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Okay so yesterday i played two good players from my LGS. One had a Zerk rush list and the other ran Guard list which included the following:

 

3 Plasma Sentinels, Plasma Executioner, 2 Vendettas, 1 Valk

 

 

GAME 1: Zerk Rush: Spearhead, 1 Objective each, I got first turn.

 

His list consists of this : Zerk List Half way down

 

My Deployment: From left to right: Dev Squad in ruins, Assault Squad w/ Priest and Libby, Dev squad in ruins, Assault Squad w/ Priest. I keep my 2 Vanguard Vet squads in reserve along with my Honour Guard.

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03172.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03171.jpg

 

My Obj:http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03173.jpg

 

His Deployment: From left to right: Small (Classic Rhino) in corner with rear facing Objective to hold it, 1 Squad of Oblits, Raider, 2nd Squad of Oblits behind Raider, Rhino.

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03175.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03176.jpg

 

Rage results: 1 Vanguard squad get it, 2 Dev squads and Assault squad on the right get it.

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03174.jpg

 

My Turn 1: Assault Squad with Libby go 12" to the left towards a crater, Assault Squad on the right goes 12" Straight towards a big Ruin (Behind it). Dev Squad in ruins target rhino on the left and wreck it. Dev squad in other ruins target rhino on the right and wreck it. RESULT!

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03177.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03178.jpg

 

His Turn 1: Land Raider moves a full 12" and pops smoke, Zerk squad on left move in on my Libbies squad but are out of charge. Zerk squad on the right move into crater and onto the edge. Both Oblit squads get 6" for movement. Rhino at the back pops smoke. Both squads of Obliterators target my Libbies squad with Plasma Cannons Hit twice and kill 3. It hit 6 or 7 guys.

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03180.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03179.jpg

 

My Turn 2: Everything Comes in from reserve. Honour Guard go next to raider and scatter 1" towards it which is good. Vanguard squad with rage deplooys near his obj. ready to assault Obliterators and the other squad deploy at the other squad of Obliterators and scatter 3" towards them. They are like 1mm or 2 out of mishap ;) . Libbies squad moves on foot towards the zerk squad on the left and the other assault squad moves 12 towards the squad in the Crater. Libbies assault squad opens fire on zerk squad and kills 1. Honour Guard shoot raider and immobilize it :P . Both dev squads shoot the raider to no avail. Libbies assault squad assaults the zerk squad and he passes his unleash rage power. Assault squad on the right get 6" to assault the squad in the crater. Vanguard with Rage gets 3" to assault the obliterators but is not enough(needed a 5) Other vanguard roll a 2 and 3 to assault the other obliterator squad. Libbies Squad wipes the Zerk squad taking 1 casualty in return. Gotta Love thos Re-rolls :P (Note Priest is not dead in pic he just fell over :P ) . Vanguard Wipe the obliterator Squad taking 2 casualties in retun. Assault squad on the right kill 5 or so zerks from other squad.

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03181.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03182.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03183.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03184.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03185.jpg

 

Good Turn for me! :D

 

His Turn 2: Zerks in the rhino at the back get out and sorround my failed vanguard squad. Khârn gets unleashed on the world and goes towards my assault squad on the right. His own squad then goes towards my honour guard. Oblit squads gets another 6" for movement.

Libbies squad takes 4 casualties and the libby suffers a wound from the Obliterators plasma Connons this time :o . Khârn charges into my assault squad and kills 4 or 5, Zerks charge my vanguard and wipe them out with sheer number of wounds caused. honour guard lose 1 to shooting and the priest and a meltagunner to combat. Power fist kills 1 in return. I pass my Ld check. My assault squad in combat kill 3 more zerks. I lose that combat too but they are fearless and pass there saves.

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03186.jpg

 

http://i313.photobucket.com/albums/ll361/Spanner6054/DSC03187.jpg

 

Camera dies after this :(

 

My Turn 3: Libbies assault squad moves up to help the honour guard. Dev squads shoot raider again to no avail. Libby passes his Unleash Rage again and his squad slaughter the zerk squad. Both the Honour guard and assault squad consolidate towards my other assault squads combat. Khârn kills the rest of my assault squad down to my priest and sergeant. Vanguard assault in to help and kill 2. The zerk squad is killed down to 1 man.Both fists move on Khârn.

 

His Turn 3: Obliterators move 6 again :o and his other zerk squad embark upon their rhino. Khârn kills both the vanguard and the remaining assaults squads sergeant. Moves up into priest who handbags his PW attacks on the squad and subsequently dies. Khârn and the lone zerker consolidate towards treeline.

 

My Turn 4: My lone assault squad meltagunner falls back into ruins while the libby moves towards oblits. Priest moves next to raider and so do the honour guard. Dev squads shoots raider blowing off a weapon and honour guard fail. Libby assaults the Oblits and gets smashed by fists. Honour guard blow off another lascannon on raider through Furious charge.

 

His Turn 4: Oblits move 5, Khârn and squaddie move further into treeline. Oblits shoot dev squad next to my meltagun and kills the sergeant a lascannon and a missile launcher with Plasma Cannons.

 

My Turn 5: My meltagunner moves out of cover with his feet rather than JP as i tought he might have dies and i would have lost and gets 6 but then gets a 2 for running so moves back towards cover but is not in cover. Devs shoot Obliterators and Kill 1.

 

His Turn 5: Khârn moves out of treeline along with his squaddie but are out of Pistol range on my meltagunner but he is then sniped my his obliterators lascannon. Game Over on a 2. I lose the game but it was great fun.

 

 

I will post the guard game tomorrow.

 

Thoughts on what I did wrong?

 

 

 

 

EDIT: I am using my Emperors Children marines as proxies as i am still building this list and if it turns out to be reasonably good then i will start to make/buy it

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That was an exciting batrep for sure... Lots & lots of Kharnage going on. If it were me I would have first focused shooting on popping Khârn's ride, which I believe you managed to immobilize; landraiders are a big pain. Basically you want to make sure you have your assault units lined up so you can counter assault into protracted combats and keep benefitting from the charge bonuses. You were lucky enough to have several combat units succumb to the Red Thirst so you want to take advantage of that. I would have held back your Librarian and his squad, not using them as your first unit to start your assaults. First wear them down a bit then charge in with the heavy hitters. Also it looked like Khârn was rampaging through your line so try to make sure you swing at him with your power fists since he does not have Eternal Warrior. Your Librarian might also have been able to insta gib Khârn with his force weapon. Finally charging your Librarian into the Obliterators was a big risk which didn't pay off... Try to keep him out of the way of your opponent's power fists. He was down to his last wound though so it probably didn't matter anyway. Overall I think you did well, you basically got out assaulted by his Berzerkers plus his Oblits seemed to have done quite well so maybe you have focused more shooting on them. Oblits are definitely one of the most dangerous units in the CSM codex being able to move and fire heavy weapons. Finally I think it's best to post the army lists at the beginning of your report, don't link them.

 

0b :)

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Thanks. The Libby really couldnt do anything else other than tie up the obliterators and as for Kharns ride i had originally planned to take it out with the honour guards Meltas and then launch rockets and lascannon alike into em then assault.

 

And in future i will post lists instead of linking them

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I love my Red thirst rolls............I think i may have to be inducted into the DC :P

 

Right so next Bat Rep is my game against Guard.

 

 

 

Game 2: 1750, Mech Guard, 5 Objectives, He takes first turn.

 

His list:

 

Psyker Primus

Executioner w/ Plasma Sponsons

Vanquisher w/ Pask, Lascannon

Vendetta Gunship

Vendetta Gunship

Valkyrie w/ 10 Guard, 3 Flamers, and the Primus in here.

Chimera Vet Squad w/ 3 Flamers, Fist

Chimera Vet Squad w/ 3 Flamers,

Chimera Vet Squad w/ 3 Meltaguns

3 Plasma Sentinels (Squadron)

 

My List:

 

Libby w/ Jump Pack, Rage, Shield

Honour guard w/ 4 SS, 3 Meltaguns, Fist

Assault Squad w/ 2 Meltaguns, Hammer

Assault Squad w/ 2 Meltaguns, Fist

Sanguinary Priests x 2 w/ 2 Jump Packs, 2 Power Weapons

Devastator Squad w/ Lascannon, 3 Missiles

Devastator Squad w/ Lascannon, 3 Missiles

Vanguard w/ Fist, Power Weapon

Vanguard w/ Fist, Power Weapon

 

Red Thirst Rolls: No-one gets it.

 

His Deployment: From (MY) Left To right: Vanquisher, Plasma Sentinels, Executioner, Vendetta, Vendetta, Chimera, Chimera, Chimera, (Psyker Primus' Valk is Outflanking.

 

My Deployment: From (MY) Left to Right: Dev Squad behind walls, Dev Squad in Ruins, Everything else in reserve. (Didnt want to be walking up towards Plasma :P )

 

His Turn 1: Vendetta's Move to my right. Sentinels move 3" forward. Everything Shoots my 2 Dev squads and mows them down with Plasma and Lascannons alike.

 

My Turn 1: Nothing! :P

 

His Turn 2: Vendettas move 24 to my right on to the edge of board. Everything Pops Smoke. Primus's Valk Comes on My left on his side of the board and casts nightshroud. Melta Chimera moves 12" next to the vendetta's and near to the Objective.

 

My Turn 2: YAY! Everything Comes in except the Honour Guard which is good as everything is smoked. 1 Vanguard squad come down next to his vanquisher and sentinels and the other comes down straight in the face of the Executioner, (Lucky as this was a daring move). Libbies Assault squad comes down in dangerous terrain next to 2 chimeras and looses a scrub to the terrain. The other Assault Squad comes down next to tree's where the Melta chimera is. Libbies assault squad shoots the Chimera closest them with everything (Pistols and Melta) and get an Cant move or shoot thanks to the Smoke. Other Assault Squad shoots the Chimera next to the trees and Tears off the Multi-laser. Vanguard assault the Vanquisher and tear off the lascannon and turret. Other vanguard assault the executioner and wreck it due to sheer number of Immoblises and Weapon Destroyed results.

 

His Turn 3: Chimera at tree's move to libbies assault squad. All squads disembark from their transports. Vanquisher tank shocks the vanguard and they pass and move aside. Sentinels shoot hose vanguard and kill 1 scrub with the Plasma Cannons. 1 Chimera Squad shoots the Libbies Assault squad with Rapid Fire and flamers and kill 2. Melta squad and other Glamer squad shoots the same squad through which i take 30 or so wounds and Pass every save!! ;) . Primus's squad shoots the vanguard which assaulted the Executioner and kill all but the fist. Sentinels assault the Vanguard to deny me my extra attacks, Primus's squad assaults the lone vanguard with fist. Vanguard with fist beats the Primus's squad and makes them Run! :D . Vanguard and Sentinels swing at each other to no avail.

 

My Turn 3: Honour guard come in thanks to re-rolls next to vendettas but scatter just outside an inch of them. Libbies assault squad lines up for a 3 Pronged assault against the 2 chimera squads and a chimera. The other assault squad move to assault range on the melta squad and their chimera. Honour Guard shoot the Vendettas with melta and take 1 down. Libbies assault squad charges and breaks both guard squads and they run off the table and taking 1 casualty in return. Chimera takes no damage. Vanguard and sentinels swing at each other again and do nothing. Other Assault squad takes out the melta guard squad and stuns the chimera. Both squads consolidate towards the objective in the crater. Good turn for me.

 

His Turn 4: Primus's squad continues running off the board. Vendetta moves onto my starting edge. Valk moves over towards the ruin where my dev squad were situated. one Chimera shocks my assault squad with just the priest and they fail there test and run away and get within 6 of the vendetta so still run off the board (in my turn). Other Chimera shock Libbies squad and they run too :o . Combat ensues with the Sentinels and again nothing happens.

 

My Turn 4: The assault squad run off the board :P . Libbies squad keeps running towards the vendetta. Honour guard move after the vendetta. Lone vanguard with fist moves towards sentinels. Honour Guard shoot vendetta and take off a lascannon. Vanguard assault the senitnels and destroy 2 with the combined 2 fists.

 

His Turn 5: Cimera moves up towards Libbies squad so they have to keep running. Vendetta moves 12 but still in 6 of libbies Squad.

 

My Turn 5: Libbies Squad run again towards vendetta. Honour guard and libbies squad shoot vendetta and blow off another lascannon. Game has to be called here as the store was closing. Libbies squad were running so were destroyed and the Game ended a draw.

 

I was very happy with this game as it was very good fun and my opponent is one of (who I think) the best in the store.

 

Again thoughts on what i should have done?

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Did you just roll horribly on your Dev's cover saves? Did you try and go to ground with them? I think loosing them in the first turn was a pretty big hit. Other then that it sounds like everything was going reasonably well, too bad you didn't get to finish.
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down with Plasma and Lascannons alike.

Plasma only has 36" range and your missiles have 48". There's no reason for you to deploy your Devs within range of their turn 1 shooting so putting them further back will likely see better results from them. Going to ground with them is a waste - you really need them shooting Guard units to cause them problems. If you can silence a Vendetta or demolish the Sentinels you get rid of a lot of guns that can cause you pain.

 

Fancy throwing up a SW Batrep? :P

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Very well done and an awesome 2nd turn drop. I think I would have played this one just like you did. That was a tough IG list and you did a great job of getting in close and dismantling his armor. Have you considered dropping your Devs? I might replace them with Baals so you can outflank or scout move them. Your entire army would then start off the table.

 

0b :P

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I really like my devs. They fit well with a jump heavy army and they are also flexible enough to work when I run mech or a hybrid list by letting me take and extra razorback they'll never ride in. But they usually get chewed up if I don't force my opponent to make choices in his shooting phase.

 

I'm of the opinion that the best way to protect devs is to give your opponent an irresistible alternative target. Since we're talking infantry only - Meph does this very well, everyone knows what he'll do once he gets ahold of you. Few would bother shooting at a 4 missile dev unit with Meph one turn away from making serious trouble.

 

I usually don't take him though - usually I start most of my jump guys on the board - this is usually enough. You opponent will likely opt to shooty your assaulty guys given the opportunity. When I bring a 4 missile dev squad they usually dont get shot at all because I'm presenting the enemy with so many other immediate threats that demand response.

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