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Small Escalation BatRep Deathwing Vs. Space Marines


themadlbb

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So I had my first game with my Deathwing yesterday, choosing to use them throughout the escalation league I am currently in. It was a 500 point battle that taught me some valuable lessons about my army and 6th in general. Anyway, on to the report.

 

My Army (Deathwing)

 

Belial w/TLC

 

Deathwing Squad

2 x TH/SS

1 x SB/PF/CML

2 x SB/CF

 

Mortis Dreadnaught

2 x TLAC

 

Opponent (Space Marines)

 

Jump Chaplain

 

Tac Squad in Razorback

Twin Linked HB

6 x Boltgun

 

Jump Marines (I forget exactly how many)

Chainswords/bolt pistols

Sergeant w/melta bombs and plasma pistol

 

Scouts (again, forget how many)

Close combat weapons/bolt pistols

Plasma pistol

 

The jump chaplain runs with the jump marines

 

Setup:

 

I got the first turn and had set up my dread in some ruins and my Deathwing near my objective with some partial cover by a hill with my Th/SS in front. Opponent set up with the razorback behind a hill giving it 4+ cover, scouts behind ruins in center of board, and jump troops behind some wreckage giving them some 4+ cover.

 

Turn 1:

 

I keep my Deathwing and dread where they are and begin by opening fire with my CML at his Razorback. I get two pens off of it, resulting in an immobilized and crew stunned result. Next I shoot at his jump squad with my dread. I can only see one marine and the chaplain. I open fire with my TLAC which goes Ack Ack, resulting in a wound for the chaplain.

 

His turn he moves the jump guys directly toward my dread, moves his scouts into the central ruins, and disembarks his marines from the immobilized razorback. He runs both the scouts and the jump guys and opens fire with the razorback, which does nothing this turn.

 

Turn 2:

 

I launch two krak missiles at the marines from the razorback, which fails to do anything at all. I then turn my attention to the jump guys. I am able to draw a bead on the chaplain (and only the chaplain!) this time, so I unload my auto cannons and...he dies! Awesome! I slayed the warlord and got first blood!

 

He returned fire with his razorback on his turn, and due to an unfortunate roll I lose one of my TH/SS termies. He then ran and charged his jump guys into my dread, which did nothing. The dread took down a guy and then his sergeant with the melta bombs blew my poor dread up. C'est la vie. The blast killed another of his guys.

 

Turn 3:

I decide to shoot the CML at the guys in the ruins. It kills a scout, and SB fire kills another.

 

He moves his marines forward and unloads with bolter fire, which kills another termie. He then shoots with his scouts, failing a gets hot roll but making his save. He runs his jump guys and then charges into assault, killing one termie due to another unfortunate roll from his hammer of wrath attack. I challenge his sergeant with Belial and handily destroy him. He then attacks and does nothing. It is down to one TH/SS, one SB/PF and Belial. I attack with my slow termies and take down two marines, splattering them mercilessly. He is forced to take a leadership test, which he fails. His remaining two assault marines run away.

 

Turn 4:

 

I move toward the assault marines and unload with my storm bolter, killing both miraculously. I then charge the scouts and make my move. However, they get off their overmatch and kill my SB termie! Gah! I move into position and his scout sergeant takes one for the team and challenges Belial. There was nothing left of him to bury, but I presume he will be remembered for all time in hallowed halls somewhere. The other scouts do nothing and my TH termie kills two.

 

His turn he chooses to charge my guys with his marines rather than make a move for my objective. Belial focuses his attacks on the remaining scouts, wiping the unit. He then attacks with his remaining marines, which ultimately does nothing. My TH/SS termie similarly does nothing.

 

Turn 5:

 

We roll for game to end, and it does.

 

Although this was a small game, it was exciting and I think served as a good lesson for what to expect in sixth. I was honestly surprised my army did as well as it did, considering the incredibly low model count. Of course, he could have camped his scouts on his back objective and there would have been little I could do, but then I would have likely stayed put on my objective so I still might've won at 5-3 VPs for slay the warlord and first blood. However, he played aggressively which made for a much more fun and cinematic game. The biggest game changer actually came in my first turn, I think, due to immobilizing his Razorback and thus greatly limiting his scoring mobility. It was far from useless though, as it managed to kill a TH/SS termie. Kudos to the gunner!

 

Some things I took away from this game:

 

-Challenges GREATLY alter combat, especially for small forces like mine. He was able to soak up four wounds by challenging Belial with his scout sergeant, and there was nothing I could do about it. I'm not sure how much I like the fact that he can so effectively nerf a CC monster, however I will say that I have no regrets running Belial with TLC. His improved initiative, WS, and attacks make up for the loss in durability, and the reality is Belial himself is not particularly valuable considering he doesn't have to be alive to maintain the DW as troops. I say gear him up as a character hunter/infantry shredder and let him go to town.

 

-I was also glad to see that, even after taking some unfortunate hits, I was able to remain a threat. I lost four termies out of a six termie squad, but it just kept kicking. In reality, I think it was poor rolling on my part, since I only got blasted with mass fire once. Aside from that, I think I should have made saves.

 

-Overwatch is always worthwhile. Also, don't forget You can fire over watch with walkers! I forgot to do that (though rolled anyway once I realized and it wouldn't have done anything). If even a dinky scout unit can kill a Deathwing terminator it is a real threat.

 

-2+ saves are better now. Like, way better. I didn't have to roll 3++ once in this game. I might swap one TH/SS termie to a SB/PF to add a little more dakka.

 

I still think playing Deathwing at 500 points is silliness but I'm gonna keep doing it so there.

 

Thoughts on the BatRep and anything you would have done differently? I am still debating whether or not I should take a plasma cannon and DCCW against MEQ, so thoughts there would also be appreciated.

  • 2 weeks later...
Sorry to be a party pooper but there is not an option for the Dual Twin linked autocannon to go on the dread in the DA codex =( we can only take one.

Nice rep and good luck in the future

 

Actually it is an option via FW, in fact it pre-dates the newest marine dex. its a DAs chapter specific "mortis pattern" dread.

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