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1k in planetstrike.


Grey Mage

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So today I had a game in planetstrike, defending against Tau. Let me tell you, lots of fun!

 

My list:

 

WGBL- TDA, Frost, RC, AC, WP.- 128

Wolf Priest- P.P.- 110

 

WGPL- TDA, PW, C-F, RC- 55

WGPL- TDA, LC, SS, RC- 60

 

Grey Hunters- P.Fist, P. Gun, P.Pistol, 8x Bolters- 215pts.

Grey Hunters- P.Fist, P. Gun, P.Pistol, 8x Bolters- 215pts.

 

Long Fangs- 2x Lascannon, 2x ML- 218pts.

 

1001pts *friendly game*

 

My Indomitable Fortress had:

 

10x Heavy Bolter

Missile Silo

TLLC

 

The strategems I took were- Escape Hatch, Minefield, Laser-Maze.

 

He took:

 

Commander+2 Bodygaurds.

Commander+2 Bodygaurds.

 

Stealth Suits *1 Fusion Blaster*

 

12x Firewarrior

12x Firewarrior

 

3x Broadsides

 

We just did the Standard Scenario.

 

I set up the board, a 4x4, there were three peices of terrain- My indomitable Fortress was in the middl of a long table edge. Near the opposite side in the right corner I placed a good sized hill, to the left was a small watchtower style building.

 

I deployed all of my units inside the Fortress. Each of the GH squads got a Pack Leader, the WGBL went with the "southern" Squad while the WP went with the "northern" squad. The Long Fangs went in the central building.

 

He deepstruck in everything. Thankfully his head commander and stealth suits scattered out of melta-range. One of his Firewarrior squads dropped south, the other dropped centrally to cover the Broadsides, and did a fairly good job of it. His secondairy commander deepstruck to the south in support of the stealth suits. His firewarriors and stealth suits ran to spread out a bit as did the OOR commander unit.

 

Two of my heavy bolters were unable to fire on him at the end of his move phase. The two that could hit the south squad got four hits and three dead firewarriors, who passed their morale check. the TLLC took a pot-shot on the Broadsides and was saved by one of the two shield drones. The Missile Launcher in turn took out one of the OOR commanders bodygaurds, and the six heavy bolters to the front roared and promptly cut down seven firewarriors. I was modestly pleased.

 

His Broadsides had failed to take the "we can move and shoot" upgrade and so were unable to fire this turn. The in-range commander unit was kind enough to assault my northern bastionpeice and promptly used a phase-charge on it. Caused 6 wounds, got four of them- I took one on the wolf priest and one on the WGPL who both saved and removed two bolter GHs. AP 3 sucks. The Bastion remained undamaged. His other commander unit moved 3" closer to the fortress, putting him just out of rapid fire range sadly.

 

In my turn the troops inside my bastion opened up with avengence! The Long Fangs took out another bodygaurd from the OOR commander unit with their missile launchers and managed to down two shield drones on the Broadsides. The southern GHs took their shots at the southern Firewarriors, downing another three. The northern GHs did slightly worse overheating a plasma pistol and killing the weilder *first time in seven games* in return for putting a single wound on the northern commander.

 

His second turn came up and he brought his stealth suits in close as well as the lone wounded commander. The southern firewarrior unit moved up close ready to rapidfire, the central unit moved behind the full command squad for some cover. I was unable to use any interceptor weaponry this turn as nothing deepstruck or came onto the table. And this was about to make me a very unhappy wolf lord.

 

His Broadsides opened up and destroyed my missile launcher and the two frontal facing heavy bolters on the northern bastion virtually erasing its usable firepower. It was very close to getting a destroyed result, but a cocked die *we did the slip test* saved my bacon. The Lone Commander however managed to penetrate and roll a 4 and he cussed thinking it was just another heavy bolter gone- then I reminded him it was a melta. *sighs*. The other commander unit was however unable to take advantage of the situation, as my newly placed GH squad was out of LOS to them *evil cackle*. So they and the stealth suits brought their melta weapons to bare on the central fortress and received- a miss and a glance, wich turned into a stunned was discounted.

 

They did however jump 6" north to try and get out of LOS of the fortresses heavy bolters. The stealth suits and the commander just jumped backwards.

 

My turn, the GH squad now in the ruins with the WP advanced forwards while the southern squad declared they were using the escape hatch that I had cleverly concealed sixteen inches strait out from my heavy bolters- and ended up 11" out from his Broadsides. The Long fangs of course staid in place.

 

Shooting went well- the Heavy Bolters killed two Firewarriors to the south and three to the center. The Lone Commander was destroyed utterly. The Longfangs managed to insta-kill a broadside while the missile Launchers failed to get range on the stealthsuits. I then realised that their shooting had put the Broadsides out of RapidFire range of my GH pack, and redirected to the stealth suits... who were in range at 7". They died to a man *tau? xenos?* The TLLC on the southern fortress took a potshot and wiped another Firewarrior out to the south.... and they broke and ran 9" towards the far table edge. For a second turn in a row we forgot to roll LD for the center squad *sighs*.

 

His Broadsides concentrated fire on the fortress again and took another heavy bolter, his missile pods dropped two of the WGBLs GHs who also lost two more to rapid firing pulse rifles from the squad falling back. The Remaining commander squad oppened up on the GH and I lost 1 to a plasma round, the other being saved by my WGTDA. The remaining fire warriors of center squad fired upon the WGBLs squad and dropped another. I passed my morale check however and stayed. At the end of the turn his commanders squad fell back out of charge range of my WPs squad.

 

In my own turn the WGBLs squad advanced on the Broadsides while the WP doggedly moved forward to engage the x22s at close range. Shooting saw both shield drones dropped aswell as both bodygaurds from combined firepower from my GHs, remaining HBs and the Long Fangs. The WGBL Detached from his squad and mowed down the fleeing firewarriors while the GH squad assaulted the Broadsides- Combat was brief but Bloody losing one GH to a bad armor save and wiping the squad out with a final blow of my powerfist.

 

In his turn he moved his battle suit into the ruins of my northern section and his PR took out my WGPL *stupid failed saves* with C-F. His two remaining firewarriors tried desperately to kill my WGBL and managed to eat up his runic charm for their trouble. At this point we were tied 1 objective each.

 

I moved my WPs pack back towards the ruins, determined to remove the xenos menace that so blatantly stood on our holy ground but their shooting managed to do all of nothing to the itinerate commander. The WGBL returned to the fortress via the escape hatch while his troops wiped the last of the firewarriors from the table.

 

At this point we called the game. Id lost about half of my GHs and one WG, he had only a commander remaining and was unable to claim more than a single objective while I held two. Wolves Win!

 

All in all it was a great game. I never found out what his other strategem was. The laser-maze the the north kept him from flanking my fortress on three sides and getting to set up the table was really nice, those interceptor weapons changed the face of the game.

 

Still if his scatter rolls had been better I could have lost a bastion first turn, and if his broadsides had been able to fire out of deepstrike that too could have changed the face of the game. A larger battle is called for to test these theories furth as the Indomitable was the largest I have... and smaller bastions might have been more easily taken eh?

 

Also, long fangs really make their points back sitting in an AV 14 bunker with six fire points and no way of being assaulted :P.

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Yay for Long Fangs, so you got to play a game? Enjoy the rules? I'm still not too sure about the whole "Attacker and defender fighting over an objective? Attacker wins it!" It seems to favour horde armies. I was wondering how well my beloved wolves would do on the assault but still very interesting.

Yeah I'm kinda curious where you got a chance to play it, and were the rules/game play fun and interesting?

 

I'm curious to try it out not only with my Wolves army, but also my IG Elysian army, mainly for fun/fluff reason.

 

Any idea when the book will come out?

Yay for Long Fangs, so you got to play a game? Enjoy the rules? I'm still not too sure about the whole "Attacker and defender fighting over an objective? Attacker wins it!" It seems to favour horde armies. I was wondering how well my beloved wolves would do on the assault but still very interesting.

The thing is you have to blow up an AV 14 vehicle in order to assault the unit inside.... so its alot harder to get guys into a defended bastion than youd think. Armies with good AT firepower in their elite slots and troops are going to do real well in this game. Though there was a strategem that let d3 units have all three kinds of grenades in their for armies who dont- like gaunt swarms et all.

 

Eckth. Now I scared myself- 32 meltabombs, on the house.

No, they actually have to be "In" the Bastion, wich means it must be unoccupied or ruined. In the case of an indomitable fortress the only access point is on the central structure.

 

However a ruin of a previous bastion is still an objective, and so its tactically important.

 

And yes, all units are scoring units in PS. So if your an attacker you can take an army of solid Wolf Gaurd TDA if you really want.

The meltabomb stratagem sounds like largely an auto-include for some armies (Orks, Nids). Can you still reserve your whole army and come in later? If so all they need to do is blow a couple bastions and dogpile in, holding until the game ends. It really sounds like wonderful rules brought to you buy The People Who Sell Minis. :HQ:

If your the attacker, everything starts in reserves and either comes in via deepstrike, or starts making reserve rolls turn 1- on a 3+! no less. Bikers and non-DSing vehicles have to be in reserve...

 

I think youd be crazy to do full reserve as the defender though.

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