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Battle Report Detail

  • 838 days ago 2,667 0 Warhammer 40K
  • Cleanse & Control
    (Maelstrom of War)
  • 1,500 points
  • 7 turns

Army Detail

Astra Militarum
(Team A)
VS
Space Marines
(Team B)

Army Lists

Astra Militarum

Space Marines

Oakenhawk View Profile

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Continuing the local Highlander league, Knight Commander Pask and the Astra Militarum duke it out with some Angels of Redemption. Who will prevail? THERE CAN BE ONLY ONE!

Astra Militarum VS Space Marines

Mech-ish Guard vs. Marines

Continuing the local Highlander league, Knight Commander Pask and the Astra Militarum duke it out with some Angels of Redemption. Who will prevail? THERE CAN BE ONLY ONE!

Deployment & Terrain

Vanguard strike, there was pretty dense ruins along both table edges.

Turn 1 (Astra Militarum)

Pask trundles forwards and only blasts with the Lascannon (because nothing else is within 24" range. This is the risk you run when you deploy first!). 1 hullpoint is stripped off of the Whirlwind from fire from the Sentinels, while another is stripped off of the landspeeders from the Leman Russ Battlecannon. Otherwise, the Landraider makes good of nightfighting and available cover and emerges untouched from 1 Manticore hit and Pask's Lascannon.

No first blood yet!

Turn 1 (Space Marines)

Sternguard Veterans fall from the sky, and cleverly combat squadded, are used for full effect. The combi-meltas vaporize Pask, and bolter fire strips a hullpoint from the squadded Vanilla Russ, while the combi flamers and poisoned specialty rounds kill 10 of the infantry platoon covering it.

Those among you with a keen eye will note how DARING this drop pod placement was, and it did wind up scattering 7", just in the wrong direction. Very close to a mis-hap there.

The Bullgryns take a beating from the combined fire of the landspeeders and the landraider, making full use of their AP3 weaponry. Two bullgryns die in the end, but they're unable to bring down the third.

Turn 2 (Astra Militarum)

Angered by the loss of their Warlord, and vengeful death machine Pask, the Manticore launches a huge volley in the general direction of the Landraider. The resultant explosion rocks one of the Landspeeders and immobilizes the Land Raider. The remaining speeder is then picked off by the Vendetta, who timed his arrival perfectly.

Catching on that this is the turn to actually do stuff, the Melta Veterans promptly immobilize themselves in a crater as they try to get closer to the very daring Whirlwind, which ventured up-field in order to cap an objective. (NURRRRRR)

No matter, their multilaser fire from the Chimera is freakishly accurate, and wrecks the Whirlwind anyways, with the help of the Vanilla Russ.

The matter of the combi-flamer sternguard is resolved with a barrage of shrapnel from the Wyvern. 4 are ripped apart through the barrage, while the 5th is picked off by the hull-mounted heavy-bolter.

A few guard charges this turn, with what's left of the infantry platoon charging the Drop Pod (for free movement, and because they have krak grenades!), dealing one hull point of damage. The last bullgryn and priest try to get in against the two remaining Sternguard from the Pask incident the turn previous, and epically fail their charge roll. That Bullgryn's probably still watching the fireworks...

Worth noting, because 3 units were destroyed, I got D3 VP for "No Prisoners". This turned out to be a 1 anyways so no real impact on the game. OH WELL.

Turn 2 (Space Marines)

Turn 2 really hurt for the Marines. They're now short 8 Sternguard, a mobile landraider, and just about all their fire support (landspeeders and whirlwind).

The tactical squad which has been circling around to where the russes were protecting empties, and tries to kill the Battle tank on the rear arc. They fail in the end, leaving the thing with one hull point remaining. The Landraider is unable to connect on the frontal arc.

The Chapter Master, accompanied by his Command Squad, hops out and fails a 7 inch charge, despite their superior chapter-tactics which gives them fleet for the turn. HO HUM.

The surviving 2 Sternguard see their drop-pod being attacked and charge into the infantry platoon, leaving only 4 survivors. The survivors flee --- *BLAM* --- errrm... heroically stay to press the Emperor's advantage...

The game is very equal in points, and despite the Guard's advantage in effective units remaining (DEBATABLE) this one is very much up for grabs! 

Turn 3 (Astra Militarum)

Sensing an opportunity with the Chapter Master in the open, some effort is expended to soften him up a bit... but 2+/3++ 5+ FNP is a hard nut to crack, and he winds up taking 2 wounds under a withering fusilade from the Wyvern.

The Leman Russ turns around and blows away 4 of the Tactical Marines that just tried to bolter him to death on the rear arc.

Not really having much in the way of shooting targets, and needing to get up-field in a hurry to capture some objectives, the Vendetta makes a pass at the scouts that are hunkered down in a Bastion. Despite making for a totally badass photo opportunity, the scouts pass both their cover saves.

In the assault phase, the Infantry platoon holds with 2 more casualties, leaving that all important single remaining guardsman to BLAM just in case.

The bullgryn and priest combo charge the tactical marines, and the Veteran Sergeant (power fist) issues a challenge. Singing songs of AP2 and with hateful spite, the Priest makes quick work of the sergeant and one of the marines, the Bullgryn kicks at another two, but they pass their armour saves. The remaining 4 marines flee, with the priest and bullgryn in hot pursuit.

The Sentinels, hoping to buy more time to generally secure objectives before the Command Squad is free to do its thing elsewhere, charge in, and fail to cause any damage (which is to be expected really). One goes up in flames to the Chapter Master's powerfist.

Turn 3 (Space Marines)

Having 2 units on the table that are not tied up in combat, this is a relatively quick turn.

The tactical marines regroup (duh) and blaze away at the bullgryn, causing zero damage. The scouts do the same, causing zero damage.

The landraider meanwhile, opens up the Multi-Melta and cracks open the Vanilla Russ.

In the assault phase, one guardsmen is brought down by the Sternguard, but the Commissar is sticking around. One more Sentinel is brought down by the Chapter Master, but that's about it!

Turn 4 (Astra Militarum)

The Vendetta drops off the PCS and takes off to capture another objective that the Whirlwind was previously holding. The PCS flames *up* the Bastion (it was a stretch) and kills two of their scouts, but they stick around.

The Wyvern, lacking targets, whiffs on the scouts and scatters WELL away.

The Manticore on the other hand, puts on his big-boy pants and demolishes the Landraider using a series of direct hits and tragically accurate ordinance.

Assault phase goes poorly for the Guard, who lose their final sentinel to the Chapter Master. I was hoping they'd hold on for one more turn so my immobilized veterans can hop out and actually do some stuffs. Now this is put into jeopardy now that the command squad is on the loose.

The Commissar finally gives up the ghost, and bites it under pressure from the 2 (probably very tired) Sternguard. They regroup towards an objective they require.

The Bullgryn and priest charge in with the tacticals, but fail to do any damage despite really hating their guts.

Turn 4 (Space Marines)

Now free of just about all the assaults (bullgryn and priest notwithstanding) the Chapter Master goes after the hovering Vendetta, and starts tearing out all kinds of things that are likely very vital for it to continue functioning as a viable vehicle. Sure enough, it settles onto the ground with a thud, as the Master dusts himself off...

The Sternguard capture the mid-field objective, but have no shooting targets anymore.

The assault with the bullgryn and priest continue, with the duo hacking down one more marine. They stick around however, and this assault continues.

Turn 5 (Astra Militarum)

Not having too much to do, because there's been so much DEATH on the table, the Wyvern wipes out the remaining two sternguard with a suspiciously accurate heavy bolter. This clears the way for a cruising Manticore, to capture objective 4 in turn. This turns out to be huge in the scope of the game.

The Veterans continue their slog towards objective 1, where they just saw a puff of smoke and a dust cloud where there was once a functioning aircraft... They're likely curious as to what did that...

Turn 5 (Space Marines)

Chapter Master pulls a "Kool-Aid man" and hops through a stained glass window before charging and maiming 4 poor Veteran Guardsmen. They fail to connect in return, but stick around, shockingly. The key to this roll was refusing the challenge for the bonus in leadership the Sgt. provides...

The remaining Command squad charges in to help the tacticals in combat with the priest and bullgryn, and wipe the unit. The Priest made quite the last stand, singing songs of "EMPRAH PLEASE NOT YET" but failed one Rosarius save. This 25 point bundle of joy is WELL WORTH IT for anyone considering them in their own Astra Militarum force.

Now missing his partner in thuggish larceny, the bullgryn is overcome with grief long enough for a clever marine to slip a krak grenade into his back pocket. *KRAK-OOM*, the Bullgryn is no more.

At this point the game is a draw, but the dice roll favours a clear victor, and the game continues on...

Turn 6 (Astra Militarum)

Now needing some entertainment, the PCS proceeds to assault the sniper scouts which had fled the bastion and were largely forgotten about up until this time. The power fist on the Lieutenant proves clutch, and two die.

"Who thinks to put a powerfist on GUARDSMEN?!" quoth the Marine General. Well, I'm a strange cat that way sometimes.

the scouts are routed and actually fall back closer to the objective that was recently vacated. They should be able to hold onto it at the bottom of the turn! OH PERIL!

Not much else doing, as the Wyvern and Manticore hold the objectives required for scoring.

Oh, and 2 more Veterans die horrifically to the Chapter Master, but gloriously stick around which is cool because the Chapter Master really wanted to hop over and take Objective 1 again.

Turn 6 (Space Marines)

At this point everything gets a bit fuzzy.

The remaining Veterans are routed, and the Chapter Master rolls a 6 for his consolidation, gaining him access to capture point 1 ANYWAYS. Which is terrible news for the Guard.

Both the tactical marines and what's left of the Command Squad run for their own objectives, hoping that the game gets closer.

It does not. After 6, the Guard hold a 2 point lead. The guard REALLY want this game to end.

It does not.

TURN 7 HO!

Turn 7 (Astra Militarum)

Again, not much doing in this turn, as the objectives drawn are either impossible or are already being camped by the Manticore, immobilized Chimera, or Wyvern. As a result, they score 2 more, but are unable to really cause any significant casualties.

Turn 7 (Space Marines)

Needing 4 VP in order to score secure the draw, the Space Marine General draws... .

KING SLAYER -- D3 VP for the Pask Kill on T1 (DOH)

Big Game Hunter -- kill a vehicle/MC

He grins, and looks on lustily at the Manticore camping on the objective.

One hullpoint is stripped off from a thrown krak grenade, another stripped off from a planted krak grenade -- THEY CANNOT finish off the Manticore!

In that final dice roll, the Guard secure their victory, by a single victory point.

The final tally was an obsurd 17-16 but it was well fought, and extremely close game.

"the Manticore"
Man of the Match

Landraider popping, landspeeder demolishing, late-game objective grabbing, heavy flamering, never dying piece of badass right here.

Particularly after Pask died turn 1.

Forgetting the Rhino
BFU (Biggest F*** Up)

After the tactical squad disembarked, the Space Marine general totally blanked on the fact that he had a fully functional rhino sitting in the corner of the table which could have potentially been contesting and capturing objectives (with OBSEC).

But he's typically an ork player, so we'll let this one slide. =D

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- Codex: Astra Militarum Roster - Highlander!!!

HQ: Leman Russ Command Squadron (3#, )
   1 Leman Russ Command Squadron, ((Codex: Astra Militarum, iPad pg. 139))
      1 Knight Commander Pask's Leman Russ Punisher ((Codex: Astra Militarum, iPad pg. 139); Vehicle (Tank); Leman Russ Punisher; Lascannon; Punisher Gatling Cannon; Multi-melta (each side); Crack Shot; Leman Russ Commander; Tank Orders; Searchlight; Smoke Launchers; Camo netting; Warlord; Old Grudges)
      1 Leman Russ Battle Tank (Vehicle (Tank); Leman Russ Battle Tank; Heavy Bolter; Battle Cannon; Searchlight; Smoke Launchers)

Troops: Infantry Platoon (26#, )
   1 Infantry Platoon, ((Codex: Astra Militarum, iPad pg. 145))
      0 Platoon Command Squad ((Codex: Astra Militarum, iPad pg. 145))
         4 Guardsman (Infantry; Frag Grenades; Heavy Flamer x1; Flamer x3; Flak Armour)
         1 Platoon Commander (Infantry (Character); Laspistol; Frag Grenades; Power Fist; Flak Armour; Voice of Command)
      0 Infantry Squad ((Codex: Astra Militarum, iPad pg. 146); Krak Grenades; Combined Squad)
         9 Guardsman (Infantry; Lasgun x9; Frag Grenades; Krak Grenades; Flak Armour)
         1 Sergeant ( (Character); Laspistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Melta Bombs; Flak Armour)
      0 Infantry Squad ((Codex: Astra Militarum, iPad pg. 146); Krak Grenades; Combined Squad)
         9 Guardsman (Infantry; Lasgun x9; Frag Grenades; Krak Grenades; Flak Armour)
         1 Sergeant ( (Character); Laspistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Melta Bombs; Flak Armour)

Troops: Veteran Squad (12#, )
   1 Veteran Squad, (Krak Grenades)
      9 Veteran ((Codex: Astra Militarum, iPad pg. 149); Infantry; Lasgun x6; Frag Grenades; Krak Grenades; Meltagun x3; Flak Armour)
      1 Veteran Sergeant ( (Character); Laspistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Flak Armour)
      1 Chimera ((Codex: Astra Militarum, iPad pg. 151); Vehicle (Tank, Transport); 12 model capacity; 1 Access Point (Rear); Heavy Bolter; Heavy Flamer; Amphibious; Lasgun Arrays; Mobile Command Vehicle; Searchlight; Smoke Launchers)

Heavy Support: Manticore (1#, )
   1 Manticore, ((Codex: Astra Militarum, iPad pg. 167); Vehicle (Tank); Heavy Bolter; Storm Eagle Rockets; Limited Ammunition; Searchlight; Smoke Launchers)

Heavy Support: Wyvern Battery (2#, )
   1 Wyvern Battery, ((Codex: Astra Militarum, iPad pg. 166))
      1 Wyvern (Vehicle (Tank, Open-Topped); Heavy Bolter; Two, Twin-lined Stormshard mortar; Searchlight; Smoke Launchers)

Fast Attack: Armoured Sentinel Squadron (4#, )
   1 Armoured Sentinel Squadron, ((Codex: Astra Militarum, iPad pg. 159))
      1 Armoured Sentinel (Vehicle (Walker); Multilaser; Hammer of Wrath; Hammer of Wrath)
      1 Armoured Sentinel (Vehicle (Walker); Multilaser; Hammer of Wrath; Hammer of Wrath)
      1 Armoured Sentinel (Vehicle (Walker); Multilaser; Hammer of Wrath; Hammer of Wrath)

Fast Attack: Vendetta Squadron (2#, )
   1 Vendetta Squadron, ((Codex: Astra Militarum, iPad pg. 163))
      1 Vendetta (Vehicle (Flyer w/Hover mode, Transport); 6 model capacity; Twin-linked Lascannon (nose); 2 x Twin-linked Lascannon (each wing); Grav-chute Insertion; Extra Armour; Searchlight; Skyfire; Skyfire)

Elite: Bullgryns (4#, )
   1 Bullgryns, ((Codex: Astra Militarum, iPad pg. 154))
      2 Bullgryn (Infantry; Grenadier gauntlet x2; Frag Grenades; Carapace Armour; Slabshield; Hammer of Wrath; Stubborn; Very Bulky)
      1 Bullgryn Bone 'Ead (Infantry (Character); Grenadier gauntlet x1; Frag Grenades; Carapace Armour; Slabshield; Hammer of Wrath; Stubborn; Very Bulky)

: Ministorum Priest (1#, )
   1 Ministorum Priest, ((Codex: Astra Militarum, iPad pg. 142); Infantry (Character); Laspistol; Close Combat Weapon; Frag Grenades; Flak Armour; Rosarius; Independent Character; War Hymns; Zealot)

: Commissar (1#, )
   1 Commissar, ((Codex: Astra Militarum, iPad pg. 141); Infantry (Character); Bolt Pistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Flak Armour; Stubborn; Summary Execution)

Validation Report:
a-0. Army Selection: Unbound; c-1. File Version: 1.14 For Bug Reports/www.ab40k.org; b-1. Roster Options: Imperial Armour, Named or Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Composition Report:
HQ: 1 (- - -)
Elite: 1 (- - -)
Troops: 2 (- - -)
Fast: 2 (- - -)
Heavy: 2 (- - -)
Low: 0 (- - -)
Legendary Units: 0 (- - -)
Fort: 0 (- - -)

Total Roster Cost: 1500

Created with Army Builder® - Try it for free at http://www.wolflair.com

- Codex: Space Marines Roster

HQ: Chapter Master (1#, )
   1 Chapter Master, ((C:SM, pp. 79 & 163); Infantry (Character); Frag Grenades; Krak Grenades; Iron Halo; Artificer Armour; Power Fist x1; Adamantium Will; And They Shall Know No Fear; Chapter Tactics; Eternal Warrior; Independent Character; Orbital Bombardment; Warlord)
      1 The Shield Eternal

: Command Squad (5#, )
   3 Command Squad, ((C:SM, pp. 88 & 164); Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x3; Chainsword x3; And They Shall Know No Fear; Chapter Tactics)
      1 Apothecary (Infantry (Character); Frag Grenades; Krak Grenades; Narthecium; Power Armour; Bolt Pistol; Chainsword; And They Shall Know No Fear; Chapter Tactics)
      1 Company Champion (Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Combat Shield; Power Sword; And They Shall Know No Fear; Chapter Tactics; Honour or Death)

Elite: Sternguard Veteran Squad (11#, )
   9 Sternguard Veteran Squad, ((C:SM, pg. 87 & 170); Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x9; Boltgun x5; Combi-Flamer x2; Combi-Meltagun x2; And They Shall Know No Fear; Chapter Tactics; Combat Squads)
      1 Veteran Sergeant (Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Boltgun; And They Shall Know No Fear; Chapter Tactics; Combat Squads)
      1 Drop Pod ((C:SM, pp. 99 & 169); Vehicle (Transport, Open-Topped); 10 model capacity, or; One Dreadnought capacity, or; One Thunderfire Cannon and Gunner.; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System)

Troops: Tactical Squad (11#, )
   9 Tactical Squad, ((C:SM, pp. 83 & 167); Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Boltgun x7; Grav-gun; Heavy Bolter; And They Shall Know No Fear; Chapter Tactics; Combat Squads)
      1 Veteran Sergeant (Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Power Fist x1; And They Shall Know No Fear; Chapter Tactics; Combat Squads; Upgrade to Veteran Sergeant)
      1 Rhino ((C:SM, pp. 98 & 169); Vehicle (Tank, Transport); 10 model capacity; Searchlight; Smoke Launchers; Storm Bolter; Repair)

Troops: Scout Squad (5#, )
   4 Scout Squad, ((C:SM, pp. 85 & 167); Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Camo Cloaks; Sniper Rifle x3; Missile Launcher; And They Shall Know No Fear; Chapter Tactics; Combat Squads; Infiltrate; Move Through Cover; Scout)
      1 Sergeant (Infantry (Character); Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol; Camo Cloaks; Sniper Rifle; And They Shall Know No Fear; Chapter Tactics; Combat Squads; Infiltrate; Move Through Cover; Scout)

Fast Attack: Land Speeder Squadron (2#, )
   2 Land Speeder Squadron, ((C:SM, pgs. 95 & 173); Vehicle (Skimmer, Fast); Multi-melta x2; Typhoon Missile Launcher x2; Deep Strike; Jink)

Heavy Support: Whirlwind (1#, )
   1 Whirlwind, ((C:SM, pg. 101 & 176); Vehicle (Tank); Searchlight; Smoke Launchers; Whirlwind Multiple Missile Launcher)

Heavy Support: Land Raider Redeemer (1#, )
   1 Land Raider Redeemer, ((C:SM, pp. 103 & 177); Vehicle (Tank, Transport); 12 model capacity; Flamestorm Cannons (each side); Frag Assault Launchers; Searchlight; Smoke Launchers; Twin-Linked Assault Cannon; Multi-melta; Assault Vehicle; Power of the Machine Spirit)

Validation Report:
a-0. Army Selection: Unbound; c-1. File Version: 1.14 For Bug Reports/www.ab40k.org; b-1. Roster Options: Imperial Armour, Named or Special Characters; a-1. Scenario: Normal Mission
You can only have one Command Squad unit for every Space Marine Captain, Librarian, or Chaplain.

Composition Report:
HQ: 1 (- - -)
Elite: 1 (- - -)
Troops: 2 (- - -)
Fast: 1 (- - -)
Heavy: 2 (- - -)
Low: 0 (- - -)
Legendary Units: 0 (- - -)
Fort: 0 (- - -)

Total Roster Cost: 1464

Created with Army Builder® - Try it for free at http://www.wolflair.com

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