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6th Ed 1000 points game Chaos v Chaos, first in local gw


spafe

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Brothers, Some help if you please. Had my first game at reading gw yesterday, and it went rather poorly. Roughly what happened followed by my thoughts below.

 

I turned up with a 1500 point list of:

 

Lord (MoN, P/S, Sigil, VotLW)

5 Plagues (2 P/gun, VotLW)

8 Marines (flamer, MoS, IoE, rhino)

10 Marines (2 P/gun, PP, P/sword, VotLW, rhino)

5 termies (MoS, VotLW, 2 combi melt/Power lance, 1 duel claws, 1 bolter/powerlance, 1 bolter/power sword)

4 termies (VotLW, 2 chainfists/bolters, 1 power axe/combimelta, 1 poweraxe/bolter)

2 preds (main auto, side las)

Oblit (MoN)

Dread (plasma cannon)

 

However first time there, pick up game the other guy had only 1,000 points. So I quickly worked out what I could drop to lose 500 pts. Lost the oblit, a rhino, the 10 man unit, the unit of 4 termies. This was done in a rush so didn’t think that was a lot of my mobile scorers (unit of marines in rhino), and my anti tank (the rest). This would bite me later

 

His list was (from memory):

Lord (MoS, murder sword, sigil, ‘other stuff’)

10 marines (MoS, twin claw boss, 2 plasma, IoE)

6/7 noise with sonics (on all bar champ)

5 havocs with autos

3 spawn with nurgle

2 brutes with autos

 

We rolled and set up (he won roll off and set up first).

 

Mission was objective in each deployment zone, his warlord trait was 6 on the chaos table, mine was 5. Neither impacted game. Set up was meant to be short edges but it was 4x4 board.

 

Set Up:

Large ruins in my deployment centrally, so I set up objective behind that, with plagues/lord and my dred bunkered down within. To the right was a redemption piece of terian that a pred hid behind peering round, and to the left was a ruins that my other pred set up in with rhino hid behind and termies in front.

 

Centrally was a ruins to the left, and a cemetery (poor cover but slow you down) stretching from middle into the right hand half of the board.

 

On enemy deployment was a ruins to left which he had objective set up in, with noise marines at windows, a high rise ruins centerally with havocs located in, and craters to the right. The brutes set up far left looking to advance down behind the ruins and the board edge. His lord and slanesh marines set up between the two ruins with the spawn wall in front.

 

I stole the INT! good start. Sadly I didn’t know how to cross the distance under his hail of fire, so it goes downhill from here. All that open ground… it was very daunting. My rhino shot forward to hiding behind the ruins on the left. The pred on my right shot and glances a brute. My termies had moved forwards to get into bolter range, so between them, and the pred on the elft I reduced a spawn to one wound. My brute overheated his plasma (such a good target of all those marines clustered in the street!) but didn’t hurt himself.

 

So overall, 2 wounds off a spawn, and a glanced brute.

 

His turn, the brute rolls and blood rages, charging forwards. The spawn shoot into the ruins in the middle where my whino is hiding on the otherside of. The other brute pulls forward so it can see my rhinos rear armour (I had turned sideways to try and get out of site of havocs). The marine unit pulled back into building underneath the havocs feet.

 

Shooting sees rhino reduced to one hull point, then assaulted by both spawn and raged brute and blown up. One termie was also killed due to a lucky bolter round.

 

Now it hits me, I cant hurt the brutes. Unless they come out from behind the ruins on the left. Well one had raged out. This was promptly shot down by preds. The spawn were reduced to one one wound guy left. Unforunatly that was about it for my turn 2, my marines who were out of the rhino could advance as there was a brute in the way, and my termies had pulled left incase more spawn survived and I could assult them.

 

The rest of the game stagnated to me trying to lure the brute out, eventually bagging it by moving pred from left out of ruins to draw sight to it, and termies using up combi melt. But with all the wreckage and no anti tank weps in unit for combat I couldn’t easily get too close for full melta power.

 

As neither his inf, or mine could safely cross the no mans land to take the fight to the other, that was were the battle was decided. I couldn’t contest his objective in time (although I reduced his noise to 2 men, who then hid out of sight on it), he couldn’t stop mine but he had first blood. That was all it came down to. I was just struck by how slow the game was. I think this was due to no transports, no real cover, and poor choices (If I had a powerfist in my marine unit and termies I’d happily chuck them at that brute then try and flank his noises, but even them turns would be tight.

 

Sorry for that wall of text, thanks for reading if you managed. So apart from re looking at my list and trying re-jig it for better 1000 points, what do you think went wrong? Should we have had more terrain centrally? Or is this just how 6th ed games go?

I think it sounds like the terrain could have been set up better. At least some form of cover in the middle of the board for infantry to scramble through. If there's good cover only in the deployment zones it doesn't encourage you to move forward. Sounds like a good table for an Imperial Guard player though!

If you could have taken a little more time downsizing your army list too -especially as you could see the terrain you'd be fighting over- it would have helped. Perhaps write up generic 1,500 and 1,000 point lists at home beforehand next time. Even a 500 point list in case a very new player comes for a quickie.

 

Better luck next time, and be sure to write up the next battle too. I love reading battle reports (photos help too ;) ).

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