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Tuesday, September 10, 2013

Battle of Lake Eola (10/09/2013)

Well last night manage to finally get a epic game in, but hey life has away getting in the way……So any ways a few words from the Ironclaws commander……

Greg, Trent, & I had a long awaited Epic Armageddon clash last night between the Knightworlds and the Ironclaw Marines. Both armies had changed a bit from our last battle with the Knightworlders having more artillery than I last remember while the Ironclaws had changed from a Codex Astartes to a Scions of Iron Codex. While this reduced the Ironclaw's Warhounds from 5 to 4 possible, it allowed a larger tactical unit size thus making them harder to break.

The actual battle was very hardfought, and we agreed on a tie after 10:15. Had things gone another round, the Knightworlders may have gotten their victory, but they had problems as well. With 14 units, they outnumbered the Ironclaw's 11, but as I said, the SM units were large and hard to move. The Knight Lancers close combat specialists gave us a particularly hard time, wiping out a Tactical & Predator unit in 1 battle. On the other side of the coin, Greg's artillery failed him badly, seldom activating. For the Ironclaw's, I think the Scions of Iron list was the best they could get to face the Knightworlders. My flank was badly shattered, but Trent held his ground on our left and pushed forward into Knightworld territory.

An excellent game between well matched opponents. Lots of laughs, consternation, hopes and fears all around. Thanks Greg & Trent.

Our next game will be in 2 weeks when my Chaos army fights a Necron invasion. That sounds totally different from what we've been doing, and I'm looking forward to it. (But hey, I ALWAYS look forward to a game of Epic Armageddon!).

KNIGHTWORLD ARMY LIST 1.4 beta

4 units of 5 Paladins + Senechal

3 units of 5 Errants + Senechal

2 unit of Ballista AA Guns

2 unit of Trebuchet

2 units of 4 Squires(scouts)

1 Reaver Titan with 2 volcano cannons and Laser Blaster cannon and a upgrade of sacred icon…

#########################################################################################

Iron claws KK forces(Scions of Iron):

4 Tactical Detachment

4 Scouts Detachment

2 Predators Detachment

4 Warhounds Titans

The Game

so click on the link. That is under each turn heading, so you see want happen in that turn…..

Turn 1

https://picasaweb.google.com/106668428921544557509/BattleOfLakeEolaTurn1?authkey=Gv1sRgCLud2Krrornd5gE#5922137939483378562

Turn 2

https://picasaweb.google.com/106668428921544557509/BattleOfLakeEolaTurn2?authkey=Gv1sRgCKWJsMr6gt-I5wE#5922142892200225666

Turn 3

https://picasaweb.google.com/106668428921544557509/BattleOfLakeEolaTurn3?authkey=Gv1sRgCPbg_cjvsNOLRQ#5922148239224391826

 

 

 

Victory Conditions


Victory Condition Iron Claws kk(Scions of iron) Knights 1.4 beta
1. Blitz no no
2. Break their sprit no no
3. Defend the Flag no no
4. Take and Hold no no
5. They Shall not Pass 1 1
Total 1 
1

Well another turn may have seen a different result.  so I'm looking forward to another game…..

Regards

Greg

Wednesday, July 17, 2013

Lazy Marines…Lazy Marines…Lazy Marines

 

Well been a while since I have done a update for my blog. so thought I would do a army shot of the lazy marines. Well with this force I will be able to do the following lists.

Stand Marines

White Scars

Raven Guard

Dark angles

Red corsairs (chaos)

Iron warriors (chaos)

Army shot

yes 002

Airpower

 yes 003 yes 004 yes 006

Infantry

yes 007 yes 008 yes 009 yes 010 yes 011 yes 012 yes 013yes 019

yes 024yes 025yes 027yes 028

Bikes, Attack bikes and Land speeders

yes 029yes 030

Armour vehicles

 yes 014 yes 015 yes 016 yes 031

yes 017 yes 018  yes 020 

 yes 022 yes 023  yes 021

So I still have about 7 units dev to paint, which I can’t paint since I’m waiting on them to come in……..

May the dices roll high

Regards

Greg

Wednesday, June 19, 2013

Epic Battle of Argo City , June 19, 4013.


Well Wednesday night was another game of Epic down at Britt's, 4000 points of knights V’s Space marines………….On with the show, but before that happens a few words from the Space marine commander……..

Greg, Trent, & I had a most interesting and enjoyable 4000 point game of Epic Armageddon tonight. Greg played the Knightworld Army while Trent & I commanded an armour heavy Ironclaw Space Marine Force(7 Predator A's, 1 Scout, 3 Tacticals, & 5 Warhound Titans). The Knightworld won by 1VP, but the whole game was hard fought and both sides had a good chance at Victory.
As usual, you'll have to wait for Greg's Pictorial AAR to really get the full picture. From the Space Marine viewpoint, memorable moments were:
* The excellent use of Sentinels by the Knightworlders. They saved one objective and helped hold the centre town (Argo City) by preventing Marines movement forward unless attacked. But with Knight backup, they could not be engaged.
*Seeing whole units of Predators wiped out by a special Reaver Titan.
*Almost destroying their main Titan, after using 2 Warhounds and 2 units of Predators, only to see it rebuild itself.
*Finding out the hard way how effective Paladin Knights were in the engage fights.
*Not taking Marines on a deep strike that could have slowed the Knights rebuilding.
*Greg rolling 1 for so many activations. This was made up for somewhat by some amazing 'saves' rolls.
This was an excellent nights entertainment, and all enjoyed the game very much. Lots of laughter, consternation at an opponents fiendish move, having a 'cunning plan' that actually worked, luck good & bad, and good company to enjoy it with. Epic Armageddon has it all!

Army lists

KNIGHTWORLD ARMY LIST 1.4 beta
3 units of 6 Paladins + Senechal
2 units of 6 Errants + Senechal
1 unit of 2 Crusader with Light quake cannon
1 unit of 2 Castellan with Light quake cannon
3 units of 4 Squires(scouts)
1 Reaver Titan with 2 volcano cannons and quake cannon and a upgrade of sacred icon…
#########################################################################################
Iron claws forces:
3 Tactical Detachment
1 Scouts Detachment
7 Predators Detachment
5 Warhounds Titans

The Game
so click on the link. That is under each turn heading, so you see want happen in that turn…..
Turn 1
 https://picasaweb.google.com/106668428921544557509/EpicBattleOfArgoCityJune194013Turn1?authkey=Gv1sRgCNO_9_78lrnyhAE#5891352394698617234
Turn 2
 https://picasaweb.google.com/106668428921544557509/EpicBattleOfArgoCityJune194013Turn2?authkey=Gv1sRgCJet4rKXzb2D4AE#5891361394066826034
Turn 3
 https://picasaweb.google.com/106668428921544557509/EpicBattleOfArgoCityJune194013Turn3?authkey=Gv1sRgCObziOmzro6yCw#5891367702031122706

Victory Conditions


Victory Condition Iron Claws Knights 1.4 beta
1. Blitz no no
2. Break their sprit no no
3. Defend the Flag no Yes
4. Take and Hold no no
5. They Shall not Pass no no
Total 0 1
Well another turn may have seen a different result. In some ones having the failed activation, save my ass in some respects. so I'm looking forward to another game…..
Regards
Greg

Friday, June 14, 2013

Battle 8863 Ursae III (test of knights 1.4b and Armorbreaker forces 2.1.7)

So this battle will be the first use of the of the new tunnel rules I had written down for the squats. I have include them here for convinces…..

Tunneller

The transports vehicle must be deployed on table in the deployment zone, once deployed they don’t move. The tunneller/s are assumed underground at start of game. It may attempt to resurface after a full movement, after passing a successful activation. Roll a D6 - on a 1 it has struck a rocky obstruction and cannot emerge that turn. On 2+ it emerges and moves no further that turn. If the transporter can see the tunneller intended point of emergence scatter the point is D6 x 1D3cm, if the arrow is rolled. If the transporter cannot see it or is destroyed, scatter point is D6 x 6D cm for an arrow. Units that scatter off the board are destroyed. If they scatter into impassable terrain or into enemy or friendly unit/s or in an enemy zone of control, then it is assumed that on-board automatic guidance systems will divert it towards a safe re-entry point, the opposing player may then move the Tunneller/s to safe spot that’s with in the distances rolled on scatter dice .Troops may disembark from tunneller the turn it emerges, but must stay within 5cms of it. Underground they move like normal vehicles, nothing can stop a tunneller underground. Above ground they must move in a straight line and can be turned up to 45 at the end of its movement. Marshes and water are impassable overland. First movement is measured from the transports. Then from where the vehicle/s ends its turn last. While underground the tunneler can’t be shot at. The transports vehicle, maybe target and collect blast markers. The transport can only collect one blast marker for each time its shoot at. Barrages will add the number of blast markers for the for the BP size shooting. Transports vehicle are not suppressed or broken by Blast markers, instead, the next time that you want to resurface the tunneler, take the resurface test as before, but apply a -1 modifier for each Blast marker on the formation. All of the Blast markers are removed from the Transports immediately after it takes the resurface test, whether it passes the test or not. If it passes the test, it may carry out a resurface, and if it fails it may not. If the transport is engaged by an enemy unit, using the engage order then it is removed from the board and the next resurface test will fail automatically. The resurface test after the fail one, will be at -3 and this will apply for the rest of the game for the tunneller in question. Once the tunnellers surfaces the transport/s are taken off the table and the Tunnellers used their own power to move. Tunnellers underground can’t claim objective markers or contest them.

The game was between the Knight List 1.4 beta and Armorbreaker forces 2.1.7

Army lists

KNIGHTWORLD ARMY LIST 1.4 beta

3 units of 6 Paladins + Senechal

2 units of 6 Errants + Senechal

1 unit of 2 Crusader with Light quake cannon

1 unit of 2 Castellan with Light quake cannon

3 units of 4 Squires(scouts)

1 Reaver Titan with 2 volcano cannons and quake cannon and a upgrade of sacred icon…

#############################################################################

Armorbreaker forces

2 Colossus

2 Overlord squad(1 overlord)

2 Rockbreaker League

1 Leviathan &1 Hearthguard & 8 Warriors

1  Land Train, 3 Dragon Battle Cars and 3 Berserker Battle Car…

2 iron eagle squadron

1  Azdak sapper + upgrade of 4 sappers and transport of 2 mole’s

 

The Game

so click on the link. That is under each turn heading, so you see want happen in that turn…..

Turn 1

https://picasaweb.google.com/106668428921544557509/Battle8863UrsaeIIITurnOne?authkey=Gv1sRgCLbsruLgieDv_QE#5889269594161199202

Turn 2

https://picasaweb.google.com/106668428921544557509/Battle8863UrsaeIIITurnTwo?authkey=Gv1sRgCNzH9fLf5YH8-AE#5889285134460582146

Turn 3

https://picasaweb.google.com/106668428921544557509/Battle8863UrsaeIIITurnThree?authkey=Gv1sRgCOqzu4Pf1-eISQ#5889288360707860386

Turn 4

https://picasaweb.google.com/106668428921544557509/Battle8863UrsaeIIITurnFour?authkey=Gv1sRgCPn0ycvC9tDUowE#5889291597060629506

Victory Conditions


Victory Condition Iron Claws ARMORBREAKER WAR ENGINE LIST
1. Blitz no no
2. Break their sprit no Yes
3. Defend the Flag no no
4. Take and Hold no no
5. They Shall not Pass no no
Total 0
1

The new tunnel rules work ok and had my opponent always checking on were they were. Since they could pop up from the surface with a successful activation. It may have been more fun for me if the transport marker had been targeted, since it would have made the surfacing harder to do……I will need to twit some lines etc and add that the tunneller cant go under enemy units…. I never see a game were sustained fire orders just didn’t have full effected. The amount of 1 and 2 rolled was in creditable……..

Regards

Greg

Wednesday, May 29, 2013

Epic "Battle of Xeno Ruins", May 29

 

Any ways last night a 4000 point a side of epic was played between the Armorbreaker W/E list and the Ironclaws Space marine forces. Anyways a few words from the Space marine commander………

The “Xeno Ruins” east of Alabaster Lake are like 2 giant anthills made by some long-forgotten race of intelligent insects. It was also the place of a hard fought battle between the Adamentine Guild of the Kaldrak Armorbreakers (Greg) and the Ironclaw Chapter of the Space Marines (Trent & Britt) in 42,013. The battle was truly memorable for several reasons:

* It was the first use of multiple (three) Terminator units in a 4000 point army. While they caused damage and destruction turn one, they ultimately had only one surviving stand left from the 12 that went in.

* Massive losses by the Ironclaws. They just couldn’t seem to get the damage needed to take out the huge Squat War Engines. We started the game with 13 Marine activations and finished with about half of that..

* We got in a full 4 turns. In truth, the Ironclaw’s were winning 2 to 1 at the end of turn 3, but by turn 4 that had changed to a 0 to 2 loss. Game ended at 11PM..

* First clear victory for the Kaldrak using this army list. They wisely abandoned their Land Train.
* First BTS with the loss of a Warhound Unit. These usually get shot up pretty badly, but until tonight, always somehow survived.

Tonight’s game was excellent , with lots of fun, strategy, tension, and laughter. I look forward to my next Epic Armageddon game.

Army lists

Iron claws forces:
1 Tactical Detachment
3 Terminator Detachment(two units had chaplains)
2 Scouts Detachment
4 Predators Detachment
5 Warhounds Titans

Armorbreaker forces

2 Colossus

3 Overlord squad(1 overlord)

2 Rockbreaker League

1 Goliath mega-cannon battery

1 Leviathan &1 Hearthguard & 8 Warriors and upgrade of thunders

1 Cyclops…

1 Khondgin Trikers

1 iron eagle squadron

The Game

so click on the link. That is under each turn heading, so you see want happen in that turn…..

Turn 1

https://picasaweb.google.com/106668428921544557509/EpicBattleOfXenoRuinsMay29Turn1?authkey=Gv1sRgCJ6Fqr6RvcP84AE#5883569083638130018

Turn 2

https://picasaweb.google.com/106668428921544557509/EpicBattleOfXenoRuinsMay29Turn2?authkey=Gv1sRgCNGX5aPU47rLxAE#5883589994266084754

Turn 3

https://picasaweb.google.com/106668428921544557509/EpicBattleOfXenoRuinsMay29Turn3?authkey=Gv1sRgCODNyfzNxoeGcw#5883607935946208162

Turn 4

https://picasaweb.google.com/106668428921544557509/EpicBattleOfXenoRuinsMay29Turn4?authkey=Gv1sRgCI_Eh76UpJKq7QE#5883619569614327458

Victory Conditions


Victory Condition Iron Claws ARMORBREAKER WAR ENGINE LIST
1. Blitz no no
2. Break their sprit no Yes
3. Defend the Flag no Yes
4. Take and Hold no no
5. They Shall not Pass no no
Total 0
0

A very interesting game. It was nice to get the extra turn and claw back the game to a win.
Any ways may the dices roll high for you.
Regards
Greg

Monday, May 20, 2013

Battle of Brue Plains, Epic Armageddon

 

Well manage to get a game in today, so did a 4000 points game…….I started by about 12:30pm and had manage to have it finish by 3pm…Which is pretty good going….

 

Fir Iolarion Titan Clan (NetEA Army Compendium v20120208 *EXPERIMENTAL*)


PHANTOM TITAN [750] 2 Titan Pulsar
WARLOCK TITAN [850] Power Fist, Fusion Lance
REVENANT TITAN HOST [650] Revenant Pulse Lasers, 2 Revenant Titan
REVENANT TITAN HOST [650] Revenant Pulse Lasers, 2 Revenant Titan
REVENANT TITAN HOST [650] Revenant Sonic Lances,2 Revenant Titan
RANGER TROUPE [150] 6 Ranger
GUARDIAN TROUPE [300] 5 Guardian Units, 5 Support Weapon units

Armorbreaker forces


1 Colossus
1 Overlord squad (two overlords)
1 Rockbreaker League
1 Goliath mega-cannon battery
1  Leviathan &1 Hearthguard & 8 Warriors.
1  Land Train, 3 Dragon Battle Cars and 3 Berserker Battle Car
1 Gravebellows League.
1 Sky sweepers unit.
2 Iron hawk recon squadron
1 Cyclops…
1 Azdak sappers…

Well the turn section is like the last AAR done, so click on the link. That is under each turn heading, so you see want happen in that turn…..

Turn 1

 https://picasaweb.google.com/106668428921544557509/BattleOfBruePlainsEpicArmageddonTurn1?authkey=Gv1sRgCOSf0PzGucyn_AE#5879956415374176850

Turn 2

https://picasaweb.google.com/106668428921544557509/BattleOfBruePlainsEpicArmageddonTurn2?authkey=Gv1sRgCLHAk5jDjPmIwgE#5879973133339117250

Turn 3

https://picasaweb.google.com/106668428921544557509/BattleOfBruePlainsEpicArmageddonTurn3?authkey=Gv1sRgCPHokMmd5rrkNg#5879988896910349474

Turn 4

 https://picasaweb.google.com/106668428921544557509/BattleOfBruePlainsEpicArmageddonTurn4?authkey=Gv1sRgCOnRy-uAheGG8gE#5880004589328854946

 

Victory Conditions


Victory Condition Fir Iolarion Titan Clan ARMORBREAKER WAR ENGINE LIST
1. Blitz no no
2. Break their sprit Yes no
3. Defend the Flag Yes no
4. Take and Hold no no
5. They Shall not Pass Yes Yes
Total 3
1

The end result doesn't tell the whole story, there were a few turns when the Fir Iolarion Titan Clan thought they would be over run by squats, but they manage to hold on and having some luck help to….

May the dice roll high for you….

Regards

Greg….

Wednesday, May 1, 2013

Epic Armageddon, 1 May


Few words from the SM commander:::
We all had a wonderful time in this very enjoyable yet very tense game. The Squats presented the Ironclaws with a great number of Tactical problems that , it was hoped,, the air assets & Terminators would solve.,  Not so. While their Assault units in the ThunderHawk nearly pulled off their attack  on a Goliath War Engine, it wasn’t quite enough. Dean kept up the pressure all during the game. He came within an ace of taking out our BTS Warhound unit, crossed over into Marine turf in several places, and  we had to sacrifice unit after unit to slow down their advance. In the end it was a draw, with both sides more than pleased to get even that.
While Greg will give you a much better AAR, memorable moments for me occurred when: *The poor cursed Squat Land Train missed several activation rolls and did little most of the game. * My Tactical units attacked Squat Gyrocopters. They missed, but both my Rhinos hit!.* Greg throwing three 1’s in an attack! * The worry Dean caused us with his Gyrocopters.* Squat Bikes circling the Mega-cannons for protection.*  My Scouts holding out for so long or Greg’s Tactical unit holding the reactor despite the odds. Some good laughs and fine gaming all through the game.
Thanks for another great Epic game Greg & Dean. Trent will be disappointed he couldn’t try out all the “super-troops”.

Army lists

Iron claws forces:
2 Assault Detachment
1 ThunderHawk Gunship
2 Tactical Detachment
1 Terminator Detachment
2 Scouts Detachment
3 Predators Detachment
1 Scout Detachment with Sniper and Hunter..
5 Warhounds Titans
Armorbreaker forces
1 Colossus
1 Overlord squad (two overlords)
1 Rockbreaker League
1 Goliath mega-cannon battery
1  Leviathan &1 Hearthguard & 8 Warriors.
1  Land Train, 3 Dragon Battle Cars and 3 Berserker Battle Car
1 Gravebellows League.
1 Sky sweepers unit.
2 Iron hawk recon squadron
1 Cyclops…
1 Azdak sappers…
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I’m doing something different this time, in that I have the pictures setup, so they have comments underneath them explaining wants going on in the picture. So by clicking the arrow on the right side, on each picture it will take you to the next picture. So you need do is click on the link under each turn heading, it will show the fist picture of that turn. I have done it this way so that it’s broken down and not one long run of pictures of the whole battle. I did take 105 pictures for the battle. So thought this was the best way of doing it……..
Turn 1
https://picasaweb.google.com/106668428921544557509/TurnOneOfBattleReport?authkey=Gv1sRgCPTwm8ThvObwjAE#5873187675578882930
Turn 2
https://picasaweb.google.com/106668428921544557509/TurnTwoOfBattleReport?authkey=Gv1sRgCNCrqNGn96boyQE#5873223707837942418
Turn 3
https://picasaweb.google.com/106668428921544557509/TurnThreeOfBattleReport?authkey=Gv1sRgCJ3n3uGN04asDQ#5873253388896951890



Victory Conditions


Victory Condition Iron Claws ARMORBREAKER WAR ENGINE LIST
1. Blitz no no
2. Break their sprit no no
3. Defend the Flag no no
4. Take and Hold no no
5. They Shall not Pass no no
Total 0
0
A very interesting game, another turn may have well seen the squats up by 1, since they had just about achieved BTS.
Any ways may the dices roll high for you.
Regards
Greg

Monday, April 8, 2013

2nd Battle of Goldhammer's Stronghold, Epic A, 8 April

A few words from the Iron Claws commander

The 2nd Battle of Goldhammer’s Stronghold took place last night as 4000 points of revenge maddened Squats in War Engines (Dean, with occasional advice from Greg) counterattacked the Ironclaw Space Marines (Trent & Britt). Greg GM’d & Spicy was UN ‘observer’.

   From the start, the Ironclaw’s knew they were in trouble. While they’ve averaged about a 50% win/loss ratio over other armies, the Squats with their huge War Engines have dropped that to no better than 25%. Tonight would be no exception, although a draw was eked out in the end.

   At gamestart, the idea was for Trent to take the objective on his flank while I did the same on mine. He had the tougher job as most of the war engines were facing him. ‘Miracle of miracles’, our Whirlwinds actually survived the whole game. Usually they are the first thing to die as superior Squat guns obliterate them turn one. Those Mega-Cannons did their grim work all up and down our lines, with many a brave Predator Squadron coming to a untimely end…or at least running for their lives! That Cyclops wasn’t a lot of fun either. Fortunately the ‘Land Train’ did as usual, and showed little interest in getting involved.

   Anyway, Trent held the line despite overwhelming firepower and even managed to put his Scouts forward to capture an enemy objective. His Warhounds, wisely, tended to hide behind some rocks! My right flank attack through the town was successful at first, even getting a ‘Tactical’  & a Predator unit within range of a group of Mega-cannons, but we were eventually blasted back by two Colossuses & their infantry and then even routed out of the town.

   The fight continued, and the Squats even won the initiative turn 3. As neither side could make headway, and all non-baseline objectives were contested, the battle was declared a draw at the end of turn 3.

   Another excellent game. Thanks to everyone for a fun, friendly, interesting, and most enjoyable evening of wargaming!

Forces

 

Iron claws

5 x Warhound Titans,

4 x Predator Annihilator platoons

3 x Tactical Marine platoons.

1 x Whirlwind units

2 x scout unit

 

ARMORBREAKER WAR ENGINE LIST

2 x Goliath Mega-Cannon Battery

1 x Iron Hawk unit

1 x Iron-breakers League + 3 Gorgon

2 x Colossus

2 x Merchant Service Journeymen

1 x Land Train with 3 Bezerker Battle Car and 2 Dragon Battle Car

1 x 1 Leviathan &1 Hearthguard & 8 Warriors

1 x Cyclops

Deployment

dsfsdfsdf 001 dsfsdfsdf 002

Turn one

The Iron claws won the initiative. They move the whirlwind Battery up behind the large city block. Then they retained the initiative and then move a warhound unit behind the city on the left flank. The Armorbreaker roll to move the Land train and fail and so move it up the road. So the Iron claws march move a tactical unit on the left flank into the  city block on the left flank.Then they retained the initiative and then double move a predator unit in the centre to engage the Cyclops, taking a shield or two down. The Armorbreaker active the Colossus unit and shot the Predator unit, that just moved. The Colossus wipes the predator unit out in one round of shooting.The Iron claws then move the single warhound on the left flank into the city and shoot the Iron-breakers League, destroying a gorgon.Then they retained the initiative and then double move a predator unit up the road on the right flank and shoot the land train. Knocking shields off the unit. So the Armorbreaker then move a Merchant Service Journeymen unit up so that its behind the ridge line. The Armorbreaker breakers then retained the initiative and double move the Iron Hawk unit up to the woods on the left flank. The Iron claws then double move a Predator unit up on the left flank to shoot the Iron Hawk unit and manage to kill one of them after the smoke clears.Then they retained the initiative and then move another predator unit to middle of the table to shoot the Cyclops, again stripping shields off and doing a point of damage. So the Armorbreaker move a Colossus and then fire indirect on the predator unit on the left flank, killing one. Then they retained the initiative and then shoot with a Goliath Mega-Cannon Battery and its manages to hit two units in the city on the left flank, giving both units blast markers and killing no one. So the Iron claws move the scout unit on the left flank so that it behind the ridge line in front of the Merchant Service Journeymen. Then the Armorbreaker shoot with a Goliath Mega-Cannon Battery and target the war hounds on the right flank that had not moved yet, removing shields and adding blast markers. Then the Iron claws double move a predator unit and shoot the Colossus, giving it a blast mark for the effort. Then the Armorbreaker assault with the Iron-breakers League and take on the scouts on the left flank, after the smoke clears the scouts when the fire fight by one. Breaking the Iron-breakers League, which turns tail and runs. Then the Iron claws double move a tactical unit and shoot the Iron Hawk unit, managing only to give it a blast marker, but that's enough to break the unit and so it double moves back to were it came from. Then the Armorbreaker move the Leviathan & Warriors unit so that could shoot the predator unit in front of it, managing to kill one of them. So the Iron claws roll for the warhound group on the right flank and make the roll. So they do a marshalling action and manage to move the titans behind cover and remove all blast makers and rise all shields. Then they retained the initiative and put a tactical unit on overwatch on the right flank and fail the roll, giving it a blast marker. So then the Armorbreaker move the Merchant Service Journeymen into fire fight range of the predators on the right flank. After the smoke clears there are no predators left. The iron claws failed to rally the predator unit, the Armorbreaker failed to rally the Iron hawks, but manage to rall the Iron-breakers League. Both side remove blast markers.

 dsfsdfsdf 003 dsfsdfsdf 004 dsfsdfsdf 005 dsfsdfsdf 006 dsfsdfsdf 007 dsfsdfsdf 008 dsfsdfsdf 009 dsfsdfsdf 010 dsfsdfsdf 011 dsfsdfsdf 012 dsfsdfsdf 013 dsfsdfsdf 014 dsfsdfsdf 015 dsfsdfsdf 016 dsfsdfsdf 017 dsfsdfsdf 018 dsfsdfsdf 019 dsfsdfsdf 020 dsfsdfsdf 021 dsfsdfsdf 022 dsfsdfsdf 023 dsfsdfsdf 024 dsfsdfsdf 025 dsfsdfsdf 026 dsfsdfsdf 027 dsfsdfsdf 028 dsfsdfsdf 029 dsfsdfsdf 030

 

Turn Two

The Iron claws won the initiative and fire with the whirlwind Battery and target the iron hawk unit and getting two hits removing the unit. Then they retained the initiative and shoot the Merchant Service Journeymen, causing enough hits to break the unit. The Armorbreaker active the Merchant Service Journeymen, on the left flank and close assault the scouts on the other side of the ridge, after he smoke cleared the scouts were wipe out and the Merchant Service Journeymen lost two bases. The Iron claws then pass a roll to have the tactical unit in the city on the left flank assault the Merchant Service Journeymen, the marines manage to get 5 hits and the squats make 3 saves. So the squats roll and get no hits, rolling 4 ones. So the score was 2-0 marines favour. so the dice were rolled and the marines roll a 1 and 2, the squats roll a 6 and 5. the squats win the combat, but are broken in the process and so flee. The Armorbreaker then active the Goliath Mega-Cannon Battery fired on the war hounds behind the city, hitting also the broken tactical unit, there too. So both unit receive two blast markers each. The tactical unit loses a rhino and the war hounds lose shields. Then the Iron claws double move the tactical unit on the left flank to be in range of the Iron-breakers League and fire, causing a blast marker and a hit. Then the Armorbreaker active the train again rolling a one and so move it up to the ruins on the right flank. Iron claws move the single war hound and shoot the Iron-breakers League unit, causing enough hits to break the unit, which flees back to were the other broken units are. The Armorbreaker active Colossus and move it, to shoot the warhound on the left flank. Adding blast makers and getting a DC. Then they retained the initiative and move the Leviathan & Warriors unit up to shoot, the warhound.Doing enough hits to destroy the warhound. Then Iron claws active the war hound unit, behind the city and do a marshalling action on it, removing the blast markers and raising shields, they move to the hill in their half of the table. The Armorbreaker active the other Goliath Mega-Cannon Battery and they destroy predator unit. Iron claws then move the scout on the right flank to grab a objective marker. Then the Armorbreaker activated Colossus and moved around the woods and then fired at the predator unit and manage to put a blast marker on it. the Iron claws then roll to active the tactical squad in the right corner near the blitzkrieg objective and put it on over watch. The Armorbreaker then active the Cyclops and march move it so that its near the land train on the right flank. The rally phase starts off with the iron claws losing a predator unit and they rall everything else. The Armorbreaker rally all their units. both sides remove blast markers.

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Turn Three

ARMORBREAKER’s won the initiative and fire the Goliath Mega-Cannon Battery and target the tactical unit on the left flank, killing two infantry stands and a rhino. Then they try and move the land train and it fails it activation and so it shoots at the scouts in the ruins, killing one. The Iron claws then fire with the whirlwind Battery and target the Cyclops, but manage to hit the land train too. Taking the shields off both machines. The Armorbreaker then fire a Colossus and manage to break the predator unit in front of them, which flees back over the hill, behind it. Then they try and retain the initiative and fail with a Goliath Mega-Cannon Battery and so shoot the predator squad and manage to break the unit, with a kill and blast marker. The iron claws then active the tactical unit on the road on the left flank and shot the Goliath Mega-Cannon Battery, giving it a blast marker. The Armorbreaker double move the Iron-breakers League and fire every thing it had at the tactical unit on the road, killing two infantry and breaking the unit. So the Iron claws then double move the warhound unit and shoot the land train. After the smoke clears the land train is broken and retreats down the road. The iron claws then roll to retain the initiative and move the other warhound unit down the road to shoot the land train and they destroy it. This gives them BTS goal. So the Armorbreaker double move the Leviathan Warriors unit around so that it can shot the broken tactical unit in the city and claim the objective marker, after the smoke clears the tactical unit is down to three figures. Then the iron warriors do a marshalling action on the scout unit on the right flank, so remove all blast markers and manage to strengthen their hold on the right flank objective. Then the Armorbreaker active their Cyclops and fire the main weapon killing one warhound and so the units is broken, fleeing back down the road. The Armorbreaker retain initiative and double move the Colossus and shoot the broken war hound doing nothing too it. Then the iron claws double move a predator unit into the wood were the objective is and make their rolls for entering the woods. So then the Armorbreaker then march move a Merchant Service Journeymen up the centre of the board to contest the objective in the woods.The rally phase starts off with the iron claws rallying all unit . The Armorbreaker rally all their units. both sides remove blast markers.

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Victory Conditions


Victory Condition Iron Claws ARMORBREAKER WAR ENGINE LIST
1. Blitz no no
2. Break their sprit Yes no
3. Defend the Flag no no
4. Take and Hold no no
5. They Shall not Pass no Yes
Total 0 0

A very interesting game, another turn may have well seen the squats up by 1, since they mainly had their left flank covered.

Any ways may the dices roll high for you.

Regards

Greg