Post by raymondjex on Nov 17, 2012 22:11:38 GMT -5
So I went to a demo game session that was going on at a local store, might as well try playing to see how that goes. I arrived early and then 3 other arrived 20 minutes after the start time (I had the chance to buy an adventure book for Rogue Trader) 3 guys showed up then began setting up the table and got into teams, 1k each; Blood Angels and my Guard vs Tyranid and Chaos. We started when 3 other came around, they set up their own game (2 played the other was there to film but his camera got busted or something), and we all got to get around learning 6th ed.
We had the Relic right in the middle of the board, no night fighting, we got to go second (seizing the initiative roll didn't work).
Both the Blood Angel and Tyranid Warlord got the +1 reserve talent, while I had the "All unit within 12' can use the Warlord's Leadership", which proved very useful for orders and morale tests, the chaos took some Chaos Trait instead.
There is good cover stretched across the board, so deployment goes well and most troop got cover.
My Guard, in short;
CCS
-plasma pistol, power sword, standard, medpack, vox, meltagun.
Marbo
2 platoon command squads
#1 power sword, plasma pistol, 3 flamer, vox.
#2 bolt pistol, vox 3 grenade launcher.
4 infantry squads
#1+2 meltagun, vox
#3 vox missile launcher, grenade launcher
#4 vox missile launcher, grenade launcher, bolt pistol
3x lascannon
3xmotrar
Leman Russ (sponson H.bolter, lascannon, stubber.)
Scout Sentinel
-autocannon, spotlight
The Blood Angel player had a captain in termi armour, 2 full tac squads with plasma gun/cannon and 2 assault squads with 2xflamer+power fist Sgt.
The Tyranid player had a outflanking genestealer unit, A big one that made a unit of basic teranaught (or something) every round, another monstrous one with a lash and a large blast weapon, some weak 'flying' one with some 3++ save and 2 units of basic tyranid grunts--I know not much about the Tyranid as you can see.
The Chaos player went with Khorne, with a Deamon Prince, Kharn, and 3 berserker squads.
Round 1!
Tyranids advance and the big one creates a 12 unit mob (which gained feel no pain as well). Most advance and run, the other monstrous creature fires into my mortar (as the player seems quite worried about them) and kill a team, and a missile launcher team from an IS.
Our turn
We advance, the Blood Angel assault squads moves into range. I fire into the lot, killing few, as most cover saves or FNP rolls are amde (The Tyranid player has roll an incredible numbers of 6s/saves in the course of the game) Blood Angels assaults and we gain First Blood, but they are left unprotected.
Round 2!
Genestealers arrives gets into cover, They totally ignore my troop and most Tyranids and Chaos troops move in to assault the 2 BA assault Squads. The big creature drop another 10 unit squad, also giving FNP to the 'stealers. The BA assault squads somehow survive the assault, one squads down to 3, the other to 7.
Our turn
Marbo shows up behind the Genestealers, a couple of squads move forward into cover, but most stay put as everything is in range. the BA tac squads open fire on the genestealer, Marbo drop his charge, 6 out of 12 die from that. Mortar shells hit Marbo, but he makes his roll, and they kill another 'stelaer. The Leman Russ also hits Marbo, but again he shrugs off the shot. Both BA assault squads get destroyed.
Round 3!
The big creature lays another 16 unit squad, but due to rolling doubles, can no longer do it. It is another move to assault, Kharn challenging the BA Captain, a unit to tyranid assault my platoon command squad with grenade launchers and destroyed it before they can even attack. a unit of Berserker assault an meltagun infantry Squad and taking it down to the Sgt and the Vox caster, routs it. The 'Stealers routs and swipe (if that's the term) the unit off, but are left in the open. The Demaon prince assault a BA tac squad while the other tac gets assaulted by Kharn (as he killed the BA Captain). The Monstrous creature assault and rolls an 'explodes' from my Leman Russ, but he makes his save.
Our turn
I didn't amde the reserve roll. I move and fire my flamer PCS in textbook position and flame away the genestealers. the routing Squad gets ordered back into the fight, and alongside another IS and the CCS fire at the closest Tyranids, killing all but 2. The mortars reduce the 16 unit blob into a 6 unit blob, the other shots makes no wounds. a Tac squad is wiped by the Deamon Prince.
We closed it there, as everyone wanted to get supper and I had to leave (had to check on a pet). It ended up with a tie, we got first blood, they slew a warlord.
Overall, I liked the game, the people were also good people. We learned the way 6th ed works, got a feel for the game too. I was pretty happy about how my army turned out as well. While my Warlord Talent helped alot (Ld9 for guardsmen is good) the Standard also proved itself worthy for a few well made re-roll and the medi-pack helped partially to save it for another turn (if it had been the case) The grenade launchers and mortars were well worth it against the horde of Tyranids as well.
We had the Relic right in the middle of the board, no night fighting, we got to go second (seizing the initiative roll didn't work).
Both the Blood Angel and Tyranid Warlord got the +1 reserve talent, while I had the "All unit within 12' can use the Warlord's Leadership", which proved very useful for orders and morale tests, the chaos took some Chaos Trait instead.
There is good cover stretched across the board, so deployment goes well and most troop got cover.
My Guard, in short;
CCS
-plasma pistol, power sword, standard, medpack, vox, meltagun.
Marbo
2 platoon command squads
#1 power sword, plasma pistol, 3 flamer, vox.
#2 bolt pistol, vox 3 grenade launcher.
4 infantry squads
#1+2 meltagun, vox
#3 vox missile launcher, grenade launcher
#4 vox missile launcher, grenade launcher, bolt pistol
3x lascannon
3xmotrar
Leman Russ (sponson H.bolter, lascannon, stubber.)
Scout Sentinel
-autocannon, spotlight
The Blood Angel player had a captain in termi armour, 2 full tac squads with plasma gun/cannon and 2 assault squads with 2xflamer+power fist Sgt.
The Tyranid player had a outflanking genestealer unit, A big one that made a unit of basic teranaught (or something) every round, another monstrous one with a lash and a large blast weapon, some weak 'flying' one with some 3++ save and 2 units of basic tyranid grunts--I know not much about the Tyranid as you can see.
The Chaos player went with Khorne, with a Deamon Prince, Kharn, and 3 berserker squads.
Round 1!
Tyranids advance and the big one creates a 12 unit mob (which gained feel no pain as well). Most advance and run, the other monstrous creature fires into my mortar (as the player seems quite worried about them) and kill a team, and a missile launcher team from an IS.
Our turn
We advance, the Blood Angel assault squads moves into range. I fire into the lot, killing few, as most cover saves or FNP rolls are amde (The Tyranid player has roll an incredible numbers of 6s/saves in the course of the game) Blood Angels assaults and we gain First Blood, but they are left unprotected.
Round 2!
Genestealers arrives gets into cover, They totally ignore my troop and most Tyranids and Chaos troops move in to assault the 2 BA assault Squads. The big creature drop another 10 unit squad, also giving FNP to the 'stealers. The BA assault squads somehow survive the assault, one squads down to 3, the other to 7.
Our turn
Marbo shows up behind the Genestealers, a couple of squads move forward into cover, but most stay put as everything is in range. the BA tac squads open fire on the genestealer, Marbo drop his charge, 6 out of 12 die from that. Mortar shells hit Marbo, but he makes his roll, and they kill another 'stelaer. The Leman Russ also hits Marbo, but again he shrugs off the shot. Both BA assault squads get destroyed.
Round 3!
The big creature lays another 16 unit squad, but due to rolling doubles, can no longer do it. It is another move to assault, Kharn challenging the BA Captain, a unit to tyranid assault my platoon command squad with grenade launchers and destroyed it before they can even attack. a unit of Berserker assault an meltagun infantry Squad and taking it down to the Sgt and the Vox caster, routs it. The 'Stealers routs and swipe (if that's the term) the unit off, but are left in the open. The Demaon prince assault a BA tac squad while the other tac gets assaulted by Kharn (as he killed the BA Captain). The Monstrous creature assault and rolls an 'explodes' from my Leman Russ, but he makes his save.
Our turn
I didn't amde the reserve roll. I move and fire my flamer PCS in textbook position and flame away the genestealers. the routing Squad gets ordered back into the fight, and alongside another IS and the CCS fire at the closest Tyranids, killing all but 2. The mortars reduce the 16 unit blob into a 6 unit blob, the other shots makes no wounds. a Tac squad is wiped by the Deamon Prince.
We closed it there, as everyone wanted to get supper and I had to leave (had to check on a pet). It ended up with a tie, we got first blood, they slew a warlord.
Overall, I liked the game, the people were also good people. We learned the way 6th ed works, got a feel for the game too. I was pretty happy about how my army turned out as well. While my Warlord Talent helped alot (Ld9 for guardsmen is good) the Standard also proved itself worthy for a few well made re-roll and the medi-pack helped partially to save it for another turn (if it had been the case) The grenade launchers and mortars were well worth it against the horde of Tyranids as well.