G
Guest
Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)
1700 pt Tournament Report ? Imperial Guard
I took my trusty Praetorians to a local 1700pt non-RTT tourny at
the local gaming store last weekend. My list was pared down to
the basics:
Close Order Drill
Iron D
Sharpshooters
Drop Troops
Rough Riders
HQ:
JO w/ Honorifica, Power Weapon; Vet w/ Standard; Iron D.
AT Squad w/ 3 LCs, Sharpshooting
Commissar w/ power weapon, Bolt Pistol
Troops
Platoon 1
JO w/ Power Weapon, Iron D; FlamersX4
1X(Autocannon & Grenade Launcher)
2X(Heavy Bolter & Flamer)
Platoon 2
Jo w/ Missile Launcher, PlasmaX2; Iron D
2X (Missile Launcher & Plasma Gun)
Platoon 3
Jo w/ Missile Launcher, PlasmaX2; Iron D
3X (Missile Launcher & Plasma Gun)
6 Roughriders w/ Veteran, Hunting Lances
6 Roughriders w/ Veteran, Hunting Lances
LRBT w/ HM Heavy Bolter
LRBT w/ HM Heavy Bolter
Basilisk w/ Indirect Fire
The tables had pretty adequete terrain, mostly area terrain. The
bulk of the armies were Marines, but there were two Imperial
Guard, two Eldar, a necron, and a tyranid army.
Game 1: Lost and the Damned
The game was played on a table with 4 hills, a large tank-trap in
the center (impassable to vehicles), and some smaller forests.
The mission had us exchange one Elite of our choice to represent
traitors. I got a Bloodleter, while he got a single Guardsman.
My opponent had the following (roughly)
Chaos Lieutenant w/ MoTzeentch, Bolt of Chaos, Terminator armor,
power weapon
5 Chosen Terminators, 2 w/ doom bolt, 3 w/ bolt of change
8 Bloodleters
8 Bloodleters
30 Nurgle Mutants, Autopistols. W/ aspring champ w/ melta bomb
25 Nurgle Mutants, Autopistols W/ aspring champ w/ melta bomb
Defiler
The mission used the triangular deployment zones from Cleanse 2,
so I was facing a foot slogging horde across 22? that I
outnumbered 2:1. He selected the northeast corner, so I got the
southwest corner and the nuetral zone ran from northwest to
southeast. I deployed in classic castle formation, with the
Rough Riders on the flanks. My command was in the southwest
corner deep in 4+ cover. I extended one platoon to the eastern
nuetral corner to attempt a flanking.
My opponent deployed the defiler behind a hill in the eastern
half, his two mobs as forward as possible to rush, and his
command squad on the east, dooming my own platoon.
I got first turn, shot with everything, and reduced the larger
mutant squad to under 10 models. My basilisk struck the Defiler
head on, but rolled snake eyes for armor pen. I sidled a
platoon into the nuetral zone to attempt to eventually shoot at
the Defiler. This was probobly my biggest mistake, as it gave
him an early target for assault. I supported my platoon by
sliding a Rider squad into position to charge.
On his turn he advanced with everything, and missed my LRBT with
the Defiler, but wounded two members of Platoon 3's command
squad and pinned them.
On my turn two, I further thinned his mobs, and moved my eastern
platoon further east. I was out of range to hit the Termies
with plasma. My basilisk missed his defiler. In assault, I
charged his chosen with my Riders, killing two and putting a
wound on the Lieutenant. I lost three in response, but it was a
draw and the horsemen held.
On his turn two, both bloodletter packs arrived, but one
scattered far enough away to not be useful this turn. The
second was in prime charge range of my roughriders. By now his
entire army, save a handful from the bigger mob, were in the
eastern half of the nuetral zone. In shooting, his defiler
missed my basilisk. In assault, the Bloodletters assaulted my
riders, and I simply pulled them as casualties. Neither
'Letters nor Chosen consolidated far.
On my turn three I began to move my traitor (the bloodletter)
away from my Deployment zone for a mission battle point. The
larger mob was wiped out, save the aspiring champ. The
remaining mutant mob was out of LOS from most of my shooting,
and the platoon to the East concentrated fire on the
terminators, to no avail. None dropped. A LRBT shot killed 4
bloodletters from the squad further from the action. I await a
bad turn of assault.
One his turn three his Mutants and terminators move into position
to threaten the most exposed squad on my eastern flank.
Forturnatly, he shoots the squad with the terminators and they
break and run, leaving him nothing to assault. His bloodletters
still charge a second squad, kill half, but the remaining models
hang on thanks to an officer not locked in combat. His squad,
however, was locked with the mutants, who break and sweep them.
The mutants consolidate into the squad with the Bloodletters.
On my turn Four, I move all my squads on my eastern flank away
from the combat. I move an LRBT into position to shoot where I
know his squads will be next turn. I snipe a terminator with my
Anti-tank squad. My basilisk finally destroys the Defiler,
killing his traitor in the process (an extra 150 Vps for me.)
In combat he kills of the infantry squad in combat, but rolls
low for consolidation.
Opponent Turn Four: The lone Aspiring Champion finally fails his
Last man standing test, and flees off the board. The
terminators, both packs of bloodletters, and the mutants move
west, nothing is in range for shooting or assault. He's staring
down my entire army for the biggest turn of the game,
My turn Five: I reap the benefits of my turn four movement ?
both LRBTs get LOS to the Bloodletters and Mutants, killing all
but two letters in one pack, and knocking the mutants down to
~10. the basilisk homes directly on the second pack, killing
all but two. Both pinning/instability tests are failed with
11's wiping both squads out. My infantry opens up, killing two
more terminators and all but 6 mutants.
Opponet Turn Five: Demoralized, he gamely moves the lord closer,
and gets a bolt of Chaose potshot at the LRBT, but fails to pen.
The mutants close with a Heavy bolter squad, take damage due to
Close Order drill, kill a couple of troops, but don't break the
squad.
My turn Six: I snuff the Lieutenant with shooting, and move
squads away from the mutants. In assault I kill everything but
the Champ, but he kills a few more guardsmen and doesn't run.
His Turn Six: Both my squad and his Champ hold on, leaving the
combat a draw at the end of the game.
I won pretty huge, ~1550 to 400pts, plus 150 pts from the
objective. With a living general, his dead general, and my
traitor in the nuetral zone, I got a full 18 battle points.
Game Two: Space Marines w/ Trust your battle Brothers
In game two I played a guy named dave that I've played before,
with a win and a draw in tournaments before this (though the
draw was 1850 IG vs. Nids on 4X4, so I don't feel bad). He was
fielding:
Master w/ Honors, Fist
Reclusiarch w/ Honors, Bolt Pistol, Jump Packs
9xTactical Marines, Lascannon, Plasma, Vet w/ Fist
Rhino
9xTactical Marines, Lascannon, Plasma, Vet w/ Fist
Rhino
9xTactical Marines, Lascannon, Plasma, Vet w/ Fist
Rhino
5xscouts, heavy bolter, 3x Sniper Rifles
Landspeeder w/ Heavy Bolter
Landspeeder w/ Heavy Bolter
Landspeeder w/ Heavy Bolter
Whirlwind
Predator Annhialator w/ Lascannon sponsons
Predator Destructor w/ Lascannon sponsons
All marines have Trust your Battle Brothers.
The mission was free the hostage, where I had a hostage model in
my DZ that I couldn't move, and he tried to free. If I held i
at the end, I got 250pts. If he held it, he got 150 pts if it's
in the nuetral zone and 300 if it's in his DZ. His DZ was 12?
deep, mine was 18? deep, and the hostage was placed 6? from the
center of my table edge.
Again, plenty of rocks/ruins/hills, including a large size three
hill in the center.
His deployment, from west to east:
Whirlwind behind a hill in the northwest corner. Two tactical
squads, outside of their rhinos, behind the center hill. The
Master is near one of them. Landspeeders hide behind hills.
Scouts take up cover in a hill facing my command section.
Predators flank either side of the same hill on the eastern side
of his DZ. On his far eastern flank the last Tac squad and the
chaplain wait.
My deployment from west to east:
Platoon three on the far west, the command in cover, with Rough
Riders behind the hill. Platoon 1 minus the autocannon squad is
in the open in the center babysitting the hostage. Platoon 2
hides in the southeast, half on a hill, along with the command
platoon and the Anti-tank squad. The autocannon squad has the
far eastern flank. The second rider squad is behind the hill as
well. One lRBT is hull down, facing the center of the board,
behind the western hill, while the other is in the same position
behind the eastern hill. The basilisk is far back in the
southeastern corner.
Dave won first turn, and took it.
Top of round 1: Dave moved his two central squads, plus a master,
forward, skirting the hill and moving towards the hostage. One
Landspeeder advances to fire, the other two scoot 24? into the
center of the table. The chaplain hangs back, as does the
eastern tac squad. Neither predator moves.
The whirlwind is just out of range for my Anti-tank squad, so
the shot is wasted. His predators don't have LOS to my tank,
but pick off guardsmen. His tac squad likewise kills a
guardsman, while his snipers completely whiff.
Bottom of One: I was handed a gift: a half peformed Rhino Rush
with my LRBTs out of any LOS that mattered. I began to take
advantage. My basilisk nails the whirlwind, again rolls
snake-eyes for pen. The autocannon misses the rhino on the
east, but a missle finds it's home, pens, and gets a six, I roll
4?, all the marines are hit, 6 take wounds, and four fail their
saves! My anti-tank squad immobolizes the annhialator with a
pen. A missle glances the destructor, but immobilizes as well.
My western missles immobilize the western Rhino on a smoked
glance. My heavy bolters crash one Landspeeder, and shake a
second. To add insult to injury, the eastern Tac squads fails
it's morale test and falls back into the wreckage of their
Rhino. I'm pretty happy with the turn.
Top of Two: The far west Rhino empties, and the men advance. The
central rhino plunges into my lines, and empties the squad +
master. In shooting, the Whirlwind tries to pin one of the
heavy bolter squads, but it drifts into his own marines, killing
4 of them and one of my guardsmen. His marines pass the check,
but my guardsmen are pinned. His bolters wipe out a whole heavy
bolter squad, along with some help from landspeeders. On the
eastern front, his snipers and lascannons pick off a few more
guardsmen
Bottom of Two: I move the western LRBT to get a shot on his
western squad. My western missile squad moves due north to
claim a battle point. My rough riders move into position in the
west. My flamer command squad advances toward the central
squad.
My western firepower opens up, killing 4 Marines,but they hold.
My flamers can only hit one marine, but he dies. I pick off a
couple of eastern marines, and shake a landspeeder.
In assault my Rough Riders roll 8 hits, and 6 wounds to wipe out
the western squad to a man. I consolidate north.
Top of Three: He moves both landspeeders in front of my eastern
formation, and advances his chaplain. The master and his squad
charge forward towards the remaing heavy bolter section. His
whirlwind misses, and he's now reduced my eastern missile squad
to six men with lascannon fire. His master and squad assault
the heavy bolter squad, wipe them out, and consolidate into the
flamer command squad.
Bottom of Three: I continue moving my missile squad north, both
to grab battle points but to threaten the whirlwind. My
roughrider squad on the west also goes north. I begin moving
the autocannon squad west to support the hostage. My eastern
rough riders ride out to challenge the master. I shoot up the
remaining Rhinos, and pick off a couple of Eastern Marines. My
basilisk finally nails the Whirlwind, destroying it. I remove
the twin linked lascannon from a Predator.
In assault, my rough riders kill most of his marines, while the
master kills and breaks the rough riders. The command section,
however, does a wound to the master (not the lt w/ a power
weapon, but just a normal guy) and holds.
Top of Four: Dave pours fire into the damaged missle squad on the
east, and my western riders. In assault he kills the Lieutenant
and a single flamer, but the remaing three hold.
Bottom of Four. I move a missile squad into range to charge the
master. My missle squad moves toward his DZ. I shuffle my
command section and my autocannon to the west, but they'll not
arrive to accomplish anything. In assault, my squad
accomplishes naught, with the master acing three armor saves,
but the flamers throw a second wound on him. He finishes off
the command section, but the new squad holds and piles in.
Top of Four. He advances his chaplain to assault my formation on
the east, and wipes out the riders with fire. My squad,
however, is in cover, his chaplain fails to roll a six to
assault them. His master breaks and sweeps the squad he's
fighting.
Bottom of Four. My basilisk opens up, kills three and pins the
remaing two eastern marines. My infantry pile the fire on the
chaplain, and he fails a halo save and dies. I charge a second
squad into the master, trying to hold onto the hostage.
Top of five. Dave kills a few guardsmen in shooting, then kills
a few more in combat. Thanks to the commissar, the squad stays
in combat.
Bottom of five. I kill the last two Marines, pin and then wipe
out the scouts. His master breaks my squad, and sweeps them.
In the end, I had all my vehicles, and 4.5 squads, two command
sections, my HQ; while all he had was his wounded master, two
damaged tanks, and a damaged rhino. I won that one big as well,
since the hostage didn't leave my DZ, neither of us got the
bonus points. I got extra Battle points for units in my
opponents DZ, Living general, and most valuable unit surviving.
Round Three: Tyranids
For the final round, we played on a city fight-ish board, with
Six large buildings (each a foot square.) My opponent had the
following:
Winged Hive Tyrant
2 Tyrant Guard ? protect a carnifex
Tyrant w/ dual Barbed Strangler
2 Tyrant Guard
3 Warriors, no toys (provide synapse to biovores)
Lictor
16 Hormagaunts
16 Hormagaunts
6 leaping ripper swarms
6 Leaping ripper swarms
Carnifex w/ dual barbed stranglers
Carnifex w/ dual barbed stranglers
3 Biovores w/ acid flamer template things
After looking at that list, I didn't feel bad about dropping
three heavy supports. 4 TMCs and me with only three
lascannons... It'll be dicey. I asked if he had any Venom
Cannons, and said ?naw, Stranglers are better against Imperail
Guard.?
The deployement is only part of a table quarter. Basically a 12?
deep ell cut out of a quarter, this deployment favors me, as I
stick my basilisk in a corner, lrbts on eiather flank to shoot a
round a central building, and stuff my command, platoon two and
three , and both rough riders in cover. I hold Platoon one in
reserve to deep strike.
Six tokens could each be the objective, a unit must spend a
shooting phase looking at it, on a 5-6 it's good, on a 1 you get
a S3 Ordanance blast. It's worth 300 pts, I plan to either use
drop troops to grab it, or shoot the enemy off of it.
He deploys his biovores and warriors deep in his quarter,
everything else is far up to advance. He forgets to save a good
spot for his winged Tyrant though, and has to deploy it further
back than he'd like.
I win first turn, and decide to take it, despite a lack of really
good targets. My basilisk squishes a biovore, I pick off a few
guants, and kill a tyrant guard.
Bottom of One: everything charges. His biovores are two deep to
hit me. Barbed stranglers are all out of range.
Top of Two. No reserves this turn. Everything opens up, putting
a wound on the winged tyrant, another on a carnifex, and kills
more gaunts. Nobobody has the objective yet. My basilisk
scatters.
Bottom of two. He again surges, and kills four guardsmen with
strangler fire. His tryant will be on me next turn. His lictor
appears in the central building. At this point he has a gaunt
squad and tyrant on the west, two carnies and gaunts on the
east, and his rippers still hanging back.
Top of Three: My lascannons and plasma make me proud, dropping
the Winged Tyrant. This demoralizes him greatly, as I'm sure
he's used to that beast winning twice it's points back. I grind
out some more gaunts. Again no reserves. My basilisk nicks two
warriors, killing both.
Bottom of Three. His carnifexes both open with Stranglers, and
kill half my anti-tank squad (4+ cover!). On the western side
of the building, his tyrant and guard advance, and ping a couple
of guardsmen, while the Guants inspect a token.
Top of Four. The first carnifex is looking very threatening, so
I hit it with everything, reducing it to two wounds. My
reserves arrive, and I drop a heavy bolter squad by on of the
last tokens in the Northeast, a heavy bolter squad and the
autocannon squad to threaten the biovores, and the command
section drifts right into his rippers. My Basilisk kills
another biovore, and fire from the deep strikers kills the last
one. My eastern squad kills some gaunts, but with all the
rippers and the gaunts looking at them, their future appears
grim. My Rough Riders ride out, and Kill the Carnifex, and
consolidate one inch.
Bottom of four. The Lictor botches difficult terrain, and only
moves 2?. He's about to throw his eastern gaunts against my
Northeastern heavy bolter squad, but he's reminded that rippers
can't claim objectives, so he holds them back and sends the
swarms. He also turns a carnifex back to try to hold the
objective. The rough riders, flush with victory, get wiped out
by carnifex fire. This was after he asked what the armor on the
LRBT was. When I responded 14, he was stunned. I guess maybe
the venom cannon has it's uses after all.
Top of Five: At this point it's mostly mop up. I pick off more
tyrant guard, all the western gaunts, and knock the eastern
gaunts under half.
Bottom of Five. He moves the fex closer to the objective, and
moves the lictor out of cover. He tries to assault a squad, but
yet again he needs a difficult terrain roll and fails to get a
6. His rippers finish off my heavy bolter squad.
Top of Six. I kill the last tyrant guard, and do some damage to
his rippers, but mostly just move to grab more terrain. I also
gun the lictor down.
Bottom of Six. His Fex tries to grab the objective, but needs to
go through difficult terrain and fails to roll high enough. He
forgot both his third Tyranid Die and his monstrous creature
re-roll.
The game ended with most of my army alive, and about half of his
dead. I again earned all the bonus points, and recored 18
battle points. Nobody else was 3-0, so I took home first place
and $50 in store credit, which immediately went towards a Leman
Russ Demolisher. It was a good time, but none of the armies I
faced were to great of a challenge. There is a straight RTT in
April, that usually brings out the stiffer armies. Anyway, I
hope you enjoyed reading this.
Steve Olk
1700 pt Tournament Report ? Imperial Guard
I took my trusty Praetorians to a local 1700pt non-RTT tourny at
the local gaming store last weekend. My list was pared down to
the basics:
Close Order Drill
Iron D
Sharpshooters
Drop Troops
Rough Riders
HQ:
JO w/ Honorifica, Power Weapon; Vet w/ Standard; Iron D.
AT Squad w/ 3 LCs, Sharpshooting
Commissar w/ power weapon, Bolt Pistol
Troops
Platoon 1
JO w/ Power Weapon, Iron D; FlamersX4
1X(Autocannon & Grenade Launcher)
2X(Heavy Bolter & Flamer)
Platoon 2
Jo w/ Missile Launcher, PlasmaX2; Iron D
2X (Missile Launcher & Plasma Gun)
Platoon 3
Jo w/ Missile Launcher, PlasmaX2; Iron D
3X (Missile Launcher & Plasma Gun)
6 Roughriders w/ Veteran, Hunting Lances
6 Roughriders w/ Veteran, Hunting Lances
LRBT w/ HM Heavy Bolter
LRBT w/ HM Heavy Bolter
Basilisk w/ Indirect Fire
The tables had pretty adequete terrain, mostly area terrain. The
bulk of the armies were Marines, but there were two Imperial
Guard, two Eldar, a necron, and a tyranid army.
Game 1: Lost and the Damned
The game was played on a table with 4 hills, a large tank-trap in
the center (impassable to vehicles), and some smaller forests.
The mission had us exchange one Elite of our choice to represent
traitors. I got a Bloodleter, while he got a single Guardsman.
My opponent had the following (roughly)
Chaos Lieutenant w/ MoTzeentch, Bolt of Chaos, Terminator armor,
power weapon
5 Chosen Terminators, 2 w/ doom bolt, 3 w/ bolt of change
8 Bloodleters
8 Bloodleters
30 Nurgle Mutants, Autopistols. W/ aspring champ w/ melta bomb
25 Nurgle Mutants, Autopistols W/ aspring champ w/ melta bomb
Defiler
The mission used the triangular deployment zones from Cleanse 2,
so I was facing a foot slogging horde across 22? that I
outnumbered 2:1. He selected the northeast corner, so I got the
southwest corner and the nuetral zone ran from northwest to
southeast. I deployed in classic castle formation, with the
Rough Riders on the flanks. My command was in the southwest
corner deep in 4+ cover. I extended one platoon to the eastern
nuetral corner to attempt a flanking.
My opponent deployed the defiler behind a hill in the eastern
half, his two mobs as forward as possible to rush, and his
command squad on the east, dooming my own platoon.
I got first turn, shot with everything, and reduced the larger
mutant squad to under 10 models. My basilisk struck the Defiler
head on, but rolled snake eyes for armor pen. I sidled a
platoon into the nuetral zone to attempt to eventually shoot at
the Defiler. This was probobly my biggest mistake, as it gave
him an early target for assault. I supported my platoon by
sliding a Rider squad into position to charge.
On his turn he advanced with everything, and missed my LRBT with
the Defiler, but wounded two members of Platoon 3's command
squad and pinned them.
On my turn two, I further thinned his mobs, and moved my eastern
platoon further east. I was out of range to hit the Termies
with plasma. My basilisk missed his defiler. In assault, I
charged his chosen with my Riders, killing two and putting a
wound on the Lieutenant. I lost three in response, but it was a
draw and the horsemen held.
On his turn two, both bloodletter packs arrived, but one
scattered far enough away to not be useful this turn. The
second was in prime charge range of my roughriders. By now his
entire army, save a handful from the bigger mob, were in the
eastern half of the nuetral zone. In shooting, his defiler
missed my basilisk. In assault, the Bloodletters assaulted my
riders, and I simply pulled them as casualties. Neither
'Letters nor Chosen consolidated far.
On my turn three I began to move my traitor (the bloodletter)
away from my Deployment zone for a mission battle point. The
larger mob was wiped out, save the aspiring champ. The
remaining mutant mob was out of LOS from most of my shooting,
and the platoon to the East concentrated fire on the
terminators, to no avail. None dropped. A LRBT shot killed 4
bloodletters from the squad further from the action. I await a
bad turn of assault.
One his turn three his Mutants and terminators move into position
to threaten the most exposed squad on my eastern flank.
Forturnatly, he shoots the squad with the terminators and they
break and run, leaving him nothing to assault. His bloodletters
still charge a second squad, kill half, but the remaining models
hang on thanks to an officer not locked in combat. His squad,
however, was locked with the mutants, who break and sweep them.
The mutants consolidate into the squad with the Bloodletters.
On my turn Four, I move all my squads on my eastern flank away
from the combat. I move an LRBT into position to shoot where I
know his squads will be next turn. I snipe a terminator with my
Anti-tank squad. My basilisk finally destroys the Defiler,
killing his traitor in the process (an extra 150 Vps for me.)
In combat he kills of the infantry squad in combat, but rolls
low for consolidation.
Opponent Turn Four: The lone Aspiring Champion finally fails his
Last man standing test, and flees off the board. The
terminators, both packs of bloodletters, and the mutants move
west, nothing is in range for shooting or assault. He's staring
down my entire army for the biggest turn of the game,
My turn Five: I reap the benefits of my turn four movement ?
both LRBTs get LOS to the Bloodletters and Mutants, killing all
but two letters in one pack, and knocking the mutants down to
~10. the basilisk homes directly on the second pack, killing
all but two. Both pinning/instability tests are failed with
11's wiping both squads out. My infantry opens up, killing two
more terminators and all but 6 mutants.
Opponet Turn Five: Demoralized, he gamely moves the lord closer,
and gets a bolt of Chaose potshot at the LRBT, but fails to pen.
The mutants close with a Heavy bolter squad, take damage due to
Close Order drill, kill a couple of troops, but don't break the
squad.
My turn Six: I snuff the Lieutenant with shooting, and move
squads away from the mutants. In assault I kill everything but
the Champ, but he kills a few more guardsmen and doesn't run.
His Turn Six: Both my squad and his Champ hold on, leaving the
combat a draw at the end of the game.
I won pretty huge, ~1550 to 400pts, plus 150 pts from the
objective. With a living general, his dead general, and my
traitor in the nuetral zone, I got a full 18 battle points.
Game Two: Space Marines w/ Trust your battle Brothers
In game two I played a guy named dave that I've played before,
with a win and a draw in tournaments before this (though the
draw was 1850 IG vs. Nids on 4X4, so I don't feel bad). He was
fielding:
Master w/ Honors, Fist
Reclusiarch w/ Honors, Bolt Pistol, Jump Packs
9xTactical Marines, Lascannon, Plasma, Vet w/ Fist
Rhino
9xTactical Marines, Lascannon, Plasma, Vet w/ Fist
Rhino
9xTactical Marines, Lascannon, Plasma, Vet w/ Fist
Rhino
5xscouts, heavy bolter, 3x Sniper Rifles
Landspeeder w/ Heavy Bolter
Landspeeder w/ Heavy Bolter
Landspeeder w/ Heavy Bolter
Whirlwind
Predator Annhialator w/ Lascannon sponsons
Predator Destructor w/ Lascannon sponsons
All marines have Trust your Battle Brothers.
The mission was free the hostage, where I had a hostage model in
my DZ that I couldn't move, and he tried to free. If I held i
at the end, I got 250pts. If he held it, he got 150 pts if it's
in the nuetral zone and 300 if it's in his DZ. His DZ was 12?
deep, mine was 18? deep, and the hostage was placed 6? from the
center of my table edge.
Again, plenty of rocks/ruins/hills, including a large size three
hill in the center.
His deployment, from west to east:
Whirlwind behind a hill in the northwest corner. Two tactical
squads, outside of their rhinos, behind the center hill. The
Master is near one of them. Landspeeders hide behind hills.
Scouts take up cover in a hill facing my command section.
Predators flank either side of the same hill on the eastern side
of his DZ. On his far eastern flank the last Tac squad and the
chaplain wait.
My deployment from west to east:
Platoon three on the far west, the command in cover, with Rough
Riders behind the hill. Platoon 1 minus the autocannon squad is
in the open in the center babysitting the hostage. Platoon 2
hides in the southeast, half on a hill, along with the command
platoon and the Anti-tank squad. The autocannon squad has the
far eastern flank. The second rider squad is behind the hill as
well. One lRBT is hull down, facing the center of the board,
behind the western hill, while the other is in the same position
behind the eastern hill. The basilisk is far back in the
southeastern corner.
Dave won first turn, and took it.
Top of round 1: Dave moved his two central squads, plus a master,
forward, skirting the hill and moving towards the hostage. One
Landspeeder advances to fire, the other two scoot 24? into the
center of the table. The chaplain hangs back, as does the
eastern tac squad. Neither predator moves.
The whirlwind is just out of range for my Anti-tank squad, so
the shot is wasted. His predators don't have LOS to my tank,
but pick off guardsmen. His tac squad likewise kills a
guardsman, while his snipers completely whiff.
Bottom of One: I was handed a gift: a half peformed Rhino Rush
with my LRBTs out of any LOS that mattered. I began to take
advantage. My basilisk nails the whirlwind, again rolls
snake-eyes for pen. The autocannon misses the rhino on the
east, but a missle finds it's home, pens, and gets a six, I roll
4?, all the marines are hit, 6 take wounds, and four fail their
saves! My anti-tank squad immobolizes the annhialator with a
pen. A missle glances the destructor, but immobilizes as well.
My western missles immobilize the western Rhino on a smoked
glance. My heavy bolters crash one Landspeeder, and shake a
second. To add insult to injury, the eastern Tac squads fails
it's morale test and falls back into the wreckage of their
Rhino. I'm pretty happy with the turn.
Top of Two: The far west Rhino empties, and the men advance. The
central rhino plunges into my lines, and empties the squad +
master. In shooting, the Whirlwind tries to pin one of the
heavy bolter squads, but it drifts into his own marines, killing
4 of them and one of my guardsmen. His marines pass the check,
but my guardsmen are pinned. His bolters wipe out a whole heavy
bolter squad, along with some help from landspeeders. On the
eastern front, his snipers and lascannons pick off a few more
guardsmen
Bottom of Two: I move the western LRBT to get a shot on his
western squad. My western missile squad moves due north to
claim a battle point. My rough riders move into position in the
west. My flamer command squad advances toward the central
squad.
My western firepower opens up, killing 4 Marines,but they hold.
My flamers can only hit one marine, but he dies. I pick off a
couple of eastern marines, and shake a landspeeder.
In assault my Rough Riders roll 8 hits, and 6 wounds to wipe out
the western squad to a man. I consolidate north.
Top of Three: He moves both landspeeders in front of my eastern
formation, and advances his chaplain. The master and his squad
charge forward towards the remaing heavy bolter section. His
whirlwind misses, and he's now reduced my eastern missile squad
to six men with lascannon fire. His master and squad assault
the heavy bolter squad, wipe them out, and consolidate into the
flamer command squad.
Bottom of Three: I continue moving my missile squad north, both
to grab battle points but to threaten the whirlwind. My
roughrider squad on the west also goes north. I begin moving
the autocannon squad west to support the hostage. My eastern
rough riders ride out to challenge the master. I shoot up the
remaining Rhinos, and pick off a couple of Eastern Marines. My
basilisk finally nails the Whirlwind, destroying it. I remove
the twin linked lascannon from a Predator.
In assault, my rough riders kill most of his marines, while the
master kills and breaks the rough riders. The command section,
however, does a wound to the master (not the lt w/ a power
weapon, but just a normal guy) and holds.
Top of Four: Dave pours fire into the damaged missle squad on the
east, and my western riders. In assault he kills the Lieutenant
and a single flamer, but the remaing three hold.
Bottom of Four. I move a missile squad into range to charge the
master. My missle squad moves toward his DZ. I shuffle my
command section and my autocannon to the west, but they'll not
arrive to accomplish anything. In assault, my squad
accomplishes naught, with the master acing three armor saves,
but the flamers throw a second wound on him. He finishes off
the command section, but the new squad holds and piles in.
Top of Four. He advances his chaplain to assault my formation on
the east, and wipes out the riders with fire. My squad,
however, is in cover, his chaplain fails to roll a six to
assault them. His master breaks and sweeps the squad he's
fighting.
Bottom of Four. My basilisk opens up, kills three and pins the
remaing two eastern marines. My infantry pile the fire on the
chaplain, and he fails a halo save and dies. I charge a second
squad into the master, trying to hold onto the hostage.
Top of five. Dave kills a few guardsmen in shooting, then kills
a few more in combat. Thanks to the commissar, the squad stays
in combat.
Bottom of five. I kill the last two Marines, pin and then wipe
out the scouts. His master breaks my squad, and sweeps them.
In the end, I had all my vehicles, and 4.5 squads, two command
sections, my HQ; while all he had was his wounded master, two
damaged tanks, and a damaged rhino. I won that one big as well,
since the hostage didn't leave my DZ, neither of us got the
bonus points. I got extra Battle points for units in my
opponents DZ, Living general, and most valuable unit surviving.
Round Three: Tyranids
For the final round, we played on a city fight-ish board, with
Six large buildings (each a foot square.) My opponent had the
following:
Winged Hive Tyrant
2 Tyrant Guard ? protect a carnifex
Tyrant w/ dual Barbed Strangler
2 Tyrant Guard
3 Warriors, no toys (provide synapse to biovores)
Lictor
16 Hormagaunts
16 Hormagaunts
6 leaping ripper swarms
6 Leaping ripper swarms
Carnifex w/ dual barbed stranglers
Carnifex w/ dual barbed stranglers
3 Biovores w/ acid flamer template things
After looking at that list, I didn't feel bad about dropping
three heavy supports. 4 TMCs and me with only three
lascannons... It'll be dicey. I asked if he had any Venom
Cannons, and said ?naw, Stranglers are better against Imperail
Guard.?
The deployement is only part of a table quarter. Basically a 12?
deep ell cut out of a quarter, this deployment favors me, as I
stick my basilisk in a corner, lrbts on eiather flank to shoot a
round a central building, and stuff my command, platoon two and
three , and both rough riders in cover. I hold Platoon one in
reserve to deep strike.
Six tokens could each be the objective, a unit must spend a
shooting phase looking at it, on a 5-6 it's good, on a 1 you get
a S3 Ordanance blast. It's worth 300 pts, I plan to either use
drop troops to grab it, or shoot the enemy off of it.
He deploys his biovores and warriors deep in his quarter,
everything else is far up to advance. He forgets to save a good
spot for his winged Tyrant though, and has to deploy it further
back than he'd like.
I win first turn, and decide to take it, despite a lack of really
good targets. My basilisk squishes a biovore, I pick off a few
guants, and kill a tyrant guard.
Bottom of One: everything charges. His biovores are two deep to
hit me. Barbed stranglers are all out of range.
Top of Two. No reserves this turn. Everything opens up, putting
a wound on the winged tyrant, another on a carnifex, and kills
more gaunts. Nobobody has the objective yet. My basilisk
scatters.
Bottom of two. He again surges, and kills four guardsmen with
strangler fire. His tryant will be on me next turn. His lictor
appears in the central building. At this point he has a gaunt
squad and tyrant on the west, two carnies and gaunts on the
east, and his rippers still hanging back.
Top of Three: My lascannons and plasma make me proud, dropping
the Winged Tyrant. This demoralizes him greatly, as I'm sure
he's used to that beast winning twice it's points back. I grind
out some more gaunts. Again no reserves. My basilisk nicks two
warriors, killing both.
Bottom of Three. His carnifexes both open with Stranglers, and
kill half my anti-tank squad (4+ cover!). On the western side
of the building, his tyrant and guard advance, and ping a couple
of guardsmen, while the Guants inspect a token.
Top of Four. The first carnifex is looking very threatening, so
I hit it with everything, reducing it to two wounds. My
reserves arrive, and I drop a heavy bolter squad by on of the
last tokens in the Northeast, a heavy bolter squad and the
autocannon squad to threaten the biovores, and the command
section drifts right into his rippers. My Basilisk kills
another biovore, and fire from the deep strikers kills the last
one. My eastern squad kills some gaunts, but with all the
rippers and the gaunts looking at them, their future appears
grim. My Rough Riders ride out, and Kill the Carnifex, and
consolidate one inch.
Bottom of four. The Lictor botches difficult terrain, and only
moves 2?. He's about to throw his eastern gaunts against my
Northeastern heavy bolter squad, but he's reminded that rippers
can't claim objectives, so he holds them back and sends the
swarms. He also turns a carnifex back to try to hold the
objective. The rough riders, flush with victory, get wiped out
by carnifex fire. This was after he asked what the armor on the
LRBT was. When I responded 14, he was stunned. I guess maybe
the venom cannon has it's uses after all.
Top of Five: At this point it's mostly mop up. I pick off more
tyrant guard, all the western gaunts, and knock the eastern
gaunts under half.
Bottom of Five. He moves the fex closer to the objective, and
moves the lictor out of cover. He tries to assault a squad, but
yet again he needs a difficult terrain roll and fails to get a
6. His rippers finish off my heavy bolter squad.
Top of Six. I kill the last tyrant guard, and do some damage to
his rippers, but mostly just move to grab more terrain. I also
gun the lictor down.
Bottom of Six. His Fex tries to grab the objective, but needs to
go through difficult terrain and fails to roll high enough. He
forgot both his third Tyranid Die and his monstrous creature
re-roll.
The game ended with most of my army alive, and about half of his
dead. I again earned all the bonus points, and recored 18
battle points. Nobody else was 3-0, so I took home first place
and $50 in store credit, which immediately went towards a Leman
Russ Demolisher. It was a good time, but none of the armies I
faced were to great of a challenge. There is a straight RTT in
April, that usually brings out the stiffer armies. Anyway, I
hope you enjoyed reading this.
Steve Olk