Mr Steinberg and I played out the Till Team Assassination scenario with my Elucidian Starstriders having the unenviable task of taking out a Space Marine commander.
I had the Industrial Tower terrain up, again, but it is new so I am using it a lot!
As the Elucidian Starstriders had to advance on the Space Marine position, I set them up around Larsen van der Grauss as his Voltagheist Array provides an Invulnerable save to nearby friendly models.
Before the target of the assassination could get up off the ground level, the heroic hound, Aximillion, charged the commander to at least try to hold him up.
The rest of the Elucidian Starstriders tried to draw some fire while the main group moved towards the target…
The Primaris Reivers managed to sneak up on the poor Voidsmen and make short work of them.
It got a bit hectic next, so no more pictures, but the Elucidian Starstriders managed to charge the Space Marine Commander, Elucia Vhane leading the way. Although Vhane got a few hits in, Space Marines have great armour and the Commander managed to keep on his feet.
Meanwhile, the rest of the Space Marines moved in to support their leader and gradually took down the Starstriders. For Vhane and her team it was close but no cigar.
Joken and I had a large Steam Wars game recently with 2600 points per side!
It was just about everything Joken had in his Teutonic Knights army, so I gave him my Scrunt Land Train to have a go at, supported by some APC’s and a few Zeppelin airships.
The Teutonic objective was to try to stop the Land Train from getting across the table.
I had to create some Leviathan rules to give it some chance of achieving its goal. Basically it could Advance and still fire all weapons. The distance it needed to go meant it would be the fifth turn when it would escape off the table. If it could.
The Tuetonic Knights brought plenty of heavy firepower as without it, damaging the Land Train would have been pretty difficult.
There were plenty of flying machines around, three Prussian airships and one Teutonic biplane.
Once the Land Train had made a couple of moves to within Tuetonic weapon range, the carnage started. Concentrated attacks against the Land Train quickly took off the three trailers.
The Prussian armoured supports flanking move failed as the lead light tank was taken out .
The Teutonic forces made good use of cover, this forced the Prussian infantry to disembark from their transports and make a close combat assault.
The resulting combat was over quickly, both sides fighting simultaneously and both wiping each other out.
The Teutonics continued to advance, getting in possition either side of the road, ready for ths final salvo.
It was not looking good for the Prussian Land Train, rumbling ahead into some serious trouble…
The end came swiftly, the Land Train engine was destroyed and the rather upset Kaiser left the burning wreck. The Prussian Wechseln Angriffseinheit unit used their jump packs to move to protect their leader.
With the Land Train halted, the Teutonic began to mop up the surviving Prussian units.
It was a convincing victory for the Teutonic Knights, a fun game with the chance to use loads of our models in a big game.
The Prussian Land Train had a long way to go and actually left behind most of its supporting forces. In retrospect, I think the scenario needs tweaking a little, either a shorter distance to go but slow it down so it still takes four or five turns to cross the table, so go across rather than down the full table length. I also think the Land Train needs some more Leviathan abilities.
After the Knights versus Titan game a few weeks ago, we used the same setup to have a game of Space Marines against Space Marines.
For a change, I decided not to use any Death Company, no Sanguinary Guard and no named characters.
My old Terminators on 25mm bases should give you an idea of the era I come from.
A good deal of Mr Steinbergs marines are of a similar age, so we had plenty of old beaky marines converted in all sorts of ways.
The missions and objective cards make the latest 40K version a good game to play, points are easily won and lost. Having units that can get around quickly are generally a benefit.
I had a Tactical Squad in a Rhino to try to give them plenty of speed when trying to get to an objective.
The Baal is a great shooty vehicle when armed with an Assault Cannon, Heavy Bolters and a Storm Bolter, 20 dice I think…
Mr Steinberg had Veteran squads, armed with various weapons, these started the game guarding one of the objectives.
This is quite literally a heavy metal Dreadnought, an old lump of a lead model with Assault Cannon and Powerfist.
Mr Steinbergs Terminators supported by a Librarian teleported in behind the Blood Angels starting point and exchanged fire with the Ball and a Librarian Dreadnought for several turns.
The Blood Angels Terminators teleported onto an objective and proceeded to cause havoc against the veteran Marines.
I have never used a Land Speeder, but Mr Steinberg likes to field a couple, I’m sure I have an old lead one in the loft still in its packaging…
Terminators in a crater, that will be +1 to their saving throw then.
One of the newer models in my Blood Angels is this Librarian Dreadnought, whats is not to like, a psychic Dread!
I dropped my Blood Angels Assault Marines on top of the processing tower, ready to charge the next turn.
The Tactical unit gave up their transport and got into the fight, can’t spend the whole game getting a ride.
I still really like this version of 40K, so glad we decided to give it a go.