Panzer IV, but misses the shots. Another two infantry teams are killed by the massed .50 cal fire.

A well placed Nebelwerfer hit destroy one and bail two mortar trucks. The Infantry then kills another one with a panzershreck and the platoon flees. The CiC Panzer destroys the last Tank destroyer and the last Panzer IV destroys the Company command tank, but the commander quickly remount in a nearby Jeep. 




Turn 7
With heavy losses on both sides the AA trucks takes safer position behind a building. The remaining Shermans tries to destroy the CiC but the only hit is saved. The artillery fail to range in on any target.

The CiC backs away from the Bocage to avoid destruction while the last Panzer IV moves up the escarpment to fire at the Sherman platoon. Nebelwerfer fire once again proves useless.
  

Turn 8
The three remaining Shermans fire 6 shots at the CiC but all miss. The AOP range in the artillery at the last Jagdpanther. The mighty salvo penetrates the armor - but fail to destroy it. The power of the bombardment does however cause the crew to abandon their tank and flee the battle. Two platoons down.

The CiC backs moves up to the Bocage in an attempt to snipe the remaining armored car in the scout platoon. A well placed shot hits and destroys it, and the US are down to four platoons. The Panzer IV hits and one Sherman. The Nebelwerfers fail to inflict any damage but the infantry manage to blast away the US CiC with MG fire.



Turn 9
Two Shermans takes pot shots at the CiC now bailing the Commander. The last one tries to finish of the last Panzer IV - but the shots miss. The Artillery hits the Panzer IV, but it saves the hit.

The CiC fail to remount. With the US CiC and 2iC out of action the one objective is to break a fifth platoon. The Panzer IV destroy one Sherman. The infantry moves up to kill the AA trucks, supported by Nebelwerfers, and in a storm of fire the AA trucks goes down and the US are down to three platoons - and flees the battle.






German Victory 4-3. 
The Panzer Lehr hold their ground.


Comments
What seemed to be a uphill battle for the outnumbered Germans turned out to be an quite even game. Maybe a more safer approach from the US side would have given the Americans a solid victory, but then it would have turned out to a rather boring game of dice statistics.

For me (as German player) I expected the TDs (Tank destoryers or Teleport destroyers, depending whom you ask) to be the biggest treat, but it turned out to be the artillery that dealt the deadliest blow. Six guns combined fire gets double wide template with AT5 FP3+ for same points as four TDs - ouch!

For my opponent the Infantry was the Achilles heel. A ten man strong platoon with three Panzershrecks and one Panzerfaust is almost impossible to assault with tanks. And this time there was not enough guns to blast them away.