Tuesday, November 14, 2017

Iron Warriors VS Marines Errant 100 PL Blitz Mission


Sorceror Melkor tried to think back to the fight with the Ultramarine Terminators and he tried to figure out exactly what had happened.  

He was a very quick Psy Caster when he needed to be and he certainly needed to be when those terminators charged into him.  He had cast a few offensive powers to try and break the terminator's resolve, but being Ultramarines he knew that would be difficult.

As one of the terminators took a swing at him with a powerfist, he quickly cast a psychic power he had always held in reserve in his mind.  One which he had never needed to use before.  It was a teleportation power.  It was supposed to teleport the caster a few kilometers but it had obviously backfired in some strange way.

The tank shook as a shell exploded mere inches from its hull and it jolted Melkor back to reality.  He was riding in an old Proteus Land Raider from the days of the Horus Heresy some 10,000 years prior.  His teleportation spell had sent him to a Heresy-Era Iron Warriors fleet which had somehow been transported into the future.  

He was with the Warsmith Martok in Martok's personal Proteus transport assaulting a Marines Errant-held city.  Melkor had convinced Martok he was worth keeping alive because he knew that Marines Errant were guarding the location of Atomic Weapons.  Atomics were some of the most powerful weapons in the Imperium and were also banned from regular use.


The Game

My friend Pen Dull was in town and we played a mini two-game campaign.

We played a basic Blitz scenario as our first of a series of two games.

To read the rules for this mission and the next go here: 

The battlefield.

The deployment.

The Iron Warriors go first.

Through a combination of Psychic powers and strategem cards, 
the large Iron Warrior unit eliminates a full squad with bolters.

The Iron Warriors advance towards the Marines Errant-held ruins.

A Rhino and a Vindicator use their smoke launchers.

The Contemptor is destroyed by the Marines Errant Predator.

The Vindicator is damaged by the other Predator.

The Vindicator shows it still has teeth by destroying the Dreadnought.

The Iron Warriors Tactical squad advances firing at the Marines Errant in the ruins.

The Iron Warriors get close enough that the lone remnant of the 
Honor Guard decides to charge them.

Imperial Guard lascannons line up shots at the advancing traitor marines.

A Marines Errant Drop Pod drops in behind the Iron Warriors lines.

Melkor and Martok disembark to lend their support to the large Iron Warriors Tactical Squad.

The deepstriking Marines Errant eliminate the Vindicator.

The Iron Warriors' plasma team disembarks from the destroyed Rhino.

The combat with the Honor Guard is surprisingly long lasting.

The Tactical squad tactically retreats from the Honor Guard.  

Another smaller Iron Warriors tactical squad assaults the Marines Errant Dreadnought.

A Rhino plows over a set of tank traps into the remaining Honor Guard.

Some Iron Warrior reinforcements arrive, but they may be too late.

Melkor and Martok advance while the Proteus lines up some lascannon shots on a Razorback.

The Iron Warriors are trying to secure the right flank.

Things are going ok, from a certain point of view.

The Iron Warriors continue their advance through the city.

The Rhino has taken some damage.

At the end of the battle the Iron Warriors haven't advanced enough.

After Battle Report

The objective was to take ground in the Blitz mission.  The Iron Warriors took ground, but not quite enough ground.  The Marines Errant stopped the Iron Warriors advance just enough to give them the advantage in the next battle.

The next post will be that next battle......

Wednesday, October 18, 2017

Iron Warriors Vs Imperial Guard and Sisters of Battle 200 PL Battle Report

Over Labor Day weekend I played 2 games.  One was the 100 PL game versus Ultramarines and the second is the 200 PL game that this Bat Rep will cover.

Both of these games were for the D-Co 2017 Project Mayhem Campaign.

This game was led by Warsmith Morgoth.

He had been retired for most of 6th and 7th edition because he was basically unusable.  He would have been the least effective HQ I could have fielded back then but now with 8th he's a bit better because of the warlord traits and the Stratagems.

He is armed with 2 Lightning Claws.

 200 Power Level of Iron Warriors

100 Power Level of Sisters 

 100 Power Level of Imperial Guard

The mission.

We decided to use the new Open War cards to create a mission from scratch.  It turned out that we deployed opposite of each other like in a classic game of 40k.  We decided that there would be a distance of 18" between the enemy units once they were set up.

The Twist was called "Dead of Night" It is a new twist on the old night fight rules basically it shortens the length of all shooting and psychic attacks to only 12".  At the start of each subsequent turn the player who went first rolls a d6 and on a 4+ 6" is added to the max range everyone can shoot to.

The Objective was called "Burn & Pillage", it is basically three objectives in each deployment zone and each side has to capture the objectives in the opposite deployment zone.  Once an objective is held by the opposing player it is then removed.  Once all three objectives from one side are removed the game is over.  It basically removes the idea of a set number of turns from the game.

The final card drawn was the Ruse.  This ruse was given to me since I had 199 PL and they had 200.  It allows me to pick one of my units that has been destroyed and at the end of one of my movement phases I can place it back on the battlefield 9" away from any enemy unit and within 9" of any board edge.


The Deployment

A Unit of Iron Warriors surveys the battlefield from the top of a ruined building. 

A squad of Havocs equipped with 4 lascannons prepares to fire. 

The left flank of the Iron Warriors. 

 
 Celestine flys above a ruin.

 The battle commences.
  
 The Iron Warriors advance on the left flank.

The Penintent Engines advance towards the Ogryn berzerkers. 

The Sisters and Guard advance along the Iron Warriors right flank. 

 The three Predators open up and annihilate the Penitent Engines.

The Iron Warrior squad atop the ruined building moves forward for a better firing position.

 Two rhinos move into position to counter the advancing Sisters' rhino.

Warsmith Morgoth leads the charge into the Imperial Guard tanks. 

The Ogryn Berserkers charge and die to the Penitent Engines, taking one Penitent Engine with them. 

In the center the Iron Warriors meet the Sisters head on.

The Guard counter the Iron Warriors' charge, and the Penitent Engine engages a large Iron Warrior Squad. 

The range on turn three has finally reached 18" 

The Penitent Engine is doing work and so is the Guard. 

The Sisters have done a number to the Iron Warrior's center. 

The counter punch eliminates most of the Sisters' infantry. 

The Iron Warriors squad falls back from the Penitent Engine. 

 A squad of Raptors deep strike in to try to handle the Penitent Engine.

 Morgoth is alone.

 The Iron Warriors move up to the Sisters' rhino.

The Iron Warriors' Helbrute finishes off the Sisters.

 The Rhino dies along with half the squad.
 
The other rhino dies to two Helbrute fists. 

Morgoth fights on. 

The Sorceror  tries to take on the Penitent Engine but has little luck.

The Sisters fire upon the marines who destroyed their rhinos, killing several. 

Morgoth finishes off the squad he was fighting and the whole Guard line fires on him. 

A squad of Seraphim deep strike onto the board.   

The Sorceror dies, but Morgoth lives on. 

Morgoth lines up a charge on a tank. 

The Iron Warrior Center regroups.

The battle had to end at the end of turn 3.  We had time constraints so we couldn't finish the game.  It was an interesting scenario that we randomly created.  I like the idea of using the cards to create games.

The game end in a tie, neither side had an objective.

Overall it was a pretty fun game.  

Next time I have a series of games to report on.  

Until then.

Wednesday, September 20, 2017

Bunker Assault Battle Mission Extra Special Rules

The Bunker Assault mission is one I have been looking forward to playing for awhile.  As an Iron Warriors player I have always thought that sieges were some of the coolest battles and we don't always get to play them.

This Sunday my friends Pen_Dull and I will be playing two games.  The first is the Blitz mission and the second is the Bunker Assault mission.

These two games are a part of the Project Mayhem 2017 D-Company Campaign and these two games are a part of a mini campaign in and of themselves.  The first mission's results will impact the second mission.

The Story so Far:

The Iron Warriors led by Warsmith Martok of the 82nd Grand Company have traveled through time from the 31st millenium to the 41st millenium.  They were headed to Mercian 55 to replenish their supplies and when they arrived they were in the future.

To read the story and battle report of the initial landing by the 82nd Grand Company go here:
http://apostlesofcontagion.blogspot.com/2017/05/labor-days-revisited-40k-and-horus.html

After the battle Martok left the planet and returned to his ship.  A short time later a bright flash of light and sound like thunder exploded on the bridge.  Kneeling with his head down was Chaos Sorceror Melkor.  He soon collapsed.  Go here for the battle report leading up to this event:
http://apostlesofcontagion.blogspot.com/2017/09/iron-warriors-vs-ultramarines-100-power.html

Days later he woke up only to find himself in a cell.  Martok was watching him from a across the room.  He was curious about him.  Melkor had Iron Warrior markings but also other strange sigils were covering his armour.

In the 31st millenium, even after Perturabo declared loyalty to Horus, the Iron Warriors weren't a legion to openly and actively use  psykers.

Martok asked Melkor, "Who are you?"

"I am a Sorceror, and I may be able to help you."  he said cautiously.  Melkor didn't know who this Warsmith was.  He had never heard of Martok before and he prided himself on his knowledge of the legion he served.

"I see you have Iron Warrior iconography on your armour, but I also see other strange signs and symbols.  We have Librarians in the legion but we have never, to my knowledge had a Sorceror." replied Martok, now more curious but also a bit unnerved.

Melkor looked up and examined his captor.  He saw an Iron Warrior in Mark III plate with a servo arm poking over his shoulder.  His markings were certainly of the Heresy era.  There were no Chaos symbols to be found.

Melkor stood up and brushed off his robes.  He looked directly into Martok's eyes and said, "I know of a place where weapons of incredible power reside.  If you want to take to fight to the Imperium, you will need my aid to capture these weapons."  Melkor was taking a risk and made an educated quess that this Warsmith was on the side of Chaos or at least the side of Horus.  He also cast a few subtle powers that let him see into Martok's mind and also influence his opinion slightly.  Melkor would take chances but he would always attempt to at least even his odds.

Martok stood up and said, "I will have to think on this.  We have seen strange things recently and I have many questions."  as he turned to leave Melkor produced a small data crystal.  "Take this.  Examine the data within, I am convinced that if you do you will see that I am your ally." Melkor said.

Martok looked down at the data crystal then looked back up at Melkor, took it and left the cell.

Three days later.

"Release the prisoner and escort him to my personal strategium."  commanded Martok.  The two Iron Circle Automata bowed slightly and went to fetch Melkor from his cell.

Several minutes later Melkor arrived in the strategium.

"I have reviewed the data crystal and I am taken aback by the developments of the last 10,000 years.  Apparently we lost and have been reduced to Chaos worshiping slaves!"  bellowed Martok.

"Oh quite the opposite really.  Chaos is what allows us to continue the fight against the Corpse-Emperor on Terra.  Chaos gives us the firepower, the manpower, the will and the hate to carry on!  Don't you want to continue the fight against the Imperium?"  asked Melkor.

"After reviewing everything you have given me, yes. Yes I believe that for the future of humanity we must fight the Imperium.  I also believe that they do not deserve to rule the galaxy and that their blind devotion to the Emperor is foolish and dangerous!" replied Martok.

"Then let me help you in your fight!  I have much knowledge of these times."

"Tell me.  Tell me your secrets." grinned Martok.



Onto the rules:

We will be playing the Bunker assault mission with the following additional special rules.

Bunker Assault Mission Special Rules

The Attacker (The Iron Warriors) will have a 175 Power Level army and the defender (The Imperials) will have a 150 Power Level army with 2 Bunkers and 1 Fortress.

The Defender will place an additional two (2) objectives that will be cogitator banks holding important information regarding the location of the weapon stash.  Each of these objectives will be worth 3 victory points to the Attacker or to the Defender at the end of the battle.

Overall when the Defender sets up, he may deploy the 2 Bunkers, the Fortress, Defence Lines, the 2 Cogitator Bank objectives and also move other terrain around (within reason) in his deployment zone.

The Deployment Map will be Hammer and Anvil on a 5' by 6' table.

Depending on the outcome of the previous Blitz mission the following modifications will apply:


If the Attacker won the previous mission:

- Each Bunker will be worth 3 victory points if destroyed or captured at the end of the game.

- The Fortress will be worth 6 victory points if destroyed or captured at the end of the game.

- The Cogitator Bank Objectives will be worth 4 victory points if captured by the Attacker at the end of the game and 2 victory points if captured by the Defender.

- At the end of turn 6 the Attacker can choose to roll a die to go to turn 7.  The Attacker needs a 5+ to extend the game to a 7th and final turn.

The above modifications represent the fact that the Attacker is pressing his advantage and has the Defender on his heels.


If the Defender won the previous mission:

- Each Bunker has a Toughness of 12 and has 20 wounds with a 3+ save and the Fortress has a Toughness of 12 and has 40 wounds and a 3+ save.

- Each Bunker is worth 2 victory points if destroyed by the Attacker or 3 victory points if controlled by either side at the end of the game.

- The Fortress is worth 4 victory points if destroyed by the Attacker or 6 if controlled by either side at the end of the game.

- The Escape hatch Strategem is 0 CP instead of 1 CP.

- At the end of turn 6 the Defender can choose to roll a die to go to turn 7.  The Defender needs a 3+ to extend the game to a 7th and final turn.

The above modifications represents the additional time the Defender has bought with his victory in the previous mission, time to upgrade his defences and also to make the Bunkers and Fortress less integral to his overall strategy.



I still have a 200 point bat rep to do, until next time.

Tuesday, September 19, 2017

Power Level VS Points


A Chaos Sorceror is 5 Power Level points, but what is it in regular Points?

I have been thinking about this for awhile and I finally decided to do a comparison of army lists Power Level VS Points.  In all of my games of 8th edition I have used Power Level to build my list.  I have made the assumption based on feel that 100 PL is approximately 2000 Points, but am I correct?


Here is my army list from the previous battle report:

100 Power Level

HQ

Chaos Sorceror with Force Sword and Bolt Pistol and Eye of Tzeentch Relic
5 Power Level
102 Points

Warpsmith with combi-flamer and mechatendrils
5 Power Level
56 Points

ELITES

Helbrute with Twin Lascannon and Missile Launcher
7 Power Level
147 Points

4 Chosen 2 Flamers and 2 Meltaguns
1 Champion with Power Sword
7 Power Level
136 Points

TROOPS

19 Chaos Marines, Icon of Vengeance and 2 Plasma Guns
1 Champion with Powerfist
15 Power Level
308 Points

9 Marines with Missile Launcher and Plasma Gun
1 Champion with Power Fist
9 Power Level
180 Points

9 Cultists with 1 flamer
1 Champion 
3 Power Level
49 Points

TRANSPORTS

Rhino with Havoc Missile Launcher
4 Power Level
81 Points

Rhino with Havoc Missile Launcher
4 Power Level
81 Points

FAST ATTACK

3 Spawn 
6 Power Level
99 Points

4 Raptors with 2 Meltaguns
1 Champion with Chainsword and bolt pistol
6 Power Level
119 Points

HEAVY SUPPORT

3 Obliterators
10 Power Level
195 Points

Predator with Twin Lascannon Turret and 2 Lascannon Sponsons
9 Power Level
190 Points

Predator with Twin Lascannon Turret and 2 Lascannon Sponsons
9 Power Level
190 Points

POWER LEVEL: 100
POINTS: 1933

So it seems my feelings were correct.  So far at least my 100 PL army equates to just under 2000 Pts.

Next I am going to point out a 200 power level list which I will feature in my next battle report.


200 Power Level

HQ

Chaos Lord with 2 lightning claws and Fleshmetal Skeleton Relic
5 Power Level
86 Points

Chaos Lord in Terminator Armour and 2 lightning claws
6 Power Level
117 Points

Chaos Sorceror in Terminator Armour and Force Axe and Combi-Bolter
8 Power Level
158 Points

ELITES

Helbrute with Twin Lascannon and Missile Launcher
7 Power Level
147 Points

Helbrute with 2 Helbrute fists with 2 Combi-bolters
7 Power Level
156 Points

Helbrute with Helbrute Plasma Cannon and Helbrute Fist with Combi-bolter
7 Power Level
144 Points


4 Chosen 2 Flamers and 2 Meltaguns
1 Champion with Power Sword
7 Power Level
136 Points

TROOPS

19 Chaos Marines, Icon of Vengeance and 2 Plasma Guns
1 Champion with Powerfist
15 Power Level
308 Points


19 Chaos Marines, Icon of Vengeance and 2 Plasma Guns
1 Champion with Powerfist
15 Power Level
308 Points

9 Chaos Marines with Missile Launcher and Plasma Gun
1 Champion with Powerfist
9 Power Level
180 Points

9 Chaos Marines with Missile Launcher and Plasma Gun
1 Champion with Powerfist
9 Power Level
180 Points

9 Chaos Marines with Lascannon and Plasma Gun
1 Champion with Powerfist
9 Power Level
180 Points

9 Chaos Marines, 1 with a flamer, 7 with chainswords and bolt pistols
1 Champion with Powerfist
9 Power Level
138 Points

TRANSPORTS

Rhino with Havoc Missile Launcher
4 Power Level
81 Points


Rhino with Havoc Missile Launcher
4 Power Level
81 Points


Rhino 
4 Power Level
70 Points

FAST ATTACK

3 Spawn 
6 Power Level
99 Points


4 Raptors with 2 Meltaguns
1 Champion with Chainsword and bolt pistol
6 Power Level
119 Points


4 Raptors with 2 Meltaguns
1 Champion with Chainsword and bolt pistol
6 Power Level
119 Points

HEAVY SUPPORT

Predator with Twin Lascannon Turret and 2 Lascannon Sponsons
9 Power Level
190 Points


Predator with Twin Lascannon Turret and 2 Lascannon Sponsons
9 Power Level
190 Points


Predator with Twin Lascannon Turret and 2 Lascannon Sponsons
9 Power Level
190 Points

Landraider with Twin Heavy Bolter and 2 Twin Lascannon Sponsons
19 Power Level
356 Points

9 Havocs with 4 Lascannons
1 Champion with Chainsword and bolt pistol
10 Power Level
230 Points



POWER LEVEL: 199
POINTS: 3951

So it appears that 200 Power Level is approximately 4000 Points.

Some interesting observations:

- 1 Power Level point equates to approximately 20 points

- Some units are way more expensive points-wise than they were in the previous edition.

- Rhinos are definitely over-costed in Points and probably also Power Level.

I want to compare certain units builds' Power Level Vs Points.  I have had some thoughts on which units could be abused using Power Level as well as some conversations and I want to see if we were right.  Also the disparity of Power Level Vs Points had been a big concern for me before I started playing 8th and I am not certain it matters.  I will explore this below.

9 Chaos Terminators, 9 with Chain Fists, 9 with Combi-Meltas, 1 with Icon Of Vengeance
1 Champion with Chainfist and Combi-melta
28 Power Level
730 Points

9 Chaos Terminators, 9 with Combi-Bolters, 9 with Power Swords
1 Champion with Power Sword and Combi-bolter
28 Power Level
370 Points

9 Chaos Havocs 4 with Lascannons
1 Champion with Power Fist
10 Power Level
242 Points

9 Chaos Havocs, 4 with Heavy Bolters
1 Champion with Chainsword
10 Power Level
170 Points

Some more interesting observations:

- Some units are a steal when using Power level as long as they are kitted out a certain way.

- The Terminators have a huge points swing depending on the wargear loadout; from 370 to 730!  That's a swing of 360 points!  You could have two units of 10 Terminators with Power Swords and combi-bolters for one unit of Combi-melta and Chain fist terminators in the Points system, but it would cost you 56 Power Level points to have two units of terminators!

- A Squad of 10 Chaos Terminators, if using the conversion I came up with above where 1 Power Level = 20 Points, should cost 560 points.  560 is almost directly between 730 and 370.

- 560 Points is a lot more than Terminators used to cost!

- I am pretty sure any unit that can really be kitted out like terminators, in other words, Chosen and Ork Nobs are going to be able to be taken advantage of in Power Level games.

- The Havocs have a swing of 72 points.  This would allow you to buy a unit of Havocs with 4 heavy bolters and a rhino in a Points based army for the same cost as one unit of Havocs with Lascannons, but in a Power Level game both Havoc units are the same Power Level points.

- When playing Points it seems you can generally get a better deal.

- Power Levels probably balances out between the two players and between the units as long as one person isn't trying to maximize the power out of units like Terminators.

- Power Levels aren't as granular so when you take an under-strength squad you simply end up paying more Power Level points than you probably should.


Closing thoughts:

I think Power Levels are a good way to play games between friends who have armies already built.  Play WYSIWYG and no one should have any issues with balance.

Power Levels aren't a good way to play for Power Gamey Tournament Players (PGTP).  I have played in a number of tournaments where these players exist.  They aren't the same as Win At All Costs (WAAC) players who will literally cheat using fast dice rolling and measuring inconsistencies with tape measures etc. because they have a low self esteem (Or at least I think they must have low self-esteem to cheat in a game like this.), but these are players who will try to create lists that give them every possible advantage to win.

The reason I say this is that both PGTP and WAAC look to use everything they can to their advantage and will build a brand new army from scratch to take advantage of the Power Level inconsistencies.  It would stagnate the tournament environment.  There would exist units and armies that everyone would play with no variety because a PGTP or WAAC player would take the unit at its most powerful build every time and the Power Level would stay the same.

With a Points environment for tournaments more options are available and subsequently more army builds.  As I mentioned above I could take 2 terminator units for the price of one in a Points-environment but I could not do the same in a Power Level environment because both units would cost the same Power Levels even with drastically different equipment.  Each terminator unit fills a different role but Power Levels don't account for that.

I think GW knew what they were doing with Power Levels even though I initially did not agree with the decision.  I feel like if I played in tournaments I would never touch Power Levels; and for good reason!

The separation of Points from Power Levels and the choice to put all the Points in the back of the codex was a smart move.  By separating out Points to a list in the back, GW can simply update Points occasionally to make sure they are balanced with the other armies they make in the future.  The Power Levels can stay the same, because face it, us casual players don't care so much.  We want to play games with our armies!  I can do that with Power Level, slightly easier even than with Points.

Points are more granular and more flexible than Power Level.

In conclusion, GW did a smart and good thing for the players and the company.  I think they have successfully been able to separate the casual from the competitive finally after many many Editions of trying.