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Wolves vs BA total Fail!


Spazmonkey

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Well I had my First Game VS my mates BA this weekend.....

And my lord you do not hear about such fail...

 

The game Ended with 9kp - 2kp in favour of the BA....

I have never rolled that many ones and twos in my whole life combined....

 

Round one....

 

BA go first.

 

BA: Evil x2 Baals with firestorms got across the whole board and flamed a unit if longfangs, wiped them out completely...

he moves his vindis razorbacks and dread toward me.

 

SW: Total WIF, missed with everything.

 

Round Two:

 

BA: Moves again, but not really any shooting.

 

SW: Total WIF again.. Crusader with multi melta and assault cannon, totally misses Baal at point blank, long fangs miss, whirlwind misses, rune priest with LL misses.....

 

 

Round Three

 

BA, pops a rhino with his vindi, flames the GH unit with Baal killing 3.

misses my crusader with the other Vindi. Deap strikes in his honor guard. then moves his armor.

 

SW, charges the 5man honor guard with 7 remaining GH, kills 1 BA, Kills 1GH, everything else wif's

 

 

Round Four

 

BA: pops my other two rhinos, Kills my Ven dread with the first hit againts him in the game.

Wipes out my second unit of Long fangs, wipes out a unit of GH leaving the Rune priest alone.

 

SW: pops a Rhino, Thats it!!!!!!!!! everything else WIF's (popped with Assault cannon of LRC)

 

Round Five:

 

BA Imobilises my LRC, Weapon destroyed on my Whirlwind, puts a wound on my Runepriest, Furisio Dread charges and wipes out a whole 10 man GH Squad.

 

SW: at this point i have a weaponless Whirlwind, a rune priest with 1 wound, and a 5man Termi unit with a wolf priest, that everything left...

Termis charge a 5man tac squad with a BA priest, wipes them off the planet, Yes a kill point...

 

We roll to see if the game goes on, and thank the lord it does not.

Game over...

 

SW: So I poped a Rhino, and Killed 1 5man tac unit....

and alos killed 4 or 5 of his marines / honour guard, I forget exactly...

 

BA killed, x2rhinos, x1 Razorback, x2 long fang packs, x2 10 man GH squads, x1 ven dread, x1 imobilised crusader (which i believe gives him the KP?)

 

Plus he also killed 5 aditional GH.

 

So as you can see I had nothng but the worst luck....

I litterally hit nothing all game mis after miss after miss....

I got off Living lightning like every round and it did nothing every time....

I missed point blank with every melta and Multi melta shot from point blank range.

Whirlwind killed nothing.

Two of my three Grey Hunter packs were Killed without doing anything.

Longfangs didnt hit anything all game, and were all dead by round three....

 

Still, Chin up Ill get the bugger next time.... Until them, some one pass an ale...

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Man that's pretty rough you have my condolences. *Hands over a frothy ale* I've never had That bad luck with a game though my experience with Ven. dreads is about the same. they always die to the first shot, generally goes destroyed - re-roll - explode. Better luck next time mate.

One tip when playing against BA is to let them go first if you win the roll-off for that. This allows you to watch their deployment, then you can ensure that you don't put anything within 38" of a Flamestorm Baal Predator. Since they can take an 18" Scout Move, then Move 12" in the first turn, and fire an 8" Template of S6 AP3, ignoring Cover Saves death, you don't want to be anywhere near that.

 

Alternately, if they keep the Baal off of the table at deployment, then you can expect an attempted Outflank Move, so then you would want to avoid deploying your infantry within about 20" of either short-side board edge.

 

Once the game is underway, you'll want to take care of that Flamestorm as a high-priority target (Regular TL Assault Cannon Baals are less of a big deal). Send a Dreadnought or a Lone Wolf in TDA out to intercept it and keep it from threatening your regular Power Armoured infantry. His Vindicator's are nasty, too, but at least against them you can find yourself some 4+ Cover Saves.

 

Of course, nothing can help when you are rolling 1's and 2s all game, but at least this gets you started on the right track.

 

Better luck next time,

 

Valerian

How do you deploy 38 inches away from a Baal? That's almost being on the opposite end of a six foot table. If he deploys in the centre then you're not getting away.

 

Flamestorms on Land Raiders look like a bit of a joke. Flamestorms on fast vehicles are no joke.

How do you deploy 38 inches away from a Baal? That's almost being on the opposite end of a six foot table. If he deploys in the centre then you're not getting away.

 

Well, there are a lot of factors that go into this. First, if you get a Spearhead deployment in opposite corners, you are already going to be in opposite corners, and if he deploys on the table, you are going to need to set back as far into yours as you can get until that Flamestorm Baal is no longer a threat. For Dawn of War, you are somewhat luckier, as he can't start with the Baal on the table, so he loses about 12" of range. For Pitched Battle, since your opponent is deploying first (unless he wins the roll and makes you deploy/go first), with nothing of yours on the table for him to look across at and use to help him decide, he's at a bit of a disadvantage in having to deploy without prior knowledge of where you are going to be. If he puts it anywhere on one of his flanks, then you setup diagonal from it. If he sets it right smack dab in the middle, then yes, you are correct, you are going to have a hard time getting away from that. Instead, you'll want to mount everyone up that you can, put units that aren't vulnerable out front to block the Baal's progress (vehicles/Dreadnoughts and units in TDA), and maybe even consider keeping footsloggers in Reserve, and hope that they don't roll to arrive until after the Baal is dealt with (or they might arrive and get the jump on it with their Meltaguns).

 

I was fortunate in my games against BA players with Flamestorm Baals, that I always had space to deploy out of 1st Turn Strike range, as I always made them deploy first.

 

Regards,

 

V

yeah loking back there was only one or two things I would have done differently but not alot, really I had no chance from the get go with my rollls...

 

Funny thing is that the dice I used were given to me as a gift from a GW store that same day, im strongley considering melting them down for terrain, or returning them lol.....

Yeah thanks for that.. I find solice in the fact that Sheer bad luck was the cause....

But the BA player is one of my best mates, and he takes great pleasure in the fact he almost tabled me.

Should the game have gone one he probley would have...

 

The Baals are Evil.

If they win first turn, because they can pop smoke during thier scout move, it means they can scout move, then do a full move on the first turn.

Not only can they get somthing like 36 - 38 inches across the board, but because they poped smoke in the scout move they are obscured as well giving them a 4+ cover save...... It is pure Evil.... AND they are AV 13 in the front.....!!!!!!!

Ouch bad luck indeed, sadly I recognize this from most of my games. Dice are usually not with me and i roll subpar in the overral every game. But always trying to play it smart and still can go home with victories.

But here you coudl do nothing and I haven't played the new Blood Angels yet, they seem fun but also a bit cheesy. Whats the points cost of the baal pred?

 

Better luck next time mate anyways, maybe you could block of your long fangs with dread+ rhinos maybe in the first turn so he can't get to them and only leave some space so they got a nice line of fire to something nasty.

I think the baals are pretty cheap, only about 10more points than we field a Vindi for.

 

Yeah it was pretty tough with 2 vindis and 2 baals with 13 front armor, he was very clever and kept the vindis and baals sides covered with Razorbacks/ terrain so the only shot i had for the first few turns was front armor of 13.

Plus a Dread with front armor of 13, he had alot of mech on the board.

 

x2 vindis

x2 Baals

x1 Dread

x4 Razorbacks with twin linked Assault cannons

 

I think ill tweak my list a tad but basically go in with the same thing again, as i didnt really get any kind of indication as to how well they really could have done.

 

I think however a lone wolf in tda could do well against BA as they tend to rush across the board to you so you don't have to worry to much about getting to them.

 

Also the board was only 4 x 5 Foot which again is advantage BA.

That's some weird luck you had, and I can't get my head around a melta weapon missing at point blank range ...

 

Just goes to show you GW dice suck ;)

 

A Lone Wolf and wolf scouts sound like good ideas.

 

Also, these two links may hep :

 

To beat BA with SWs

 

BA jump pack army

In my experiences vs. the new BA, I personally don't think SW can typically stand up to them hand to hand. (Unless specifically gearing for it which would probably mean balance issues vs extremely shooty armies).

 

I find a balanced list is the best defence. You MUST be able to shoot them to bitz though. You've seen what the Baal can do, and the Stormraven is actually extremely potent for a medium armour skimmer.

 

Take the dice rolls away with a grain of salt. This happens to me as well, and just did not too long ago against BA. The truth is, against BA if you have poor dice, you will just about get tabled every time.

Bad dice are bad. That's all. To make an example, in a SM squad-on-squad demo game, my absolutely inexperienced opponent managed to whip me seven ways from Sunday - I lost my entire squad and the opponent lost 2 Marines, and got to rout me in close combat (and saw what ATSKNF does first hand). It's just bad luck.

 

One thing about Flamestorm Baals. Templates can only flame the ground floor, correct? So climb, climb, climb those stairs (if you've got 'em, that is).

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