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Astra Militarum
Space Marines

1500 Points - Warhammer 40K Battle Report

Mission: Cleanse & Control (Maelstrom of War)

By Oakenhawk

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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!

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Deployment & Terrain

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

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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!

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Turn 1 (Astra Militarum) (Image 2 of 2)

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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.

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At least he took down 3 of those bastards with him. - Turn 1 (Space Marines) (Image 2 of 3)

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Not much room to fit a friggin' drop pod in there, but they manage.... - Turn 1 (Space Marines) (Image 3 of 3)

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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.

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Whirlwind gets blowed up from multilaser fire and Russ Battle Cannon - Turn 2 (Astra Militarum) (Image 2 of 4)

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Manticore barrage flings landspeeder bits through the landraider track, immobilizing it. - Turn 2 (Astra Militarum) (Image 3 of 4)

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Vendetta flies on, and *Zots* the last Landspeeder. - Turn 2 (Astra Militarum) (Image 4 of 4)

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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! 

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The heroic survivors. - Turn 2 (Space Marines) (Image 2 of 2)

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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.

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The angry bullgryn chases after the 4 marines who fled the combat. - Turn 3 (Astra Militarum) (Image 2 of 4)

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Sternguard continue to put the boot to the guardsmen infantry. - Turn 3 (Astra Militarum) (Image 3 of 4)

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How the table looks after 3 turns. Ouch. - Turn 3 (Astra Militarum) (Image 4 of 4)

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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.

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Sternguard regroup towards the wrecked Leman Russ and Objective 4. - Turn 4 (Astra Militarum) (Image 2 of 2)

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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.

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Turn 4 (Space Marines) (Image 2 of 3)

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Turn 4 (Space Marines) (Image 3 of 3)

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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...

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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.

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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.


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Turn 6 (Space Marines) (Image 2 of 3)

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Turn 6 (Space Marines) (Image 3 of 3)

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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.

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Man of the Match - "the Manticore"

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

Particularly after Pask died turn 1.

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BFU - Forgetting the Rhino

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

The End - Where do you want to go now?

View Oakenhawk's profile and their other reports.

View other Astra Militarum Battle Reports.

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