Leonaides Posted October 22, 2011 Share Posted October 22, 2011 now they've saved up man-points for a warhammer session! Potentially some combination of IG, DE, or Chaos Armies, with a definate GK army there... 5 of us involved. I thought I'd try out somethign a little bit different to my usual armies (tend to be mech). And I'm taking: Librarian + Jump Pack (FotD, Blood Lance), Infernus Pistol Librarian + Jump Pack (FotD, Blood Lance), Infernus Pistol Sanguinary guard + Infernus Pistol, Power Fist, Chapter Banner Sanguinary Priests (2) + Jump Packs Assault Squad + PF, 2 x Meltaguns Assault Squad + PF, 2 x Meltaguns Vindicator Dreadnought + Heavy Flamer, Drop Pod (Deathwind Launcher) Baal Predator + Heavy Bolter Sponsons Baal Predator + Heavy Bolter Sponsons I'm thinking that 2 FotD's ought to do nasty things to anything I can de-mech in a DE army, a fair amount of melta for IG parking lots (aided by 2 bloodlances there), Sang guard plus shooting ought ot be helpful vs chaos marines and the GK player - well, he has an 'interesting' grasp of tactics so I should be able to isolate and pick on his units... Will let you know how it goes (with pictures if I can mange to remember them) Link to comment Share on other sites More sharing options...
Leonaides Posted October 23, 2011 Author Share Posted October 23, 2011 2 battles played, vs GK and C:SM (vulcan + 50-odd marines). End result moral victory vs C:SM (lost 2-1 out of 5 objectives but he only had 7 tactical marines left to my Lib, Vindi, 1 Baal Pred, 2 Sang Guard and 5 RAS) and I nearly wiped out the GKs (he had a Dreadknight vs 15 RAS, 2 Baals, 1 Vindi, 1 Lib, 2 SP's and a partrigde in a pear tree) and held both objectives in a claim ground mission. Pictures will have to wait till tomorrow, and I'll try and do a passable bat-rep and army lists. Brief first thoughts vs C:SM's: Sang Guard (as expected) murdered everything (vulcan, 11 tactical marines, 5 devs and 5 terminators), but after losing the priest, and lots of flamer hits from tactical squads the last 2 still took out 7 marines in 2 assault phases (both times I charged). Vindicator - 9 out of 10 for effort, 5 out of 10 for achievment. Kept scattering off/away from its original target and indeed away form any target 2 twice, though it did still account for 4 assault termies over 3 turns... Vs GK's: Pretty much it all went to plan, the only downside was my Sang Guard getting caught by some outflanking GKT's, who killed them, and the attached Lib. Which was sort of a blessing in disguise since it did set him up for a shooting gallery from a vindi, a baal and a bunch of termie-slaying bolt pistols. :P First game, vs C:SM - He had: Vulcan 4 tactical squads ( 3 x 10man ML/Flamer squads, 1 9-man which accompanied Vulcan) 1 Dev squad (10 +3 HB's, 1PC) 8 Assault termies (2 x TH/SS, 6 LC's) 5 Tactical termies (Assault Cannon) Mission was sieze ground, spearhead deployment. (apologies - pic is middleof my turn 2 so things have already moved around) My Baals set up on the right, and scouted forward up that side to flank him, while my vindi set up looking to cover anything moving the other way past the bastion in the centre. I had a combat squad deployed between where the vindi is and the building in the bottom left corner, with my Sang Guard, Lib and priest to the left of that building. he deployed his devs on the ruin just up from my drop-pod, 24 tactical marines and Vulcan between them and the board edge to move along that flank and 2 tactical combat squads with ML's on his rear left flank - with LOS to my approaching Baals. 3 more 5-man combat squads (2 tac, 1 dev) deployed on the hill between the buildings, ready to move either way. Objectives were: Both buildings on the left of shot, the ruin with the devs in it, just right of the bastion and just up from my Baals. He stole the initative and promptly gunned down my central 5 man squad with his devs - I didnt quite deploy them far enough behind the bastion so he had a nice Plasmacannon target - the sergeant ended up taking 5 HB rounds to the face... A couple of speculative bolter shots took out an assault marine accompanying my second Lib, and his right flank ran down the edge of the board, 1 unit nearly makign it to the building on my left with the objective in it. My turn 1 - Dread arrives next to his ML on my left and lowers his heavy flamer, Baals move 6 further up the board edge and aim at the closest ML toting combat squad, RAS reposition to allow some FotD goodness and the Sang Guard move across the gap to the left and shelter behind that building from the plasmacannon devastator. Shooting phase - my Lib with the Sang guard attempts a FotD on the tactical combat squad closest to him (near the objective) - he passes his Ld test and promptly becomes very worried about how clsoe all those units are to a board edge! Dread stomps down the drop-pod ramp and aims at the tactical combat squad in front of him with a ML - his ML misses but 2 out of the 3 marines hit by the heavy flamer fail their saves. Resultant Ld test passed. All my pistols are out of range, my second librarian tries FotD on another 5-man squad - Ld test failed but they only fall back 7" onto the middle of the hill again and rally. 2 Baal predators, 20 shots, 1 dead tactical marine... Not such a good turn so far - the Vindicator redeems things slightly by dropping a pie-plate on the squad accompanying Vulcan, killing 4. Ld tests for pinning and casualties both passed comfortably. Grrrrr........... His turn 2 - vulcan leaves his unit and runs round behind my dread (to flamer hit the rear armour), the unit move along a bit but still within charge range of my dread. The unit leading his charge down my left flank move and run onto the objective - now safely into cover from my Sang Guard. his Assault termies tuned up too - forming a wall between me and the base of the bastion objective while his tacticals move up to occuply the space behind the termies. (middle of my movement phase again, showing his advance down my right, and the positioning of units around my dread - v important that was) The squad who failed their FotD move forward again. his shooting bounces. Vulcan and a point blank missile launcher dont hurt my dread, his PC misses and the heavy bolters fail to get through power armour and FNP, and his missile launchers on my right fail to hurt a Baal. Assualt phase - Vulcan and the tactical squad he had been leading charge my dread. 1 glancing hit later from Vulcan and I've lost my DCCW. the glancing hit for losing the combat takes off the multimelta. My second turn is definately damage limitation time. Sang guard attempt to save the dread and get rid of Vulcan and a tactical squad. The vindi reverses to line up a shot on the termies, while the baals shuffle slightly just in case someone gets close enough to charge them. Assualt marines attempt to back away from the assault termies and the lib over there lines up for another FotD, on the terminators this time. Baals do a bit better and take out 4 marines from 1 of the combat squads shooting at them - the lone ML survivor (it would be) legs it inside the ruin he's in front of and I kill afew marines from the squad that failed their FotD test last turn. The terminators pass their LotD test (of course). The vindicator shell (aimed at the middle fo the termies in the first picture remember) decides to scatter the max 8" (I rolled double 6's) onto the far side of the bastion missing absolutley everything. The deathwind launcher on teh drop-pod scatters 8" onto the middle of the hill (also hitting nothing) from the squad right behind the bastion (all of 5" away from the pod!). Bloomin scatter rolls! The meltaguns and bolt pistols from my assault marines result in 1 dead termie (to a BP of course) Assult phase is where I think I can bring it back. Only 2 Sang Guard are actually in range of his tactical marines around my dread, the Lib and Priest have no chance. So i have to be sneaky - he's got 1 unengaged model to my left as I assault so I move my 2 Sang Guard into B-to-B, then stick my Lib out on the left where he will have to engage me with his pile-in move, my other 3 sang guard tuck up round my priest where they can contribute to the combat... As i point out that Vulcan can only attack my dread, and he has to engage my Lib with his unengaged marine (thus allowing my Lib to fight), my opponent gets a bit miffed (to say the least). End result of the combat: You probably wont be surprised to hear that Vulcan passed his Ld test at -6! The next turn, his normal termies appear - happily enough I'd just killed a teleport-homer-toting sergeant with my Sang guard so they went for the middle of the hill. The assault termies notice an assault squad with priest that look rather tasty so amble off towards them (and the vindicator in the background). The dev combat squad who failed their Ld test in turn 1 move forward, looking to charge my Librarian and his RAS friends and the 2 tactical marines who just saw theri frineds and vulcan buthcered in fron tof them start making their way to the objective in my table quarter. The squad already on the objective on my left hunker down and try to look inconspicuous... His tac termies unload at the Librarian, killing 4 RAS. His ML's bounce off my Baals again. Assault termies slaughter my RAS and priest, his Dev combat squad kill my last RAS with the Lib but the Lib survives and kills one of them. Vulcan chops down my other Lib (with the Sang Guard) and they return the favour with a bit of interest and move off towards the newly arrived Tac termies leaving a Vulkna kebab left steaming on the floor. My turn 3 - Dreadnought charges the devastators, Sang guard jump up behind his tac termies - they have to ide beofre I am safe to go after any of his tac marines, the baals shuffle and take aim at the ML's shooting at them, my assault marines run up the right flank away from the assault termies, the vindi backs up and takes aim... And kills 3 this time! Deathwind launcher goes for some tac marines on the far side of the objective the devs were sat next to, and misses. My Baals finally cut loose and hose down the last ML marine from 1 combat squad, and 4 from the other squad (still leaving the ML though!) - Assault phase - my Lib cuts down his dev sergeant without taking any wounds from his Power Weapon, my Sang Guard use their bonus from the Priest to cut down the termies before their sergeant can swing back and my dreadnought - dies to krak grenades from the devs... D'oh! Next turn, remnants of 2 tatical combat squads hose down 3 sang guard and the priest with 14 famer hits and a dozen bolter hits... 2 men left there now (banner and a normal guard).devs take up positoin on top of the ruin again, after the dreadnought dragged them down to the floor. Assault termies charge one of my Baals, and toast it, while his last ML bounces off my last Baal (again). My T4 - Sang guard get lined up on one of those tac squads that just painted them with fire... the Baal lines up on the last Ml marine, and the vindi aims at the assault termies again. My librarian moves onto the middle of the hill, lining up a charge on another tac combat squad - and tries a Blood Lance to hit them and the devs - fails to get the distance to hit the devs though, so only kills 1 tac marine. Shooting - vindi scatters away again, droppod misses the devs right next to it, Baal takes out the single ML marine. Assault - Librarian hits the tac combat squad and kills 2 (1 left), Sang guard kill their target and consolidate behind the objective so his devs have no LOS. His T5 - those 2 marines that stood and watched Vulcan die move and run into contestign range of the objective they were after (bottom left of first picture), his Assault termies dont quite get far enough to contest the objective top right near my Baals (that is held by my RAS), Devs have no target, my Lib kills the last tac marine on the hill. My T5 - Baal and Assault marines aim at the last 4 Assault termies, my lib goes across towards the unit thats been sat on an objective since turn 2, my vindi turns back to the 2 guys sat on my 'home' objective and the 2 Sang Guard jump behind the Devs - happily there are 2 not in terrain so I dont need to risk a difficult terrain test to attack them. Lib passes FotD, they pass their Ld test (again). Vindi hits his target, wounds twice, they pass their cover saves. Sang guard slaughter the Devs, and the Baal kills 3 termies. 1 lone LC termie vs 5 Bolt pstols... 1 dead termie later we roll for the end of the game and get a 2. Game over, 2 objectives to 1, win to the codex marines. Had it gone to another turn, I expect my Lib would have eaten a meltagun to the face and I'd have had to rely on the vinid to clear an objective or just tried to contest (it couldnt quite reach on my turn 5), but had it gone to turn 7 my Baal and Sang guard ought to have been able to clear and/or contest both objectives. GK report will have to wait since its getting late now. Link to comment Share on other sites More sharing options...
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