So, last game of the tournament Saturday. I played against Chaos, with IG allies (from forgeworld list - Elysian Air, or something like that). The game was d3+1 objectives, +1 point for each enemy troop destroyed, and all the normal secondary objectives. The Deployment was short table ends (Hammer and Anvil?)
He had an
IG company command squad,
1 unit of veterans in a Valkyrie (dedicated transport for his army)
The Nurgle Lord that makes cultists into Zombies,
2 units of 5 terminators,
1 unit of 2 oblits
1 unit of 10 zombies
1 unit of 10 Plague Marines.
He deployed first, and Coteaz helped me steal the initiative again, and there was night fighting.
I think this guy was a good player - he knew the rules, and things went smoother than I would expect for a new player, but his list had absolutely no synergy.
One turn 1 - I jumped my Dreads up and killed his Zombies, and moved 3 of my transports up 12" (2 of the objectives were on his side, and only one on my side (which I defended with aegis line and icaraus las cannon, 5 purifiers, and coteaz, and 2 chimeras). My las cannon took out the AR12 bunker his oblits were in.
One his turn 1, he shot some stuff, but didn't really do any damage.
Score - Me 2 (1 troop + first blood), Chaos 0
Turn 2 - I assaulted his Plague marines (they were on one of his objectives - he had no one on his other objective, I think his plan was to keep 1, and to take mine). It takes 4 full rounds of combat, but my dread knight eventually kills them. My other Dread Knight helped flame the plague marines, but doesn't charge, because he is going after the oblits next turn. One of my Chimeras killed 2 of his Company Command Squad, and break them.
One his turn 2, his command squad rallies, and his lord and 5 terminators come in. They land behind Coteaz, and with Purifiers and "We've been expecting You", I kill 2 Terminators before they get to shoot. He still has enough fire power to kill coteaz (I failed LoS on Plasmagun), who was in the back of the formation.
Score - Me 2, Chaos 1 (kill the warlord)
Turn 3 - I move my purifiers to the other side of the wall (abandoning the gun) and shoot. I continue to move my Chimeras toward the middle of the board.
On this Turn 3, his other terminators come in, and kill the purifiers. His lord splits off and charges a Chimera, while the other 2 surviving terminator charges the other Chimera. His Lord doesn't make it. The Jakero weaponsmiths use heavy flamers, killing 1 terminator before becoming immobilized.
His flyer came on, and did nothing.
Score - Me 2, Chaos 1
Turn 4 - His flyer was in the way of my Chimeras, so I stood there and shot it. My Dreadknight jumped over and killed his Oblits (this might have happened on turn 3), but I don't remember what he did for a round.
On his turn he moved his flyer near my objective (I am guessing so that he can unload them into the objective on turn 5. My other Dread Knight finally finishes off the plague marines. I can't remember what his terminators did, but I know he didn't kill any vehicles. I think we was making a box to protect his veterans around the objective.
Me 3, Chaos 1
Turn 5 - I jump one Dread knight toward his command squad (who was still hiding in the ruins from turn 1), and the other used teleport back to my home objective. I dropped troops on both objectives in his area. I shoot down his plane, and my Dread burns down his last troop choice.
I am now up 11 (First blood, 3 troops, 2 objectives, and line breaker) to 2 (line breaker - though we both forgot to calculate line breaker at the time), and he resigns.
Again, Dreadknights ruled enemy backfield. Thinking about it more, I still think this is a newer player. Although he know the rules, and the game went smoothly (and he knew more about forgeworld stuff than I did), he made some basic mistakes. Trading both of his objectives for my 1 objective was a bad move (he could have dropped a termie squad on one of his own objectives, instead of both on mine). He tooled out his Company Command Squad with plasma and medpacks, and another option, and then, after the first round, kept them out of sight of everything, for the rest of the game.
Coteaz helped me steal the initiative twice in 3 games, but I don't think he is going to be in the next list I try (he lacks the mobility required)
The Aegis line and Icarus Las cannon didn't make a big difference in any of the games - the one game the enemy brought a flyer, he knocked me off the gun before the flyer came in.
The chimeras with 4 acolyte warriors and 2 weaponsmiths did very well. The Las cannon killed stuff from far away, and then used heavy flamers when the vehicle got charged. They held objective fine - I really have no complaint against them. The only thing is, I have played all vehicles against heavy melee, and had my opponents gotten close (and ignored the dreadknights), I don't think I could have stopped him from tearing through my troops - although, to be fair, what in my book is going to stand against 20 beserkers lead by Kharn? It was great against the enemies I played, but against Nob Bikers, I might have been in serious trouble, of course it worked, and last time I changed a list that worked after a tournament, I got crushed the next tournament (Although "crushed" means going from 1st to 4th place :) )
Showing posts with label 1500 Points. Show all posts
Showing posts with label 1500 Points. Show all posts
Monday, October 15, 2012
1500 Point Tournament, Game 2
So second game of the tournament, I played Tau. The game was .. Emperor's Gift? (I don't have my book atm, but it was 2 objectives), with all the normal bonus points, as well as 1 additional point for each killed troop and HQ choice (dedicated transports were ruled troop upgrades, not troop choices - good call in my opinion). I think there was night fighting on the first turn.
I don't remember his list, but he had:
Shae, with some heavy suit body gaurds and cowboy (they both had 2 weapons, and they could all
fire at different targets. (I don't have Tau book, and have only played them 2-3 times in last 5 years,
so this will probably be off)
2 Hammer Heads with railguns and missile pods
3 Transports, with 3 units of fire warriors.
I had same list as before.
This time I went first without stealing the initiative, and he deployed to strong side me - keeping his suits in reserve.
Turn 1 - I jumped both Dread Knights over and flamed his transports - doing a few glancing hits. I started rushing my Chimeras toward him - there was a big piece of LOS blocking terrain in middle, I sent 2 around front (into his LOS, and 3 around back, directly toward the objective. This wasn't really a strategy, as much as taking the most direct route, based on deployment. Nothing major, except it blew his strategy - his entire army spent the rest of the game in that corner 2x2 corner of the board (except the suits, which landed just outside that box, and then jumped into it)
His turn 1, he unloaded all of his fire warriors, and attacked my Dreads. The only thing he didn't shoot at my Dreads were the railguns, which he used to pop a Chimera for first blood.
Score: Me 3 (objective), Tau 1
Turn 2 - I made 2 mistakes this turn. I moved one of my dreads to be able to charge the hammer head, then I used the other one to flame his troops. I completely outsmarted myself however, because I lined up to charge a unit, and then used the heavy incinerator to burn the other 2 (thinking I didn't want to burn the close unit, because I wanted to be able to charge - which I couldn't do after shooting 2 other units instead (one of them did break and run of the board). When I realized my mistake, I was so flustered that I also forgot to charge the Hammer Head.
On his turn 2, his suits come down, and he with his firepower, he killed the Dread Knight that was threatening his Hammer heads, killed an Inquisitor warband, and put 2 wounds on the other Dread.
Score: Me 4, Tau 2.
Turn 3 - I jumped toward his Hammerhead with my other Dread but, looking at an 11" charge, I flamed another unit of fire warriors off the board.
On his turn, he destroyed another Chimera, and my Dread Knight
Score Me 5, Tau 2
Turn 4 - By now, 3 of my Chimeras are almost at his objective, but not much happens
On his turn, he moves his fire warriors onto the objective, blows up a chimera, and kills a warband
Score: Me 5, Tau 6
Turn 5 - I unload all 3 surviving warbands - but only 1 of them is withing range of the objective. I also killed his last unit of firewarriors, so that I am on both objectives uncontested.
On his turn, he blows up a Chimera (since it is close to all of the warbands, he is hoping the explosion will do damage - it does some, but not alot). He did manage to kill the warband on his objective, however - making the final score 7 for me (line breaker), and 4 for Tau.
Again, the Dread Knights did well. I think his problem was target priority, and maybe only having 3 troops. Marines can get away with it - sometimes, but if you only have 3 troops, that aren't marines, and you unload them from their transports on turn 1, I think you are setting yourself up for a hard fight. I am liking the mobility of transports supporting Dread Knights, so instead of using my Paladins at 2000 points, I am thinking about keeping the mobility. If I can win the maneuverability and shooting games, and do decently in hand to hand (and each model does have a force weapon), I think I should do pretty well.
I don't remember his list, but he had:
Shae, with some heavy suit body gaurds and cowboy (they both had 2 weapons, and they could all
fire at different targets. (I don't have Tau book, and have only played them 2-3 times in last 5 years,
so this will probably be off)
2 Hammer Heads with railguns and missile pods
3 Transports, with 3 units of fire warriors.
I had same list as before.
This time I went first without stealing the initiative, and he deployed to strong side me - keeping his suits in reserve.
Turn 1 - I jumped both Dread Knights over and flamed his transports - doing a few glancing hits. I started rushing my Chimeras toward him - there was a big piece of LOS blocking terrain in middle, I sent 2 around front (into his LOS, and 3 around back, directly toward the objective. This wasn't really a strategy, as much as taking the most direct route, based on deployment. Nothing major, except it blew his strategy - his entire army spent the rest of the game in that corner 2x2 corner of the board (except the suits, which landed just outside that box, and then jumped into it)
His turn 1, he unloaded all of his fire warriors, and attacked my Dreads. The only thing he didn't shoot at my Dreads were the railguns, which he used to pop a Chimera for first blood.
Score: Me 3 (objective), Tau 1
Turn 2 - I made 2 mistakes this turn. I moved one of my dreads to be able to charge the hammer head, then I used the other one to flame his troops. I completely outsmarted myself however, because I lined up to charge a unit, and then used the heavy incinerator to burn the other 2 (thinking I didn't want to burn the close unit, because I wanted to be able to charge - which I couldn't do after shooting 2 other units instead (one of them did break and run of the board). When I realized my mistake, I was so flustered that I also forgot to charge the Hammer Head.
On his turn 2, his suits come down, and he with his firepower, he killed the Dread Knight that was threatening his Hammer heads, killed an Inquisitor warband, and put 2 wounds on the other Dread.
Score: Me 4, Tau 2.
Turn 3 - I jumped toward his Hammerhead with my other Dread but, looking at an 11" charge, I flamed another unit of fire warriors off the board.
On his turn, he destroyed another Chimera, and my Dread Knight
Score Me 5, Tau 2
Turn 4 - By now, 3 of my Chimeras are almost at his objective, but not much happens
On his turn, he moves his fire warriors onto the objective, blows up a chimera, and kills a warband
Score: Me 5, Tau 6
Turn 5 - I unload all 3 surviving warbands - but only 1 of them is withing range of the objective. I also killed his last unit of firewarriors, so that I am on both objectives uncontested.
On his turn, he blows up a Chimera (since it is close to all of the warbands, he is hoping the explosion will do damage - it does some, but not alot). He did manage to kill the warband on his objective, however - making the final score 7 for me (line breaker), and 4 for Tau.
Again, the Dread Knights did well. I think his problem was target priority, and maybe only having 3 troops. Marines can get away with it - sometimes, but if you only have 3 troops, that aren't marines, and you unload them from their transports on turn 1, I think you are setting yourself up for a hard fight. I am liking the mobility of transports supporting Dread Knights, so instead of using my Paladins at 2000 points, I am thinking about keeping the mobility. If I can win the maneuverability and shooting games, and do decently in hand to hand (and each model does have a force weapon), I think I should do pretty well.
1500 Point Tournament - Game 1
So, played in a 1500 point tournament this weekend. I got second - I actually played the guy who won, and tied him - but he won the tie breaker (total overall VP) by 1. Overall, I played 3 really good games. I did not got with my Paladin list, because I didn't think I could make it work at 1500 points, so I went with:
Coteaz
5 Inquistor warbands (2 Jakero, 4 acolyte warriors (one unit had 3) and Chimera)
2 Dread Knights with Teleporters and 2 power fists
1 5 man purifier (2 Psycannons, 2 halberds)
Aegis defense line with Icarus Las Cannon
I didn't take pictures - First game was Purge the Alien with Hammer and Anvil, night fighting on turn 1 (and all games are 5 turns).
The Guy I played was orcs and chaos - he is the one who won the tournament, and the 2000 point tournament last month
He had:
unit of 15 lootas
an Ork with a big gun (don't remember the name, but he had to roll 2d6 str, and if he got doubles, bad stuff
happened. That guy was in a unit of Grots
Karn and big unit of beserkers
Dark Aspostle and big unit of cultists.
He went first, but I stole the initiative. I jumped both dread knights, flamed the cultists, and killed a lot of them, but they are fearless - I actually spent too much time on these guys I think, I should have burned them once, and then jump over and take out the lootas and grots. Everything else in my army shot his 5 devastators, and killed them - giving me first blood and 2 KP
The Dread Knights did their job though, it reversed his whole momentum of his army. He moved his berserkers toward the Dread Knights, I think his big gun killed 3 purifiers, and maybe put a wound of a dread knight.
Me - 2, Enemy - 0
Turn 2
I misplayed the dread knights here, I moved one toward the cultist, and 1 toward the Beserkers (I thought I would win a challenge against his lord). I killed enough with the flamers that I needed a 9 inch charge for both units, and I failed both charges.
He fired on my dreads, and did some wounds on both of them, and then charged one of dreads with his beserkers. I issued the challenge, and got slaughtered, I severely underestimated Kharn.
Me - 2, Enemy 1
Turn 3
I started moving up the chimeras up to his deployment zone. I got up to his cultists, I figured, and lined up on his Apostilary - by now there were 3 cultists, so if I put myself out of charge range, it wouldn't matter, because there would be nothing to charge. I flamed, and he LOS all of them (I think he should have took them with his 3+ save on the Apostilary, but instead I burned 5 more guys and then charged. I won the challenge, and killed the Apostilary, but they made their save.
On his turn, he brought his beserkers over and helped out the cultists, killing the other Dread Knight. His lootas and Ork boss pop a Chimera.
Me -3, Enemy - 3
Turn 4 - I can't see the cultist (he is blocking them with the Beserkers), so I moved right up to the ruins, and killed a few lootas.
He leaves left his beserkers screening the cultist, and had a really bad turn of shooting, failing to do anything major.
Turn 5 -
I know this is the last turn, and that it is close, so I unload everyone from the Chimeras (to make sure I get line breaker, and I flame his lootas. I have some bad shooting (I should have been able to move the lootas with 4 heavy flamers, and I did kill 5, bringing him to 8, and he rolled a 8 on his leadership - if I had killed 1 more...), he has some bad shooting, and fired everything in his army at 1 warband, but in the end his grots (who he hadn't bothered shooting the rest of the game) managed to kill the last 2 Jakero in a squad - The game ended 4-4.
I was really happy with the Dread Knights. By the time he killed them, the rest of my Army was in his deployment zone, and his melee guys didn't have time to get across the board. I should have killed the lootas, and maybe the grots (and the Boss with a gun, and then cleared the cultists - saving the 30 man fearless group for later). The rest of my army did ok, but the Dreads definitely carried the Army.
Also, I learned that the Dreads are not instant character killers, I need to be more aware of the what initiative and AP I'll be facing.
Coteaz
5 Inquistor warbands (2 Jakero, 4 acolyte warriors (one unit had 3) and Chimera)
2 Dread Knights with Teleporters and 2 power fists
1 5 man purifier (2 Psycannons, 2 halberds)
Aegis defense line with Icarus Las Cannon
I didn't take pictures - First game was Purge the Alien with Hammer and Anvil, night fighting on turn 1 (and all games are 5 turns).
The Guy I played was orcs and chaos - he is the one who won the tournament, and the 2000 point tournament last month
He had:
unit of 15 lootas
an Ork with a big gun (don't remember the name, but he had to roll 2d6 str, and if he got doubles, bad stuff
happened. That guy was in a unit of Grots
Karn and big unit of beserkers
Dark Aspostle and big unit of cultists.
He went first, but I stole the initiative. I jumped both dread knights, flamed the cultists, and killed a lot of them, but they are fearless - I actually spent too much time on these guys I think, I should have burned them once, and then jump over and take out the lootas and grots. Everything else in my army shot his 5 devastators, and killed them - giving me first blood and 2 KP
The Dread Knights did their job though, it reversed his whole momentum of his army. He moved his berserkers toward the Dread Knights, I think his big gun killed 3 purifiers, and maybe put a wound of a dread knight.
Me - 2, Enemy - 0
Turn 2
I misplayed the dread knights here, I moved one toward the cultist, and 1 toward the Beserkers (I thought I would win a challenge against his lord). I killed enough with the flamers that I needed a 9 inch charge for both units, and I failed both charges.
He fired on my dreads, and did some wounds on both of them, and then charged one of dreads with his beserkers. I issued the challenge, and got slaughtered, I severely underestimated Kharn.
Me - 2, Enemy 1
Turn 3
I started moving up the chimeras up to his deployment zone. I got up to his cultists, I figured, and lined up on his Apostilary - by now there were 3 cultists, so if I put myself out of charge range, it wouldn't matter, because there would be nothing to charge. I flamed, and he LOS all of them (I think he should have took them with his 3+ save on the Apostilary, but instead I burned 5 more guys and then charged. I won the challenge, and killed the Apostilary, but they made their save.
On his turn, he brought his beserkers over and helped out the cultists, killing the other Dread Knight. His lootas and Ork boss pop a Chimera.
Me -3, Enemy - 3
Turn 4 - I can't see the cultist (he is blocking them with the Beserkers), so I moved right up to the ruins, and killed a few lootas.
He leaves left his beserkers screening the cultist, and had a really bad turn of shooting, failing to do anything major.
Turn 5 -
I know this is the last turn, and that it is close, so I unload everyone from the Chimeras (to make sure I get line breaker, and I flame his lootas. I have some bad shooting (I should have been able to move the lootas with 4 heavy flamers, and I did kill 5, bringing him to 8, and he rolled a 8 on his leadership - if I had killed 1 more...), he has some bad shooting, and fired everything in his army at 1 warband, but in the end his grots (who he hadn't bothered shooting the rest of the game) managed to kill the last 2 Jakero in a squad - The game ended 4-4.
I was really happy with the Dread Knights. By the time he killed them, the rest of my Army was in his deployment zone, and his melee guys didn't have time to get across the board. I should have killed the lootas, and maybe the grots (and the Boss with a gun, and then cleared the cultists - saving the 30 man fearless group for later). The rest of my army did ok, but the Dreads definitely carried the Army.
Also, I learned that the Dreads are not instant character killers, I need to be more aware of the what initiative and AP I'll be facing.
Sunday, July 15, 2012
1500 BA v Necrons
Right after my battle against the orks, I played the same list against necrons (same player, different army)
1 Libby in Termie armor with a stormshield,
Brother Corbulo,
a Stormraven,
a 5 man dev squad with 4 missile launchers,
1 assault squad (2 flamers and sgt had twin plasma pistols and a melta bomb),
2 tac squads with MM and flamer,
and 6 assault termies (3 with TH/SS and 3 with 2 claws).
I don't know necron stuff as well, but he basically had
2 groups of 20 gaus troops (each with some character - one the game him a re-roll per phase, and one with some cool shoota weapon and a 1 time use weapon, which I'm going to call the arrow of Str 10 of doom (but i think it was something like tachayon arrow),
2 units of immortals in flyers, with 1 character each.
We did Crusade, and it was the diagnol set up, orks went first, and deployed 1 unit of necrons in each of his 2 big ruins (1 objective in each). I set my guys up in a ruin, like my assault termies to run across the board, and place 1 unit of tac termies so that it could go after the other objective, which I put further away. When we rolled for objectives, but of his were skyfire - neither of mine mattered. I put Brother C with the devastators, because I was so afraid of his flyers, and I wanted to make sure my missile launchers lasted long enough to make a difference.
Turn 1 - I don't think he moved or shot this turn, he might of moved 1-2 inches in the ruins. I moved terminators out toward middle, and the tac marines toward my further objective. His warlord skill let him pick night-fighting, which he did (I think it was just so he wouldn't worry about having to shoot in the dark later.
Turn 2 Necron - His flyers came on. He dropped 1 unit off near my whirlwind, but the unit barely got around the rock, and had to snapshot, so no damage to whirlwind. He moves around in the ruins a little more. He shoots into my devastators and kills 3 of them (Brother C can't work his magic, since he was positioned to take shots from the front, and not the side).
Turn 2 BA - My flyer comes on, and unloads everything into the transport that hasn't unloaded yet, and destroys it, unfortunately his flyer crashed into my whirlwind, and removed my missile launcher. I shoot a missile at the remaining transport, and actually get a hit. My assault marines jet pack in and do 0 wounds to once of the necron groups in the ruins (I am claiming a moral victory anyway, since this is the first time in 3 games that my Sgt didn't die from "gets hot" on the drop.)
Turn 3 Necron - He zooms his flyer to shoot my tac squad. Since my whirlwind has no weapon, his immortal squad reverses direction, and starts heading around the rock toward my middle objective. He shoots my terminators, and kills 2 or 3. He shoots the assault marines, and reduce them to 4. Since his other transport is gone, he has to roll reserves on his immortal squad, they do not come on.
Turn 3 BA - Still advancing tactical marines and assault terminators. I jump the assault marines into a ravine about 13" from his squad (my plan was to keep them hidden in cover until my assault terminators get into charge range, then popping out and taking the overwatch shots. Since my flyer had to jink to dodge his "arrow of Str 10 doom", I turned 90 degrees and flew off his edge of the board
Turn 4 Necrons - His immortals come on between my assault squad and his troops, and shoot my up, killing 2 marines. He unloads both troop choices into my assault terminators, and reduces me to my librarian, and 1 TH/SS terminator. The immortals he has on my side move toward the middle (getting close to charge range on the tac squad there). The squad is only 6 strong, but they have a royal court guy, so I get a little nervous.
Turn 4 BA - Not wanting to give up the warlord point, and realizing that my assault terminators were no longer combat effective, I started to retreat them. I lined up my whirlwind for a tank shock on the immortal squad on my side of the board. My Stormraven came back on, and I unloaded into his immortal squad (the one bothering my assault terminators. I only killed 3 of 6 immortals / characters, but there really was no better target - did I forget to mention he flew his transport off the board on his turn 4? The tactical squad on the border objective fire at his necron troops, but don't kill any of them. He says I shouldn't have drawn attention to them, because he forgot they were there (although it was a good thing because...
Necron Turn 5 ... He starts shooting at my tactical squad with everything he has (including the transport that came back on). He killed 5 of them, and made them break and run 9", but that means he didn't shoot at my librarian (warlord). He also moves his immortal squad backwards to finish off my whirlwind. Which at the time, I thought was a mistake, because the whole game I thought those immortals would tear up my tactical squad, he said something about a lightning field, so I was afraid of him attacking the middle tactical squad (I guess his psycological warfare was stronger than mine)
Turn 5 BA - I run my librarian further from his side (I am pretty sure I am out of 24" at this point, but I didn't measure because I didn't want to draw attention to my librarian in case the game lasted another turn or two. My edge tactical squad rallied (ATSKNF) and moved back onto the objective. My Stormraven zoomed over and killed his last transport - which crashed somewhere off the board. My jump pack marines jumped over his immortal squad, and then ran into the middle of his deployment zone (a risky move, that would have been suicide if the game hadn't ended.)
I won, with 1 point for first kill (his transport) and 1 for have a scoring squad in his deployment zone. We both had 6 points worth of objectives.
Overall, I don't think this list is working for me. Even though I won both games with it, it was an uphill battle the whole time (if either game had gone past 5 turns, I would have lost both games, and maybe even been tabled). If the necrons had marched across the board, I do not think I would have had the fire power to stop them from rolling me. The stormraven killed both of his flyers, but partly because he didn't care - he didn't see it as a big enough threat to waste shots on, unless there were no other targets (and other than the 2 transports, it killed 4 necron immortals). Likewise - I think his transports killed a total of 4 devastors, and 2 marines, so had I not been able to shoot them down... I don't know. Marching the Terminators across the board does not work without Brother C, but Brother C only helps if you can control what side they are shooting at ( a mobile army can take advantage of this)
Saturday, July 14, 2012
1500 BA vs Orks, game 3
So, a third game against orks. I wanted to try some new stuff, so I took out the Death Company and a whirlwind, and added some Assault Termies, a Storm Raven, and Brother Corbulo, so I had:
1 Libby in Termie armor with a stormshield,
Brother Corbulo,
a Stormraven,
a 5 man dev squad with 4 missile launchers,
1 assault squad (2 flamers and sgt had twin plasma pistols and a melta bomb),
2 tac squads with MM and flamer,
and 6 assault termies (3 with TH/SS and 3 with 2 claws).
My opponent had:
2 nob biker squads (1 medic, 1 melee weapon, and 2 power claws, + a biker boss in each squad )
and 3 squads of 4 lootas
The game was relic and the deployment was hammer and anvil (I don't have my book handy, but I think that is what the second one was called). I went first. (my BA are blue because I bought the marines on ebay, and am a lazy painter).
BA Turn 1 - I rushed everything toward the football. I don't know why I kept the tac marines in cover, since he didn't have any ranged weapons that would overpower my 3+ sv. I made sure Brother Corbulo was in front of the termies, so I could test his bullet catching ability (during the whole game, I never used LOS with corbulo, since there was no Ap 3, so the only difference between him now and him in 5th is that he was able to have all of the wounds assigned to him, which made a difference, but was not game-breaking). Did a few wounds, which he passed around with LOS, but nothing died.
Ork turn 1 - Shot at some stuff with lootas. first fired at Brother C and the termies. Brother Caught 8 loota missiles and shrugged them off, and my opponent didn't shoot at that unit again for 3 turns. Granted it was probably frustrating to watch him eat all of the missiles, but it's not a stretch to believe that a squad of termies could make 8 2+, 5+ (armor and FNP) saves, anyway). Bikers moved up (both units tried to charge my terminators, but he rolled a 3 and a 6 for charges, and he was mover than 6" with both units)
BA Turn 2 - I was all set to grab the relic with my termies when my opponent reminded me it had to be a scoring unit, so I moved them to screen while I moved my remaining full tactical squad up. I also dropped some assault marines behind the bikes and flamed some. My Storm Raven came in, but failed to inflict any wounds. I concentrated all of my fire power on the far bike unit, because I was confident that my terminators could take out the other, which they did, forcing them to flee 17 inches (not enough to be off the board)
Ork Turn 2 - His bikers rallied and one unit of Lootas shot down my Stormraven and it crashed onto my damaged tactical squad, doing 3 wounds, all of which were saved. Another unit of lootas killed most of my assault marines in the water, and his unit of 2 bikes charged and destroyed my 3 tactical squads.
Turn 3, my jump marines grab the relic, and his lootas shoot them to death, along with killing all but 1 of my devastators. It was a really short turn, and nothing really happened.
BA Turn 4:This is the last picture I took of the game, the start of turn 4. Not much happened from here. My tactical squad grabbed the relic, Brother C and the Libby left the terminators and joined the Tacticals. The remaining Terminators charged the lootas, and concentrated fire took out the group of 2 bikes.
Orc Turn 4: He moved his bikes into the river and charged my tactcials, after his lootas shot my terminators down to 1 guy with claws. He charged, but my Librarian and Brother C, at the rear of the tactical squad, managed to finish the nobs off.
BA Turn 5 - Somehow my lone termie makes it to the lootas (a 6 difficult terrain roll and a 9 inch charge though cover. I kill 3 lootas and survive the counter attack.
Ork Turn 5 - The other 2 groups of lootas fire at my tactical squad, killing the librarian, brother C, and 3-4 marines. In CC, my terminator kills one more loota before he is overwhelmed.
We roll a 1 and the game ends. Had the game gone another turn, there is a good chance I would have lost the last 5 guys of the tactical squad to combined fire power of about 38 loots, in which case I would have lost. As it ended, it was 4 - 2 (he got first blood from my raven and we killed each others warlords) I might have been on his half of the board in the end, but I don't think so, and we didn't measure since it didn't matter.
I only remembered to use my psyker powers the first turn, and then I remembered to activate my force sword on the 3rd turn (to kill is warlord), so I did not get my money's work from the librarian. The Stormraven was underwhelming as well. The whirlwind did a good job denying the lootas (he lined them all out of range of the whirlwind, so even though it didn't get many kills, it added to my control of the battle space in a positive way. Whirlwinds are alot less useful against multi-floor ruins, half the turns I attacked the bikers with it, even though they were sub-optimal targets, because I just didn't care about killing 1-2 lootas.
1 Libby in Termie armor with a stormshield,
Brother Corbulo,
a Stormraven,
a 5 man dev squad with 4 missile launchers,
1 assault squad (2 flamers and sgt had twin plasma pistols and a melta bomb),
2 tac squads with MM and flamer,
and 6 assault termies (3 with TH/SS and 3 with 2 claws).
My opponent had:
2 nob biker squads (1 medic, 1 melee weapon, and 2 power claws, + a biker boss in each squad )
and 3 squads of 4 lootas
The game was relic and the deployment was hammer and anvil (I don't have my book handy, but I think that is what the second one was called). I went first. (my BA are blue because I bought the marines on ebay, and am a lazy painter).
BA Turn 1 - I rushed everything toward the football. I don't know why I kept the tac marines in cover, since he didn't have any ranged weapons that would overpower my 3+ sv. I made sure Brother Corbulo was in front of the termies, so I could test his bullet catching ability (during the whole game, I never used LOS with corbulo, since there was no Ap 3, so the only difference between him now and him in 5th is that he was able to have all of the wounds assigned to him, which made a difference, but was not game-breaking). Did a few wounds, which he passed around with LOS, but nothing died.
Ork turn 1 - Shot at some stuff with lootas. first fired at Brother C and the termies. Brother Caught 8 loota missiles and shrugged them off, and my opponent didn't shoot at that unit again for 3 turns. Granted it was probably frustrating to watch him eat all of the missiles, but it's not a stretch to believe that a squad of termies could make 8 2+, 5+ (armor and FNP) saves, anyway). Bikers moved up (both units tried to charge my terminators, but he rolled a 3 and a 6 for charges, and he was mover than 6" with both units)
BA Turn 2 - I was all set to grab the relic with my termies when my opponent reminded me it had to be a scoring unit, so I moved them to screen while I moved my remaining full tactical squad up. I also dropped some assault marines behind the bikes and flamed some. My Storm Raven came in, but failed to inflict any wounds. I concentrated all of my fire power on the far bike unit, because I was confident that my terminators could take out the other, which they did, forcing them to flee 17 inches (not enough to be off the board)
Ork Turn 2 - His bikers rallied and one unit of Lootas shot down my Stormraven and it crashed onto my damaged tactical squad, doing 3 wounds, all of which were saved. Another unit of lootas killed most of my assault marines in the water, and his unit of 2 bikes charged and destroyed my 3 tactical squads.
Turn 3, my jump marines grab the relic, and his lootas shoot them to death, along with killing all but 1 of my devastators. It was a really short turn, and nothing really happened.
BA Turn 4:This is the last picture I took of the game, the start of turn 4. Not much happened from here. My tactical squad grabbed the relic, Brother C and the Libby left the terminators and joined the Tacticals. The remaining Terminators charged the lootas, and concentrated fire took out the group of 2 bikes.
Orc Turn 4: He moved his bikes into the river and charged my tactcials, after his lootas shot my terminators down to 1 guy with claws. He charged, but my Librarian and Brother C, at the rear of the tactical squad, managed to finish the nobs off.
BA Turn 5 - Somehow my lone termie makes it to the lootas (a 6 difficult terrain roll and a 9 inch charge though cover. I kill 3 lootas and survive the counter attack.
Ork Turn 5 - The other 2 groups of lootas fire at my tactical squad, killing the librarian, brother C, and 3-4 marines. In CC, my terminator kills one more loota before he is overwhelmed.
We roll a 1 and the game ends. Had the game gone another turn, there is a good chance I would have lost the last 5 guys of the tactical squad to combined fire power of about 38 loots, in which case I would have lost. As it ended, it was 4 - 2 (he got first blood from my raven and we killed each others warlords) I might have been on his half of the board in the end, but I don't think so, and we didn't measure since it didn't matter.
I only remembered to use my psyker powers the first turn, and then I remembered to activate my force sword on the 3rd turn (to kill is warlord), so I did not get my money's work from the librarian. The Stormraven was underwhelming as well. The whirlwind did a good job denying the lootas (he lined them all out of range of the whirlwind, so even though it didn't get many kills, it added to my control of the battle space in a positive way. Whirlwinds are alot less useful against multi-floor ruins, half the turns I attacked the bikers with it, even though they were sub-optimal targets, because I just didn't care about killing 1-2 lootas.
Friday, July 6, 2012
1500 BA
First 6th Edition BA List
I am going to play my first 6th edition battle tomorrow. I don't know what I will face exactly, so making an all comers list (really the only kind I ever make) but it will probably be orks (lots of shoota boyz, probably 3 units of 15 lootas, and maybe some 'Kans with forcefields) or IG (parking lot with 2 units of 3 vendettas with 3 lasguns each)
Its been a while since I played BA, but 6th edition was good excuse to leave GK and go back to combined arms marine list (GK were fine, but there were such a limited number of units, and the reason I became marine in the first place (from 3rd edition necrons) was to have more flexibility.
Anyway, here is my list, I thought about a Stormraven, but I just didn't see it (or 2 of them) standing up to 45 lootas or 6 vendettas - figure I will just suck up the wounds as they fly by.
1 Chaplain - Bolt Pistol and Crozius Arcanum
19 Death Company with Boltguns. +1 Hammer, +1 Powerfist
2 Full Tac Squads (+1 Plasma gun, +1 Lascannon, SGT armed with meltabombs)
1 Full Assault Squad (+2 Flamers, SGT armed with meltabombs and 2 plasma pistols)
2 Whirlwinds
1 Devastator Team (5 Marines with 4 Missile Launchers, SGT has meltabombs)
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