Game 11 is a bonus game, right before I had to fly back to YK.
My list got one more change, since I was passed the 5 game mark with my previous list, and that was to take out the Sentinels, and add in a Basilisk
CASH had:
To be editted later.. i forget, will have to check notes.
Wednesday, September 9, 2009
Game 10 vs Ebeniser, Crimson Fists
Game 9 I didnt use my full list, so Game 10 would be the 5th game with the new list layout, and would be my last game before flying back to YK and packing my stuff, to fly back and then play in Game Summit Summer Skirmish 2009.
It was Capture and Control, with Spearhead deployment
His list from memory:
Kantor, 10 sternguard with 2 heavy flamers, drop pod
2 x tactical squads in rhinos
2 x devastator squads (H Bolters in one, Missiles in the other)
tactical squad on foot on his objective
Land Raider maybe.. middle of the board wasnt much of a fight, so i forget the units there.
Dreadnought with Lascannons
Essentially, the game boiled down to this: Could the drop pod of Kantor and Sternguard combat squads be enough to take my objective.. as I had nothing to take his, being it was guarded by 2 devastator squads plus the foot tactical. Kantor was clearly unable to shoot, since they left my command section intact and forcing them to seek cover in a building (I forgot about Hellfire rounds though haha) After a few turns, I was able to wipe out all the Sternguard in both squads, however not before 2 heavy flamers virtually wiped a platoon off the map. Still, platon command held on. He tried doing an end-around using his 2 rhino squads, but veterans and demolisher stopped him in his tracks. However, the 2 lone Vet Sgts with powerfists then proved their worth, as they each took out a leman russ variant in CC, then tried to Run towards my objective, only to later be gunned down by lasguns.
End Result: Draw
Great game, though I really hate this mission that it only has the 2 objectives in each teams DZ..
It was Capture and Control, with Spearhead deployment
His list from memory:
Kantor, 10 sternguard with 2 heavy flamers, drop pod
2 x tactical squads in rhinos
2 x devastator squads (H Bolters in one, Missiles in the other)
tactical squad on foot on his objective
Land Raider maybe.. middle of the board wasnt much of a fight, so i forget the units there.
Dreadnought with Lascannons
Essentially, the game boiled down to this: Could the drop pod of Kantor and Sternguard combat squads be enough to take my objective.. as I had nothing to take his, being it was guarded by 2 devastator squads plus the foot tactical. Kantor was clearly unable to shoot, since they left my command section intact and forcing them to seek cover in a building (I forgot about Hellfire rounds though haha) After a few turns, I was able to wipe out all the Sternguard in both squads, however not before 2 heavy flamers virtually wiped a platoon off the map. Still, platon command held on. He tried doing an end-around using his 2 rhino squads, but veterans and demolisher stopped him in his tracks. However, the 2 lone Vet Sgts with powerfists then proved their worth, as they each took out a leman russ variant in CC, then tried to Run towards my objective, only to later be gunned down by lasguns.
End Result: Draw
Great game, though I really hate this mission that it only has the 2 objectives in each teams DZ..
Tuesday, September 8, 2009
Game 9 vs Ghosts XP Sucks, IG
Game 9 I downgraded in points because my good friend Jason Caron was in town, and with the new re-org of guard, he had 1300 points painted in his case.
I took out marbo, Lascannon platoon, 1 veteran squad & chimera
he had:
CCS, power fist, 2 x plasmaguns
Platoon:PCS with 2 x flamer
2 x plasma/autocannon squads
Missile Team,
Mortar Team
Veterans, 2 x melta 1x H Flamer, Chimera
Basilisk,
LR
1 x flamer sentinel,
2x flamer sentinel (so 2 squadrons, 3 machines)
Hellhound
Rough outline of the game: We played in a very densely terrained table of urban ruins, which was fine by me, we rolled up Dawn of War, with 3 objectives. I rolled to deploy and go first
Objectives were placed roughly across the middle of the board, and I opted to put in a 2 squad blob of autocannons with commissar up the middle, one floor above the middle objective. He opts to deploy mortars by the left flank objective, right flank objective neither of us is near, though I have my command section plus lascannon team covering this open area from the top of a ruin.
I task a demolisher and veterans to go for the left flank objective, rest of blue platoon and mortars deploy behind the middle one, and I choose nothing for the right flank. My Autocannon team and his missile team trade shots for a few turns, finally my Leman Russ heavy bolters makes him run away. I am able to wipe out the mortar team with Veterans, and keep my central squad alive due to stubborna nd Go to Ground, however, everything falls apart when the sentinels with heavy flamers come on from both flanks.. murdering the veterans in one shot, and charging into my command section over by the Lascannon team.
By pulling the Vets off the side, a command section of his was able to Move Move Move onto the left flank objective, while the Commissar and 2 troopers left from the original 20 claim the middle one, and the right flank is uncontested by either force, leaving us a draw after 4 turns. Jason C had to leave early, so we caled it on turn 4.
Afteraction Review: Jesus, Heavy flamer sentinels are scary, I should have left my units 12 inches or more from each flank to avoid being flamed - tarpitted
I took out marbo, Lascannon platoon, 1 veteran squad & chimera
he had:
CCS, power fist, 2 x plasmaguns
Platoon:PCS with 2 x flamer
2 x plasma/autocannon squads
Missile Team,
Mortar Team
Veterans, 2 x melta 1x H Flamer, Chimera
Basilisk,
LR
1 x flamer sentinel,
2x flamer sentinel (so 2 squadrons, 3 machines)
Hellhound
Rough outline of the game: We played in a very densely terrained table of urban ruins, which was fine by me, we rolled up Dawn of War, with 3 objectives. I rolled to deploy and go first
Objectives were placed roughly across the middle of the board, and I opted to put in a 2 squad blob of autocannons with commissar up the middle, one floor above the middle objective. He opts to deploy mortars by the left flank objective, right flank objective neither of us is near, though I have my command section plus lascannon team covering this open area from the top of a ruin.
I task a demolisher and veterans to go for the left flank objective, rest of blue platoon and mortars deploy behind the middle one, and I choose nothing for the right flank. My Autocannon team and his missile team trade shots for a few turns, finally my Leman Russ heavy bolters makes him run away. I am able to wipe out the mortar team with Veterans, and keep my central squad alive due to stubborna nd Go to Ground, however, everything falls apart when the sentinels with heavy flamers come on from both flanks.. murdering the veterans in one shot, and charging into my command section over by the Lascannon team.
By pulling the Vets off the side, a command section of his was able to Move Move Move onto the left flank objective, while the Commissar and 2 troopers left from the original 20 claim the middle one, and the right flank is uncontested by either force, leaving us a draw after 4 turns. Jason C had to leave early, so we caled it on turn 4.
Afteraction Review: Jesus, Heavy flamer sentinels are scary, I should have left my units 12 inches or more from each flank to avoid being flamed - tarpitted
Game 8 vs Ebeniser, Death Guard
Game 8 was a bit of a let down:
Jason simply could hardly roll any armor saves, or score any wounds, and the game quickly went downhill from there.
It was Annihilation with Pitched battle deployment,
His list roughly:
Interrogator chaplain with veteran squad, kitted out, land raider.
2 razorbacks with tactical squads
Foot tactical
venerable dread, plasma cannon
regular dread, lascannon(I cant recall what else)
After advancing with his land raider and veterans forward, the melta vets swiftly took out the raider, then autocannon fire ripped into his veteran squad with chaplain, killing then all. My outflanking autocannon sentinels popped open a razorback on the right flank, and he then devoted a squad 4 turns of combat to try and kill them.
We forgot that the regular guys with krak grenades would have easily killed them.. 4th ed you could only grenade non-immobilised walkers, but in 5th, you only need 6s to hit. Lesson learned.Once his tacticals were down, veterans down, dreads destroyed or immobilised, we just called it on turn 4.. I had lost a single kill point: Marbo.
Well, Jason, now we are even as far as one-sided games go
Jason simply could hardly roll any armor saves, or score any wounds, and the game quickly went downhill from there.
It was Annihilation with Pitched battle deployment,
His list roughly:
Interrogator chaplain with veteran squad, kitted out, land raider.
2 razorbacks with tactical squads
Foot tactical
venerable dread, plasma cannon
regular dread, lascannon(I cant recall what else)
After advancing with his land raider and veterans forward, the melta vets swiftly took out the raider, then autocannon fire ripped into his veteran squad with chaplain, killing then all. My outflanking autocannon sentinels popped open a razorback on the right flank, and he then devoted a squad 4 turns of combat to try and kill them.
We forgot that the regular guys with krak grenades would have easily killed them.. 4th ed you could only grenade non-immobilised walkers, but in 5th, you only need 6s to hit. Lesson learned.Once his tacticals were down, veterans down, dreads destroyed or immobilised, we just called it on turn 4.. I had lost a single kill point: Marbo.
Well, Jason, now we are even as far as one-sided games go
Game 1 vs Steel Paladin, Blood Angels
Game 1, 1700 points vs Steel paladin's Blood Angels
My list:
Company command squad with no wargear whatsoever, standard, Artillery Master and Fleet Master
2 x Veteran Squads with 3 melta, in Chimeras
Green Platoon, consisting of Platoon command section, 4 x grenade launchers
4 x Infantry squad with Lascannon Grenade Launcher
Blue Platoon, consisting of Platoon command section, 4 x flamer
4 x Infantry squad with Autocannon Grenade Launcher
Mortar Squad
Gotrek Marbo
6 x Roughriders
Leman Russ with HBs
Demolisher with HBs
His List (from memory)
Mephiston
Chaplain + DC in Rhino
2 x BA tac squads in rhinos
10 man sniper scout squad
Terminator Assault Squad w TH&SS
Baal Predator
Furioso Dreadnought
2 x Landspeeders
We rolled up the KP mission with traditional Pitched Deployment
Sorry no turn by turn here as its been 2 weeks
Early in the game, he put the pressure on me early moving up the 2 tactical squads in rhinos up to a gap between 2 forests in front of my DZ up the middle. Center/right he kept things static with snipers pinning an infantry squad, and the baal lighting up another lascannon squad. I would later stun his Baal despite rolling double 6 for the Commander Orders.
On the left is where he really pushed hard, with Meph, Terminators, Speeders and the DC advancing. Turn 3 Marbo hopped out of cover and dropped his demo charge on both tac squads, hitting 19 and killing 14. Out of Greed, my demolisher wanted to mop up the survivors, but it scattered onto a Rhino, clipping Marbo. Marbo failed his chainlink fence save, but the rhino made it!
Later, I charge the surviving terminators which face the brunt of my army shooting with the RoughRiders, and kill all but one. I stun the Dread, shake speeder, and do a miracle wound on Mephiston with lasguns before he smashes my veterans then an inf squad. Second vet squad unloads melta into Baal Predator, but cannot kill off the scouts. Lascannon fire kills off mephiston, and the dread gets immobilised.
In the end, Steel Paladin can pull off a KP draw if he can kill the veterans up near his scouts, and despite taking rhino stormbolter fire and sniper fire, they remain alive with 3 guys left, for the 8-7 KP win, despite how much more lopsided it seemed with me having killed almost his entire army and him killing only half. Such is life with KP missions
Final Thoughts: Master of Artillery was useless, never hits anything, and the Fleet Master did little as neither of us used any reserves. Also, first veteran squad could have survived longer if they hadnt unloaded from their Chimera to Melta the Terminators, they could have fired from inside the Chimera with 5 guys (forgot that new rule for them)
Also, in 5 turns of remembering to use orders, I rolled double 6 three times.......Standard Operating procedure for me
My list:
Company command squad with no wargear whatsoever, standard, Artillery Master and Fleet Master
2 x Veteran Squads with 3 melta, in Chimeras
Green Platoon, consisting of Platoon command section, 4 x grenade launchers
4 x Infantry squad with Lascannon Grenade Launcher
Blue Platoon, consisting of Platoon command section, 4 x flamer
4 x Infantry squad with Autocannon Grenade Launcher
Mortar Squad
Gotrek Marbo
6 x Roughriders
Leman Russ with HBs
Demolisher with HBs
His List (from memory)
Mephiston
Chaplain + DC in Rhino
2 x BA tac squads in rhinos
10 man sniper scout squad
Terminator Assault Squad w TH&SS
Baal Predator
Furioso Dreadnought
2 x Landspeeders
We rolled up the KP mission with traditional Pitched Deployment
Sorry no turn by turn here as its been 2 weeks
Early in the game, he put the pressure on me early moving up the 2 tactical squads in rhinos up to a gap between 2 forests in front of my DZ up the middle. Center/right he kept things static with snipers pinning an infantry squad, and the baal lighting up another lascannon squad. I would later stun his Baal despite rolling double 6 for the Commander Orders.
On the left is where he really pushed hard, with Meph, Terminators, Speeders and the DC advancing. Turn 3 Marbo hopped out of cover and dropped his demo charge on both tac squads, hitting 19 and killing 14. Out of Greed, my demolisher wanted to mop up the survivors, but it scattered onto a Rhino, clipping Marbo. Marbo failed his chainlink fence save, but the rhino made it!
Later, I charge the surviving terminators which face the brunt of my army shooting with the RoughRiders, and kill all but one. I stun the Dread, shake speeder, and do a miracle wound on Mephiston with lasguns before he smashes my veterans then an inf squad. Second vet squad unloads melta into Baal Predator, but cannot kill off the scouts. Lascannon fire kills off mephiston, and the dread gets immobilised.
In the end, Steel Paladin can pull off a KP draw if he can kill the veterans up near his scouts, and despite taking rhino stormbolter fire and sniper fire, they remain alive with 3 guys left, for the 8-7 KP win, despite how much more lopsided it seemed with me having killed almost his entire army and him killing only half. Such is life with KP missions
Final Thoughts: Master of Artillery was useless, never hits anything, and the Fleet Master did little as neither of us used any reserves. Also, first veteran squad could have survived longer if they hadnt unloaded from their Chimera to Melta the Terminators, they could have fired from inside the Chimera with 5 guys (forgot that new rule for them)
Also, in 5 turns of remembering to use orders, I rolled double 6 three times.......Standard Operating procedure for me
Game 2 vs M Janelle, Tau
Game 2 was tonite against Mark Janell's Tau.
My list was modified from the last list only slightly: Lose the Fleet Master and gain Blue Platoon Squad Commissar. Plan is to combine up some squads so as to be able to use orders more effectively from the Officers. Yes, I know I should have removed the Artillery Master, but I wanted to give it one last chance to actually do anything before retiring it completely.
Mark's list:
CrisisCommander with anti tank melta type guns
2 x lone crisis suit guys one with the grapefruit launchers (missile pods?) one meltas
Pathfinders with markerlights in Devilfish
12 Kroot
12 Firewarriors in Devilfish
12 fire warriors on foot 6 stealth suits
3 x piranha with Fusion guns
Hammerhead with Railcannon
SkyRay
Probably another fire warrior squad (ran off board early on)
We rolled up Capture and Control with Dawn of War set up. He set up the kroot in a forest on his side, left flank, and a firewarrior squad in a small bunker, right flank. I placed a combined squad of 2 autocannon squads plus commissar in my woods facing his bunkered firewarriors, while a 10 man autocannon squad went into the middle bastion.
He moves all his stuff in, and unloads a crazy amount of firepower into my combined squad, I opt to put them to ground, planning on moving up my company commander near them to use Get Back in the fight to get them... well, back in the fight instead of pinned. I do just that, and in my shooting phase manage to destroy one piranha, causing ALL? the drones to have to disembark into one squad.... making the firewarriors in the bunker fall back from infantry fire, and causing the kroot to fall back from Demolishr and Leman Russ fire.
He failed 2 out of 3 possible fall back tests.. the Piranha drones the only brave ones. His turn 2 he deepstrikes the stealth suits in a great spot to hammer my combined squad in my woods (also, defending the secret base entrance objective) but they scatter backwards, into the open and out of range to fire on me. He rallies the firewarriors, but not the Kroot, and manages to stun and shake my 2 battle tanks.
Marbo shows up and vapes the SkyRay with his demo charge, and I smash the remaining Piranhas with my melta vets from inside their chimeras. Roughriders arrive and wipe out the pinned-by-mortar stealth suits. He reduces the combined squad to 6 models left, but otherwise does nothing, his bad luck hampering every roll it seemed. His crisis suits either got sniped, or mishapped their deepstrike (commander), only one got in a leman russ kill.
In the end, it came down to the last devilfish full of firewarriors, if they could claim the hilltop defence laser. I shot EVERYTHING I had into it, shook and stunned and destroyed weapon, but it still lived. Firewarriors assault and kill my roughriders after 4 rounds of fighting, and consolidate towards the hilltop but not close enough to contest.
Roll to see if game ends.. it goes on.
Turn 6, he opts to keep firewarriors inside the Iron Devilfish. I am able to finally destroy it with a leman russ, but despite losing half the squad to the blast, he is able to hide all 6 behind the wreck. I can kill the outside firewarriors easily after they had finished off the roughridrs, but apart from a mortar that killed 2 more, he passed both pinning and morale tests with 2 fire warriors, 2 drones and 3 other fire warriors to squeeze out the draw.
Good Game.
Again, apart from mission objectives, I would have crushed him in 4th ed VPs but just couldnt get mobile enough to rush his objective. I lack the mobility to do so, I think only valk-squads can do this now for guard. For everyone wondering how to beat guard, this is how, IG lack of mobility and high number of KPs are the foils to the amazing stuff that can be fielded from this codex. mind you I am only 2 games in.. but seriously, both games were very close mission wise despite me having the clear deathtoll advantage.
Things to change: Well, again the Artillery Master did absolutely nothing, so he will be gone next game. Will sub in the Fleet Master, as he would have been useful with the sheer amount of deepstriking he had. If my next game wasnt tomorrow against ChairmanYao's IronWarriors, I would paint up my snipers. maybe for next weeks game against Gub.Mark, if you could link some pics that you took, that would rock.
My list was modified from the last list only slightly: Lose the Fleet Master and gain Blue Platoon Squad Commissar. Plan is to combine up some squads so as to be able to use orders more effectively from the Officers. Yes, I know I should have removed the Artillery Master, but I wanted to give it one last chance to actually do anything before retiring it completely.
Mark's list:
CrisisCommander with anti tank melta type guns
2 x lone crisis suit guys one with the grapefruit launchers (missile pods?) one meltas
Pathfinders with markerlights in Devilfish
12 Kroot
12 Firewarriors in Devilfish
12 fire warriors on foot 6 stealth suits
3 x piranha with Fusion guns
Hammerhead with Railcannon
SkyRay
Probably another fire warrior squad (ran off board early on)
We rolled up Capture and Control with Dawn of War set up. He set up the kroot in a forest on his side, left flank, and a firewarrior squad in a small bunker, right flank. I placed a combined squad of 2 autocannon squads plus commissar in my woods facing his bunkered firewarriors, while a 10 man autocannon squad went into the middle bastion.
He moves all his stuff in, and unloads a crazy amount of firepower into my combined squad, I opt to put them to ground, planning on moving up my company commander near them to use Get Back in the fight to get them... well, back in the fight instead of pinned. I do just that, and in my shooting phase manage to destroy one piranha, causing ALL? the drones to have to disembark into one squad.... making the firewarriors in the bunker fall back from infantry fire, and causing the kroot to fall back from Demolishr and Leman Russ fire.
He failed 2 out of 3 possible fall back tests.. the Piranha drones the only brave ones. His turn 2 he deepstrikes the stealth suits in a great spot to hammer my combined squad in my woods (also, defending the secret base entrance objective) but they scatter backwards, into the open and out of range to fire on me. He rallies the firewarriors, but not the Kroot, and manages to stun and shake my 2 battle tanks.
Marbo shows up and vapes the SkyRay with his demo charge, and I smash the remaining Piranhas with my melta vets from inside their chimeras. Roughriders arrive and wipe out the pinned-by-mortar stealth suits. He reduces the combined squad to 6 models left, but otherwise does nothing, his bad luck hampering every roll it seemed. His crisis suits either got sniped, or mishapped their deepstrike (commander), only one got in a leman russ kill.
In the end, it came down to the last devilfish full of firewarriors, if they could claim the hilltop defence laser. I shot EVERYTHING I had into it, shook and stunned and destroyed weapon, but it still lived. Firewarriors assault and kill my roughriders after 4 rounds of fighting, and consolidate towards the hilltop but not close enough to contest.
Roll to see if game ends.. it goes on.
Turn 6, he opts to keep firewarriors inside the Iron Devilfish. I am able to finally destroy it with a leman russ, but despite losing half the squad to the blast, he is able to hide all 6 behind the wreck. I can kill the outside firewarriors easily after they had finished off the roughridrs, but apart from a mortar that killed 2 more, he passed both pinning and morale tests with 2 fire warriors, 2 drones and 3 other fire warriors to squeeze out the draw.
Good Game.
Again, apart from mission objectives, I would have crushed him in 4th ed VPs but just couldnt get mobile enough to rush his objective. I lack the mobility to do so, I think only valk-squads can do this now for guard. For everyone wondering how to beat guard, this is how, IG lack of mobility and high number of KPs are the foils to the amazing stuff that can be fielded from this codex. mind you I am only 2 games in.. but seriously, both games were very close mission wise despite me having the clear deathtoll advantage.
Things to change: Well, again the Artillery Master did absolutely nothing, so he will be gone next game. Will sub in the Fleet Master, as he would have been useful with the sheer amount of deepstriking he had. If my next game wasnt tomorrow against ChairmanYao's IronWarriors, I would paint up my snipers. maybe for next weeks game against Gub.Mark, if you could link some pics that you took, that would rock.
Game 3 vs Chairman Yao, Iron Warriors
So today I played Yao.
My list was identical to last nights game, see post above.
He took:
Chaos Lord, Mark of Tzeentch, Terminator armor, pair of lightning claws
Chaos Lord, mark of Khorne, Demon Sword of khorne.
2 x 10 man squad with icon, powerfist, plasmagun rhino
15 man foot squad icon, fist, flamer
Defiler
Land Raider
4 man Terminator squad with combimeltas
We rolled up Annihilation with Speahead set-up, and Yao chose to pick first.The table had the big GW piece hill right in the middle, and his side had 2 buildings while my quarter only had a small GW hill and a small forest. He opted to put the Term Lord and Terminators in reserve.He deployed forward with his rhinos on the left, Defiler in the back using a wrecked chimera as cover, and the big foot squad in the middle, while on the right he put the Land Raider with the Khorne Lord in it.
I chose to combine the 4 autocannon squads into one big fat squad, with the Commissar, and deploy them across the top of the big hill, renamed Squat Hill. Demolisher went into my woods on my right, facing off vs the land Raider, while the regular Russ went on top of my small hill, with my AT platoon deploying in my backfield, all they could see were the 2 rhinos to the left of the giant hill.
After failing to seize the initiative, Yao went first, moving up both rhino squads up, as well as the Land Raider, and everything else shot at my combined squad, killing about 16 guys. Ldr 9 stubborn they held. My first turn I weapon destroy a lascannon sponson from the Raider, remove a storm bolter from a rhino and kill about 5 of his large foot squad in the building.
Turn 2, he assaults the combo squad with JUST the Khornate Lord, killing 8, and after scattering off th board with his Terminator Deepstrike, I opt to place them near my own deployment edge, so that they would be clumped up, for my rough riders who were in reserves, as well as my entire AT platoon to fire plus demolisher, plus maybe Marbo if he showed up.
He disembarks from one rhino and hoofs it up the big hill towards the combo squad, while his Defiler fires on my AT platoon.I manage to get the rough riders in position to charge his terminators, my lascannon pops the full rhino, and the flamer command section scores 4 kills on them. My mortars fire into the large foot squad, and scores 6 hits, he failed ALL 6 saves haha, but they weren't pinned.
My veterans pop the Raider with Melta fire, and while I was able to kill th 4 terminators, the lord remains.. and I assault with the roughriders, only inflicting one wound, and get fall back off the table.
At this point the Khorne Lord and remnants of squads have cleared Squat Hill and are barreling down towards my AT platoon and tanks. He charges the demolisher, destroying it, charges the veterans chimera, destroying it and killing 4 more vets with the blast, and the Terminator lord is now in my lines, killing a squad a turn. Marbo shows up and vapes a squad with the demo charge.
In the end, I have wiped him out down to the last aspiring champion of one of the rhino squads, and in combat, he fails to wipe out my mortar section's last wound. Game ends with Marbo alive for once but couldnt take down the champs last wound. Add up the KPs and I win by 1 KP.
Again, everyone out there who says guard are broken: Even with a combined 4 in 1 infantry squad to save on KPs, I still only won by 1 KP DESPITE wiping him out leaving one guy left standing. I had left alive: 3 inf squads, leman russ, command squad, 1 squad of veterans, their chimera, mortar remnant, Marbo. And won by 1 KP only.
had Yao's champ been able to kill that last wound on the mortar squad it would have been a draw!I admit, I got greedy with the terminator squad, instead of making them drop in the backfield, I wanted the chance to kill them all bunched up in front of half my army, ut with mark of Tzeentch, they got a 4+ iinv save, and I couldnt finish off the Lord, who butchered 3+ squads.Guard players need to REALLY watch KP missions, they are a bitch even when it looks like you are crushing the enemy, keep tabs, you are probably still losing!Thnaks Yao for another great game. Time to make more mortars???
My list was identical to last nights game, see post above.
He took:
Chaos Lord, Mark of Tzeentch, Terminator armor, pair of lightning claws
Chaos Lord, mark of Khorne, Demon Sword of khorne.
2 x 10 man squad with icon, powerfist, plasmagun rhino
15 man foot squad icon, fist, flamer
Defiler
Land Raider
4 man Terminator squad with combimeltas
We rolled up Annihilation with Speahead set-up, and Yao chose to pick first.The table had the big GW piece hill right in the middle, and his side had 2 buildings while my quarter only had a small GW hill and a small forest. He opted to put the Term Lord and Terminators in reserve.He deployed forward with his rhinos on the left, Defiler in the back using a wrecked chimera as cover, and the big foot squad in the middle, while on the right he put the Land Raider with the Khorne Lord in it.
I chose to combine the 4 autocannon squads into one big fat squad, with the Commissar, and deploy them across the top of the big hill, renamed Squat Hill. Demolisher went into my woods on my right, facing off vs the land Raider, while the regular Russ went on top of my small hill, with my AT platoon deploying in my backfield, all they could see were the 2 rhinos to the left of the giant hill.
After failing to seize the initiative, Yao went first, moving up both rhino squads up, as well as the Land Raider, and everything else shot at my combined squad, killing about 16 guys. Ldr 9 stubborn they held. My first turn I weapon destroy a lascannon sponson from the Raider, remove a storm bolter from a rhino and kill about 5 of his large foot squad in the building.
Turn 2, he assaults the combo squad with JUST the Khornate Lord, killing 8, and after scattering off th board with his Terminator Deepstrike, I opt to place them near my own deployment edge, so that they would be clumped up, for my rough riders who were in reserves, as well as my entire AT platoon to fire plus demolisher, plus maybe Marbo if he showed up.
He disembarks from one rhino and hoofs it up the big hill towards the combo squad, while his Defiler fires on my AT platoon.I manage to get the rough riders in position to charge his terminators, my lascannon pops the full rhino, and the flamer command section scores 4 kills on them. My mortars fire into the large foot squad, and scores 6 hits, he failed ALL 6 saves haha, but they weren't pinned.
My veterans pop the Raider with Melta fire, and while I was able to kill th 4 terminators, the lord remains.. and I assault with the roughriders, only inflicting one wound, and get fall back off the table.
At this point the Khorne Lord and remnants of squads have cleared Squat Hill and are barreling down towards my AT platoon and tanks. He charges the demolisher, destroying it, charges the veterans chimera, destroying it and killing 4 more vets with the blast, and the Terminator lord is now in my lines, killing a squad a turn. Marbo shows up and vapes a squad with the demo charge.
In the end, I have wiped him out down to the last aspiring champion of one of the rhino squads, and in combat, he fails to wipe out my mortar section's last wound. Game ends with Marbo alive for once but couldnt take down the champs last wound. Add up the KPs and I win by 1 KP.
Again, everyone out there who says guard are broken: Even with a combined 4 in 1 infantry squad to save on KPs, I still only won by 1 KP DESPITE wiping him out leaving one guy left standing. I had left alive: 3 inf squads, leman russ, command squad, 1 squad of veterans, their chimera, mortar remnant, Marbo. And won by 1 KP only.
had Yao's champ been able to kill that last wound on the mortar squad it would have been a draw!I admit, I got greedy with the terminator squad, instead of making them drop in the backfield, I wanted the chance to kill them all bunched up in front of half my army, ut with mark of Tzeentch, they got a 4+ iinv save, and I couldnt finish off the Lord, who butchered 3+ squads.Guard players need to REALLY watch KP missions, they are a bitch even when it looks like you are crushing the enemy, keep tabs, you are probably still losing!Thnaks Yao for another great game. Time to make more mortars???
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