Apocalypse 2018: Winter Edition – Battle Report

Writing Apocalypse battle reports is hard work. Writing a detailed accounting of what transpired in the order they happened is neigh impossible.

I used to bother trying to go through the ordeal, but I’ve learned my lesson. Since I was playing in the battle, and my army was really sequestered to one half of the table, I had almost no clue as to what was going on on the other side (other than they were clearly taking “too long”). I’m hoping then that someone from the far end of the table speaks up in the comments and gives me some idea of just exactly what was taking so long.

The day began with the potluck that went awry. We always do a potluck when it comes to Apoc games as it just works out well. In our first few, everything went groovy: people brought various foods and everything just worked out. Then, one game someone thought ahead to bring breakfast and that was a deal changer. It blew our minds that someone would bring breakfast.

Don’t ask me why, as we’ve always started between 8am and 10am, so breakfast should be first on someone’s mind.

Still, it was a novel concept and very well received. Well, in succeeding events, we’d had problems with too many people bringing breakfast, and this was just a continuation of that. Of the nine people in attendance, fully five of them brought some sort of breakfast item, which meant that lunch really consisted of a couple forms of cookies, a veggie tray, and some soup. I eventually busted out some frozen pizza and that made up for the difference, but a key lesson to learn here is that we should limit who all brings breakfast. Simply put three dozen doughnuts, sweet rolls, and muffins proved to be more than our old pallettes can handle.

With the food sorted out, and the teams decided (as detailed in the previous post), we moved on to determining who goes first.  In our last game, Sam had decided that nothing as important as first turn should be decided by something as insignificant as a die roll, and the test of skill was born.  For those that don’t recall, he and Mitch held their breath, and Sam lost.  Itching for a come-back, his new “feat of strength,” was whoever could chug a soda and smash the can first would be crowned the winner.  I escorted them outside, knowing that someone would make a mess and let them do their thing.

Sam proved that the old timers still had something left in the tank, and Chaos was scheduled to take the first beating. Continue reading

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Batrep: Imperial Fists vs. Hive Fleet Jormungandr (80 power)

This week’s battle report comes to you courtesy of Sam.  After having many Friday Night Games co-opted by folks that don’t play 40k, I put my foot down last week and insisted that I get a game of 40k in.  We had a decent turnout, including Sam–who was itching for a rematch after our game in January.  He had come up with some sort of strategy that he wanted to try out, and I was his chosen victim.

Sam’s Imperial Fists:

  • HQ:
    • Chapter Master w/ Storm Shield & Flame Blade
    • Librarian w/ Jump Pack & Force Sword
  • Troops:
    • 5x Tactical Marines w/ Lascannon, Powerfist, & Combi-Melta
    • 5x Tactical Marines w/ Lascannon, Powerfist, & Combi-Flamer
    • 5x Tactical Marines w/ Lascannon, Power Sword & Plasma Pistol
  • Fast Attack:
    • 10x Assault Marines w/ 2x Plasma & Powerfist
  • Heavy Support:
    • 8x Devastators w/ 3x Multi-Melta, 1x Plasma Cannon, Combi-Plasma, & Cherub
  • Transport:
    • Drop Pod w/ Storm Bolter
  • Superheavy:
    • Knight Paladin w/ Rapid Fire Battle Cannon, 2x Heavy Stubbers, & Rocket Pod

Prior to the game, Sam I talked a fair bit of trash to each other, which is the norm around these parts.  I have been on a bit of a winning streak against him though, and didn’t want to make a list that was too hard–nor did I want to make something entirely too soft that he’d just roll over.  So, I asked a neutral party (Brandon) to review Sam’s list and give me an idea of general power level.  His response was that it was just a bunch of marines.  After watching it in action, I’m not sure his assessment was entirely fair, as he lead me to believe it was relatively soft.

What’s interesting here is that Sam, famous for using Knights and drop pods, is branching out.  Though both of those are included in the list, neither of them is really prevalent.  At face value, the list looks like something I’d play (except I’ve still yet to use a Knight outside of Apocalypse).  I’d say the list is pretty well rounded though. Continue reading

Batrep: Black Legion vs. Ultramarines (81 Power)

It’s been a little while since I’ve played 40k.  Based upon the blog history, I’ve played four other games so far this year (or five, if you count the last Apoc game, which definitely happened last year), so it can’t have been a very long stretch.  Many of our regularly Friday game nights are taken up by board games, based upon the folks that show, so 40k is coming less frequently.

Well, with the recent President’s Day holiday, Simon dropped by and we threw down for his first game of 8th edition.

Simon’s Black Legion

  • HQ:
    • Chaos Lord in Terminator Armor
    • Demon Prince
  • Elites:
    • 5x Chaos Terminators
    • Hellbrute w/ Multi-melta
  • Troops:
    • 5x Chaos Space Marines w/ Plasma Gun & Power Sword
    • 5x Chaos Space Marines w/ Plasma Gun & Power Sword
    • 5x Chaos Space Marines w/ Plasma Gun & Power Sword
  • Heavy Support:
    • Defiler
    • 5x Havocs w/ 4x Autocannons
  • Transports:
    • Rhino w/ Combi-bolter
    • Rhino w/ Combi-bolter
    • Rhino w/ Combi-bolter

Simon hadn’t played a game of 8th edition yet, so he threw together whatever he had.   As with most people, a typical 8th edition list starts off by playing what you played in 7th edition, so you can see how it fares.  The list contained a fair number of high-wound models with reasonably high toughness, plus a smattering of different units to hold objectives with. Continue reading

Tartarus VII: An Apocalypse Battle Report (sort of)

With the army lists and mission already detailed, the only thing left to tell of the Battle of Tartarus VII is the actual battle report.

I’ve long-since learned that a proper battle report for an Apocalypse game is neigh-impossible to write if you’re actually playing in the game. You’re too busy participating to catch all of the nuance swirling around in the larger battle. And, since we don’t employe a professional reporter for our games, instead I’ve chosen to highlight various parts of the game that were more memorable.

To get up to speed, the teams were as follows:

The Victors

  • Dan’s Imperial Guard
  • My Ultramar PDF
  • Albert’s Chaos
  • Sam’s Adeptus Astartes (& Knights)

Continue reading

Batrep: Hive Fleet Proteus vs. Deathwatch (75 power)

This is getting eerie.  My goal is generally to get twelve games of 40k in over the course of a year.  I’m on pace at the time of writing this to knock out 30 games this year.  Of course, that pace can’t hold up, but it was good to have folks over for game night again and to get some more 40ks in.  This week: a new face steps up to the table…

Hive Fleet Proteus (Leviathan)

  • HQ:
    • Swarmlord (The Horror, Psychic Scream)
    • Neurothrope (Catalyst)
  • Elites:
    • Maleceptor (Psychic Scream)
    • 3x Hive Guard
    • 1x Lictor
    • 3x Pyrovores
  • Troops:
    • 20x Termagants w/ Devourers
    • 10x Genestealers
    • 3x Ripper Swarms
  • Heavy Support:
    • Trygon Prime w/ Ygmarl Factor
    • Transports:
    • Tyrannocyte w/ Venom Cannons

In retrospect I can immediately see that I cheated on this list because I have four elite choices and I didn’t account for that as far as Command Points are concerned. In total, I should’ve had one less because this would’ve forced me to have a single Auxillery choice. Ooops.

Having played with every unit choice in 8th edition (though maybe not every one since the codex came out), I’ve been working my way through the various hive fleets to see how they play out. Today’s option was Leviathan for the 6++ FNP on every model.

I don’t recall where I started with this list: I mean, if you look at it, it’s pretty much all over the place. I notice that I seem to use a Neurothrope as my second HQ choice quite often. This is because it’s the cheap option and you have to run two in order to get +3 CPs. I also went with venom cannons on my drop pod because it’s an ongoing debate with Brandon about whether they’re any good. After seeing them fair well from warriors, I figured I’d give them a shot on a pod. Continue reading