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Apoc battle report Imperials versus Xenos


Warhorse47

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Yup, 15,000 points on each side, 10,000 Space Wolves, 1500 Guard and 3,000 of Blood Raven versus 6,000 'nids, 4,000 Eldar and 4,500 of Orks.

Our job was to defend a landing pad for 4 turns and the attackers were coming in from 3 sides. The IG unit, a Planetary Defence Force from the Space Wolf Protectorate, the 17th of Corinthia, was lined up on the right side with some Space Wolf support for them. They would be facing the Orks. The Blood Ravens took the middle with the Eldar preparing to drive at them and had 2 Space Wolf Venerable Dreadnoughts for back up. The 'Nids were coming in on the left facing the rest of the Wolves.

This was scheduled to go four rounds.

Set up:

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc016.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc017.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc018.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc019.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc020.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc021.jpg

Turn 1:

Defenders go first, IG shooting down half the ork deffkoptas and tearing up another mob, damaging a looted land raider and hurting his bikers. Blood Ravens caused a few Eldar casualties but not a lot so far. SW troops were almost all mechanized and about half deployed.The Long Fangs and Wolf Guard began firing at the nids killing a bunch of small stuff, but it's never enough against them.

The Xenos came on with the Eldar closing fast and shooting up the Ravens [a very experienced player against a very green one here]. Orks shooting was about normal, couldn't hit the broad side of a barn from the inside. The remaining deffkoptas made a desperation run into the middle of the IG and SW force. The Orks then called in a rock from orbit on the IG. It missed landing in the middle of the SW forces, taking out 2 Razorbacks and half the Long Fangs. Spore mines drifting in caused some concern, but we came through that well.

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc024.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc026.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc027.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc028.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc029.jpg

http://i241.photobucket.com/albums/ff303/Kevin-Andra/12-30Apoc030.jpg

Turn 2:

IG firing on the Orks, saw a lot more damage and the destruction of a raider and getting the deffkoptas slaughtered. the SW Ven Dread facing the Orks took out most of a mob and forced them to go around the death zone. The Eldar took some more damage and had made the mistake of getting a little too close to the other 2 SW dreads with the jetbikes. They also lost another grav tank. I did not deploy Logan from his raider yet [this was a BIG mistake on my part] as I was trying to move him more quickly up front. SW did wipe out 2 packs of genestealers and 2 'fexes. Close combat saw the Dreads tear the Eldar jetbikes a new one, wiping out over half their numbers.

The The orks closed in on their turn but did not call their WAAAGH yet. Little damage to IG as they still couldn't shoot worth a darn. The Eldar's reserves did not come in except for two units that were too far back to have any effect yet.

More nids popping up in our lines and more spore mines causing trouble in the Wolf area. A charging carninfex ran into my Swiftclaws and found out countercharge hurts. Lost three bikes but took out the fex. Counter charge took it's toll twice more in close combat, with the Wolves losing their Whirlwind as a final battle was fought.

We ran out of time at this point as several players had to work the next day.

Imperial forces held the objective, so we won on that score, even though we lost by one victory condition point. It was called a draw.

that took 4 hours and we were on time limits for set up and turns!

 

I know it's stating the obvious, but you definitely need to allow more time for an Apoc game.

I have one coming up in late January (40k on each side) and we intend to start around 9am to allow enough time.

 

Unless everyone is very disciplined about getting set up and get started, then you really shouldn't try to start after noon. It'll just go on for too long...

Looks good from here. I'm really looking forward to my next APO game, coming up in Feb..

We usually play from morning til nighttime, but have also once made it a two dayer, making photos on the end of one long day of slaughter, leaving the area and coming back on kind of first light in the morning. Man that was a mighty battle worth of song and legend B) .

Woo.. i havnt played in awhile, but looking at the nid setup, if you guys had of had more basalisks and Whirlywinds you coulda stoped that bug player into the ground in 2 turns.

 

Not to mention the amusment of JotWW being cast through that mob..

Woo.. i havnt played in awhile, but looking at the nid setup, if you guys had of had more basalisks and Whirlywinds you coulda stoped that bug player into the ground in 2 turns.

 

Not to mention the amusment of JotWW being cast through that mob..

 

I would have to admit, Rune Priests would do great in apoc, especially cancelling out deepstrike in a 24" radius :D . Lol can you imagine how pissed off your opponent would be if you spammed Rune Priests :lol:

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