Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Sunday, July 13, 2014

Clan Raukaan vs Orks (Feast of Blade style)

So, I tried out a list for FoB: 1x Knight Errant, 3x Dreadnoughts with assault cannons, 2x Dreadnoughts with Multi Melta, 2x Razorbacks (lascannon) with 5 tac marines, a stormtalon, and Master of forge with Gorgan Chain.  This was not my original concept, but this is the first time I took a master of the forge, and I had NO dreadnoughts in my list, so I decided to go the other extreme and take 5.  My other list would have been stronger, especially against what my opponent was using.  He brought Orks, from the new codex.  He had 2 units of Lootas, 2 units of grots, 2 Forgeworld tanks (even though they won't be allowed in the tournament, but I was bringing a Knight Errant against Orks...), 3 units of mega'nobs, (each unit had 2 guys with double buz saws), 2 trucks (to carry the 2 of the 'nob units), and an aegis defense line.

He ended up going first.  I had positioned my Knight in the back, with my dreadnoughts closer and to the side (so they would keep up with Knight for a turn, but not be in his way).  As there was almost no middle cover (the board was 2 sets of ruins, divided my a street), my dreadnoughts go destroyed by the lootas.  We were playing the first scenario from the feast of blades qualifier pack.  My knight stayed in the middle of the because of of the 'Nobs waiting to charge.  At the end of five turns, I had 3 objectives to his one, but had killed 4 more units than me, giving his a massacre (so the score would have been 13 to 7 - he also had first blood)

What did I learn: By the end of the game, I had lost a flyer, 3 dreadnoughts, and both razorbacks, but I had three objectives, so it didn't seem so bad, even though I lost, until you consider that 3 of my dreadnoughts died and one was immobilized without any of them firing a shot.


  • The Knight was not a fire magnet, because my opponent ignored him because of the shield, and it wasn't the charge threat I expected, because of the 3 units of 'Nobs (after the 5th turn, we went into the assault, and the 2 'nobs with buzz saws killed it - 10 str 9 armor bane attacks, needing 3's to hit, because formation gave them +1 WS).  
  • My goal was to give my opponent more things to shoot at then the Knight, which is why I loaded on dreads, but the lootas tore them apart before they even got to shoot.  Need more than armor 12, or I need to give them a save.  Really, I think I need to give them drop pods, but I couldn't find the points, and the list was already low model count, even at 1500.
SECOND GAME:  We played another game, so I could try using my Knight as cover for the dreadnoughts.  I started with the Knight in front, and the Razorbacks and Dreadnoughts behind.  The cover worked on the first turn, I only lost 1 Razorback to Lootas.  I took a few other hits, but I saved about half of them (on 5+). On my move, I moved to the middle of the board, and then he charged my with a truck of 'nobs.  He buzz saws killed the Knight again, although this time they barely got the 6 HP they needed, and the death explosion scattered backwards into my  entire army.  While I only lost a dreadnought, and took a few HP on some others, we called the game (since we already knew that 24" ranged dreadnoughts were not going to survive the loota and tank barrage that was coming).

Wednesday, July 9, 2014

Blood Angels, First 3 Games of 7th edition

I already posted this on The Four Horsemen: http://lionsangels.blogspot.com/ , but I am not sure how active they are right now, and I can't see all the stat stuff, so for now I am going to double post.

So, it has been a while since I have played, but I've gotten 3 games in 7th edition in the last 3 weeks, so I throw out some thoughts on my experience with Blood Angles in 7th.  The first game I played in 7th was against IG, or whatever they are called now - Militarium?

It was a tank line behind an Aegis defense line, with some special forgeworld rules.  The IG played had a 30 man platoon bubble wrap between the tanks and the wall, so I could not drop pod my Sterngaurd or either of my 2 Furiouso dreads close enough to get a good melta shot off.  I made good use of enemy's ADL, and all my stuff that was not in a pod is in 1 LR or 2 Razor backs, but all the vehicles got popped, and then it was bunch of marines being pounded with AP 3 barrage.  Death Company did ok - by that I mean they lasted 2 turns of getting pounded before dying without killing anything.

- The biggest lesson I re-learned from this game was that I should have drop podded my stuff into the ruins on the flank, instead of landing in front of wall and trying to chew through his infantry to get to the tanks (with the Furiousos did in 2 turns, but not fast enough to open gap for other melta before they were destroyed.

-The other lesson was that, since we were playing with tactical objectives, and I had the advantage early, I should of stayed out of range.  It would have been a fast, not very exciting game, but I let myself get sucked into trying to destroy stuff, and charged into his tanks -instead of using my speed to take the points I could, and then making HIM change HIS game. (instead I lost by 1 point, even though the game ended on turn 5 and all I had left was 2 drop pods and 3 space marines)


I used the same army for the next 2 games.  It was 4 Assault marine squads (5 men), each with a land raider (2 landraiders and 2 crusaders), 2 Furiouso dreads with claws (for counter charge), and a stormraven with meph.

The first game I played against chaos space marines allied with demons, and did not get iron arm with Meph, so he stayed in the plane until it was shot out from under him. Besides Typhus, there were 2 demon princes and at least 1 greater demon.  He had very little that could punch through my armor (in fact he glanced 1 land raider, 1 time).  This was a pretty well matched game, because my opponent, although he couldn't kill the Raiders, almost tied because he played the tactical objective very smartly - for example, when I grounded a demon prince, and locked him into combat with my dread, that demon summoned a squad of horrors to take the objective. all of my stuff did what I expected, and I even used one of the 5 man squads to clear some demons off of an objective - too late to stop him from getting tactical points though.

-The game was a lot of fun, and really close, but not a lot of lesson to learn, I won, and every unit did what I wanted - the LR kept stuff safe, the Furiouso's locked up demon princes (or kept them from landing).  Although I wasn't playing the monsters, it was worth noting that the change to making smash attack only 1 attack (instead of half) took a lot of threat out of demons princes against armor and dreads - they are not really a threat to heavy armor).  Also, if Mehpiston is going to sit in the plane all game, I could save a lot of points with a cheaper HQ.


The second game, I was caught off guard by an Imperial knight.  I wasn't expecting a super heavy (we never really discussed the list, beyond that they would be 2k points), but I was game - (good thing, because I found out that not only did he not have enough IG without the knight, but that he had bought and put together $250 worth of guard the night before, so that would have enough points to play.  Once my Land Raiders got popped (all by turn 3 I think), things went down hill fast.  In the end, the game ended on turn 5, and I lost 11-1, but the momentum was finally turning in my favor, and had there been a turn 6, I am pretty sure (baring some stupid lucky - or unlucky dice, I would have won 6-5)

Lessons from this game: -
- mostly about the imperial knight.  The armor, the shield, nothing special - I did not realize that they could move 12, and that their chainsword did "D" damage.  His cannon didn't do anything, but he killed 2 of the land raiders in melee in 2 turns (I had moved in to get the melta shot bonus)

-If you are close enough to hit the knight with the melta bonus, you are probably close enough to take a "D" hit from the explosion when the knight dies - I lost a squad of infantry and a furiouso dread to the explosion.

-Mephiston is pretty tough.  With iron arm, las cannons needed 4's to wound, Meph took 4 to the face, and kept trucking, and almost single handedly won me the game (in another turn).  The problem was that it took him too long to be useful.  He came in on turn 2, but the stormraven had to attack the knight.  The next turn, the stormraven zoomed to the drop zone (with the intention of hovering on turn 4 so meph could charge), but the stormraven got stunned, and Meph had to "fall from the skies", which meant to charge until 5.  Like I said, he took 4 LC shots, killed a LC squad, and was poised to clear an objective (and probably take out the enemy warlord with a pskyker attack).  Again Meph proved how tough he was, but if it takes him 5 turns to charge, he is going to have a hard time leveraging that toughness.  Maybe I can put him in one of the Land Raiders (then he would almost be guaranteed a turn 2 assault, which would have made a big difference in that particular game.

-Also, a rule note that I had not seem mentioned - how damage is allocated to a squadron.  It might have always been this way (I don't fight squadrons much).  Once you score hits, you assign them, and resolve them one at a time - I always thought it was roll all penetrating and glancing, and then allocated them - it doesn't make a big difference, unless some of the shots are at a different facing, but then it might.

Edit: It is worth noting that if the Land Raiders had contained full squads, it might have been closer in my favor.  Granted that this was IG, but I still was able to break 3-4 units in charges (usually with only 3 marines (that's all that was left before the charge), but then I would get shot down to 0-1 guys; 5 more bodies in each of those charges might have let me keep one of the objectives (as it was, 3 marines almost defended an objective from 3 units of guardsmen, and probably could have if it wasn't for the hotshot lasers)

Monday, April 29, 2013

Game 3 2000 GK vs Black Templars.

This was crusade (5 objectives), with hammer and anvil deployment.  There is even less to tell about this game - by the bottom of turn 2, he had given up.
He had
1x Emperor champion with assault squad in a stormraven
1x Super character with assault squad in landraider
2x Assault Squads in Rhinos
2 land speeders
1x vindicator

All the objectives were in the middle (they were placed after terrain, and they were all placed in no mans land - which makes this the only time the my rear guard GKSS saw action, they crossed the wall on turn 4.

He went first, and by the end of turn 2, I had destroyed his vindicator, his land raider, both land speeders, and had velocity locked his stormraven.  The game ended something like 8-0.  There was some melee, which lasted a lot longer than I expected it to, since I had all power weaspons, but at the end of 3 game turns of combat, both of our 10 man squads were down to 1 man.

His commander squad occupied all 3 dread knights for the last 3 game turns, but I won that fight, since he needed the unit to hold an objective, and my NDK had already done everything I needed them to.

Overall, in the tournament, the alpha strike and teleporting to the rear was awesome for me.  I would have struggled against flyers, and 1 person brought 3 heldrakes, but I didn't end up playing them.  I am going to look into allies, to see about making the turn 1 strike even stronger - or maybe increasing the range of the rear base, so that they can support the forward elements.


2000 point GK vs Necrons

This was Dawn of war, the emperor's will.  I had same army, my opponent had necrons.
He had 2 annihilation barges,
The walker (necron marker light)
4x20 necron warriors, with 1 overlord in one squad, and lords with rez orbs in each of the others.

This game was very straight forward.  I deepstriked again with one the GKSS, and they took some heavy causualties turn 2 and 3, but didn't die until turn 4.

Necrons went first, but I was in cover, so no major damage, a few interceptors and 1 SS guy was all I lost.  I jumped everything across the board again, using 1 NDK to hold the necrons on the left flank, while the other 2, a GKSS and GKIS rolled down the right flank.

One of my NDK made crazy saves - even after he was marker lighter, and hit by everything in the enemies army, he took 1 wound.  Luckily, all I had to do was charge him off the objectives, so that he had no units to take the objective with, because I couldn't kill 20 necrons with 4+ FNP to save my life.  I kept winning by 1, and then waiting for them to finally fail a Leadership roll and run off the table.

Thoughts: My alpha strike plan worked perfectly, in that the entire battle took place in the enemy deployment zone.  The only complaint I have is that I had 2 units of GKSS, each with prescient psykers, who never got to shoot (which is close to what happened in first game - until it was too late).  40 re-rolling S5 bolter shots is a pretty scary fire-base, but a waste of points in the enemy can't get within 24" of them.

2000 point GK vs Blood Angels

This was the first game in the tournament from last post.  I had the same GK list from last post/

Blood Angels had:
 3 x Attack Bikes (I think there was 1 Heavy Bolter Bike and 2 MM Bikes)
 1 x 10 Devestators (4x Missile Launchers)
 a ADL with Quad Gun
 1 x 10 Scouts
2x StrormRavens - with sponsons
2x Furioso Dreads (1 with double fists, 1 with double claws)
2 x 10 Assualt Squads (each with a furioso priest)
1 Captain with Claw and Artificer armor

It was Vanguard Deployment, Night Fighting, and I had first Turn.  I held 1 unit of GKSS in reserve, BA had   the assault squads and furiosos on the stormravens, along with the Captain.

There wasn't much to tell on this one.  My Dreadknights jumped up and flamed his scouts into oblivion, giving me first blood, then they went on a rampage, killing all three bikes and was in melee with the devestators when his flyers came on.  He had shot up the Interceptors, and put some wounds on the dreadknights, but at the end of my turn 3 it was 5 to 0.

On his turn 3, he unloaded one of the flyers and wiped out a GKSS squad and 1 NDK.  On turn my turn 4, I killed his last devestator and the stormraven that unloaded.  He unloaded the other Stormraven, and assaulted the other 2 GKSS along with both inquisitors.

By the end, the score was 8 to 8 (we both had 7 kp and I had first blood, he had slay the warlord).

Thoughts, this was a much closer game that I thought it was going to be.  I should have sacrificed 1 unit of SS, so that he couldn't get 4 KP in 1 turn - all I had to do was stay out of range (hard to do against a Stormraven, but doable).  This was a case where I got into the spirit of Purge the Alien - I didn't need anymore KP, so the extra combats could only hurt me, but I kept playing like I was going to annihilation.

I was close to bringing the same army, but decided not to, and it probably worked out well, since his next game, the blood angel character had both flyers shot down with their cargo inside.


Saturday, April 20, 2013

2000 Chaos vs Orks

2000 points, Purge the Alien.
Chaos - Typhus
2x20 Zombies
1x21 Zombies
3x10 CSM (all marks of nurgle, 2 squads with double plasma, 1 squad with a flamer and missile launcher)
3x2 Obliterators with mark of Nurgle
Aegis Defense line with Quad-Gun

Orks - Ghazghkul
Warboss with mega armor
2x29 Shoota Boys
3x15 Lootas
3 Battle Wagons with Supa-Kannons (forgeworld?)
Aegis defense line (no gun)



Chaos went first, no night fighting.  Typhus was with Zombies in middle.  All obliterators were deep-striking (the battle wagons were armor 14, so shooting lascannons at armor 14 with a 4+ cover save seemed like a bad idea, although in hindsight, this bit me in the ass - more later).

Chaos Turn 1 - Killed some lootas, moved up.

Ork Turn 1 - Supa Kannons killed some marines and zombies, but with the 4+ defense works going through the deployment zone, the kannons didn't do much most of the game, other than lure my obliterators into giving up some kill points.

Chaos Turn 2 - 1 Dragon and 2 squads of oblits come in, and stick right were I placed them.  The dragon hits a unit of lootas and breaks them, 6 inches from the edge of the board, and only ran 5".  The obliterator squads each double fire a side shot on the closest battle wagon - the first squad rolls snake eyes, and the other 2 got 1 hit, which was saved.

Orks Turn 2 - One of the units of lootas shoot the dragon down.  Only 1 penetrating hit, and the dragon explodes.  This game was not all about dice, the list had some weaknesses, and I made some tactics mistakes, but there were 3 critical dice rolls that turned what would have been a close game into a massacre - this was the first one, 15 loota shots exploding a dragon.  The rest of ork shooting didn't do much, the obliteratiors made most of their saves.

Chaos Turn 3 - Other Obliterators and Dragon come on.  I flame and attack the lootas, trying to break them, and I do break another unit, which ran 4", but the edge of the board was 5" away.  I do break the first unit of lootas a second this time, and they run 2", still not off the board (but they don't rally the next turn, and finally run off the board).

Ork Turn 3 - Another unit of lootas (that had just rallied) fired 10 shots, and killed my dragon - this was the second critical roll).  Gazgul, the warboss, and the shoota boys charge Typhus and the zombies.  I thought this fight would go better.  He declared Waaah!, so he had a 2+ invuln save, so I used the zombie sgt to fight in Gazgul's challenge, thinking that Thypus would clean up, but in the end, he only killed 2 orks, and then failed 3 of 4 look out sirs against powerclaws, and died (this was the third critical roll that I failed).  One of my obliterators get charged by other units of boys, and die (the powerklaw killed both of them)

Chaos Turn 4 - By not things are looking grim, I only have 1 kill point, both dragons, and my warlord are gone, and none of them accounted for themselves, or even soaked enough fire to have been valuable as a fire magnet.  I can still roll the backfield if my oblits kick in, there are alot of soft targets for oblits, but this wasn't their day.  I charge the unit of boys, and I flame some lootas.  The rest of Typhus's zombies die.

Orks Turn 4 - Gazgul moves up, but his unit doesn't make the charge through cover.  The Oblits kill some orks, but the poweclaw kills one of them.

Chaos Turn 5 - I can't stop throwing good after bad, and throw my other oblit unit in to help against the boys.  I kill some more orks, and then lose the last oblit from the other squad.

Ork 5 - Orks kill the last oblits, gazgul's squad kills a unit of CSM

Chaos 6 - The game is over now, but I try to kill gazgul, I do one wound.

Orks 6 - Gazgul declares a charge against my back CSM, but fails the charge.

Thoughts - While most of the game, I rolled really well, when it really mattered, the dice went against me hard, and I lost my 3 biggest hitters before they had a chance to make a difference.  Dice you can't control though, so what could I have done different?

1. Even though the dice went abysmal in that I failed 3 of 4 LOS, and then failed all 3 invulnerable saves, it was very unlikely that he was going to survive 3 orks with powerclaws, even 1 at a time, since his weapon was unwieldy, and they would have all still gotten their attacks in - so I should have stayed back and shot them some more.

2. I dropped obliterators near the trucks, but then didn't kill them.  They made very little difference in the game, but they would have been 3 kill points - I thought the lootas would be a softer target, but it didn't work out that way - they kept failing leadership rolls, and then stopping 1" from the edge of the board.  I'm not sure that standing back and shooting at the trucks would have done much good, but they could have focused fire on gazgul's group.

3. Maybe there were too many zombies.  They were there for holding objectives, but in a non objective game, they didn't really contribute anything, other than absorbing shots from lootas and the Supa Kannons, which is something I guess.

I was going to use this list at a small tournament, next week, but it got crushed so badly, that I am thinking about doing something much different, but then I won't have a chance to test it.

Monday, April 15, 2013

Chaos v Orks - 2000 points

Well, I played 2000 points against orks last week, I started to take pictures, but then I forgot, so I think that all I have is the initial set up.


Overall Board

Chaos Side


Orks

For 2000 points, I had 2 units of 33 Zombies, 2 units of 2 Obliterators, 1 Unit of 3 terminators with combi-meltas, 2 heldrakes (one with cannon, one with flamer), Aegis Defense Line (quad gun), 3 units of CSM with mark of Nurgle and 2 plasma guns), and Typhus - everything except zombies and dragons have mark of nurgle.

Orks had 3 units of lootas (2 in trucks), a unit of nob bikers with a biker boss and medic, gazgul and 30 boys, and 2 or 3 fighter flyers (I think 3).

The game is Emperors will, and we were playing long table, first turn was night fighting.

Orks T1 - Not knowing what to do with the zombies, the bikers actually moved away from the front line, to support the mob of boys (my oblits and termies were deep-striking).  He moved his trucks up and his lootas shot some zombies.

Chaos T1 - Moved zombies up - they got in the way of the CSM - I meant them to be a screen, but they quickly became an obstacle because of the way I deployed them.

Orks T2 - The bikers were still in the backfield.  His lootas killed some more stuff.  2 of his planes came on, and he made sure that they were out of range of my gun (I put it too far back), and shot some CSM, but nothing serious.

Chaos T2 - I deep striked some oblits and the terminators with lord in front of loota trucks, my dragons came on, and the flamer killed a lot of a unit of lootas, making them run, while my autocannon pinned the nob bikers (until we realized they couldn't be pinned).  Between my termies, 1 unit of oblits, and my autocannon, I killed both trucks containing lootas, giving me first blood.

Orks T3 - The bikes decided to come back to the front, but they have too far to go to charge this turn.  Lootas shoot, his flyer shoots.

Chaos T3 - One of my terminators is dead, so my lord falls back into the zombie squad, and I have the terminators assault a loota squad, I shoot, flame and vector strike the other 2, so two of the loota squads are running away with less than 5 people, and 1 is wiped out.  I try to deepstrike my remaining oblits too close, and they scatter into the bikes, and back into reserve.

Orks T4 - The bikes hit my terminators, and massacre them - as expected.  2 of his flyers go off the board, the other one comes on, and he mis-calculates the range, my quad-gun brings it down.  Both of his units of lootas rally, and he pumps all his loota shots, and boyz shots into my dragons, and brings one of them down.

Chaos T4 - I try to charge the bikes with the zombies, but roll terrible, like 3 inches to assault through cover.  My oblits land near his shoota boys with gazgul.

Ork 5 - His flyers come back on, and kill my other dragon.  He split his biker boss and charges the 2 remaining CSM in the far left squad (the other CSM squad is still trying to get around zombies to shoot at lootas), while the rest of his bikes charge Typhus and about 16 zombies.  The Boss takes a wound in overwatch, from a plasma gun, and then takes a pistol to the face, dying before he gets to attack.  Typhus loses several zombies, and kills several orks, activating his force weapon.  Gazgul declared the charge (he was going to attack with all of the orks, but right before he ended his movement phase I told him I deep-striked my oblits there to lure his orks off the objective, so he seperated Gazgul.  Gazgul took some wounds, but killed both oblits.

Chaos 5 - Typhus kills the rest of the bikers, with 2 zombie wounds to spare.  Gazgul, caught in the open, takes as much fire-power as I can spare, which enough to do the last wound needed to kill him.

Game ended, Chaos 5 (First blood, slay the warlord, objective), and Orks 3 (objective).

The game was slow until turn 4, because the Ork player plays defensively, and zombies take a long time to cross the long board (especially when they can't run through area terrain), but everything did what it needed to.

Thoughts - Zombies did well.  Had the bikes charged right away, I might have lost the zombies before Typhus had a chance to support him.  I will probably start him in zombies from now on, probably the first row and then, once it takes too many losses, shift to the second wave (which will be right behind the first).  The zombies are a great tar pit against a lot of units, but, according to some quick math hammer, they were only going to last 2 combats against the bikers, which means that the bikes would be free on his turn - not ideal.

The terminators are probably out.  3 with combi meltas cost more than 2 oblits, and have less total wounds, and less fire power.

Typhus.is.a.psyker.  I went 4 turns before I remembered this, and started using his powers, which were awesome against the bikers, although I don't know if they made the difference, since the were still obliterating zombies.

I think I am going back to the flamer on the second dragon.  The auto cannon was good, and it would have pinned 2 units (it pinned some lootas too), but with 6 oblits and a quad gun, I think I need more anti-troop firepower than  anti-air / anti-vehicle.

CSM with mark of nurgle did fine.  I have no complaints, except I am probably going to give the rear detachment a longer ranged weapon - like a missile launcher.

Sunday, March 17, 2013

Second game with Chaos

This was played the same day as the first post (and the same player).  I used the same army as the first game with chaos.  I was playing purge the alien against orks.  My opponent had Gaz'gul and a mob of shoota' boys (I think 30), 3 units of 14 lootas, a unit of nob bikers with a warboss, and 3 ork fighter planes.

Again, I was using proxies, but this game was pretty straight forward, so I'll do it more in a turn by turn analysis.

 Turn 1 - he went first, it was night fighting - it was dawn of war an we deployed in opposite corners, so nothing was in range.  I moved my demon prince into cover, close enough that I could probably assault his bikers next turn, but where I had a 2+ cover save (because of mark of nurgle) from his lootas.

Opponent Turn 2 - His flyers came in, and all though it took all 3 of them, they did manage to kill my demon prince, meaning I was down 3 points right away (1 for unit, 1 for first blood, and 1 for slay the warlord).  His bikers pulled back, so I was going to have to go after him.

Chaos Turn 2 - My flyers came on.  He had positioned his orks so that I could not vector strike them (because there was no where to land).   I couldn't vector strike the ork flyers, because they were on the other side of the board, and striking them meant that I would lose at least two turns of flaming (plus I think they were also too far back).  I flamed his bikers with all three heldrakes, and killed 1 or 2.  I deep striked my Oblits, 1 unit scattered off the table, and went back into reserve, but the other 2 landed behind his lines.  The unit of 3 oblits assault cannoned the closest lootas and broke them.  The other unit killed some of the mob of boyz.  I started moving my rhinos to get my troops into range to help, but it would have taken them until turn 7 to get into melee with the orks (we didn't get a 7th turn), and it would have taken until turn 9 for my 2 units of marines to be killed by what was left of his ork mob, gaz'gul, and nob with powerfist)

Turn 3 - I think he forgets to roll for his lootas, so see if they stay or if they run off the board, but it's ok, because he didn't shoot them either.  His bikes charge both units of my oblits (I use the heavy flamers, and kill 1-2 - I got 11 hits with wall of flame).  We tie in combat, doing 3 wounds each, but I lost 2 guys, and he only lost 1).  He shot at my flyers, but I made a lot of saves, took some hits, but only 1 of them went down - it took hits from 2 flyers and 2 units of lootas).

Chaos turn 3 - I vector strike some boys with my last 2 dragons, and then flame them.  We're not sure how vector strike works, as far was where are the casualties assigned, so I let him pick, and he put them all on gaz' gul, who absorbed all but one of them on his 2+ save.  My oblits fail their reserve roll, and my other 2 units of oblits get wiped out, killing another bike or two (leaving him with a war boss and a nob biker, each with one wound).  One of my heldrakes flame a unit of lootas, breaking them and causing them to run off the board, and the other kills 3 more lootas from the group already falling back, so they can' rally without double 1's.

Enemy turn 4 - He declares Waaah!, letting his flyers to fire twice each.  Between that and the lootas, he finishes off both of my remaining heldrakes.  His bikers pop one of the Rhinos in melee.  His lootas run off the board, leaving him with one unit at full strength.

Chaos turn 4.  I deepstrike my oblits near his lootas, and assault cannon them, killing 7 of them, but they pass their leadership.  I unload all of the marines from their rhinos, and finish off the bikers with rapid fire.

Enemy turn 5.  He fires his whole army at the oblits, and kills one of them.  He tries to assault the other, but it is through cover, and I wall of flame the closest guy, so he doesn't make it.

Chaos Turn 5.  I put everything back in the rhinos and move toward his boyz, although even if they get there, I have already lost, because I had several more kill points to give up than he did, and I lost the first two optional points.  My oblit moves towards the lootas, kills 2, and then charges...but fails because I only got 3" charge, and I had killed the closest 2.

Turn 6.  Between his boyz and his lootas, he killed my last oblit.  His fighers didn't do anything, because they had to turn to stay on the board, and didn't have any targets.

Chaos turn 6.  I moved up the rhinos, and unloaded everything, and was able to shoot some of the boyz, but was too far out of range to charge.  There was no turn 7.

Thoughts / lessons learned:
1. The demon prince needs more fast stuff to work well. In my first game, I held him back until my dragons came out, so that when my enemy's fliers came on, there was a saturation of targets.  This game, my opponent went first, and when his fliers came on, my prince was easily their best target, and they killed him, which put me way behind from the start.  While he did awesome the first game, I am thinking that his place is in a fast army, where there are a lot of turn 2 threats right away (maybe 2 princes and bike unit).

2. Again, the dragons, while doing great for their points (I really don't see a more efficient way to spend 170 points), they cannot carry the army alone, and they need anti-air support, because in the enemy has more than 1 flyer, the dragons are going to start dropping, and since 3 of them, point-wise, uses up most of your allotted anti-troop allowance, you need them to survive.

3. While there might be a time to drop oblits behind to wipe out a key target, they have pretty good range, and probably should kill stuff from a distance (I know the internet says they are at their best withing 24", which is true, they are also much easier to kill with volume of fire inside 24" (of course, this would also be different if one was playing a faster, turn 2 army - which I am having trouble making for chaos)


Tuesday, October 30, 2012

2000 GK vs IG





 So, played IG, 2000 points.  Game was Big Guns Never Tire, with Dawn of War Deployment - 5 objectives.

I was playing my fast Army with some AA added in (after the Chaos Debacle).  I had 3 units of 10 Strike Squads (2 Hammers, 2 Psycannons, Halberd justifier, and Psybolt Ammo), 1 Intercept Squad (1 Hammer, 2 Psycannons, Halberd justifier, and Psybolt Ammo), 2 Dread Knights (teleporter and heavy incinerator), 1 Stormraven, 1 Psyrifleman Dread, Ordo Malleus in terminator armor with psycannon.

My opponent played something like 2 Leman Rus Executioners with multi-melta sponsons, 3 units of 2 vendettas, 2 Chimeras with veterans (I think there were 2 plasmas, a melta, and a Las Cannon in each), 1 Squad of 2 Basilisks.  A command Squad of some kind (with the guy that lets them +1 to reserve roll), and a named character in the Leman Russ.

I combat squaded all the Strike Squads and put them in reserve (Which I later realized was illegal, as I forgot about the half-army thing).  In the future, if I want 6 combat squads, I'll put 2 of the combat squads, with the inquisitor, in a raven, and then drop them off on the way in).

Turn 1 - Night Fighting - Grey Knights - I ended up with 3 objectives - I placed one in the back (with my Psyrifleman on it), and 2 along the river (close to the middle, so my 24" weapons can do something).  I teleported each dreadknight toward a Leman Russ, and the interceptors into the crater in the middle of the enemy deployment zone.  One dread knight managed to break a chimera with his incinerator and a lucky shot, the explosion killed 5 guard, and the rest were pinned down in the crater it left.
Turn 1 - Night Fighting - IG - The IG manage to kill the dread knight on the left - after using every other weapon in range, a lucky snap-shot with a las cannon on the move put the final wound on it.  The other tank rolled around and managed to put 2 wounds on the dread.  The artillery fired at my interceptors, but because of huge scatters, only killed 2 guys.

Score: GK 1 (First Blood), IG 1 (Killed Heavy)


Grey Knight Turn 1, after moving. My objectives are the dice shown (2 along the river, and 1 right behind the Dreadnought.  Both of his objectives are behind the ruined towers (1 behind each - and they were both skyfire - mine were worthless, 1 was a bomb that killed 1 marine, the others were also insignificant)


Turn 2 - GK - All but 2 of my combat squads came in, as well as my Storm Raven, which flies toward the Leman Russ on the left flank.  My Dread Knight goes after my Basilisks (destroying 1 and stunning the other), and my interceptors go after the Leman Russ with the character, and Hammer it to death.  I deep strike one squad near the crater of the chimera, and almost scatter off the board (had it been a 10 man squad they wouldn't have made it), but they manage to kill the IG hiding in the crater before they can shoot my dread knight.  1 Squad also landed near each of my objectives, and one landed near the left Leman Russ on the left (hoping for a lucky psycannon shot). 

Turn 2 - IG - Only 1 of his Vendetta Squadrons came in (he only needed a 2), and fired at my Stormraven.  He got 3 hits, but no penetrating shots.  His Leman Russ killed the Strike Squad that landed in the crater.  He got out of the other Chimera to fire at the Stormraven (he stretched the unit out so that he could claim the skyfire bonus from the objective, but since he had to move, he was snap shooting anyway that turn, and missed

Score - GK 2 (Killed Heavy), IG 1



Turn 2 Right Flank, GK before Assault

Turn 2 Right Flank GK before assault


Turn 3 - GK - Other units came in, dropped them both on right flank (so the vendettas already on couldn't get to them, and to claim his right objective - they both scattered way backwards though, so between that and the river, they would end about 1 turn short of making it his objective).  My Stormraven flew off the board, as I couldn't move 18" and still hit anything.  I moved toward my objectives (I didn't land right on them last turn).  My Psyrifleman got 4 hits with the autocannons, and between that and the psycannons, took down both vendettas.  The Interceptors mover toward the other Leman Russ, and take out the chimera with a psycannon on the move.  The DreadKnight finishes off the last basilisk.

Turn 3 - IG - Only 1 squad of Vendettas made it on again, and they managed to kill my PsyrifleDread (despite his 3+ cover save - I guess I did have 1 good objective, + 1 to cover).  He shoots some interceptors, trying to do enough wounds to take out the hammer, but he falls 1 short, and the hammer survives.

Score - GK 9 (Killed Heavy and 2 objectives), IG 5 (Killed another Heavy and 1 objective)

Turn 4 - GK - My interceptors shoots the veterans, killing enough that they are no longer on the objective.  My Storm Raven comes is, and stuns one of the vendettas, but the Assault Cannon doesn't do anything (wish I had 25 points for Psybolt on that, but it's a lot of points to upgrade 1 weapon).  I shoot a lot of psycannons at his vendettas, and destroy 1 of them, and glance the other one 2 times.  my Dread Knight incinerates 4 of the 5 remaining veterans, and the survivor runs of the board. 

Turn 4 - IG - His other flyers come on, and shoot at my stormraven, velocity locking it at full speed.  His other vendetta kills a few marines in the river.  I don't remember what his LR did, it might have been stunned or something, it may have killed some strike squad guys who were moving toward his left objective.

Score - GK 9, IG 2 (lost objective)

Turn 5 - Interceptors killed Leman Russ, Strike Squads run toward enemy objectives (but I think they both fell about 1-2" short of being within 3".  I shoot at the vendettas, and take one of them down (which had his company command squad - killing about 9 of them, the survivor failed his leaderhip and ran off the board - I think).  Stormraven flew off the board

Turn 5 IG - Vendettas killed some guys, 1 unit flew off the board.

Game ended.

Score - GK 10-11 (line breaker, probably slay the warlord, but wasn't tracking it), IG 2



GK Turn 4

He had some bad rolls early on, and I had some good rolls early on, but over all I am happy with this list.  Besides the mistake of having too much in reserve, which will be solved by putting 3 "units" in the stormraven, I may have deployed badly.  I have been setting up my dread knights so that they teleport after the biggest 2 threats.  The problem is that, although I have gotten lucky, I am undermining my whole strategy of delivering a crippling blow because both times, the enemy had enough fire power within range of each dread knight to kill both of them before the charge. I should be deploying them together that way, even though I will only get 1 priority target, I am rendering at least part of his firepower inert (In his whole army, he probably has the fire power to kill 2 Dreads in 1 turn, but maybe not on 1 side of the board.

The interceptors were great.  They took some fire power off my dreads, and they killed both Leman Russes.

Strike Squads, as always (except that time they charged a demon), delivered.

The Psyrifle Dread had a few really good rolls against enemy aircraft, and provided enough of a threat that he took 6 las cannon shots that might have pushed a squad off an objective, so I can't complain (it also might have been the dread, and not the interceptors, that killed the second chimera).

Stormraven - The melta provided a threat, and it survived, which meant it took a lot of airborn firepower off my troops (so even if it only shot down 1 plane, it kept the enemy planes occupied).  To make it really shine against enemy air, I need to find 25 points, so that I can give the assault cannon str 7, but again, 25 points for 4 shots that aren't going to be on the board every turn might be a little too much.




Monday, October 15, 2012

1500 Tournament, Game 3

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 :) )

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.

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.

Monday, October 8, 2012

GK vs IG - 2000 points

Using the same GK army as last battle report, I faced IG.  We rolled big guns never tire and vanguard, but since we had just played vanguard, and setting it up is such a hassle, we re-rolled and got short table edges.  This was a good test for my army, because I had a lot of distance to cover, against an army that severely out ranged me (a situation I struggled with when I played IG in 5th).

The IG had:
Bastion with quad gun
Company command squad (with astropath and the the one that subtracts 1 from my reserve roll), and las
    cannon and meltagun
2 Basilisks (1 squad)
2 Leman Russ - Str 10, AP 1 gun (not squaded)
3 squads of 2 Vendettas
1 Chimera with Vets (3 melta guns)
1 Squad of Vets with Las Cannon (probably melta, but they never got to shoot) - on the battlements
Marbo

There were 3 objectives, and he got to place 2 of them, so he placed one in each of his corners, and put a Leman Russ on 1, and his basilisks on the other.  I placed mine in a ruins that blocked line of site from his side of the board (so he would have to move some ground forces in to flush them out).  I put my other 3 combat squads in reserve, and  put my Paladins in the middle.

He had turn 1, and it was night fighting.  Using Grand Tactics, I a dread knight to some ruins for cover close to his basilisks, but I got too close to the edge of the ruins - so at least half of army could see me clearly.  Because he lined up so far back, and it was night, they only thing he could shoot at was the scouted DK.  It took 2 wounds.  On my turn, I moved up my Paladins (trying to hug some mid-field cover - which turned out to be a mistake the way I did it).  I used my 30" teleport on both DK, 1 toward the basilisk, one toward the LR on the objective (the other LR was behind the basilisk, next to the chimera).  Since I knew I wasn't going to be able to charge, I jumped toward the heavies, but also so that I was within 12 of the bastions.  2 Heavy Incinerators destroyed the quad gun, and killed all but 1 veteran, who failed his leadership and jumped off the battlement (and died).  Giving me first blood.
Score: GK 4 (1 objective + Fist Blood), IG 6 (2 objectives)

On turn 2 he brought all his guys in (his warlord roll gave him a re-roll for reserves, and he was coming in on 2+ because of the astropath).  His flyers all lined up on my Paladins, and Marbo landed right behind them.  My mistake in using cover, was that it was front cover, and Draigo was in the front, so the vedettas focused fire on the Paladins not in cover (which means I couldn't use Draigo's SS or Eternal warrior.  I made some good saves, and he rolled four 1's to wound out of 5 hits from 1 squadron, so I lost 4-5 Paladins.  He fired almost everything else he had into the dread knight threatening the basilisks, and killed it.

My Paladins moved up and fired at this flyers, but maybe glanced one. 2 of my strike squads came in, so I dropped 1 in the back to shoot Marbo, and 1 near the Basilisks, since I the DK had been killed, and I really wanted to knock them out (since it was the only thing that could push me off my objective without him moving ground forces in - and he didn't have enough ground forces to do that).  My surviving Dread Knight killed a Leman Russ.  I also moved Draigo, so that he was out of cover, and 2 Paladins into cover.  This was another mistake, because the 2 paladins in cover were closer to 4 of the vendettas than Draigo, and the 5+ cover was no better than their Invuln save anyway.
Score: GK 5 (+1 for killing a heavy), IG 4 (lost an objective, killed a heavy)

Turn 3 - He vendettas killed the 2 Paladins I put in cover, and put a few wounds on Draigo.  His Artillery hit my objective holders, and got 6 hits, but they went to ground, and only 3 of them died.  He killed my Strike Squad that was threatening the Basilisks, and everything that was left went after my dread, who took 2 more wounds.
My last strike squad failed to come in again.  My Dread knight jumped over and killed his other Leman Russ.  My Paladins moved up.  The SS that went after Marbo moved toward my objective - since I was not going to be able to shut down his artillery, I wanted some more bodies on it.
Score: GK 6 (+1 for killing another heavy), IG 4.

Turn 4.  He shot my Paladins down to 3, one of his vendetta squads fired on the SS going to support my objective (since I had to run across the open street, I had no cover, and lost 5 guys).  His artillery missed my 2 guys on the objective, both templates scattering more than 5 inches.  He got out of his Chimera to shoot at my Dread Knight, but some bad rolls and some good saves saw my DK survive with 1 wound still left. (He actually got out of the Chimera last turn, I think to get shots on my SS, so that they wouldn't get cover, but his Chimera still would).  He ran 2 of his vendetta squads into reserve.
I jumped my DK over to assault his Basilisk.  Since they are right up against the wall, he says I can't charge them, because they can't fit in base.  I am fine with that (although in retrospect, I think that if you can move through walls, you can assault through walls, if both the attacker and defender are within 1" of the wall), so I flame his veteran squad, and kill a lot of them, they break and run off the table.  My last SS comes in, and I gamble big, deep striking on the objective the LR had been covering.  I am Deep Striking into cover, between a wall (although I could have been on both sides of the wall) and a LR, and less than 4" from the table edge.  I get a hit, and then run - claiming the objective.  I also manage to glance one of the basilisks with my paladins, making it unable to shoot (since it can't snap shot a template weapon)
Score: GK 9 (+3 for Objective), IG 4.

Turn 5.  His vendetta squads come back on and kill Draigo, and 1 of my paladins.  His 1 artillery shot misses.  He finished off my Dread Knight.
I don't do anything significant, but we roll and the game ends.
Score GK 10 (+1 for line breaker), IG 6 (+2 for killing a heavy and a warlord)
This game was close, because had my deep strike gamble not paid off, we would have tied at 6.

Lessons.
This game reinforced the usefulness of jump pack on dread knight.  The ability to threaten things that can threaten my Paladins on turn 1 is very useful.  They are also durable enough to take a decent amount of fire, as long as I am moderately careful with placement.  The only problem with being there on turn 1, is that they are there alone.  I think they would be a nice compliment to Mordrak - but that would be a different army.

Paladins. When playing short edges, I might be better off deep striking these guys, although maybe not, as without their presence on the board, all of the vendetta would have fired on my DK, and probably had destroyed them, so even though they didn't do much, walking the long walk, they did make it so that my DK could do a lot.  I will have to think about it, and it will also depend on how the enemy sets up.

Strike Squad still doing fine.  Deep Striking, durable objective holders, that can do enough damage that they are dangerous to ignore.  What's not to like?




Turn 5 - Lone Paladin facing 4 Vendettas (the other 2 finished of the DK)

Strike Squad that won the game.  I deep striked onto the white triangle, and then ran to my current position.  We moved it, but the LR was just off the bottom of the picture.


GK vs Necron, 2000 points

Played a game against my normal Necron opponent.  It was 2000 points, Big Guns Never Tire, Vanguard Deployment.  This is the first time I have played Grey Knights since 6th edition, and I wanted to try Paladins (which I have never used before).  My list was:
Draigo
10 Paladins with Apothecary, 4 Master Crafted Psycannons, 3 hammers, 2 swords, every one else had a Halberd.
2 units of Strike Squads (10 Men) with 2 Psycannons, 2 Hammers, Justicar with Halberd and psybolt ammo
2 Dread Knights, with Teleporters and Heavy Incinerators.

The Necrons (from memory) had
Immotek
Necron Over Lord
6 Crypteks (4 with Abyssal Staffs, 2 with timestop?(lets you re-roll 1 die every phase)
3 units of warriors (I think 20, 10 and 10)
A Bastion with Quad Gun
2 Flyer Transports
2 Flyers with Death Ray
2 units of Death Marks

I combat squaded the Strike Squads, and put them in Deep Strike.  Necrons had a unit of 20 warriors, with the overlord, and a re-roll cryptek on the ground, and a unit of 10 troops with immotek on the battlements of the bastion.  (Later he remembered his other unit of troops and walked them onto the board).  He also had the Deathmarks in the flying transports, each squad with 2 crypteks with Abyssal Staffs)

I didn't take pictures of every turn; the first two pictures are the set up.



 I scouted my Paladins up (using my Grand Strategy).  It was dark automatically because of Immotek, and his shooting did not do any damage.  I charged up, and teleported both Dread Knights forward and flamed stuff - unfortunately, his overlords with the closest models to both dread knights, so while I got a total of 10 wounds, only 1 of them cleared the 2+ Armor Save.

Turn 2, still night - his lightning doesn't kill anything.  I knew what was coming, so I had spread out my Paladins.  Both of this transports come in, and they drop next to my paladins.  After marking my Paladins with the Deathmarks, he hits my Paladins with the Abyssal Staffs.  Previously, this move had decimated my death starts (Str 8, AP 1 template that targets leadership, but wounds on 2 because of death mark).  Because I was spread out, he got about 3 knights per template, so a total of 6 hits for each of the 2 units).  Draigo took 5 on his Storm Shield, and passed them all.  I lost 1 Paladin on the other side.  I was encouraged, since this could have been the death blow to my small army.
On my turn 2, I deep strike 3 of my combat squads in, which do some shooting, but don't make a huge impact.  My Paladins are set up to charge both units of death marks, but I shoot 1 squad, and obliterate it, so I can't charge.  I charged on of my dread knights into his unit of 20 Necons, and challenge, which he accepts with his overlord.  His cheering section let him re-roll a failed save, and neither of us inflict a would the first round of combat.

Turn 3.  His other death ray comes in, and I let him line up 4 paladins, 3 of which die because of instant death.  On the melee challenge, I inflict 3 wounds, and he fails 1, and the re-reroll.  This causes him to lose by 2, and he fails - and his 20 man warrior squad runs of the table.  My other Dread attacked the Bastion, although I am not sure why I bothered (failed to damage it anyway).  My other combat squad drops in, and hits his transport twice - once with rending, he decides to evade.  My Paladins shoot his other death marks to death.



Turn 4, He comes out of the tower with immotek and warriors, and flys 3 of his flyers off the board (they were out of targets on that side of the board.

I move my dread knight to intercept those coming out of the tower. Between the shooting of a heavy incinerator and the squad that dropped into his corner, I killed 5 warrior before immotek could start blocking
bullets, but Immotecks squad broke, and carried him with them off the board.

Turn 5, nothing special, some shooting, his last squad took the last wound of my dread knight.  I tried to move my SS pictured above to the objective in those ruins, but couldn't make it.  In the end, I had 2 objectives, first blood, warlord, 1 killed heavy and line breaker.  He had 1 objective, kill the warlord, 2 killed heavies.

This might be hard to follow, because I was really tired when I wrote most of it, and it was 2 days later, so I may not have accounted for every death, but the general idea is there.

As far as what learned:
Draigo is a machine, and the Paladins are a rock.  I was worried about putting so many points into one unit, but they took a lot of punishment, and put out so much fire power that they can't be ignored.  I was a little concerned about their lack of speed, but when playing long table edges, giving them scout lets them start shooting on turn 1 (and their shooting was devastating).  I could't test their melee, because they shot everything off the board before charging (this makes me think that maybe I could lower the squad size, and take some more support, but not yet)

The Dread Knights.  I have 3, so I seriously considered taking all 3, and leaving off the Personal Teleporters.   I think for now I am going to keep them.  Being able to get way into enemy deployment zone on turn 1 is great.  I was able to provide threats to take pressure off my Paladins.  Also, when my Strike Squads came in deep, a lot of his shooting resources were tied up (Although this didn't stop him from using his 4 flyers to take out almost 2 squads.  The dreads were my primary anti-tank (rending psycannons is the back up), but based on my attacks on the building, I am still going to struggle with land raiders and other 14 all around vehicles.

The Strike Squads.  I can't really complain.  They took out 1 flyer, they held 2 objectives, and helped shoot a unit off the board.  Being able to deep strike is great.  In 5 man squads, they have decent firepower (especially with psybolt ammo), but they are still marines, and 5 of them get shot up pretty badly in the open.

Sunday, September 9, 2012

2000 Dark Angels v Blood Angels

So I played Lord High Commander (LHC) from my follower list (the only one there right now :) ).  We both plan on going to the 2000 Purge the Alien Tournament at the end of the month, so we decided to test our new armies against each other.
I had:
Mephiston and DC Dread in a Storm Raven
10 man DC (with 3 axes) and DC Dread in Storm Raven
2 Land Raiders (with MM), and 2 10-men assault squads
He had:
Belial
3 squads of 5 Terminators
1 Dev Squad (2 ML, 2 LC)
1 Vet Squad (with 3 plasma guns)
1 Company Command Squad with autocannon an Master of the Ordinance.
1 Land Raider.

I won the roll, and had him go first, and did not try to steal initiative.
Set Up
He placed the Dev Squad in the ruins on the far right, a Land Raider with a Terminator Squad, a Terminator Squad in the ruins, the Company Command Squad is in the building like ruins, and then a Vet Squad on the far left in a Crater.  I put my 2 Land Raiders behind the rock, to give my cover from most of his AT firepower.

After bottom of 1st (After my move phase)

 Turn 1 - DA.  The rock shielded my Land Raiders against most of his fire.  He got 1 shot from a Dev Las Cannon, 1 shot from LR Las Cannon, and 1 hit with his Master of Ord (but no penetrating hits).  I started mt trend of 1's and 2's.  I fired all Land Raider shots into the Command Squad, and got a hit with 2 Las Cannons, 1 MM, and 3 Heavy bolters, and the command squad made its 2 cover saves (because I rolled a 1 to hit with the MM and both Las Cannons, and one of the HB shots).  I do move my LR back a little, to give it more cover from the flanks.

Bottom of Turn 2 (after my move phase)

Turn 2 - DA.  He fails all of his reserve rolls (which kind of defeated my plan to go second, because I didn't want 6 TL-Las Cannons downing my flyer.  He fired some stuff at my Land Raiders, and missed with Master of the Ordinance.  Only 1 of my Storm Ravens came in and, not wanting to take a chance on the Vendettas coming in, I dropped off the DC and the Dread with Skies of Blood (both with minimal scatter, since I could only roll ones, which is what I rolled and re-rolled for the TL-Melta from the Storm Raven to the Land Raider.  I shoot some everything else into the Dev Squad, and kill a missile launcher.

Top of Turn 3, after his movement phase

Turn 3 - DA.  Belial came in, but his Vedettas still didn't come in.  Belial's unit kills a DC, and the Land Raider gets a LC shot off, and explodes the DC Dread, which clears the way for the Terminators to charge the DC.  The DC did OK, killing 2 Terminators, but without the charge, they are not the terminator killers I wanted them to me (additionally all my math-hammering didn't account for Storm Shields, which have me thinking that I am going to have to do something different, because I don't have the weight of fire to force lots of saves, so I either need to make each shot count, or... I don't know, because I don't want to redo my whole army.)  My 2nd Storm Raven comes in, and rolls a 2 and 1 for the MM shot, my other SR hovers, and rolls a 2 and a 2 on the MM shot.  (I decide to take a chance, and not Skies of Blood this time).

Bottom of Turn 3, After my Move
Turn 4 - DA.  His Vendettas come in and blow up a Storm Raven.  Mephiston takes a wound, and the DC Dread gets immobilized (which leaves it destroyed - wasn't going to rock against the Terminators anyway.  The Death Company gets finished off, and the Terminators consolidate toward my Land Raiders, and the other 2 squads of Terminators move toward the hovering Storm Raven.  My MM finally hits the Land Raider, but rolls a 1 and 3 for penetration.  Mephiston jumps behind the Land Raider, and finally kills the Land Raider (too little too late, but it gives me my first kill point).  My Land Raider shoots into the Company Command Squad, and cause them to run off the table.

End of his Turn 5
 Turn 5 - DA.  He charges the Land Raider and the Storm Raven.  The Storm Raven goes down, and the Land Raider takes a few glancing blows.  I unload both of my land raiders, and they each kill a squad of veterans (I forgot in turn 4, he used his grav shoot to drop off some veterans to shoot at my Storm Ravens, but he missed with all of them).  

Turn 6 - DA.  Belail and his squad charge.  He accepts the challenge with his SGT, and my SGT is the only one who survived (Belail killed everyone else).  He ran, and they terminators couldn't follow.  In the end, I had line-breaker, but lost like 6 to 9, but it was never very close.

Thoughts - I thought about Terminators when making this list, but not Storm Shields.  It would take a radical change to create a weight of fire, but how many plasma shots is it going to take to overcome storm shields?  Even in melee, they are going to be hard to kill.  Maybe adding resilience to my own units instead....

Saturday, September 1, 2012

2000 BA vs Necrons

Same opponent, but this time his necron army.  I took the same list, but dropped 1 extra marine from each dev squad, to buy my sternguard a drop pod (I didn't bring my drop pod, and my opponent didn't have one, so the part of the drop pod will be played by a cherry pepsi can (the only reason I had the extra marines were to add resiliency in purge the alien).

The Necros had 
Imotekh
1 Necron Overlord
10 crypek
2 5-man deathmarks
1 18 -man warrior squad
2 5-man warrior squads
2 Night Scythes (for the deathmarks)
2 doom scythes
1 Bastion with a quad gun

Turn 1
Necron - it is night fighting because of Imotekh, and his lightning hits one squad, but they make all of their armor saves.
 
BA - My drop Pod comes down, with the combat squaded sternguard in.  They land right next to the bastion, and I fail all of my armor saves (he used to intercept quad gun to kill 3 sterngaurd from one of the squads, including both of that squads combi-meltas.  My other meltas did the job though, and collapsed the building.  This is probably one of my biggest mistakes in the game.  I was used to the IG tower pounding my with las cannons, but there was a 5 man squad on top of the bastion, and no one inside.  I should have ignored the tower and concentrated on the troops.

Turn 2 - this is the first picture, as I forgot to take a picture of the set up, although not much moved.  I left a squad on each objective, and then tried to march the other 2 over the contest or claim another objective.  Maybe I am playing too bold, I am definitely playing too bold for this list.

Necrons - His Doom Scythe flies over to the las cannon and pretty much wipes out that squad - since I wasn't right up against the wall, I didn't really have cover from that high up and that close.  I did get a hit first, and a penetrating hit, but I only shook him, which he shrugged off with his living armor.  He dropped off a deathmark squad, and marked the full Combat squad of sterngaurd, and then his 2 abyssal staffs  fried all of them.

BA - Marched across the board.  Didn't have a focused plan really, except to hold my objectives and march over and take him off of his.  I thought I had enough shooting to do it - night fighting kept me from bringing a lot of that power to bear though, and lots of area cover.  My assault squad dropped down near his objective with 5 guys and Imotekh.
 
End of Turn 2

 Turn 3
Necron - Another Doom Scythe comes and kills some stuff, some more death-marks drop down and melt  stuff (with 2 more Abyssal Staffs).  He shot at, and then assaulted the assault marines with his 5 man squad, + Imotekh and 2 crypteks, and I win by 1 (this was my chance to win - right on his edge of the board, if they would have broke, I would have had warlord and another objective.

BA - This time I lose the melee by one, and I break and run.

Turn 4 -
Necron - He shoots my assault squad to pieces with his abyssal staffs, and removes my last chance to contest.   His fliers tear up stuff (as long as the fact that I something like 8 failed armor saves in a row, but that isn't why I lost, it just caused me to lose faster.

BA - He has first blood and warlord (we decided the building didn't count for first blood, since it is technically terrain).  Night fighting finally ends, but I don't have enough firepower to push past the cover saves and kill him.

Turn 5 - His night scythe and doomscythe kill one of my objective holding tactical squads, and I surrender.

Thoughts - Again, I got crushed.  Again, I think I might just have too many scoring units, because mine are being wiped off the board faster than I can wipe his off the board (and he has a lot fewer than me).  While I made some mistakes in the game, I think my problem started in list building.  The things that killed me (doom scythes, Demolishers, abyssal staffs, are all STR 8+, AP 1, so they would have torn through terminators, FNP, and anything else, so I am not sure.  If I can't generate more fire power, and I can't be more resilient (enough), then maybe I can control the maneuver area (and control where the enemy can apply his firepower).  My opponent asked what about my list made Blood Angels better than Ultra Marines, and it was a good question.  I could have built this exact list with the Ultra Marine Codex (the devs would have cost a little more, but I could have paid from them by not taking the extra bodies).  The point is, by using the blood angel codex, I am giving up options from the vanilla codex, so I if I am not getting something in exchange for those sacrifices, that I am not doing it right.  It's too late right now to really explore my options, but I will be going back to the drawing board to find the balance between troops and awesome killing power.