19.7.20

Warhammer 40k AAR

Another weekend, another game played

This time it was Warhammer 40k (9th edition)

My oponent and I had not tested 9th yet so we opted for 1000 pts (old point system) lists.

I had a Battalion of World Eaters with 3x 7 khorne berserkers, 1x12 Chaos cultists, 1x5 Terminators (red Butchers)with Power Fists, 2 mauler fiends, 1 Chaos lord with jet pack (to deep strike with the terminators, 1 Master of executions (points i had)

My opponent had a Battalion of space wolves I don't remember the specifics but it had a squad of 5 wolfen, 1 gunship (2x lascanon, storm bolters and a space wolves canon on it) and Bjorn (dreadnought) amongst other things.   

My opponent supplied the terrain as he is Pedion modular terrain (https://pedion.ecwid.com/ )

following all the 9th edition set up rules i got the feeling that the process makes you think more before you set up and a unit deployed by the opponent will make you alter you plan.

My plan was simple run forward and get into combat with the enemy. I put the terminators and chaos lord in reserve.

My opponent deployed a bit back as to have some rounds of shooting before we had to come in contact. He put the wolfen in the gunship and waited for me.

We rolled of and I was playing second. Having used 2 of my 6 CP for the red butcher I opted to use some more before the game started to move some infantry 9 inches (apoplectic Frenzy)

Turn 1

The Space wolves did not move in the first turn and started shooting. I lost 3 berserkers (1 from each squad) and one of the fiends lost a wound from a las cannon shot.  

I moved everything up the board. My berserkers were in range to charge but only the ones on the left made it in whipping out an infantry (Primaris) squad and contacting a priest.

Turn 2

The space wolves unlashed the wolfen on the berserkers on my left killing the off. The rest of the army shoot at me killing one of the fiends which exploded killing 1-2 of my figures from the nearby squads. 

 

I teleported in the terminators and the lord and also moved the other unit close to the enemy. In the charge phase I charged in with everything. the icon of wrath helped allot and the fact that the chaos lord had violent urgency also helped.


Master of Execution vs 5 wolfen (killed 4 of them and died)

Terminators vs a squad of Primaris (killed them all taking a wound in the over watch)

Chaos lord vs a squad of tactical marines (killed them all taking no wounds)

The fact that my opponent used his last CP for the over watch on the terminators helped me as no interruption was possible.

Turn 3

The space wolves were left with Bjorn the gunship and 1 wolfen. The wolfen charged a squad of Berserkers, Bjorn charged the chaos lord and the gunship opened fire on the terminators.

Bjorn killed the lord

Wolfen killed 1-2 Berserkers and then died

In my turn the Terminators fired and charged on Bjorn, My last 3 Berserkers charged the Gunship that was hovering (as i understand you can in 9th)

Bjorn was killed

Gunship left on one wound

We stopped the game at that point.

I found the terrain rules very well written and easy to understand. Also the over watch changes are good. finally the set up procedure changes are good in my opinion.  


12.7.20

MEG Maximus

MEG Maximus


Hi All

We had another great game of MEG yesterday.

The Later Northern Song (12 UGs) vs the Lusignan Cypriot (14 UGs)

I was attacker and after teren was finished we had a protected flank and two pieces of vineyards.

My opponent was trying out the Cypriots and had taken 4x4 Tugs of Knights along with supporting foot (crossbowmen, Short spear foot, 1 tug of impact foot).

   I out scouted him and i saw that foot was on my left and on the center while knights were on the right along with 1 Sug of light horse. I countered with my foot and put all of my cavalry bow vs the knights.

Turn 1


The Battle started with my opponent moving and me counter moving.

Turn 2


Knights charged my cavalry bow and i skirmished and actually killed a base in one tug while causing a wound on the other (very good stats for white dice).

On the rest of the line we exchanged shoot with wound scored for both (his short spear foot had shield cover) .

I moved my cavalry bow in range to shoot at the knights again in the next turn

Turn 3


1 Tug of knights charged again this time with a small wheel and would contact my last tug of foot, while the other charged the other cavalry. Again I skirmished with the cavalry and fired a total of 5 shots at the knights (3 from the horse 2 from the foot).

The knights made contact with the foot (they could not get the horse).

On the rest of the front we continued the exchange of shoots.

Turn 4


 The knight charged the cavalry again this time getting shoot by 6 dice (no more knights). The Tug of knights fighting my foot Tug took a KaB test and broke as well.


In the center the spear foot charged and was hit by 6 dice of crossbow (taking 4 hits), in the impact that followed PA vs Short spear was not good for me (1 hit vs 3 hits) but finally in the melee i did the 2 hits needed to break the enemy (KaB test for 3 other units) and then it happened as all were average the yellow dice was killer. In the end my opponent lost 3-4 units to KaB test (they had taken hits from the shooting as well). In one instance a unit took 3 KaB tests as 3 units within 3 BW of it had broken.

I had lost 1 Tug in total but had 2 more a breaking point. 


5.7.20

MEG Maximus

MEG Maximus

Hi All

On Saturday we had another great MEG maximus game at the house (garage actually).

My Later Northern Song went up against French Ordonnance.

As always I had 12 Tugs while my opponent had 8 Tugs (needless to say his were more expensive).

I Had 9 mix foot crossbow units, 2 cav bow units, 1 foot archer unit

My opponent had 2 Mounted knights (superior), 2 foot knights, 2 pike, 2 archers (long bow)

We set up teren and I out scouted him by 20%.

As the teren was set up I was expecting his mounted knights and foot knights on my right while his archers would most likely go in the center (2 teren pieces), I had no idea where the rest of his army would go.

after the set up it was obvious his knights (foot and mounted) would press my right to get the victory while he would try to delay in the rest of the table.

My plan was to do the opposite.  

Round 1: My opponent moved all of his force (I used black and white cards to make him move first while keeping the cards I needed to move my force in the end). I had move all my units within shooting range.

Round 2: The opponents 2 mounted tugs (6 bases each superior) knights charged in on 3 of my mix foot Tugs taking 3 hits (2 in one tug and 1 in the other) in 8 black crossbow dice. My mix foot units opened fire all over the table (not doing much). In the following impact and melee the knights started killing of foot bases (taking some casualties them self's). Taking advantage of a gap in my opponents battle line I used 3 mix foot units to pin his archers while a third mix foot moved to threaten the knights flank. I was very lucky my opponent had very bad cards this round. Only one of the knight Tugs could break of (lack of cards) at the end.


Round 3: The knights charged back in on my foot and the loose of a few PA bases really made a difference. While he also charged 2 mix units with a unit of Pikes. I charged the knights on the flank and also charged the archers. The fighting was fears all over the battlefield. By the end of the round my opponent lost 1 unit of archers and a unit of knights while I lost 2 units of mix foot.  



Round 4: I charged the other unit of knights on the flank and also charged the other archers, while my opponents foot knights charged in as well. I maneuvered some units around to be ready for round 5 (flank charges). My opponent managed to break another of my mix foot (3had been lost by now) but wiped out his last mounted knight unit.

Round 5: the game was over as I had 3 units flank charge enemy units that were already in combat.


Even though my opponent played a very good game (used the mounted and foot knights very well) The small number of Tugs he had and the fact that he only had 3 generals (Competent, Talented, Mediocre) meant that once the enemy Tugs had been engaged it would be very hard to counter my movement ( I think at one point my opponent had 1 Tug free from battle and I had 4 moving around). As always the mounted arm horse knights are tanks and cannot be stopped frontally by the troops in my army (on a 1 vs 1 bases). The Foot knights were something I had come up against in the past but they could be countered.   

We Both enjoyed the game a lot and will have a re match soon with 28mm figures.