Ares VII campaignMy Local Game Store has started a map based campaign. We were instructed to start with a 1,000 point scouting force the first week. This force would be establishing a base on the planet. There are 4 tables available to play on, each one representing a different continent. Green grass, snow/ice, ashworld (black table with volcano terrain) and wastleland (black sparkly felt with sparse terrain). So far, each battle you win allows you to control 1 territory. At the beginning of the campaign when there are a lot of unclaimed territories, you do not lose a territory when you lose a battle.
I will be using my Saim-Hann style army, with everything in the force able to move 12” a turn or transported.
Battle 1Week 1 - I brought the following scouting force:
130 Farseer – jetbike, fortune and runes of warding 255 Warlocks – 5; embolden, enhance and destructor 202 Jetbikes – 7; 2 cannons, warlock with embolden 148 Jetbikes – 5; 1 cannon, warlock with embolden 150 Vypers – 2; Eldar missile launcher and shuriken cannon Xx Fire Prism 1,000 points, 2 scoring units and 6 kill points. | | |
As moc065 later pointed out to me, this matches the old Saim-Hann force organization chart of a large HQ, 3 fast choices (jetbikes used to be fast attack) and 1 heavy support.
I faced a Ork horde and won a territory.
Battle ReportFor the rest of the weeks we have a restricted FOC. We start with 1 HQ and 4 Troops open and can use points to open other slots. We are given 2 points and gain 1 point for each territory we control.
Here are the points to open other FOC slots
HQ – 3
Elite – 2
Troop – 1
Fast Attack – 1
Heavy - 2
We are able to change our force every week in the beginning of the campaign, but later we will have to keep part of our force the same.
Battle 2For the second week I chose to keep the same force with a small tweak. I used my 3 points to unlock a heavy support and fast attack.
130 Farseer – jetbike, fortune and runes of warding 265 Warlocks – 5; embolden, enhance and 2 destructor 202 Jetbikes – 7; 2 cannons, warlock with embolden 148 Jetbikes – 5; 1 cannon, warlock with embolden 140 Vypers – 2; scatter laser and shuriken cannon Xx Fire Prism 1,000 points, 2 scoring units and 6 kill points. | | |
I faced an Ultramarine scouting force with drop podding tactical squads, a bike squad and teleporting terminators. It’s a very nice themed scouting force, but unfortunately I lost to it.
Battle ReportSo far, my opponents are: 3 Ork swarms (lots of slugga boyz), 2 Choas; 1 mechanized, one mixed, 1 Tyranid (lots of troops), 1 Imperial Guard (mostly foot), 1 Necron (lord, destroyers and warriors), 1 Ultramarines (drop pods and bikes), 1 Marines (drop pod/mechanized) and 1 Space Wolves (mostly on foot).
**edited 2/23**
Feb 7 I played two games at 1,250. Thanks to some suggestions, I added runes of warding just in case. Turns out I didn't need it.
Saim-Hann force 1,250130 Farseer Nayr; jetbike, runes of warding and fortune
310 Warlocks – 6; Jetbikes, 1 embolden, 1 enhance and 2 destructors
202 Jetbikes – 7; 2 cannons, warlock with embolden
151 Jetbikes – 5; 1 cannon, warlock with embolden & spear
127 Guardian Storm squad – 11; 2 fusion guns, warlock with destructor
110 Wave Serpent; t.l. shuriken cannons, spirit stone
60 Vyper; scatter laser
160 Fire Prism; prism cannon, holo-field and spirit stones
1,250 3 scoring units
5 objectives, pitched battle deployment for both games. This week all troops got the old sustained assault rule. This meant that all troops would be able to come back from the players board edge on their next turn if they were wiped out or falling back. Transports would not come back on.
Battle 3I face off vs the mechanized Chaos list that is number one in the campaign so far. He has been rolling over most opponents because their armies are not set up to take down tanks. With all my squads being able to at least harm a tank, I feel like I can give him a challenge. It was a challenge all 7 turns. On turns 5 and 6 we were tied 1-1, but he pulled ahead in turn 7 to contest my long held objective.
Battle Report Battle 4Me vs Necrons, with his force consiting 2 squads of warriors, 5 immortals, a monolith and 4 destroyers. I can beat him if I stay at range with my jetbikes, hold 3 objectives and contest another objective. Chances are hard for me to wipe out all the warriors due to them coming back this week.
Battle reportSaim-Hann force 1,500130 Farseer Nayr; jetbike, runes of warding and fortune
440 Warlocks – 8; Jetbikes, 2 embolden, 2 enhance and 4 destructors
202 Jetbikes – 7; 2 cannons, warlock with embolden
205 Jetbikes – 7; 2 cannons, warlock with embolden & spear
127 Guardian Storm squad – 11; 2 fusion guns, warlock with destructor
145 Wave Serpent; t.l. bright lance, shuriken cannon
125 Fire Prism; prism cannon, shuriken cannon
125 Fire Prism; prism cannon, shuriken cannon
1,499 3 scoring units
Battle 5Saim-Hann vs Grey Knights 1,500 pts
Summary: two Fire Prisms taking out one squad of walking Grey Knights in Power armor every turn = Eldar win. Walking army vs mobile army with longer range weapons = mobile win.
Battle 6Saim-Hann vs Ultramarines gunline 1,500 pts
Battle report FINALLY... Saim-Hann force 1,750130 Farseer Nayr; jetbike, runes of warding and fortune
420 Warlocks – 8; Jetbikes, 2 embolden, 2 enhance and 2 destructors
129 Fire Dragons - 7; Exarch with dragon breath flamer and crackshot
145 Wave Serpent; t.l. bright lance, spirit stones
202 Jetbikes – 7; 2 cannons, warlock with embolden
205 Jetbikes – 7; 2 cannons, warlock with embolden & spear
125 Guardian Storm squad – 11; 2 fusion guns, warlock with embolden and singing spear
145 Wave Serpent; t.l. bright lance, shuriken cannon
125 Fire Prism; prism cannon, shuriken cannon
125 Fire Prism; prism cannon, shuriken cannon
1,748 3 scoring units, 10 KP
Battle 7Saim-Hann vs Chaos Undivided 1,750 pts
Summary: Lost that one bad. Bad choices on my part and terrible dice rolling is not a fun battle report to see.