Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Saturday, October 20, 2012

Battle Report: Blood Angels vs Blood Angels

Got a game of 40k in this morning against Hand0. We had a great game, and he came out on top. Enjoy the video.

I will add a bit of analysis later.

Tuesday, September 18, 2012

Battle Report: Blood Angels vs Orks 1500

I decided to run a very different list than normal. I am still trying to feel out the proper balance between shooting and assault in 6th edition. So, I built a shooting BA's army.

A couple of things that stuck out in analysis right off the bat:
1. I wasted 150 points in my Army List. I paid 250 for Mephiston to stand in one place and cast Prescience each turn. I could have instead paid 100 points for a stock Librarian to stand in one place and cast Prescience each turn.

2. The Plasma Cannon Devastators felt very expensive to me. It was painful for me to field them in the beginning. Add to this the fact that they failed morale and ran off the table after doing nothing, and I have a real bad taste in my mouth.

I don't like to stand in one place and shoot at the enemy. I far prefer closing with them into melee. However, shooting does seem to be king in 6th edition. I do not think that it is to the exclusion of melee. Nevertheless, each army needs to find the proper balance between the two, specific to race and ability, in order to be strong.


I need to conduct more research!! More games of 40k are in order!!

I would like to conclude by saying that the most important part is that fun was had by all involved. It is always a pleasure to play a game against Dark Saint.

Monday, July 23, 2012

Old Apocalypse Battles: Circa 2009

I decided to post up this still shot video of an Apocalypse game that I played in a few years back. Ahhh, the nostalgia . . .

I hope you enjoy.

Monday, July 16, 2012

6th Edition: First Game Battle Report

This is a small game: 500 points. I am testing the new rules out and decided to use the Battle Force Recon mission which was designed for small battles. However, it seemed like a great size to begin my introduction to the new rules on the table.

I have videoed this battle and posted just in case there is someone out there looking for more exposure to the new rules.

So consider this my contribution to the community at large for educational purposes.

If I made any rules mistakes, please let me know about it.

I am very pleased with 6th Edition: My love affair with the Death Company can now continue unhindered by compulsory moves!

Tuesday, June 19, 2012

Battle Report: Blood Angels vs Chaos Space Marines

Here is the battle report from the second game over the weekend. It was a rematch of my Angels Sanguine and the Chaos Space Marines. However, we each ran different lists. The lists are recorded at the front of the video.

I got off to a good start with the shooting in turn 1, and I was able to ride that wave of success throughout the game. My opponent and I talked during the game about whether or not going first in this particular game really made that much of a difference.

It will probably be obvious to you as you watch the video that he had trouble dealing with my armor throughout the game. Of course, he wrecked the Land Raider as soon as it came into range of his Plague Marines with Melta Guns. Nevertheless, you will notice that the Land Raider was the only vehicle I lost in the game.

Having said that, it was a great game between gentlemen where everyone involved had fun.

Any comments or ideas that you have by way of analysis are welcome here. Thanks for viewing.

Sunday, June 17, 2012

Battle Report: Blood Angels vs Chaos Space Marines 2000

I had a wonderful weekend, as I managed to play 2 games of 40k. Here is the first battle report.


I have discovered one mistake by watching the video. The Obliterators assaulted in the turn that they arrived via deepstrike.

I really enjoyed a great game against a great opponent. We both had tons of fun playing.

I hope you enjoy watching.

Monday, March 26, 2012

Battle Report: Blood Angels vs Imperial Guard

I have a video battle report here. I played a game against Darksaint this past Saturday. It was a really fun battle for everyone involved. I ended up with a win, but Darksaint had a wonderful time blasting my army into the stratosphere with the firepower of the Guard.

My analysis:
--Devastators are devastating!! I mean it. They proved themselves to me. They filled a definite void in my army: fire support. The redundancy of three squads made them that much more effective. If you think that Devastators don't match with a jump pack list, just try it. You'll like it. Now I have to get to work on modeling them up.

--I deployed my Assault Marines on the table, rather than reserving them for deepstrike. This worked out well. I had a giant line of sight blocker in my deployment zone. So, I went for it. I will be experimenting with this more in the future.

Friday, March 9, 2012

750 Point Battle Test Case: Tactics


 I have been running pretty hard this week, trying to show my brother-in-law all over this part of Italy. We went down to bay here in Naples, Sorrento, Rome, Spanish Quarter/Spacanapoli here in Naples, Pompei, etc. and etc.

So, I haven't gotten around to posting this: I went over to the Schoolhouse this past Monday to help with the club. In an effort to coach or mentor a young and developing Black Templars player, we decided to play the following: He and I teamed up 750 point FOC legal lists to make 1500 points in a match against one Imperial Guard player. So, it was a 1500 point match-up, but I had 750 points with which to work. I played what you see in the pictures.
-Librarian: Jump Pack, Meltabombs, Shield and Blood Lance
-2 Sanguinary Priests: Jump Packs
-Assault Marines: 10 Marines, 2 Meltaguns, Powerfist
-Assault Marines: 10 Marines, 2 Meltaguns, Powerfist

I put as much effort as I possibly could into teaching the Black Templar player. However, I also decided to make the most of these 750 point encounters for Blood Angels general strategy and tactics and Descent of Angels specifically.

These small battles really give me the opportunity to get a very solid experience base with the basic obligatory choices from the force organization chart. I have the chance to test a lot of different things with the 1 HQ and 2 Troops sized force.

On this particular occasion, I was working with the very core of the Descent of Angels list: Assault Marines, Priests, and a Librarian.

Tactics used: True to form, I reserved for Deepstrike. I attached one priest to each squad and the Librarian to one of the squads. I did this in order to reduce the number of reserve rolls. This guaranteed that when the Marines arrive, a priest would arrive. Also, the Librarian would not arrive alone. I know that may sound too simple, but I wanted to get it documented in case someone needs to learn it.

I chose to deepstrike aggressively. I feel that this is crucial to the success of the Descent of Angels type of list. Our opponent had two Griffon Mortar Tanks sitting bank in a large ruined building which blocked Line of Sight. Their rear was guarded by an infantry platoon which was combined with a commissar. I dropped in on either side of the tanks. I landed each squad in the 'hot' zone for melta shots on the side armor, one squad firing on each tank. The result was two exploded Griffons. They killed about 8 or so of the rear guarding platoon.

Let me speak for a moment about getting the Meltaguns in the 'hot' zone (within 6 inches). I chose not to combat squad, as we were playing annihilation. I placed the Sgt about 5 inches away from the side of the tank and rolled scatter. When you place the troops in concentric circles around the first model, 10 models on the small bases is going to require two rings around the first model to place everyone (really one complete ring and one partial). Nevertheless, I make sure that I place my Meltagun toting marines last and closest to the target. They are part of the partial circle or ring farthest out from the first model and closest to the enemy vehicle.

Think about it this way. This placement allows me to make up for scatter. We are only rolling one d6 on the scatter. I was 4 to 5 inches away with the placement of the original model. Let's just go with 4 inches. If he scatters 3 inches away, then he is now 7 inches away. The bases are just about 1 inch in diameter. So, each ring or circle of deepstriking models earns an inch of scatter back. So, Meltaguns placed on the second ring closest to the target tank would be 5 inches from the vehicle. If my model scattered 4 inches away, then the meltas would be 6 inches. I am sure that you get the picture.

These are a couple of things that have becoming convincing in my experience with the 750 point test cases. More to come.

On a side note, the Angels Sanguine were really on their game that day. In the following round, we exploded a Chimera with the Command Squad inside (after receiving a load of melta fire), assaulted and destroyed the remaining Command Squad members and assaulted the rear guard platoon destroying them. The day continued in that fashion . . . A good day for the Meltaguns.

As always, your comments are welcome and thanks for reading.



Monday, February 20, 2012

Battle Report: Blood Angels vs. Sisters of Battle 1850 points

My Angels Sanguine squared off against Darksaint's Sisters of Battle in a really great game this afternoon. All photos, after the pre-deployment, will be taken at the bottom of turns. I ran the following Descent of Angels list:
Dante
Honor Guard: 4 Meltaguns, Jump Packs
Reclusiarch: Terminator Armor, Stormbolter
Terminator Assault Squad: 4 Lightning Claws, 1 Thunderhammer/Storm Shield
2 Sanguinary Priests: Jump Packs
Assault Squad: 10 Man, Powerfist, 2 Meltaguns
Assault Squad: 10 Man, Powerfist, 2 Meltaguns
Assault Squad: 10 Man, Poweraxe, 2 Meltaguns
Vanguard Veterans: 3 Powerswords

Darksaint ran the following:
Saint Celestine
Uriah Jacobus with Battle Conclave: 5 Death Cult Assassins, 3 Crusaders, Rhino
10 Battle Sisters: Heavy Flamer, Meltagun, Rhino, Pintle Mounted Storm Bolter
10 Battle Sisters: Heavy Flamer, Meltagun, Rhino, Pintle Mounted Storm Bolter
10 Battle Sisters: Heavy Flamer, Meltagun, Rhino, Pintle Mounted Storm Bolter
 Seraphim: 2x2 Inferno Pistols
Dominions: 5 Sisters with 2 Meltaguns, Immolator
Dominions: 5 Sisters with 2 Meltaguns, Immolator
Dominions: 5 Sisters with 2 Meltaguns, Immolator
Retributor: 4 Heavy Bolters
Exorcist
Exorcist
Scenario: Seize Ground with 4 Objectives
Deployment: Pitched Battle
There are 3 objectives in a triangle on the left side of the board. One is in the center of a large piece of area terrain marked by the two ruins. The other two are in the grass just in front of the raised city foundation. The fourth objective is by itself on the right side of the board.


 Deployment through the end of turn 1: I won the roll off and opted to go second. Darksaint chose his side and deployed along the table edge. Retributors set up shop in the top of the ruined building on the left, and Celestine and Seraphim reserved for Deep Strike. He paired Rhinos with Immolators and placed one exorcist on the left and another in the center (behind the ruin in the photo). Uriah Jacobus is deployed just right of center. On turn 1 Darksaint did not move, and I had reserved everything for Deepstrike.

Top of Turn 2: On the left flank, Sisters Squad and Dominion Squad moved forward 12 inches. Exorcist moved forward 6. In the center, Exorcist and Sisters moved forward 6. Everything right of center moved forward 12.
Bottom of Turn 2: Reserve rolls turned up Dante and Honor Guard, a Powerfist Assault Squad, and a Poweraxe Assault Squad. Dante and Guard landed on the left flank behind the Exorcist. Shooting the melta heavy squad resulted in and exploded Exorcist which killed one Honor Guard Marine. The two Assault Squads landed in right next to each other between the immolator and rhino on the left. Meltagun shooting resulted in an immobilized rhino.

Top of Turn 3: Darksaint's reserve rolls turned up the Seraphim. They landed on the left flank in front of the immolator to support that flank. The dominions and sisters hopped out of the transports on the left and concentrated fire on my powerfist assault squad with priest attached. The retributors also fired on that squad. After the dust settled, four remaining marines broke and ran away. On the right flank, he pushed forward to claim an objective. In the center, his exorcist decided to back up and put his rear armor against the board edge. The Rhino moved up preparing to claim the objective.
Bottom of Turn 3: Reserved rolls turned up my remaining squads: Terminators landed in the center near his table edge; Powerfist Assault Squad lands in the center of the table; and Vanguard Veterans attempt a Heroic Intervention on the Retributors landing on the left. My fleeing Marines were within 6 inches of the Seraphim Squad. So, they ran off the table edge. Dante and Guard assaulted the Battle Sisters on the left. The sisters passed their leadership and the combat continued. My remaining Assault Squad on the left spread out and multi-assulted the dominions and seraphim. They killed most of them wrapping it up with a successful sweeping advance. Vanguard Vets did not roll high enough on the difficult terrain test to make it into Hand 2 Hand. Reclusiarch fires his stormbolter into the rear of the sister rhino stunning the crew. Assault Squad in the center of the table fires meltas into the closest immolator destroying the weapon.

Top of Turn 4: Reserve rolls turned up Celestine. She mishapped, and I placed her way over on the right side of the battlefield in the corner of my deployment zone. On the left flank, his immolator fired on my Assault squad to no effect. The immobilized rhino killed an assault marine with its pintle-mounted storm bolter. In the center, Retributors, Exorcist, Battle Sisters in Rhino (Heavy Flamer and Meltagun) fired on the Terminators. My Reclusiarch and 3 Terminators died. Dominions in the center immolator hopped out and fired on the Assault Squad killing two marines. Celestine ran towards the battle. Dante and Guard wiped out the remaining Battle Sisters and consolidated.
Bottom of Turn 4: Starting on the left flank and moving right accross the board, my Assault Squad assaulted the immolator and wrecked it. Vanguard Vets assaulted the Retributors and wiped them out. Dante and Guard jumped over to the Rhino in the center to fire Meltaguns at it in preparation for assault. The Terminators also prepared for assault. I really felt like Dante's melta heavy squad would open that Rhino up, and Dante and Terminators would wipe out the Battle Sisters (leaving my opponent with only one scoring unit). However, the melta failed to have the desired effect. I ended up assaulting the Rhino and failing to pop it. The Assault Squad in the center assaulted the dominions there and wiped them out. At this point, I was feeling pretty good about things. But that was all about to change.

Top of Turn 5: The next two events turned the tide of the battle. Exorcist shoots at Dante and Honor Guard killing everyone except the Sanguinary Novitiate. I always lose Dante to Instant Kill.  In the center, Immolator tank shocked to open a path for Uriah Jacobus and his Battle Conclave to disembark and assault my assault squad. They wiped out my marines. What a nasty squad. It really felt like being assaulted by a unit of howling banshees. Jacobus lets them reroll to hit rolls and adds and extra attack on every model. I will not underestimate this unit again. On the right flank, Rhino held the objective while Celestine and Immolator tried to move into the battle.
Bottom of Turn 5: I moved the left flank Assault Squad onto an objective. In the center, everyone assaulted the Rhino (Novitiate, 4 Vanguard Vets, Two Lightning Claw Terminators) results: weapon destroyed and immobilized. I really wanted the game to end here. Darksaint rolled a 4, and the game went on to turn 6.


Top of Turn 6: Left flank, Immolator with no weapon rolled towards my marines on the objective. In the center, Exorcist and Sisters in Rhino fire at my Terminators with no effect. Jacobus and squad embark and drive over preparing to join the fun. Celestine and immolator continue trying to get to the battle.
Bottom of 6: On the left flank, my Assault Marines continue to hold the objective. In the center, everything assaults that Rhino, and it finally explodes. At this point, I recall rolling 9 wounds on 10 Sisters from the explosion. Darksaint proceeded to roll 9 armor saves. I took a second picture with the ruin removed to allow you to see what is going on in there. I really wanted the game to end here. Darksaint rolled a 5, and the game continued.
 
Top of Turn 7: On the left flank, the weaponless immolator tank schocked me off the objective. I tried a krak grenade death or glory, but failed. Uriah Jacobus unloaded the Rhino of death. They multi-assaulted; however, the difficult terrain kept them from being able to reach my Vanguard Vets. They went nuts (just like howling banshees) and killed the novitiate and the two terminators. Immolator from the right flank drove over. I think Celestine gave up at this point. On the right, sisters held an objective.
Bottom of Turn 7: On the left, I abandoned one objective for another. His immolator did not look like it was close enough to contest. I knew it was going to be close. The game ended.

We measured the objectives, and the immolator was barely in range to contest my objective. The result:
Angels Sanguine: 0 Sisters of Battle: 1

It was a great game against a great opponent. We both had a really great time, and the battle was very competitive. Congratulations to Darksaint on a game well played.

Lessons learned:
I learned a lot from this one. Apart from the general building of familiarity with my army, I thought of the following:
-Dante and the Honor Guard are a reliable squad for dropping in behind a priority vehicle target and popping it. I had the idea of using them in conjunction with the Vanguard Vets. Dante drops behind to open a transport, and Vanguard Vets drop in front preparing a Heroic Intervention on the occupants. As they did not arrive together, I popped an Exorcist instead. This brings me to my second point.
-Target Priority: Prioritize your targets in the beginning and do not give up on that list. Why did I ignore second Exorcist? That was dumb. I nominated the two exorcists as high priority threats in the beginning. In turn 4, I had the jump range to bring the meltas to bear on its side armor. Nevertheless, I didn't. I threw my plan out the window and sold everything on killing that rhino with the sisters in the center. Not smart.
-I underestimated Jacobus and his Death Cult Assassins. Sun Tzu said that if you know yourself and you know your enemy, then you should win in 1,000 engagements. I will not underestimate Jacobus and his Assassins ever again. You only have to take that pie in the face once to learn your lesson.
-I must maintain clear thought throughout the battle. As I look back at the pictures, I think I should have moved my left flank assault squad to the objective inside the area terrain (directly behind my Vanguard Vets) on turn seven. With the 12 inches for jumping and an average run, I would have made the objective and pulled out a draw. I didn't see it during the game, and I really believed that his immolator was a fraction of an inch too far away to contest.
-I am continuing to feel more comfortable with deepstriking. I have tried to deepstrike aggressively and play this list aggressively. I think it is working pretty well. I need more practice to put a whole game together. I started out pretty well, but I was unable to put a good finish on at the end.

Monday, January 30, 2012

Battle Report: Blood Angels vs Orks 750 points

I found someone in my local area who plays Warhammer 40k. In actuality, I found a lot of people. He is a teacher at a local school, and he has an after school program for gamers. There are middle school age kids playing Magic and Yu-Gi-Oh, etc. The Holy Grail is that there are a dozen or more young 40k players. They are at various stages in building and painting their armies. So, they currently run 750 point games.

I went in for the first time today and met my new 40k friends for the first time. I am happy to have the occasion to help some young guys learn the game and learn painting and modeling. The teacher, the Dark Saint (dakkadakka handle), is my newest 40k friend. I think he is happy to have another adult to help with the young 40k folks.

On to the battle. We played a friendly 750 point battle. Dark Saint's Orks vs my Angels Sanguine.

I ran the following list:
Librarian-Jump Pack, Meltabombs, Shield of Sanguinius and Unleash Rage
2 Sanguinary Priests-Jump Packs
Assault Squad-10 Marines, 2 Meltaguns, Powerfist
Assault Squad-10 Marines, 2 Meltaguns, Powerfist

My opponent ran the following (from memory):
Warboss-AoBR wargear and 3 Meganobz in a trukk
3 Killa Kanz
2 units of 20 Boyz plus Powerklaw Nob and Rokkit Launcher (or two) in each

Dark Saint's Deployment
Mission: Annihilation
Deployment: Spearhead

I won the roll-off and chose to go second. Dark Saint selected a table quarter and plopped down everything. I reserved everything for Deep Strike. Nothing was effected by Red Thirst. I attached a Priest to each Assault Squad, and I attached the Librarian to one Squad.

He moved toward the center of the table for the first two turns. Both of my Squads arrived on turn 2. One of them via a descent of angels re-roll. He had positioned his trukk and kanz in the center of his force, flanked on either side by a unit of boyz. So, I dropped everything in on his left flank in such a position that terrain and the size of his boyz unit would eliminate anything else from engaging me (that was the plan at least). I ran to spread out my squads as he had the grotzooka with a blast template on one of his Kanz.

As the top of turn 3 rolled around, I realized that I failed to account for the Waaaggghhh. The trukk drove around the intervening terrain and out popped the Warboss and Meganobz. However, they rolled a 1 on their Waaagghh fleet. As a result, the slow and purposeful roll kept them from charging (plan successful so far). His boyz took advantage of the fleet roll and charged my librarian assault squad (plan was for me to get the charge). This assualt lasted two assault phases (his and mine) with the result of one dead Marine and the Orks cut down in sweeping advance.

Bottom of Turn 3
In the bottom of turn 3, I assaulted the warboss and meganobz with the non-librarian assault squad. This Assault lasted two phases. I cut down all the orks, and had about 6 Marines left: Priest, Sgt, and 4 Marines.

Well, the Assaults turned out well. So far, I had 2 or 3 Kill Points to Dark Saints 0 KP. His army was trying to come over to help out. Kanz followed by the other unit of boyz. So, I was free of hand to hand in Turn 4. I jumped over the terrain to use the trukk and terrain to keep the Kanz out of Assault Range. My plan was to meltagun the trukk and assault the boyz. I wrecked the trukk with the meltaguns in one squad (it was too far to assault the boyz), and my lead squad assaulted the boyz.

When the top of turn 5 rolled around, I had made a mistake. The Kanz assaulted my librarian assault squad. This kept them from being able to reinforce the weaker squad (which had a tough battle with the meganobz and warboss). This turned out to be the turning point of the battle. Dark Saints Kanz killed a lot of marines and the squad broke. My marines regrouped and jumped over to support the other assault squad should the game last.

The game went to turn 6. I had made the same mistake again. One Kan was able to get into assault. It was close. Dark Saint and I both looked at the measurement. He was in range. His boyz managed to kill off my non-librarian squad, and the Kanz killed off my librarian assault squad (all that was left: librarian, priest, sgt).

I had gathered 4 of his 6 available Kill Points, but it did not mattered. Dark Saint had tabled me in turn 6. It was a good game with a good opponent. It is nice to meet someone who is a good sport and fun player. Also, he is giving back to the community by hosting an after school club.

Lessons learned:

-Descent of Angels style army worked very well here. I was able to attack on the flanks and keep my opponent from engaging with his entire force.

-Priests are very awesome. The Feel No Pain rolls made a huge difference in this game. I cannot stress enough how valuable these characters are for supporting assaults.

-The librarian was awesome. Unleash Rage proved to be quite useful. There was not a lot of shooting going on. So, having Shield of Sanguinius had no effect on the game.


-Tactical Error: I should have jumped into position to fire on the Kanz. I still had 4 Meltaguns at the time. The other group of boyz would not have been able to get over in time to help them. Instead I tried to avoid the Kanz. My plan was to ignore them and just jump right by. Even if I had stayed farther away, the Kanz would have come over to counter-assualt after I engaged the boyz. Meltagunning the kanz would probably have been the better play.

Wednesday, December 2, 2009

Angels Sanguine Battle Report

This is the Battle Company Build, or Mass of Marines, list I was referring to in a previous post.

This battle report is for the Aftermath Campaign. This battle takes place on the surface of the planet Prox. Lord Sentikan, sensing that his marines have turned the tide of the Ork Waaagh, presses the attack to drive from the planet surface.

Marshall Malgrim and I had an opportunity to play a second game this weekend, as he had Monday off from work. Following our last game, he adjusted his list slightly. He wanted to try out Razorbacks instead of the Rhinos. As my memory serves, the list was as follows:

-Marshall and 7 Terminators, 4 Lightning Claws and 4 Thunder Hammer/Storm Shield in a Land Raider Crusader
-9 Assault Marines
-5 Tactical Marines with Missile Launcher and Plasma Gun in a Lascannon Razorback
-5 Tactical Marines with Lascannon and Meltagun in a Heavy Bolter Razorback
-Emperor’s Champion and 4 or 5 Crusaders in a Lascannon Razorback.
-Shooty Dreadnought, Lascannon and Missile Launcher

I changed my list. I had been playing with the same list, practicing for tournaments and the like. So, I decided that I would change it up. Run something for fun. I wanted to run Jump Packs. I knew I would need some firepower, and every Marine list needs some Tactical Marines. So, I ran the following

HQ
-Dante
-Lemartes
Elites
-Death Company with Jump Packs
-Furioso Dreadnought, Death Company, Heavy Flamer, Extra Armor
-Veteran Assault Squad, 3 Power Weapons, 2 Meltabombs
-Veteran Assault Squad, Powerfist and Storm Shield, 2 Powerweapons, 1 Meltabomb
Troops
-Assault Squad, Powerfist
-Assault Squad, Powersword
-Assault Squad, Poweraxe
-Tactical Squad, 10 men, Meltagun and Missile Launcher
Heavy Support
-Devastator Squad, 2 Lascannons, 2 Plasma Cannons

1850 points
Capture and Control
Spearhead

Malgrim won the roll-off and gave me 1st turn. I chose my deployment quadrant. Then it hit me. I had never run a list like this one. I had not done any research. I had no idea what to do tactically. I came up with a plan. I put everything with a jump pack, and Furioso, as close to the enemy as possible. Behind them, I placed a combat squad of Tactical Marines: Vet Sgt., 3 Marines, and Meltagun. I placed to other combat squad on my objective in the ruined building: Missile Launcher and 4 Marines. Also, I placed the Devastator Squad in the ruined building.

Malgrim deployed his Heavy Bolter Razorback on his objective. He placed his Land Raider in a position to launch a first turn assault on my jump packers as I came across the table. He bracketed the rear of the Land Raider with Lascannon Razorback.

Top of 1: I had no plan except to Jump and run until I could get everything close enough to assault. So, I jumped forward. I anticipated Malgrim driving around the wooded hill and trying to assault as many units as possible with his Terminators. I expected him to do this, because he has bad luck rolling difficult terrain tests for his tanks. Since he generally immobilizes the tank, he drives around if possible. Knowing this, I lined my left flank with Veteran Assault Squaders. I figured they had the best opportunity survive and perhaps deal some wounds as they died. I fired the Missile Launcher and Devastators at the Emperor’s Champion razorback. They destroyed the Razorback with a Vehicle Explosion which killed two crusaders.

Bottom of 1: Malgrim did the unthinkable, the unpredictable. He decided to drive through wooded hill in order to assault multiple units with his Terminators. He picked up the die and rolled it for difficult terrain. We both watched with anticipation as the die rolled around. The result: 1. The Land Raider immobilized while trying to enter the woods. We both laughed out loud. Then I apologized for laughing at his misfortune. He said, “No, don’t apologize. Watch this. I am pretending to roll for vehicle difficult terrain test.” He picked up another die, rolled it resulting in a 1. He unloaded the Terminators and declared his Assault. He was in range of one Veteran Assault Squad, but was unable to engage multiple squads. He destroyed the five Veterans, but my veterans took one Terminator with them. Heavy Bolter Razorback fired on the Death Company, power armor saved them. The Lascannon Razorback fired on the Devastators. Cover saved them. Land Raider fired on the Assault Squad which Dante had joined. It killed one marine.

Top of 2: I surrounded the Terminators and assaulted them with everything except the Meltagun combat squad: Lemartes and DC, Furioso, Dante and 3 Assault Squads, and a Veteran Assault Squad. It was an assault of epic proportions. Two terminators lasted through the Assault. Missile Launcher fired on the Lascannon Razorback, crew shaken was the result. Devastors destroyed the shooty Dreadnought.

Bottom of 2: The Emperor’s Champion squad did not join the assault. The assault raged on in the middle of the table. I managed to wipe out the remaining terminators, and consolidated forward.

Top of 3: Following the Assault with the Terminators, I had the following remaining: Lemartes and 5 DC, Furioso, Vet Sgt and 1 Assault Marine, 1 Assault Marine Vet Sgt, Dante and 1 Assault Marine Vet Sgt, and 1 five man Veteran Assualt Squad. Lemartes and DC fire on and Assault the Emperor’s Champion and Crusaders. Lemartes and the Emperor’s Champion kill each other in single combat. The DC wiped out the Crusaders. Furioso fires on and Assaults the Land Raider destroying the Assault Cannon. Dante jumps forward fires on and assaults the Heavy Bolter Razorback. I missed shooting the perdition pistol, and I chose to use a Krak grenade failing to penetrate. Veteran Assault Squad assaulted the Lascannon Razorback, wrecking the vehicle. Since Lemartes was now dead, I had no one to direct the DC and DC Dreadnought. So, I knew that I needed to finish off that Land Raider. It was the closest enemy unit to them. So, Missile Launcher and Devastators fired into the Land Raider.

Bottom of 3: Reserve rolls turned up Malgrim’s Assault Squad. They used deep strike to make an attempt at contesting my objective. They landed close to the ruins and fired on the Devastator squad. Power armor and cover saves were successful. A Hurricane Bolter from the Land Raider and the Heavy Bolter from the Razorback had a devastating effect on the Veteran Assault Marines wiping out the squad. The Tacticals from inside the most recently destroyed Lascannon Razorback assaulted my Powerfist Sgt who was trying to help finish off the Land Raider. Power fist Sgt killed two Templars and made his saves. He won the assault by two. The tactical failed their leadership test and took two more wounds, failing the save on one of them. So Powerfist Sgt effectively killed 3 Templar Tacticals in one round of combat with 2 attacks. I was impressed. Tacticals unloaded from the Heavy Bolter Razorback. They fired on and assaulted Dante. When the dust settled, Dante was locked in combat with two Templar Tacticals.

Top of 4: Malgrims plasma pistol had been in range of the Devastators. So, I moved my Tacticals from the objective over to the edge of the ruin in order to take advantage of Rapid Fire Boltguns. The true damage was done by the Devastators. They lived up to their names when the Plasma Cannons were leveled on those tightly packed Assault Marines. 9 wounds from the Plasma Cannons which denied armor saved. The Assault Marines were no more. Powerfist Sgt and the two remaining Templar Tacticals continued their assault. When the dust settled, all were dead. The Templar Tactical Marine with a Powerfist and my Powerfist Sgt and destroyed each other (and the other Templar Tactical). Dante killed the two Tacticals he was locked in assault with. I jumped two Assault Marines over who assaulted and wrecked the Heavy Bolter Razorback. Furioso and the DC continued to bash away at the Land Raider (DC was not strong enough to accomplish anything, even with rending). Also, the Tactical Combat Squad Meltagun fired on the Land Raider. All of this managed to destroy the last remaining Hurricane Bolter.

We looked at the table and realized that there was nothing Malgrim could do. All he had left was an Immobilized Land Raider without any weapons. Game over after the top of turn 4.

My analysis: We must be fair and honest about the whole ordeal. I did not draw this list up in order to table my opponent. I just wanted to play a mass of jump packers for fun. I had no idea that the game would turn out like this until I had destroyed the Terminators in turn 2.

I attribute the success of the list to the following: Our local group has been following the Mechanized trend. With each army getting more and more mechanized, we have been taking more and more anti-mech heavy and special weaponry. When I throw down an army with no vehicles, then all that anti-mech weaponry becomes a big waste of points. Furthermore, Malgrim is still learning his army and broadening his tactics. He had never faced a Mass of Marines or Battle Company Build before. Next time, I will warn him ahead of time. I feel like it was a dirty trick to play. However, I did not know that it was a dirty trick until I had already played it.

Marshal Malgrim is a fine sport, and he chalked it up as a learning experience. So, in the interest of learning I would like to pose a question. Is this type of list an answer to the current metagame? Is this how we respond to IG’s Chimelta and the increasing amounts of Mech and Melta? Your comments are always appreciated.

Monday, November 30, 2009

A New Method . . .



These photos are from an old Apocalypse game several months back. I am trying to learn how to use movie making software. I want to try some new and different styles of battle reporting.

This battle featured a combination of my Angels Sanguine and Imperial Guard in a battle against Marshall Malgrim's Traitor Black Templar who were working with his Necrons and O'shavo Roger's Tau.

It was a fun battle.

Let me know if you have any tips on the movie making or battle reports in general.

Angels Sanguine vs. Black Templar

This game featured Marshall Malgrim's Black Templar and my Angels Sanguine.

This battle report is for the Aftermath Campaign. It takes place on the Planet Prox.

1850 points
Sieze Ground
Spearhead

Malgrim was running the following (according to my memory):
-Marshall and 7 Terminators in Land Raider Crusader, 4 Lightning Claws and 4 Thunder Hammer/Shields
-Emperors Champion with 9 Crusaders in a Rhino
-5 Tacticals with Plasma Gun and Missile Launcher in Rhino
-5 Tacticals with Lascannon and Meltagun in a Rhino
-Dreadnought, Twin-Linked Lasacannon and Missile Launcher
-Predator, Lascannon Sponsons and Twin-Linked Lascannon

I was running my usual list:
HQ
-Dante
-Corbulo

Elites
-Death Company, Rhino with Extra Armor
-Furioso Dreadnought, Death Company, Heavy Flamer, Extra Armor

Troops
-Assault Squad, Powerfist, Rhino with Extra Armor, Pintle Storm Bolter
-Assault Squad, Powersword, Rhino with Extra Armor
-Assault Squad, Poweraxe, Rhino with Extra Armor
-Tactical Squad, 10 men, Lascannon, Meltagun, Rhino with Extra Armor

Fast Attack
-Attack Bike, Multi-Melta
-Attack Bike, Multi-Melta

Heavy Support
-3x Baal Predator, Pintle Storm Bolter, Sponson Heavy Bolters, Extra Armor

I won the roll-off and gave him first turn.

I forgot to set the camera up until turn 2. So there are no pictures of the set up, deployment or first turn. All pictures are at the end of each turn. Nevertheless, we had 5 objectives to place. I had the first placement which meant I was placing three objectives and my opponent was placing two objectives. I placed three objectives in a tight triangle in Malgrim's deployment zone. He placed two objectives in my deployment zone: one in a ruined building and one in the road toward the center of the table.

I reserved everything. He reserved his Assault Squad for deep strike.

Top of 1: He parked one rhino on each of the three objectives in his zone. He moved his Land Raider forward to the center. He knew that I could come on the entire table edge, and he was preparing to react in either direction.

Bottom of 1: I do nothing waiting for reserve rolls next turn.

Top of 2: He positioned his Land Raider, Predator, and Dreadnought in the position which he thought would give them the best opportunity to react to my reserves as they came on the table. The Rhinos remained parked on the triangle of objectives.

Bottom of 2: Reserve rolls turned up Dante, 2 Attack Bikes, 2 Baal Predators, the Poweraxe Assault Squad, and the Tactical Squad. I brought everything in on the far right corner. This gave me access to his three objectives, provided cover for my units while offering me firing lanes. I fired the Assault Cannons from the Baals and the Multimeltas from the Attack Bikes at his Dreadnought and Predator. Both vehicles were Crew Shaken.

Top of 3: Malgrim moved his Land Raider at combat speed angling to get an Assault Cannon shot on my Baal Predator. He moved his Dreadnought and Predator into coverd position as they were shaken. He fired a Missile Launcher and Lascannon out of the top hatch of their respective Rhinos. They achieved a Crew Shaken on my lead Rhino.

Bottom of 3: Reserve Rolls turned up the 2 remaining Assault Squads and Furioso Dreadnought. Furioso moved on without the control of Corbulo. The closest enemy unit was the Land Raider. Furioso fired his Meltagun and then Assaulted the Land Raider Crusader. When the dust settled, the Multimelta and Assault Cannon were destroyed. Also, the Land Raider was Immobolized. I moved the Assault Squads from reserves on the left side of the table toward the free objectives on that side of the table. I moved the shaken Baal and the Shaken Rhino into positions to provide cover for the other tanks and popped smoke. I fired the Assault Cannon at the Land Raider with no result. I fired the Tactical Lascannon out the top hatch at the opposing Lascannon Rhino achieving a Crew Shaken. Dante jumped of behind the Emperor's champion Rhino and fired the Perdition Pistol into the rear armor achieving a Vehicle Wrecked spilling out the Emperor's Champion and Crusader Squad. Dante assaulted them. The assault would last until the following turn. One Attack Bike put another Crew Shaken result on the Predator. The second Attack Bike fired on the Missile Launcher Rhino missing its target.

Top of 4: Malgrim's Dreadnought destroyed a Baal Predator, Vehicle Explodes. He also destroyed one Attack Bike with a Krak Missile from the top hatch of a Rhino. His Predator withdrew to cover popping smoke. He unloaded his Terminators and moved them towards my Baal Predator. They attempted to assault the Baal, but they were too far away. This mistake would prove to be fatal, in my oppinion. The assault ended. Dante killed the Emperor's Champion, but his squad killed Dante.

Bottom of 4: Reserve rolls turned up the Death Company and Corbulo. They drove on to the table near the Furioso. Furioso moved toward the Terminators and fired on them. Following the shooting, Furioso assaulted the Terminators. On the left side of the table, my Assault Squad parked on two objectives. On the right side of the table, I manuevered a Baal Predator to fire on the Terminators. I began the run towards Malgrim's objectives with my Rhinos. The Attack Bike fired on Malgrim's Rhino exploding the transport.

Top of 5: Reserve rolls turned up his Assault Squad. They landed in a good spot. It provided cover, and it gave them opportunity to contest my objectives on the left side of the table. Furioso and Terminators continued their battle. He stopped both of my transports on the right side of the table with shooting (wrecked and immobolized). I unloaded my Assault Squad on the opposite side of the Rhino so they could not be assaulted. They failed the pinning test. He used the Predator, Dreadnought, and Missile Launcher. He knew that he had to stop those transports in order to keep his objectives. Well, done Marshall Malgrim. His Lascannon/Meltagun squad killed my remaining Attack Bike.

Bottom of 5: I had to get him off those objectives. He was ahead 3 to 2. Reserves gave me the final Baal Predator. I fired one on the Crusader Squad and the other on his Missile Launcher squad's Rhino (out of range for the Assault Cannon and no penetration for the Heavy Bolters). I unloaded the Tactical Squad and assaulted the Crusader Squad. I lined it all up on the initial move to have a minimum number of my troops in contact with their assault moves. This would require his using all his reaction move in order to reach close combat. I hoped to draw them off of the objective. My Assault Squad was recovering from the pinning wreck and could not do anything. Also, I moved the DC through a ruined building toward that Missile/Launcher squad and unloaded them. However, they were not close enough to contest the objective. By the end of this turn, the Furioso had been immobolized and both of his DCCW's had been destroyed, but the assault continued.

At the end of this turn, we checked the objectives. My attempt to draw the Crusader Squad away had failed. One of them was still close enough to control the objective. So, the Black Templars controlled 3 objectives, and the Angels Sanguine controlled 2 objectives. Malgrim rolled the die, and the result was a 4. The game would go on to turn 6. If it had ended here, Malgrim would have won. Congratulations to him on a game well played. He did a good job of putting himself in a place for a turn 5 victory. However, the game went to turn 6.

Top of 6: Malgrim jumped over to one of my objectives on the left. He assaulted the Rhino with meltabombs and blew it apart. I was left with 3 Assault Marines and their Powerfist Veteran Sgt. Objective contested. The Crusader Squad finished off my Tactical Squad and settled back toward their objective through consolidation. The Furioso and Terminators continued slugging it out.

Bottom of 6: I was now losing 3 objectives to 1. On the left side of the table, my Powerfist Squad fired on and assaulted Malgrim's Assault Squad. The assault was a draw. The DC assaulted his Rhino in the middle. They wrecked the rhino and forced the Marines out the other side of the vehicle. More importantly, they were now contesting the objective. I moved the Assault Squad which had been pinned over, fired on and assaulted his lascannon squad. I won the assault, but the Templars held their ground. However, this objective was now contested. I drove a Baal Predator around the bunker and pulled alongside the wrecked Rhino contesting his third objective.

Malgrim rolled the die. The result was a 2. The game was over. The objective count was as follows: Angels Sanguine: 1 and Black Templars: 0.

My analysis: Marshall Malgrim played a grand game. He was in position to win on turn 5. That is the position that I want to be in. So, congratulations to him on a great game played well.

Marshall Malgrim uses his Land Raider and Terminators as a Spearhead. He tries to ram it down his opponents throat and disrupt things. I generally try to avoid it and slow it if possible. However, this time I was able to use the Furioso Dreadnought to tarpit that unit. If Malgrim had unloaded and assaulted the Dreadnought, things may have been very different. However, he went for Baals. It was close, but they were out of assault range. This allowed Furioso to get the advantage in the first round. He was unable to destroy the Terminators, but they were unable to destroy him. Both were effectively removed from the game. That trade-off is in my favor.

Also, remember to use Extra Armor. Their were many Crew Stunned results on my vehicles throughout this game. However, Extra Armor kept all those tanks rolling. It is definitely worth the points. Especially on those Rhinos which are carrying troops accross the table toward objectives. This army realies on the Blood Angels speed. You must keep those Over-Charged Engine Rhinos rolling.

In the end, it was a great game. If one die roll (at the end of turn 5) had gone another way, I would have lost the game. Someone once said, "Sometimes it is better to be lucky than good."

Monday, November 16, 2009

Angels Sanguine vs. Eldar 1850pts


This battle report is for the Aftermath Campaign. Click on the link and check it out. I find it to be good fun. Lord Sentikan, supreme commander of the Angels Sanguine, lead the 2nd Company in an assault on the planet Prox in order to defeat the enemies of the Emperor and restore order.

This game was the re-scheduled game against Silchias Ruin's Eldar.

1850 pts; Capture and Control; Dawn of War

My opponent ran the following list: (seer council jetbikes were proxied with foot models)
-Farseer, Jetbike, Forturne, Guide
-5 Warlocks, destructor, enhance, witchblades, jetbikes
-Autarch, Jetbike, Laser Lance, Mandiblaster
-5 Dire Avengers, Wave Serpent, T/L Scatter Lasers, Shuriken Cannon, Star Engines
-8 Dire Avengers w/ Exarch, Diresword & Pistol, Bladestorm and Defend, Wave Serpent, T/L Shuriken Cannons, Shuriken Cannon, Star Engines
-8 Striking Scorpions w/ Exarch, Claw Weapon, Wave Serpent (Falcon Proxy) w T/L Shuriken Cannons, Shuriken Cannon, Star Engines
-8x Warp spiders w/ exarch, dual spinners
-Fire Prism w/ holofields
-Fire Prism w/ holofields

I ran my usual list:
-Dante
-Corbulo
-Death Company, Rhino with Extra Armor
-Furioso Dreadnought, Death Company, Heavy Flamer, Extra Armor
-Assault Squad, Powerfist, Rhino with Extra Armor, Pintle Storm Bolter
-Assault Squad, Powersword, Rhino with Extra Armor
-Assault Squad, Poweraxe, Rhino with Extra Armor
-Tactical Squad, 10 men, Lascannon, Meltagun, Rhino with Extra Armor
-Attack Bike, Multi-Melta
-Attack Bike, Multi-Melta
-3x Baal Predator, Pintle Storm Bolter, Sponson Heavy Bolters, Extra Armor

My opponent won the roll-off and passed me first turn. So, I decided to deploy my Tactical Squad in their Rhino on my objective. I reserved only my Assault Squads. Everything else would come on in turn one. My opponent was faced with a difficult decision. He was running a Jetbike Seer Council with an Autarch. However, he could not start both HQs on the table together. We all know that the Seer Council needs to start on the table to get fortuned up. He deployed his small Dire Avenger Squad in Wave Serpent on his objective. The Seer Council was deployed behind the ruins directly across the table from my Tactical squad. His Autarch would come on during the first turn along with everything except for his Warp Spiders (reserved). The pictures presented were taken at the end of each turn.

Top of 1: I turbo-boosted two Attack Bikes on the right side of the table headed towards the Wave Serpent holding an objective. 3 Baal Predators enter at cruising speed headed toward the center of the table. I chose a route for them which would both provide cover and allow them to react to either side of the table as needed. I brought Dante, Corbulo and DC, and Furioso on near my objective. Night Fight rules prevented me from shooting the Lascannon at the Wave Serpent.

Bottom of 1: Silchias brought on two Wave Serpents and the other large Dire Avenger Wave Serpent near my objective. Fire Prisms fired on my Tactical Rhino and DC Rhino. Both shots scattered off. The Jetbike Council turboed across the table edge toward the center of the table in order to allow the Autarch to join the unit. Striking Scorpions entered the table and moved laterally flat out toward the right side of the table to gain a cover save. The Wave Serpent on his objective wounded one Attack Bike.

Top of 2: Reserve rolls turned up two Assault Squads. I drove them onto to the right flank at cruising speed. They would be heading toward my opponents objective. I moved the Attack Bikes up and fired Multi-meltas on the Wave Serpent holding his objective. One miss and one Vehicle Explodes. The explosion killed one Dire Avenger. I rolled for over-charged engines on all three Baal Predators. Two stalled, but the farthest right passed the roll. I moved it up 6". I fired killing the remaining Dire Avengers on my opponents obective. The other two Baals were out of range for everything. I moved Dante, DC, and Furioso up 6" waiting to counter-charge whatever approched my objective. I fired the Rhino storm-bolter to no effect.

Bottom of 2: My opponent began encircling my objective. He moved his remaining Dire Avengers in their Wave Serpent to the left hand corner in the rear armor arc of my Tactical Rhino. Fire Prisms continued firing on Rhinos resulting in a Crew Shaken on the Tactical Rhino. The Jetbike Council turboed into the ruin directly across from my objective. The Striking Scorpion Wave Serpent moved flat-out plus the star engine move in order to arrive between my Tactical Rhino and the Jetbike Council.

Top of 3: Reserve rolls turned up the remaining Assault Squad. I drove them into the ruin on my objective behind the Tactical Rhino. On the right, I moved the Assault Squads at cruising speed towards my opponents objective. The Attack Bikes turbo boosted to the center of the table. Baal Predators moved into range and LoS on the Jetbike Council. I unloaded the Tactical Squad from their Rhino and moved them toward the Jetbike Council. I unloaded the DC and moved them around the other side of the intervening Wave Serpent toward the Jetbike Council. Dante jumped up and joined their squad. Corbulo stayed in the Rhino and drove over to offer Furious Charge to everyone. Furioso moved up following the DC. I fired 3 Baal Preds, 14 Bolt Pistols (DC and Tactical), and the Perdition Pistol into the Jetbike Council. I killed 3 Warlocks. The Furioso fired on the Scorpion Wave Serpent I aimed the heavy flamer template so that it fell over the Autarch in Jetbike council as well. Furioso's shooting did nothing. So, Furioso assaulted the Wave Serpent exploding the vehicle. The explosion killed one of the Striking Scorpions. The DC and Dante declared assault on the Jetbike Council. I rolled too low on the difficult terrain test and could not reach close combat. I decided to declare the Tactical Squad assault without their help. Tacticals made it into CC. They killed one worlock and put one wound on the Farseer. The Jetbike council killed two marines. The assault was a draw.

Bottom of 3: Reserve rolls produced the Warp Spiders. They landed, via deep strike, behind Furioso and fire into him resulting in two destroyed weapons and an immobolize. He was now effectively useless. They used their special warp to move into a ruined building during the assault phase. The Striking Scorpions fired on and assaulted Dante and the DC. This resulted in 6 dead Striking Scorpions and 1 dead DC. The Exarch remained alone and passed his morale test. Jetbike council killed a couple of Tactical Marines, but they held. A Wave Serpent wrecked my Assault Rhino on my objective. The Marines piled out the rear door and passed the pinning test.

Top of 4: Assault Rhinos on the right flank continued at cruising speed toward the enemy objective. 2 Baal Predators moved into position and unloaded everything on the Warp Spiders destroying them completely. The last Baal Predator moved to complete a triangle of tanks around my objective. The Assault Squad which had been forced from their Rhino last turn embarked into the empty Rhino in the same ruined building which had once held the Tactical Squad. The Assaults continue. Dante and DC kill the Scorpion Exarch. Jetbike Council kills another Tactical Marine, but they hold. The Attack Bikes move from the center of the table to fire on a Fire Prism resulting in a crew stunned.

Bottom of 4: Large Dire Avenger Wave Serpent moves flat out from my objective toward the enemy objective. A Fire Prism hits but fails to penetrate. Jetbike Council kills another couple of Tactical Marines, but they hold.

Top of 5: Assault Squads on the right flank park their Rhinos on top of the enemy objective. I move 2 Baal Predators and 1 Attack Bike over to attack the only remaining Wave Serpent. They achieve an immobilized result. The Wave Serpent moved flat out previously. So, the immobilize turned into a wreck. 1 Attack Bike fired on a Wave Serpent, shaking the crew. Dante and DC finally get to join the CC with the Jetbike Council and Tacticals (something I intended to do in the top of turn 3). By this time, there remained only the Veteran Sgt. and 1 Tactical Marine. At the end of this combat, the Autarch was all that remained of the Seer Council.

Bottom of 5: The Dire Avengers moved closer to the enemy objective. Shaken Fire Prism moved toward the right side of the table. The other Fire Prism fired on the Assault Squad Rhino which was holding my objective shaking the crew. The CC continued. The Autarch died; the Jetbike Seer Council was no more. All that remained was Dante, 3 DC, and the Tactical Squad's Veteran Sgt. standing in the remains of his Xenos enemies.

The game ended on turn 5. The result: Angels Sanguine: 2 objectives, Eldar: 0 objectives.

My analysis: Well, the game turned out better in the end than I thought it would about the second turn.

I was able to create just the tar-pit that I needed on the third turn. The tar-pit was designed for the Seer Council. However, the tar-pit ended up swallowing the Seer Council, a Wave Serpent, and the Striking Scorpions. I was able to get the charge, and I brought along the Tactical Squad for more wounds.

One of my goals was to keep the Seer Council from destroying my Baal Predators. That goal was a success. The Baal Predators' firepower served me well throughout the game.

Another important factor was the destruction of one troops selection and its transport on the second turn. After that, the pressure was really on my opponent. He had one troops choice, and I had four troops choices. Furthermore, there were only 2 objectives.

The decision to reserve only the Assault Squads proved beneficial. This goes back to another battle report in which I reserved everything for a Capture and Control mission. I was only able to squeak out a draw. This method (using all elites, hq, and heavies to defend my objective) made it much easier to go for the win. As a matter of fact, Silchias stated after the game that the most difficult thing was trying to get me off of my objective.

The longer I play this army list without making changes to it, the more comfortable I feel with the list on the table. I would suggest using your list in several games (at least 5) without making changes to it. The problem may not be the units (like my attack bikes). It may be that you haven't learned to use them together properly (as in my case).