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Green and Red? Is it Christmas already?


BassWave

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Alright, lets get to business-

 

Game type: Anihilation

 

Salamanders (Me):

 

Vulkan He'Stan= 190

5 Assault Terminators-TH/SS, Reedeemer, Multimelta= 450

10 Sternguard- 3 Combi-meltas, Heavy Flamers, Rhino, dozer blades= 320

10 Tacticals- Melta gun, Multimelta, Rhino, dozer blades= 225

10 Tacticals- Melta gun, Multimelta, Rhino, dozer blades= 225

3 Vindicators= 345

 

Blood Angels:

(don't know point costs)

 

Astorath

Mephiston

20 Death company- all power weapons, jumpacks, infernus pistols

Death company Dread-2Ccw, pod

Lascannon Dread

 

The only available board we could play on was a very scenic board that was inspired by WWI trench systems. Although it looks AMAZING, having trenches everywhere that counts as dangerous terrain for vehicles and jump infantry wasn't very good for either of us...

 

First Turn:

 

I start off by moving one of my vindicators into a better firing position, passing my terrain tests as it thunders along. Then the perils of the trench began... I tried moving the second vindicator and rolled a one...Then I tried moving the landraider, rolled another one… At this point I skipped moving my third vindicator and moved my dozer bladed rhinos up into position. On my shooting phase I couldn’t do as much damage to his Death Co. as they got cover saves from the trenches, and I was out of range to hit his dreadnought.

 

In his turn he moved his crazed marines towards my right flank tac squad rhino. He moves Mephiston up on the other side of the field getting behind cover. He then proceeded to erase both of my tactical rhinos from existence with his infernus pistols and lascannon dread, the resulting explosion caused one squad to get pinned to get pinned. Then he moved proceeded to move his Death Co. for an assault on the pinned marines…missing by one inch do to those trenches! He was obviously upset as it went to turn two.

 

Second Turn:

 

All of my vindicators are well within range of his Death Co. so I moved up my sternguard rhino for any cleaning up they need to perform. I have to say that those marines dropped just like guardsman under those pie plates . There were still enough to marines in that squad to be a threat after the bombardment though. So I fired all of my combi-meltas and rapid fired with vengeance round on the remaining Death Co., leaving only Astorath. I can’t remember why I didn’t shoot my landraider’s multimelta at him but I kinda wish I did, maybe I was out of range. I do remember putting some wounds on Mephiston with the third vindicator and assault cannon fire, ending my turn.

 

His Death Co. dropped in next to one of my vindicator, melting it in vengeance for his fallen brothers. Astorath then charged my tactical squad and killed half of them in the first round of combat, my marines couldn’t even touch him. On the other side of the field Mephiston practically wiped out the squad in his assault. I cannot imagine what he could of done had his Death co. marines survived to complement all of this carnage… He consolidates Mephiston back into cover and ends his turn.

 

Turn 3

 

Now my only hope to win was to wipe him out. I disembark vulkan and his retinue and begin running to where Astorath was murdering my marines. Sternguard move towards Mephiston. I risked immobilization and moved my second vindicator up to be in range of his long range dread. I began my shooting phase with a bang, blowing up the death co. dread and his pod with the same shot, leaving just a smoldering crater. I put a few more wounds on Mephiston with the sternguard. My turn ended.

 

Mephiston moved in to murder my sternguard, while his shooty dread missed his lascannon shot to stop my predator ;) Astorath finished off the remaining marines and tried to move away from the terminators. Mephiston managed to hack away half of my veterans while once again my non assault based marines fail to do damage…

 

Turn 4

 

I start to get anxious, only three more units to hack up, I had to pull through! Vindicator targets his dreadnought and manage another direct hit, BOOM! My terminators charge in on Astorath. He barely manages to kill one as he is overwhelmed by the vengeful veterans of the Salamanders. My sternguard manage to hold Mephiston in one more round of combat showing their tenacity of holding the line even in the face of inevitable doom. I end my turn by consolidating my terminators towards the Blood Angels’s witch…

 

With nothing left in his army, we move straight into his assault phase. Mephiston quickly dispatches the rest of my sternguard and hid behind some cover. Coward! I could still see him with my Reedeemer though.

 

Turn 5

This was it, I could not risk going another turn. This had to end here. All of my forces turned their attention on the witch. Vindicators blast scattered horribly off the table. Then came my Reedeemer. My terminators were too far away to engage in assault this turn, so it was up the enormous tank to finish Mephiston off. I fired the multimelta, a successful hit and wound followed, but he still had one wound left…I rolled my assault cannon shots, all hit. Rolled for wounds, three wounds…three wounds that can be saved by his armor… Then my opponent rolled for his saves, when that glorious single dot appeared on the top of his die! I could almost hear the hallelujah chorus in my head!

 

We both had tons of fun in our game, it was so incredibly close! I think it would’ve been a different game without all of those trenches. Either way, I’m up for a rematch! :)

 

Btw, its my first time writing a battle report, any tips on making it more interesting are greatly appreciated. I would include pics of the battle, and of the awesome battlefield, but I currently do not possess a camera. Hope you guys enjoyed :)

Alright, lets get to business-

 

Game type: Anihilation

 

Salamanders (Me):

 

Vulkan He'Stan= 190

5 Assault Terminators-TH/SS, Reedeemer, Multimelta= 450

10 Sternguard- 3 Combi-meltas, Heavy Flamers, Rhino, dozer blades= 320

10 Tacticals- Melta gun, Multimelta, Rhino, dozer blades= 225

10 Tacticals- Melta gun, Multimelta, Rhino, dozer blades= 225

3 Vindicators= 345

 

Blood Angels:

(don't know point costs)

 

Astorath

Mephiston

20 Death company- all power weapons, jumpacks, infernus pistols

Death company Dread-2Ccw, pod

Lascannon Dread

 

The only available board we could play on was a very scenic board that was inspired by WWI trench systems. Although it looks AMAZING, having trenches everywhere that counts as dangerous terrain for vehicles and jump infantry wasn't very good for either of us...

 

First Turn:

 

I start off by moving one of my vindicators into a better firing position, passing my terrain tests as it thunders along. Then the perils of the trench began... I tried moving the second vindicator and rolled a one...Then I tried moving the landraider, rolled another one… At this point I skipped moving my third vindicator and moved my dozer bladed rhinos up into position. On my shooting phase I couldn’t do as much damage to his Death Co. as they got cover saves from the trenches, and I was out of range to hit his dreadnought.

 

In his turn he moved his crazed marines towards my right flank tac squad rhino. He moves Mephiston up on the other side of the field getting behind cover. He then proceeded to erase both of my tactical rhinos from existence with his infernus pistols and lascannon dread, the resulting explosion caused one squad to get pinned to get pinned. Then he moved proceeded to move his Death Co. for an assault on the pinned marines…missing by one inch do to those trenches! He was obviously upset as it went to turn two.

 

Second Turn:

 

All of my vindicators are well within range of his Death Co. so I moved up my sternguard rhino for any cleaning up they need to perform. I have to say that those marines dropped just like guardsman under those pie plates . There were still enough to marines in that squad to be a threat after the bombardment though. So I fired all of my combi-meltas and rapid fired with vengeance round on the remaining Death Co., leaving only Astorath. I can’t remember why I didn’t shoot my landraider’s multimelta at him but I kinda wish I did, maybe I was out of range. I do remember putting some wounds on Mephiston with the third vindicator and assault cannon fire, ending my turn.

 

His Death Co. dropped in next to one of my vindicator, melting it in vengeance for his fallen brothers. Astorath then charged my tactical squad and killed half of them in the first round of combat, my marines couldn’t even touch him. On the other side of the field Mephiston practically wiped out the squad in his assault. I cannot imagine what he could of done had his Death co. marines survived to complement all of this carnage… He consolidates Mephiston back into cover and ends his turn.

 

Turn 3

 

Now my only hope to win was to wipe him out. I disembark vulkan and his retinue and begin running to where Astorath was murdering my marines. Sternguard move towards Mephiston. I risked immobilization and moved my second vindicator up to be in range of his long range dread. I began my shooting phase with a bang, blowing up the death co. dread and his pod with the same shot, leaving just a smoldering crater. I put a few more wounds on Mephiston with the sternguard. My turn ended.

 

Mephiston moved in to murder my sternguard, while his shooty dread missed his lascannon shot to stop my predator :) Astorath finished off the remaining marines and tried to move away from the terminators. Mephiston managed to hack away half of my veterans while once again my non assault based marines fail to do damage…

 

Turn 4

 

I start to get anxious, only three more units to hack up, I had to pull through! Vindicator targets his dreadnought and manage another direct hit, BOOM! My terminators charge in on Astorath. He barely manages to kill one as he is overwhelmed by the vengeful veterans of the Salamanders. My sternguard manage to hold Mephiston in one more round of combat showing their tenacity of holding the line even in the face of inevitable doom. I end my turn by consolidating my terminators towards the Blood Angels’s witch…

 

With nothing left in his army, we move straight into his assault phase. Mephiston quickly dispatches the rest of my sternguard and hid behind some cover. Coward! I could still see him with my Reedeemer though.

 

Turn 5

This was it, I could not risk going another turn. This had to end here. All of my forces turned their attention on the witch. Vindicators blast scattered horribly off the table. Then came my Reedeemer. My terminators were too far away to engage in assault this turn, so it was up the enormous tank to finish Mephiston off. I fired the multimelta, a successful hit and wound followed, but he still had one wound left…I rolled my assault cannon shots, all hit. Rolled for wounds, three wounds…three wounds that can be saved by his armor… Then my opponent rolled for his saves, when that glorious single dot appeared on the top of his die! I could almost hear the hallelujah chorus in my head!

 

We both had tons of fun in our game, it was so incredibly close! I think it would’ve been a different game without all of those trenches. Either way, I’m up for a rematch! :cuss

 

Btw, its my first time writing a battle report, any tips on making it more interesting are greatly appreciated. I would include pics of the battle, and of the awesome battlefield, but I currently do not possess a camera. Hope you guys enjoyed :)

 

Hey Bass!

 

First off - liking the title ;)

 

Before I start:

 

 

'' His turn two: His Death Co. dropped in next to one of my vindicator, melting it in vengeance for his fallen brothers.''

 

I have one question; how come his Drop Pod didn't come down in the first turn? AFAIK they HAVE to come in on the first turn via the drop assault rules, don't they?

 

Anway; congrats on the victory - I had a feeling you'd win when I saw his jump packing Death Company - they're no match for three vindi's! ;)

 

Mephiston is pretty horrible, isn't he? He's not absolutely invincible though, always good to kill him.

 

The major weakness with 'packing Death Company is that they have to race off towards whatever's closest, Rhino's make awesome bait I find - my plasma cannons love the Death Company - escpecially when they're 50 points a model like in his set up!

 

I don't think there's much you could have done differently to be honest - except be a little luckier with the terrain rolls :).

do you think powerfist sgts would have helped at all, or just been slaughtered to quickly to even matter. Batrep was great, pictures are the only way to improve, and then you get into a whole nother realm of things you can do to improve. go buy a camera :)

If I recall correctly, I think that Blood Angels don't have drop pod assault, I'm not sure though.

 

I thought about putting power fists in the squads, but to be honest they would've been just as easily killed. The major factor in the assaults regarding the characters was the difference in WS, I couldn't even touch him. Had my tactical squad not get pinned, I might have wiped out his death company squad including Astorath, meltas to the face!

If I recall correctly, I think that Blood Angels don't have drop pod assault, I'm not sure though.

 

I thought about putting power fists in the squads, but to be honest they would've been just as easily killed. The major factor in the assaults regarding the characters was the difference in WS, I couldn't even touch him. Had my tactical squad not get pinned, I might have wiped out his death company squad including Astorath, meltas to the face!

 

When you say you couldn't touch him - you mean Meph, right? You should still be hitting him on 4+ (or are you just speaking figuratively? ;) ).

 

I think, due to the fact that you're running Vulkan Salamanders and can't 'Combat Tactics' out of assaults might ake powerfists that much more valuable to you - I mean, your Sternguard could have punched a wound or two off Mephi before dying - every little helps!

 

But I'm just speaking in generalities, you tabled him so your army was clearly doing it's job!

 

Oh, I checked my BA codex - Drop Pod's do have the 'Drop Pod Assault' rule; it's in their entry. But it's a moot point now, considering you tabled him - it's more so you can tell your opponent ;)

 

How valuable do you find the mastercrafting on your Melta's etc etc?

 

Do you find it a pain to roll each Terminators attacks seperately? Or do you just have 5 different colours of dice?

Well in assaults, my marines just weren't able to get through either character's weapon skill and their armor/invul saves. I might consider a power fist or sword for my sternguard sergeant. But so far, the death co. are the only ones that give me problems in assault. Plus the fact that my vehicle mobility was hampered by trenches meant that my transports couldn't get away fast enough from his anti tank, leaving my squads defenseless.

 

Before I switched to salamanders, I used to suffer from melta fail, so being able to reroll hits is amazing :D. Master crafted meltas have done their job well so far :tu:

 

With the terminators, its not much of a pain rolling them seperately, but maybe that's just me.

 

New battle report will be coming up in the near future. Most likely I'll either play against Tyranids, Blood Angels, Death Co., or Orks. Imperial Guard and Chaos Space marines are slight possibilities as well. :tu:

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