Post by Trickstick on Mar 29, 2011 18:27:12 GMT -5
Ok, so I got myself down to GW again today with 1.5k of Guard. Of course, it should of been 1.75k but I was mistaken.
Here is what I took:
CCS - Plasma Pistol, Fist, 3xPG, Vox, Astropath, Chimera
Vets - 3xMG, Vox, Chimera - 160
Vets - 3xMG, Vox, Chimera - 160
Platoon A
Pcs - Vox, 3xGL, Melta Bombs
Inf - Flamer, Vox, Commissar w/PW (the newly converted Commissar Amzid)
Inf - Flamer
Platoon B
Pcs - Vox, 3xGL, Melta Bombs
Inf - Flamer, Vox, Commissar w/PW
Inf - Flamer
2x Demolishers - LC, DB
Manticore
My opponent, Bruce, was Guard with attached daemonhunters. He took something like this:
Grand master with some terminators (about 4 I think)
Power armour dudes with Primaris Psyker
Veterans with 2 melta and flamer
Inquisitor with mystics
4 Vendettas
Marbo
I must say that the Vendettas were what intimidated me. We were playing spearhead and capture and control. Here is the field:
He went first and deployed in the top left. I decided to reserve everything due to lack of cover (my biggest mistake really).
Turn 1 and 2
He basically stuck the vets on his objective in the ruins, the terminators running between the house and the hill. His Vends basically hovered around his side.
I had some poor reserve rolls, only getting 2nd platoon and some vets in. 2nd platoon advanced through the crater and the vets moved 12" and smoked just to the left of that.
Turn 3
The chimera absorbed 4 vends worth of damage and was fine. One of his vends moved flat out towards the centre from the top right. The terminators hugged the house to get a cover save and continued to advance in a conga.
I get the manticore, vets, HQ, 1st platoon and a demolisher. The manticore, HQ and demolisher come in near the hill bottom right (or in the case of the demolisher, over it). 1st platoon comes in to the left of that and the vets follow the first set, with both vets and 2nd platoon heading north. The manticore immobilises the Vend that went flat out, dropping the primaris+GKs just left of the middle hill.
Turn 4
Marbo jump into the now empty crater and takes out 7 of 1st platoon. Vendetta fire takes out the first vet squad's and the HQ's chimeras. The terminator's psycannon stuns the manticore.
Both pcs surround marbo, but he goes to ground and takes no krak wounds. The platoons move up on both the primaris/grand master, taking one each. The last demolisher rolls over the hill, its dozer blade saving it from being immobilised.
Turn 5
He cuts a bloody mess through my army, charging both platoons and taking out the last chimeras and a demolisher. The grand master does roll five 1s though, which got a laugh.
I don't do much as most things are stunned or pinned from dead tranports.
turn 6
More dead Guardsmen in melee. Marbo is still pinned though.
A very good turn for me though. One of the vets squads manages to charge the vets on his objective, winning by 2 and making him flee, consolidating far enough to contest the point. Commissar Amzid stops the men from fleeing from first platoon. When I say men, I mean a sarge and a flamer, the other sarge having been shot last turn. 2nd platoon dies.
So a draw in what is likely to be my only ever fight against the Daemonhunters. I really came from behind with that veteran charge, I think it is the first assault that I have ever won. The game was really fun and I learned a lot about setting up terrain. Also, the manticore got its first blood and Commissar Amzid didn't die horribly.
Here is what I took:
CCS - Plasma Pistol, Fist, 3xPG, Vox, Astropath, Chimera
Vets - 3xMG, Vox, Chimera - 160
Vets - 3xMG, Vox, Chimera - 160
Platoon A
Pcs - Vox, 3xGL, Melta Bombs
Inf - Flamer, Vox, Commissar w/PW (the newly converted Commissar Amzid)
Inf - Flamer
Platoon B
Pcs - Vox, 3xGL, Melta Bombs
Inf - Flamer, Vox, Commissar w/PW
Inf - Flamer
2x Demolishers - LC, DB
Manticore
My opponent, Bruce, was Guard with attached daemonhunters. He took something like this:
Grand master with some terminators (about 4 I think)
Power armour dudes with Primaris Psyker
Veterans with 2 melta and flamer
Inquisitor with mystics
4 Vendettas
Marbo
I must say that the Vendettas were what intimidated me. We were playing spearhead and capture and control. Here is the field:
He went first and deployed in the top left. I decided to reserve everything due to lack of cover (my biggest mistake really).
Turn 1 and 2
He basically stuck the vets on his objective in the ruins, the terminators running between the house and the hill. His Vends basically hovered around his side.
I had some poor reserve rolls, only getting 2nd platoon and some vets in. 2nd platoon advanced through the crater and the vets moved 12" and smoked just to the left of that.
Turn 3
The chimera absorbed 4 vends worth of damage and was fine. One of his vends moved flat out towards the centre from the top right. The terminators hugged the house to get a cover save and continued to advance in a conga.
I get the manticore, vets, HQ, 1st platoon and a demolisher. The manticore, HQ and demolisher come in near the hill bottom right (or in the case of the demolisher, over it). 1st platoon comes in to the left of that and the vets follow the first set, with both vets and 2nd platoon heading north. The manticore immobilises the Vend that went flat out, dropping the primaris+GKs just left of the middle hill.
Turn 4
Marbo jump into the now empty crater and takes out 7 of 1st platoon. Vendetta fire takes out the first vet squad's and the HQ's chimeras. The terminator's psycannon stuns the manticore.
Both pcs surround marbo, but he goes to ground and takes no krak wounds. The platoons move up on both the primaris/grand master, taking one each. The last demolisher rolls over the hill, its dozer blade saving it from being immobilised.
Turn 5
He cuts a bloody mess through my army, charging both platoons and taking out the last chimeras and a demolisher. The grand master does roll five 1s though, which got a laugh.
I don't do much as most things are stunned or pinned from dead tranports.
turn 6
More dead Guardsmen in melee. Marbo is still pinned though.
A very good turn for me though. One of the vets squads manages to charge the vets on his objective, winning by 2 and making him flee, consolidating far enough to contest the point. Commissar Amzid stops the men from fleeing from first platoon. When I say men, I mean a sarge and a flamer, the other sarge having been shot last turn. 2nd platoon dies.
So a draw in what is likely to be my only ever fight against the Daemonhunters. I really came from behind with that veteran charge, I think it is the first assault that I have ever won. The game was really fun and I learned a lot about setting up terrain. Also, the manticore got its first blood and Commissar Amzid didn't die horribly.