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awesome moments


shan vener

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3 moments of Epic win.

 

Asbrudial Vect picked a fight with Gabriel Seth. Seth surrounded by Vect and Wyches, 1 with the net/whip thing removing 1 attack, proceeds to survive the onslaught with 1 wound left, whirlwinds, slaying Vect through his 2+ shadowfield and all accompanying Wyches.

2 Chaos Rhino's loaded with Plague Marines charged Ole Chapter master Seth. Avoiding the,. I proceeded to stand based inbetween both of them. 1 Whirlwind later, we have 2 chopped in half Rhinos, exploding killing 8/10 contents in the first, and 6/10 in the other. Seth however, caught some shrapnel to the face (shoulda worn a helmet) and took a wound.

Furioso with Blood Talons lands on a hill with Drop pod. 10 Khorne berserkers run up to introduce melta-bombs and a powerfist. They become a red mist, in 1 round. My turn, he jogs down the hill, into 10 man Deathguard squad, in cover. The powerfist scratches the paint on the chassis, then become a pile and green and brown mist, 1 turn. Kharne, easily aggravated, rounds up 10+ Berserkers and Charges. 1 round later, Khorne had a new champion, and his name is George the Furioso of Doom.

  • 2 weeks later...

In my last tournament my epic priest tied up an entire unit of tacticals and a hq.. He dodges all their normal attacks, a power fist and 4 power weapon attacks.. Thanks to him my only remaining assault marine was able to jump behind an enemy rhino and thanks to his melta gun managed to hit, penetrate and destroy the tank who was contesting the objective and claim it!

 

Before that 5 tactical marines managed to shoot down 3 bikers and claiming the other objective on the field! I must say my opponent was in shock over all these event. So instead of a draw It was a major victory for me!

I proceeded to stand based inbetween both of them. 1 Whirlwind later, we have 2 chopped in half Rhinos, exploding killing 8/10 contents in the first, and 6/10 in the other.

 

Im sorry to ruin your Epic moment but as far as I'm aware its impossibly to Assault 2 Units with 1 IC. So you should not have been able to destroy his rhinos.

I proceeded to stand based inbetween both of them. 1 Whirlwind later, we have 2 chopped in half Rhinos, exploding killing 8/10 contents in the first, and 6/10 in the other.

 

Im sorry to ruin your Epic moment but as far as I'm aware its impossibly to Assault 2 Units with 1 IC. So you should not have been able to destroy his rhinos.

 

no it's not

whirlwind of gore effects ALL models in base contact with seth

yes you can... he shouldnt have them so close that the character can attack both. i believe the charactercan split his attacks between units in base contact.seen it done with a cannoness and destroying 2 guard veichles at once.

personally for me watching my entire army getting moved down to my death co and a sarge with fist. the dc kept haavin to run away because of a battle cannon(old dex) the sargent saw that then attacked the guard and wiped his way all through the guard ignoring plasma and melta gun shots too... ahh the fun...

My penultimate game with the PDF 'dex was against my mates Nid army, Capture and Control. Spent the first 3 turns shooting and finding it very difficult not to let my JP Squads off the leash. After some fortunate assaults that effectively safeguarded my objective, I sent Lemartes and 2 remaining Jump Pack DC after his objective (with other units eventually freed up to follow but who were quite far away). Lemartes and Co reach the objective held by 2 squads of Gants (he had "Without Number").

 

They charged one unit, breaking them and wiping them out with the follow up. Following turn they're shot and assaulted by the second unit, who also lose combat and get chased down, for the loss of one DC. Game went the full 7 turns where I lost the final DC guy turn 5, but Lemartes contested the objective by the end having taken out 4 of the recurring units effectively on his own. As the final turn finished, half a JP Assault Squad and my fire support Dread where a turn away from "coming to his aid" - very cinematic and totally epic as befits such a character.

I always thought that IC can only ever get into base with 1 unit. Hmmm I'll have to look it up.

 

I had the same impression. Seth can of course hit any and all models in base contact with his power, but he's not able to close with both tanks at once as he charges on of them and thus has to keep 1" distance to any other hostile models he's not charging, right? Multicharge is only possible when you have at least one other model and when that model is closer to the second vehicle than the one primarily charged.

 

Or am I totally wrong here?

 

Sorry for the OT discussion, maybe we should take this to a new thread...

how wide is the base? he should have te bases of models of different units 1 inch appart. thats quite a nice fit... charge one, but ending up in btb with both is still possible. opponents fault. id never park mine so close knowing a scattering demmo cannon would still hurt one of them...
Since when does the 1 inch rule affect charging? the only thing is nearest model must carge the nearest model, so you can charge the rhino with seth and position him so hes in b2b with the baal beside it also if its with in charge range and they are close enough. and under multiple combats if a mmodel is in bade contect with more than 1 model may split its attacks.

Last week I had a game against a demon army at 1000pts, he ran a Great Unclean One, 2 squads of Horrors, a squad of Plague Bearers, and a squad of Blood Letters Vs Meph, Corbulo and 5 RAS in a Rhino, 5 man Dev squad with missile launchers, Vindicator and a 10 man RAS.

 

First turn and the Greater Demon, a squad of Horrors and the Plague Bearers come down, Horrors scattered onto the Vindy and went back into reserve. Devs take three wounds of the Unclean One, Vindy misses twice on the trot, Meph spends 4 rounds of combat with the unclean one and does nothing (opponent made 12 consecutive invulnerable saves :wallbash: ) takes 3 wounds in return. Rhino RAS muller a squad of Horrors then kill the Unclean One in one round then take two wounds from the other Horrors. Devs wipe out the second Horrors because they didn’t spread out after deepstrike, and then proceed to do exactly the same to the Blood letters the next turn. Opponent concedes game half way through turn 4 with 7 Plague Bearers left Vs almost my whole army.

 

I lost 2 from the Rhino RAS and 3 wounds on Meph. The 10 man RAS did nothing the whole game other than spread out to hold two objectives. Was one of the most ridiculous whitewashes I have ever seen.

Since when does the 1 inch rule affect charging? the only thing is nearest model must carge the nearest model, so you can charge the rhino with seth and position him so hes in b2b with the baal beside it also if its with in charge range and they are close enough. and under multiple combats if a mmodel is in bade contect with more than 1 model may split its attacks.

 

Charging is closest to closest so when seth charges (assuming there is no else with him) he can only charge the target he declared. Once hes in base you cannot move him in b2b.

My awesome moment is not a single moment, but a turn of immense bloodshed in a 1700 points game vs Orkz I had a while back with a friend of mine. The result of the turn was about 1/3rd of the entire battle dead in 1 turn of the game. This is how the turn went (from a batrep I posted about it):

 

Turn 2:

The Orkz were not happy with the result of turn 1, but he was happy with the fact his Bikers were now in perfect position! His move saw him race his boss through a gap behind the Land Raider to be ready for a multi-assault vs the LR and Assault Squad.

One of his shoota boy trukks moved up to support the Mega Nobz who were shot out of their transport, as his Battlewagon moved over the hill, the other vehicles following suit to stay in cover.

His Koptas rallied and moved back towards the Baal.

His shooting had some surprising effects this round! One rokkit from his buggy managed to go the side armor of my Auto/Las pred, penetrating hit! Wrecked!

Then another rokkit was fired at my Land Raider and glanced it, shaking the crew of the LR. Finally, the fire of the Lootaz was again focused on my Rhino and managed to penetrate and wreck it as well. Yes, that was the third penetrating hit and third wrecked result this game so far! Every penetrate resulted in a wreck so far.. My Taticals moved out of the Rhino and into the cover of the craters.

His assault phase had him charging my Assault Squad and Land Raider. But here his luck turned. His Boss and 1 Nob only killed 6 of the Assault Marines and the Thunder Hammer killed a Nob back, ending in a combat result that killed 1 more of my marines (the downside of Red Thirst..). And all his power klaw attacks on the Land Raider fumbled! That was around 12 Str 9 attacks, none of which even glanced!

 

My turn 2, I had to make use of what he offered me. The first thing I did was unload my DC, which was within range to charge the Mega Nobz this same turn. Second I did was jump the Sang Guard over the assault with the Bikers. His pile in meant I could just jump my entire squad over them for a counter assault from their rear. But also, his pile in meant I could not come in b2b with the Boss himself..

Finally, my Baal moved back 6 inches again to be able to fire all it's weapons.

My shooting was a mixed blessing. The Missile Launcher again fumbled, not hitting the Trukk with Boyz that was closing in, and the Bolter fire did not glance one hit.

I decided to fire my Baal at the now available side armor of the Battlewagon, thinking it's armor was 11. Only to find out it was 12! So I rolled, 4 hits after rerolls, 1 hit ignored by cover.. and no 6s to penetrate his armor.. I should have used this shooting on the trukk!

Speaking of Trukk, the trukk with boyz that supported the Nobz got wrecked by my Land Raider. Gotta love PotMS! Who needs extra armor on a LR anyway?

Last bit of shooting came from my DC on the Mega Nobz, the Plasma Pistol on the Libby did 1 wound, which prooved to be important!

The assault phase now became brutal. I charged my DC into his Mega Nobz, his smart placement not allowing a multi-assault on his Boyz nearby, and the Sang Guard charged the Nob Bikerz.

The DC did exactly 5 wounds before initiative count 1. That was just enough to wipe the Nobz out and not get Power Klaw attacks back!

The Sang Guard, with their 25 power weapon attacks on the charge, totally wiped the Nob Bikerz out without giving a chance for attacks back as well. Only the boss survived, but he could only attack the assault marines because no sang guard was b2b with him.

The Boss attacked my remaining 3 RAS and slaughtered them. But during assault resolution failed both his leadership and iniative check vs my Sang Guard and got killed.

 

All his Nobz, both biker and mega armor, dead in 1 turn of assault! Together with a ton of other things on both sides of the battle!

Blood for the blood go.. oh wait..

Dante, 5 Sanguinary Guards and 5 Scouts (one with heavy bolter), are to fight 20 Tau fire warriors, 16 Kroot and 2 Battlsuits.. The scouts are deployed in a little building.. The Tau are on the blind side of the building, the Kroot on the opposite and the Battlesuits, Sanguinary Guard and Dante are kept in reserve.

The kroot run towards the scouts... In 4 turns 10 Kroot are gunned down by the heavy bolter. A Battlesuit drops on the building. Dante and the Sanguinary Guard land just beside it (blind side of the Fire Warriors). The battlesuit jumps to the Tau lines. The other suit drops but scatters. Dante and the Sanguinary Guards charge it and Dante cuts it down. The Tau fire on them. No wounds. Dante and the SG charge the Fire Warriors. 3 Turns later the Fire Warriors, drones and the Battlesuit have been slaughtered with only one wound in return (on Dante). Meanwhile the 6 leftover Kroots charge the Scouts but are all killed in close combat before they can even strike back...

 

My first battle against the Tau... Because I usually lose against the Orks both me and my friend were stunned at the result and the lack of failed armour saves I made... XD

Charging is closest to closest so when seth charges (assuming there is no else with him) he can only charge the target he declared. Once hes in base you cannot move him in b2b.

actually its closest model to model and a rhino chasis has a large foot print. so it easily possible to charge the rhino s that you are still charging it and still get into base contact with another rhino if its poorly positioned. its one of those time where havin a larger base can give a unfair advantage.

 

Anyway back on topic... my friend has a vindicare assassin that was renound amongst our groop for never dying and killing more than its points worth(killed my tyrant once...)well it got so distracted with trying to killdante, who was going after his cannoess that he forgot about the sarge of the squad. multicharge, specialy spread so dante got the sisters ad my sarge walked up to the guy and loped off his head. noone faers him anymore... lol!

This was a while back, in third edition with the original BA coedex. That little tiny book that cost as much as the full space marine codex with like 15% of the pages. Anyways, this was before the battle even started. With that codex you got D3+3 DC for each Chaplain and you could pull some from squads if you rolled high enough for each squad. Well, this was a 1,000 point battle and since this particular player had been talking some serious smack about being able to beat anything, I fielded my dual Chaplain list (mind you after jump packs this is essentially half the points in my army). Throw in a dread, small tac squad, small RAS, and a small scout squad and that is my army really. Anyways, I start rolling for my DC and I roll 2 6's for my chaplains, so 12 DC there. 4 6's and a 4 brought the whole scout squad in. I forget how the rolls for the tac squad and RAS went, but I ended up with 24 DC with two power weapons and a power fist when the battle started. He just stared dumbfounded while I laughed hysterically. Total annihilation of his army by turn 3 with the loss of a single DC model (which at the time counted for ZERO VP as they had no point value).

 

I used the same army at a special event where units could grab tokens that got you bitz bags. What ever tokens the unit had at the end were the bags you got, you kill a unit you get its token. 1,000 point armies, 10 players including myself, 20 tokens. Bonus bag for the army that has the highest kill to death ratio. I ended up with the chaplains getting 12 DC from the roll, and none brought in from the rest of the force. By the end of the battle I had gathered 17 tokens and annihilated 7,000 points worth of enemies with the lose of only 120 points. My chaplains ended up high fiving over the corpses of a Farseer with Warlock Council, two Advatars of the Bloody Handed God, a Chaos Lord, a Necron Lord, and an Ethereal. My little 5 man Tac squad with its veteran sergeant and a heavy bolter accounted for somethign like 40 eldar guardians, 30 Dark Eldar troops, and about 30 other models from various units in some of the best dice rolling I have ever had. Luckily everyone who shot at me was so busy trying to deal with my DC they never actually shot at that Tac squad, and furious charge meant they won every assault before my opponents could roll.

 

I only rarely used that dual chaplain army build, mostly for smack talkers and when cool stuff was on the line. It was so unbalanced as to be frightening. Normally I only ran a single chaplain, who ended his time at the Gurneee Mills Games Workshop with an undefeated record on behalf of his chapter.

 

Edit for spacing.

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