Wednesday, October 26, 2022

Battle Report: LGS Escalation League - The Guard! (Heretics!)

The local game store has a 40k Escalation League (progressively larger games with a volunteer rules facilitator).  And since I recently will have some free nights for a few months I decided on a whim to go and get some more experience.

For my first match I ran into the Guard - aka the Astra Millitarum.  My opponent, Austin, was just getting back into 40k.  This would be my first match against forces of the Imperium interestingly enough.  I joked that we should roll off to see who was the traitor, but Austin decided that probably his Cadians would be deemed corrupted and thus Space Marines sent to purge them.  Maybe so, but in the 41st (well now 42nd) millennium, no one is above suspicion!

Face Off against the Cadians!  Tank vs Tank Suits (its all propaganda though, don't recommend standing in front of a tank, even in a 'tank suit')

Battle Report:

Ruleset: 2022 War Zone Nephilim Grand Tournament - Incursion (w/ Q4 Balance Datasheet)
Mission: 31 Rise of the Machine Spirit
Points: 1000

My Forces:

++ Patrol Detachment 0CP  1,000pts ++
**Chapter Selector**: Ultramarines
Battle Size [3CP]: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
Game Type: 4. Chapter Approved: War Zone Nephilim

+ HQ  +

  • Praelior Tarquinius Iulian Regulus - Chaplain in Terminator Armour 4. Mantra of Strength, 6. Canticle of Hate (Aura), Benediction of Fury, Chapter Command: Master of Sanctity, Crozius arcanum, Litany of Hate, Storm bolter, Stratagem: Hero of the Chapter [-1CP], Stratagem: Relic of the Chapter [-1CP], Wise Orator
  • Lt Cmdr Psigoras - Lieutenant: Adept of the Codex, Bolt pistol, Frag & Krak grenades, Plasma pistol, Power sword, Stratagem: Warlord Trait [-1CP], Warlord

+ Troops +

  • Nero - 10 man Tactical Squad - Plasma pistol, Power sword , Heavy bolter, Meltagun
  • Vitus - 10 man Tactical Squad - Astartes Chainsword, Bolt pistol, Lascannon, Plasma gun

+ Elites +

  • Nox - 5 man Terminator Assault Squad - Teleport Homer, 2x Thunder Hammer & Storm Shield, 3x Lightning Claw (Pair)
  • Tourbillion - 5 man Terminator Squad - Power sword, Storm bolter, Assault cannon, Chainfist 3x, Power fist

Secondaries: Oaths of Moment, We March for Macragge, and Behind Enemy Lines.

Austin's Cadian Guard (Guess):

+ HQ  +

  • Company Commander: Frag grenades, Laspistol
  • Tank Commander: Heavy Bolter, Stat Damage (Leman Russ Commander), Turret-mounted Punisher Gatling Cannon, Warlord, 2x Multi-melta

+ Troops +

  • Infantry Squad - 10 man Squad with Heavy Weapon Team: Heavy bolter, Lasgun, Laspistol
  • Infantry Squad - 10 man Squad with Heavy Weapon Team: Heavy bolter, Lasgun, Laspistol
  • Infantry Squad - 10 man Squad with Heavy Weapon Team: Heavy bolter, Lasgun, Laspistol

+ Elites +

  • Bullgryns - 3x Bullgryns with Frag bombs, Grenadier gauntlet, Slabshield

+ Heavy Support +

  • Leman Russ Punisher: Heavy Bolter, Stat Damage (Leman Russ), Turret-mounted Punisher Gatling Cannon, 2x Multi-melta
  • Leman Russ Punisher: Heavy Bolter, Stat Damage (Leman Russ), Turret-mounted Punisher Gatling Cannon, 2x Multi-melta

Secondaries: Raise the Banners High, Inflexible Command, Boots on the Ground


Takeaways & Analysis:

Perhaps I'll add a turn by turn analysis later, but in summary I made a few early mistakes that made the difference.  I conceded at the end of turn 3 even though our victory point total was closely matched (38-40) because I wouldn't have the force strength needed to maintain my position and eke ahead.  (I did feel a bit bad ending the game early, but also it was late on a Sunday and as per usual I was going a bit slow so we were already 3 hours in)

Tactical units set up to Inload some Data-Psalms.  Amen.

My goal was to use tactical units to hold the quadrant positions and perform actions while Tourbillion and the Lieutenant held the center for Oaths of Moment, and Regulus and Squad Nox beamed in behind.  Much to my chagrin, however, in my pregame planning I didn't think about how much smaller an Incursion board is compared to a Strike Force battle field, and against armies with large footprints (hordes) you can get blocked out of a deep strike.  So my plan was foiled really before we began the game. Doomed!  Also I need to bring more meltas to deal with armor and other tough targets.  Lascannons just never work and so I don't know why I bring them (well the models are some of my favorite).  

Vitus charges up the left flank


...and finds some friends!

Tactically, I did a better job with cover this game, but still didn't put the terminators into cover initially.  There kinda wasn't room with the terrain, but it turns out that because ruins are breachable and the piece had a base, I could have set up with a model 'toeing in' or inside and just walked through the wall and have been fine.  You would think this would sink in because I've had a few games going second now.  Finally, I need to be more diligent about pile-in and consolidate moves to make it harder for big vehicles to fall back.  I think this was the first game against vehicles where the opponent did that, so hadn't thought about that before.  "Tripointing" or “wrapping” is probably needed (I guess it might be harder to do in 9th now?) so its good that I'm getting to the point where I need to learn this.

There were some fun moments though: once again Brother Veridian alone withstood withering fire from practically the entire Cadian army.  A marine with a knife stabbing through tank armor!  And Praelior Regulus and squad Nox made an inspired (by Canticle of Hate) charge into Ausitn's tank commander.  But later, when Nox was completely destroyed, Regulus' voice faltered (snake eyes roll!) and it was a sign from the Emperor to pack up and go home!


"Ah, I see you've played Knifey-Tanky.."


"Ey mates, I've got a permit to drive this..."

++++

Brothers, the heretic will feel the fury of our righteousness.  Cast them in---- (explosion sounds) ++++Transmission End++++

-Tarquinius Regulus

Thursday, October 20, 2022

Another Dive into Green Stuff: Seams and Such

I have moved on from sculpting rocks.  The original reason for the dive into green stuff was to be able to mount the space marine jump packs with enough of a gap to allow for the shoulder pauldrons to fit when the character is lifting the weapon up. I found that to support the raised arms, the jump packs had to be tilted back a bit and there wouldn't be enough surface contact to create a strong bond.  This is exactly what green stuff is supposed to fix.

I also wanted to learn how to use the stuff for smaller seams as well, such as the gaps between the two halves of the torso for the veteran sergeant, and the two halves of 2 plastic jump packs.


I think I did a pretty good job with the interface between the jump pack and torso for the veteran sergeant.  I even added some texture to simulate connection cables/joints.  I didn't get pictures of the metal miniatures but there I just went a bit more basic and kinda just extended the block from the back of the torso.

Using the sculpting tools I feel I was able to get the green stuff into the recesses and flattened and smoothed on the various surfaces of the jet pack pretty well.  

On the torso, which was actually the first thing I tried, I think the visible areas were pretty good, but I could have done a bit better job around the gorget.  Luckily, with the head in place, all of this area should be well hidden.


Finally, to add a bit more 'bling' to the sergeant, I used another bit from the Ultramarines upgrade sprue and attached an ultima to the jump pack.  I think they intend for it to mount on top like the final on a flag, but I prefer to avoid things like that where possible (already enough things that can break off) so instead I wanted to mount it flush.

Thursday, October 13, 2022

Next Dive into Green Stuff: Tactical Rocks

Using green stuff for fixing gaps and such was a fairly easy way to get started and learn how to work with it.  Next I used it for creating 'tactical rocks.'  This required a bit more skill in sculping rocks, but since rocks are usually blobs, it didn't take much skill.  Obviously real rocks of different types have different properties - river rocks are generally smooth, shale or similar sedimentary rock are rough and have 'fissile' characteristics (splitting flat), and so on.  So I didn't achieve any particular uniform rock-like characteristics - I just made blobs, but I think with some mud, paint, and ballast I can make them a bit more rock like.



This tactical rock didn't quite get centered under the foot, but I felt it was all right since maybe sometimes these transhumans have more things to worry about on the battlefield than posting with the foot squarely on the rock, you know, gotta make sure that hammer is just so for the warcry.  Pretty much all of the other minis in this squad needed a similar rock and got most of those centered, so this guy has character, maybe he's earned the name 'Shifty' or something.



Here we had some extra so I made some tactical mud to go with the tactical rock, which is of course hiding the bit of pewter supporting the foot and connecting it to the base slot tab.  I think this rock looks fine and its got a split in the front.  Using the silicone sculpting tools I was able to add texture and think it looked good enough. The 'mud' will probably get covered by paint-mud or ballast, but at least it will add a bit of dimension.


Thursday, September 29, 2022

First Dive into Green Stuff

So far I have managed to avoid using green stuff.  I think I was able to get by owing to the design of Space Marine models - the armor naturally hides the arm joints under the shoulders pretty well, and I wasn't doing anything spectacular with poses.  Also the quality of the metal miniatures is pretty good.

But for the Vanguard Veterans it was time to learn for a few reasons.  1) First just to learn and improve my skills. 2) Also, I wanted to magnetize the arms to allow for different weapon loadouts and 3) In order to support some arm poses the backpacks had to come out away from the body a bit to fit the shoulders.


So I started with the arms.  In drilling out the space for the magnets, the plastic was pretty soft for the Foredom drill, and so some of the holes were oversized.

I found working with green stuff was fine for the most part for this type of work where I am not sculpting anything in particular except flat joints.  Nevertheless, I picked up a set of 5 "ColourShaper" brand size 0 Clay/Wax/polymer clay silicone tipped sculpting tools.  Silicone is really important because the stuff doesn't stick to it.  While mixing it with my hands I just dipped my finger tips in a bit of water to keep it from sticking - that worked ok.





The results were pretty good - it seems the magnets are in there and fit for the most part.  Definitely there is room for improvement in the future as some magnets were a bit too deep (and so I should have put green stuff behind them) while others stick out a bit.  I tried to pair up arms with bodies such that protruding magnets would be paired with sunken ones.

Tuesday, September 6, 2022

Vanguard Veterans (WIP) Update 2

Blue tac-ed the sergeant into the final pose.  While most of the unit will be classic metal miniatures - I wanted to use modern weapons, arms, and veteran pauldrons.  For the sergeant I'm using a completely modern set of plastic to get a bit more dynamic of a pose - first so he stands out a bit, and second because I wanted to use the ultramarine helm and it required the body.







Monday, July 4, 2022

Vanguard Veterans (WIP)

As already previewed in a prior post: I’ve started working on some (retro of course) Vanguard Veterans with jump packs.

These came from a friend’s collection that I inherited.  Some were in progress with paint, others were still in blister packs.





Sunday, May 15, 2022

Battle Report: US Open 2022 Seattle Friendly - Tyranids!

I participated in the 2022 Seattle Open Tournament.  Jack was there competing in the AoS tournament, and along with some friends that also play 40k who I met.  They did well, so congrats to them!  For my part, I wasn't quite ready for the full tournament experience. To be honest, I rather prefer friendly games.  And since I could only attend on the Sunday anyway, I opted for open play.  It was great!  A few people really got a kick out of my retro army.  Perhaps next time I'll enter into the narrative campaign which sounded like something I would be interested in.

For the match, my opponent was Conor.  He was friendly and a good sport, and was there with his uncle.  I was really grateful to have matched up with them.  It was a learning experience for all of us and a great game. We wanted the matched play/ tournament practice but maybe slightly slower so that we could get things right.

Battle Report:

Ruleset: 2022 War Zone Nachmund Grand Tournament - Strike Force (w/ Q2 Balance Datasheet)
Mission: Recover The Relics
Points: Under ~1700

My Forces:

+++ Ultramarines 1.7k (Warhammer 40,000 9th Edition) +++
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) ++
**Chapter Selector**: Ultramarines
Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Gametype: Matched

+ HQ +

  • Lt Cmdr Psigoras - Captain: Adept of the Codex, Plasma pistol, Power sword, Seal of Oath, Storm of Fire, Stratagem: Exemplar of the Chapter, Warlord
  • Praelior Tarquinius Iulian Regulus - Chaplain in Terminator Armour: 4. Mantra of Strength, 6. Canticle of Hate (Aura), Benediction of Fury, Chapter Command:  Master of Sanctity, Litany of Hate, Storm bolter, Stratagem: Hero of the Chapter, Wise Orator

+ Troops +

  • Cornelius -  10 man Tactical Squad - Plasma pistol, Power fist, Flamer, Heavy Bolter
  • Kaiel - 5 man Tactical Squad - Plasma pistol, Chainsword, Heavy Bolter
  • Vitus - 5 man Tactical Squad - Bolt pistol, Chainsword, Lascannon

+ Elites +

  • Chief Apothecary Singa: Acquittal, Chapter Command:  Chief Apothecary
  • Relic 'Eddy' Contemptor Dreadnought - Dreadnought combat weapon, Storm bolter, Twin volkite culverin
  • Nox - Terminator Assault Squad - 5x w/ THSS, 5x /w x2LC
  • Tourbillion - Terminator Squad - 4x Chainfist, Assault Cannon, Heavy Flamer, 5x Power fist, Power Sword

My Opponent (my best guess):

+++ Tyranids (Warhammer 40,000 9th Edition) +++
++ Auxiliary Support Detachment -2CP (Tyranids) ++
Hive Fleet: ?

+ HQ +
  • Winged Hive Tyrant: (abilities/weapons?)
++ Battalion Detachment 0CP (Tyranids) ++
Hive Fleet: ?

+ HQ +
  • The Swarmlord: Warlord (abilities/weapons?)
  • Tyranid Prime: (?)
+ Troops +
  • Hormagaunts: Adrenal Glands x12
  • Hormagaunts: Adrenal Glands x12
  • Tyranid Warriors: Adrenal Glands x3 w/ weapons
+ Elites +
  • Tyrant Guard: Adrenal Glands x3 w/ weapons(?)
+ Fast Attack +
  • Mawloc: with abilities
+ Heavy Support +
  • Exocrine: with abilities(?)
  • Tyrannofex: with abilities(?)

Pre-game and Deployment

First off, Conor didn't quite have a full 2k army, so to roughly match his point values I needed to trim off a few units.  I ended up about 35/40 points under, and I probably should have tried to get a little closer, but as we will see it still ended up being close enough for a very tight game.  I didn't have his exact list with loadouts (and I don't have a Tyranids book) so I've approximated it above.

I put together a checklist before the game, as well as my own mission plan for every GT mission.  We ended up just picking the first mission - Recover the Relics, and got started.  The checklist was hugely useful as I could look at it every turn and check off the things I needed to do or remember.  It needs more refinement though as some things I would miss and other things I didn't need reminders about.  Also having a plan and knowing exactly which secondaries to take was also very good for speeding things up.

My secondaries were: Oaths of Moment, Investigate Signal, and Behind Enemy Lines.
Tyranids took: Purge the Enemy, Behind Enemy Lines, and Grind Them Down.

After placing the objective markers we decided the pre-set terrain was fine.  In the future it would be good to go over the terrain traits and use them (it would have probably benefitted me a bit more) so as such we basically didn't use any cover.  I think it was fine to make this simplification though because we already had enough to track.

Conor was the Defender and decided to just go with the side he was already on since the table was pretty symmetrical.  I broke my units into combat squads, and then we began deployment.  I deployed rather aggressively to try to reach the closest objectives.  I mistakenly thought that Tyranids were less shooty and so didn't try at all to position into cover.  To be fair, I have very little experience playing actual games or knowing anything about non-Space Marine armies.  I did have reminders to perform an Ultramarines Rapid Redeploy, but just didn't think it was needed.








We rolled for turn order and Conor lucked out.

Battle Round 1

Tyranids:

First thing was to use the 'Terror from the Deep' ability from the Mawloc to place a 6" zone in the center of the battlefield that would give my models a strong chance of suffering mortal wounds.  This ended up being a huge area denial that also set up a big mistake in resolving the play and altered the game a bit (though perhaps it offset things).  Looking back on it, I suppose I could have responded with an orbital bombardment in response, but didn't think of it at the time.

Conor's units for the most part had Adrenal Glands which allows them to be quite fast.  As you would expect he moved them up to control the closest objectives.  As he ended his movement phase, he had moved everything out and didn't leave a unit to claim his deployment objective, a critical mistake.



For his shooting phase, he scored an impressive long range blast on Squad Vitus - killing two marines outright.  Vitus had been set up on top of the ruin on the deployment objective so that the Lascannon would have strong line of sight into the middle of the field.  Remember how I did not take into account setting up behind any terrain, nor did we think about terrain cover bonuses?  Yeah that would have helped, hopefully I apply that lesson for next time.

The Tyranids scored another huge amount of damage on Tourbillion's squad, destroying 3 terminators! Also, few more wounds on Squad Cornilius. Then came a powerful 14 Strength shot from the yellow Exorine monster at the Dreadnought, but a cluch save gave me a false sense of security (did I move into cover after that? Of course not...)

The morale step hit the Ultramarines hard, and I really miss the old ATSKNF rules.  Squad Vitus was completely broken and eliminated!  Because of this I wouldn't be able to get the point for not retreating from Oaths of Moment.  

Note about points: I can see why the official judging rules are that scoring mistakes found after the match are typically ignored by the judges.  You end up finding a lot of play and scoring mistakes when you review the game afterward, and it quickly becomes apparent that if you try to apply 20/20 hindsight to scoring, you run into problems because the choices you actually made soon diverge from what you would do if the correct rules/scores had been known.  So, I'll note that we completely ignored the 'Break Them Body and Soul' mission points.  I'll also note that (just for fun) I did review what the actual score would have been and it ended up being almost exactly the same score we had the day of, except it was just one point closer - most things offset.  Also there was at least one critical mistake very early that would have likely completely changed the course of the game.

Ultramarines:

Unlike the Tyranids, who moved off of the deployment objective by mistake, my unit was literally blown off the objective, and I just couldn't afford to send anyone back for it knowing that I'd have to beam down one of the Terminator squads to cover it.  (I mean I guess I could have, but they would have been so slow getting there).  So we moved up to the close objectives and still didn't get into cover. 

The Terror of the Deep marker denied moving into the middle for both Oaths of Moment and Investigate Signal, which was big.

 Shooting was so miserable, we only scored one wound on a Tyrant Guard.



After several games, I've noticed that Space Marines (or at least the squads I have) do pathetic damage.  Really, really underwhelming, and it kinda sucks.  I guess my rolls weren't great, but it does seem everything else is so overpowered.  I have a strong suspicion that the old 'first born' models are being deliberately underpowered so that GW can sell the newer models.  It would be one thing if the Tyranids didn't take much damage, but also didn't deal damage at range, but I just lost a full squad of Space Marines and 3 Terminators, and then only dealt 1 wound?  Really bad trade.  Nevertheless, I was having fun with the 'story' aspect which has always been that the Imperial propaganda vastly exaggerates the might of the Adeptus Astartes and that in actuality they get slaughtered everywhere, but just use sheer numbers to hold on.



Looking back though, I had gone with heavy bolters just to be cheap trying to fit in things for 2000k points, but I probably could have switched in heavy plasma and a second lascannon and easily still been at 1700.

Conor scored +3 points for Grind them Down, and I scored nothing.

Battle Round 2

Tyranids:

So for the first scoring command phase, the Tyranids had control of 2 objectives for +8 points.  

The Tyranids continued to move up, swarming into the middle and along the northern side of the field.  They didn't seem to advance much in the southern areas. 





Here was where the huge 'game altering' mistake occurred which neither of us knew about.  Conor forgot to bring his Mawloc in from reserves/deep strike.  During the game this seemed fortunate for me because the thing was massive and a big threat that was effectively taken off the board.  But, the rules for Terror from the Deep require the model to be placed.  Instead, we erroneously left the terror marker on the board for the rest of the game, which was very effective in diverting me from trying to score 2 secondary objectives.  (Also, later we allowed the Mawloc to drop in finally on the 4th or 5th battle round, however, at that point the unit would have been destroyed for not entering play by the end of the 3rd battle round per match play rules.  I note this mainly for learning purposes, as such how we played it might have worked out in my favor anyway, or perhaps it all would have been offset).

The Tyranids were in range for some space magic - Psyker stuff is my favorite and with no Librarians I was completely defenseless.  Luckily for me, the Emperor Protects!  And right away Conor's Witch Fire at Tourbillion backfires with some Perils of the Warp!  Haha!

Another impressive shoot phase takes out two more models from Squad Cornelius on the northern side, and then monstrous shot blows up Relic 'Eddy' who literally explodes dealing a bunch of mortal wounds to pretty much every squad.  Epic!



The bugs were now within range to charge, but thankfully they all missed (really some good luck for me there).

Ultramarines:

For my command phase I also only had 2 objectives and thus scored +8 points.

Way too late I realize the peril and try to huddle into the ruin walls out of line of sight.  Also, bravely (or stupidly) I send the remnants of Squad Cornelius past the approaching Swarmlord to position to charge the swarm of approaching hormagaunts and keep them off the objective (since they have ObSec).  And then finally, mercifully, teleportation blooms and lightning flair around both deployment zone objectives... Terminators deep strike! (heavy metal riffs).  I'm able to get Tourbillion 2 and Nox 1 along with Regulus beamed down onto the objectives setting up next turn for more objectives controlled.



Regulus, being a wizened orator, is able to recite a Canticle of Hate giving him and Nox 1 (within range of his inspiring aura) an extra +2" for charge rolls this turn.

Another miserable shoot phase - only one wound on a Tyranid Warrior from the Heavy Bolter.

Time to charge and I was hoping to be able to charge Regulus into the big purple thing and tarpit it away from the objective and prevent it from shooting anything, but mostly for rule of cool.  But the dice gods said no.  At this point I had the option to charge Squad Cornelius into those hormagaunts, but I forgot.  My opponent surprised and even asked about it, but I was confused and missed my chance.

Good news was we didn't fall back so I scored +1 for Oaths of Moment and +4 for Behind Enemy Lines.  Conor scored another +3 for Grind them Down

Battle Round 3

Tyranids:

At the start of Battle Round 3 the Tyranids only controlled two of the six objectives, thus gained +8 points.  With the arrival of the terminators, Conor turned around some of the large heavy support monsters in the back to try to defend.  Meanwhile, the Swarmlord ignored Cornelius, leaving them for the hormagaunts, and went straight for Squad Kaiel and the objective.  Sure enough, the bugs followed in behind and overran Cornelius' position.

The heavy support beasts shot into the newly arrived Assault Terminators - Nox 1, but couldn't get through their storm shields.  Also the big purple bug (Tyrannofex I think) was able to fire the Rupture Cannon at Regulus since he missed the charge.  But, the might of the Imperium could not be denied, and the strength 14 shot glanced off of the Chaplain's pauldron (thank the Emperor)!

The hormagaunts then charged into Cornelius but he survived, and even killed one with a power fist punch!  (This ended up being great because I kept them off the objective and by not charging into them on my turn I denied a round of fighting).



Squad Kaiel didn't fare so well.  The Swarmlord swung into them and ate them all.  All in one bite, maybe just a few bones left.  Commander Psigoras attempted to intervene but was too late.  Brother-Sergeant Kaiel, you will be avenged.



On the other objective, the Tyrant Guards crashed into the Assault Terminators backed up by Chief Apothecary Signa.  The Apothecary's efforts were not in vain and the squad was not eliminated, but did sustain some casualties.

Ultramarines:

At this point the Ultramarines controlled 4 objectives.  We were confused and only scored +8 points for me.  (It should have been +12, but this was offset anyway).  Regulus inspired himself with a Mantra of Strength.

I tucked Nox 1 into the corner of the ruins in the Tyranid's deploy zone to try to keep them alive back there for the Behind Enemy Lines points.  (Again having rules for cover might have helped, although maybe no different from Armor of Contempt).  I ran Regulus at the Tyrannofex and was a bit indecisive with the rest of the units, not really knowing where to go but just hold on to the objectives.

Since most units were in combat or out of range/obscured, there wasn't much to shoot.  

Finally, the Chaplain was able to charge the beast and get 3 wounds in without taking any damage in return, a bit of luck!  



Psigoras meanwhile could do nothing against the Swarmlord except get taken down to one wound.

As the turn ended our scoring had +1 point for Ultramarines with Oaths of Moment (no retreat!) and +4 for Behind Enemy Lines. We scored +3 for Grind them Down for Conor, but note that the Mawloc in Deep Strike would have been eliminated at this point because he forgot to put him on the table (and the Terror of the Deep marker continued to persist erroneously) so that would have negated those points.

Battle Round 4

Tyranids:

The game started to get faster by this point.  Tyranids score +8 for the 2 objectives.

The Psychic phase was again not too bad for the Ultramarines - the Parasite failed to manifest, and Psychic Scream only caused 1 wound for Squad Nox 2.

(Here we realized we forgot the morale phase for Squad Cornelius and decide to take him off the table just to simplify things a bit)

The flying Hive Tyrant shot into the southern objective and took out another marine, and then Brother Veridian, still standing near Commander Psigoras at the northern objective, was cut down by some strong fire power.  Finally, the Exocrine was able to get a good angle on Squad Nox 1 and eliminated 3 of them.

The hormagaunts to the north (now no longer engaged fighting) charge into Tourbillion and swarm him.  17 hits and not a scratch, thanks to tactical dreadnought armor!  During my round of fighting back I hit absolutely nothing between melees across the board - Regulus, Psigoras, and Squad Nox all do nothing.  Finally the Swarmlord finishes off Psigoras (which will score +6 points for Cranial Feast at the end of battle).  No, Commander!!!



Ultramarines:

I have finally lost control of the northern objective, but still have 3 nodes and +8 points.  Regulus remains inspired by his personal mantra.

My notes say I shot something and missed.  Sounds about right.

Moving to the fight phase, with no charges the Tyranids fight first.  Tourbillion finally falls to the swarm, but Regulus continues to tar pit the Tyrannofex without problems (although he missed again himself).



As the turn ends, I score +1 for Oaths (No retreat, no surrender!) and +4 for Behind Enemy Lines.  Conor scores +3 for Grind them Down.

Battle Round 5

Tyranids:

Last turn and we had that Conor scored +12 points for objectives (but this wasn't correct).

He moves the swarming hormagaunts from the north towards my deploy zone and Squad Tourbillion 2 tucked into the ruins holding the objective.  At the end of his movement phase he finally deploys Mawloc from deep strike (which was an error, but didn't really affect anything at this point).

The Exocrine fires into Nox 1 in the backfield and finally eliminate them.  The remaining Heavy Bolter Squad with Apothecary Singa get shot up.

The fight phase remains mostly a draw, which is a win for me!

Ultramarines:

For fun I toast some bugs with the Heavy flamer and we tally up the scores



I score +8 points for objectives.  I also score +1 for Oaths and only +2 for Behind Enemy Lines (only Regulus remained).

We had 55 points for the Ultramarines and 53 points for the Tyranids, a very minor victory for the Emperor!

(When I went back and added everything up retroactively, the errors basically offset but the margin was even closer - 54 for me and 53 for Conor)



Takeaways

From my experience in prior games I did pretty well.  I knew that the key to victory for me was to go for objectives and try to stay alive, and also to be very organized.  I executed this, but still have lots of error to clean up.  One is to get out of line of sight better (Armor of Contempt and power armor is good, but not that good).  Another is to learn the terrain rules and use them.  I feel I did alright with using melee to tar pit the Tyrannofex, but I think I need to still work on it.  I also learned that the Terror from the Deep shouldn't have denied the middle for so long, I should have looked more carefully at that rule, and I could have used Orbital Bombardment to counter it a bit.  I can also refine my checklists a bit more.  Finally I can still be more aggressive with using Command Points (I ended with 6), but I did use re-rolls more from previous games, so that's good.

For Conor I would say it was a really good learning experience for him too, and the biggest thing would be to focus more on objectives and create a system to remember deep strike.

Just the fact that I was able to survive felt like a huge win for me, and so despite not being able to kill anything it was a lot of fun trying to hang on in the narrative storyline.  I think Conor enjoyed picking me apart too, and I think once he cleans up objective play a bit he will terrorize the Imperium for a long time :)  It was a good game!

++++Transmission: Adeptus Astartes Ultra++++
Relics Recovered
Date: 3348022.M42

Location: Bastion World Vigilus
System: Vigilus
Sub Sector: Nachmund
Segmentum: Obscurus
ATT: Primus Leo Exevio Faustus

The evil attracted by the ever-growing immaterium anomaly cannot deny our wrath!  The relics have been secured.

Chief Apothecary Signa has verified the authenticity of the recovered relics and is confident the devices will accelerate Calgar’s recovery.

The Mortwald vegetation areas were swarmed by Tyranids.  Analysis is still pending.  Our positions were overrun within minutes of arrival.  I personally lead the deployment of Tactical Dreadnaught Armor with elements from Sergeant Tourbillion and Sergeant Nox to exfiltrate the recovery mission lead by Lieutenant Commander Psigoras. 

The Lieutenant Commander sustained serious wounds.  Signa assures he will recover.  Brother Sergeants Vitus, Kaiel, and Cornelius withstood grievous injuries in the face of the horrors of the universe and will receive Teminator Honors.

In the Name of The Emperor,
Tarquinius Iulian Regulus

REF: G7Q/09367-33351-2420T1S9413Y
THOUGHT: We are the Emperor’s fist which strikes the xeno, the boot that crushes the mutant, and the fire that purges the heretic.  Litanies of Battle
 ++++Transmission End++++