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Post by Raganrokian on Oct 14, 2011 6:34:30 GMT -5
I will post here the reports of my 500p. Combat Patrol list's performances, in pre-tournament matches and probably in the tournament as well. During the pre-tournament matches the list might experience slight changes, thats why I test the list beforehand in first place Anyways, the list being here: LinkPre-tournament match #1Seize Ground - Pitched Battle versus Space Wolves Opponent's List: 10 Grey Hunters with flamer, Banner, Mark of wolfen and plasma gun 7 Grey Hunters with flamer and possibly mark too, not sure. 2 Thunderwolf cavalry with Frost Weapon, Storm Shield and wolfen 5 Long Fangs with missile launchers DeploymentI won the roll-off and deployed first. Chimera went behind a large building, completely hiding it from anywhere of my opponent's deployment zone, then my camo-veterans deployed about 14" from each other forming a crossfire-section in the middle of the battlefield, also both being one move away from objectives and in cover. Only problem was that another building blocked vision of my leftmost veterans to their left, so there might be a safe entrance towards my lines. Sentinel was deployed to guard that possible vulnerability. Wolves deployed both grey hunter packs in sides, bigger advancing in the cover of building as I feared, cavalry in center in open (a mistake I'd say) and missile long fangs one move away from a building (the same that my chimera used as LoS block) they planned to be using as firebase. Round IAfter a moment of thinking I ranked the Thunderwolves most immediate threat and moved my sentinel and chimera (still minding to keep it away from the missile-troops LoS) in position to fire cavalry with them as well as my infantry squads. The concentrated fire proved effective, killing them both. Grey Hunters started running towards my positions, not able to shoot with anything as they had only rapidfire weapons + flamers. Long Fangs moved to the balcony. Round IINow the missile long fangs we're the threat number 1, able to threaten any unit in my army from their high position. Chimera turned its front towards them and I opened fire on them with Chimera, sentinel and one unit of veterans, only killing 2 though the another veterans fired the 7-strong grey hunters instead killing one. To my luck the 3 missiles fail to cause any damage on chimera (thanks to AV12 in front), Grey hunters continue advancing, being rather close now. Round IIIChimera drives closer, allowing my plasma troopers get withing rapidfire range and shooting the 3 remaining Long Fangs, while concentrated heavy bolter and grenade launcher fire killed a couple of Grey hunters, forcing them to take a morale test, which they fail, running 3" away. The another grey hunter squad is tied into melee by my sentinel, resulting draw. Smaller pack of Grey hunters regroups and moves out of my HB + GL units' LoS into hteir own objective. Bigger Grey Hunters score a draw against my sentinel again. Round IVChimera drives to gain vision of the smaller Grey Hunter pack and plasmas fire on them killing some and the last 3 panic and fall back off the field (Doesn't matter, could of finished them next round, as they had no weapon capable of damageing chimera except nades and 'nades would leave my veterans still able to shoot them) Sentinel Scores a wound and breaks the bigger pack, which fall back 4" The pack regoups and starts moving to my leftmost veterans, but we decide to end game as I had 3 objectives and he could only taken 1 anyhow, even if the pack would survive the concentrated firepower. Imperial Guard Wins
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Post by fatuous on Oct 14, 2011 8:37:27 GMT -5
Sounds like a convincing win to me The plasma certainly paid off!!! Your target priority is spot on I think, which really is a vital skill to perfect
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Post by Raganrokian on Oct 15, 2011 7:46:28 GMT -5
Pre-tournament match #2Seize Ground - Spearhead versus Chaos Space Marines Opponent's List: 5 Plague Marines with melta in a Rhino 5 Plague Marines with melta in a Rhino 7 Plague Marines with plasma DeploymentCSM won the roll-off, choosing a quarter which had a large piece or are terrain, ruined building and a pile of smaller terrain pieces including an aegis defence line in the corner. The Plasma-squad deploys behind the wall, sitting on an objective, while both Rhinos deploy as close to my quarter as possible. I deployed my HB + GL squads into cover, which I had bit less than I'd wanted and my chimera facing the rhinos on a street like area between two ruined buildings and sentinel took position near the chimera. Round IRhinos advance slightly, hiding behind the ruins. Chimera shuffled a bit closer and Sentinel hurried forwards to block the bottleneck. I open fire on closer Rhino with eveything, but all hits are saved by cover. Round IIFirst Rhino accelerates towards my chimera and Sentinel, popping smokes and the another Rhino takes cover behind the first. Sentinel moves close to the Rhino while Chimera just moves a bit. I open fire on the Rhino again, now managing to explode it with Sentinel's autocannon. The now exposed Plague Marine squad also takes lhard punishment from the rest of my shooting, including plasma-squad in chimera and only two are left standing. Sentinel charges in and kills(!) another of them, only the melta-marine left in squad and the Combat blocking the narrow street. Round IIIThe surviving Rhino drives a bit backwards, not daring to try to pass the terrain however, keeping the another Plague Marine squad within one move of the central objective. Sentinel and Plague Marine neither hit another, scoring a draw. Chimera moves a bit towards the central objective. I fire the Plasma Squad with all I can, not managing to kill any though. Melee is draw again. Round IVPlasma Squad shuffles around. Otherwise no action. Melee is a draw. I move my another HB + GL veteran squad towards the central objective, as well as Chimera. Chimera and Grenade Launchers fire the rhino, which still saves all with cover. The other HB squad shoots the plasma squad, with no damage done. No damage in melee either. Round VPlague marines exit the rhino, walking on the objective and firing bolters on my veterans, whom are unharmed thanks to cover. The Plasma squad did some meaningless movement again. In melee, no damage done. I decide to take my chances and race the chimera into position and disembark the plasma-veteran squad withing rapid-fire range of the plague marines on central objective. The shooting phase totally flops. Heavy Bolters and 'Nades neither do any wounds and plasmas scoring only 1 wound, and melta 1, of which both are saved by cover. Damn. Round VIThe plague marines fire pistols on my exposed plasma-veterans and the hail of bolter fire (the plasma-marines fired also on the squad) kills 5 veterans. Then the Plague marines assault finishing the squad. I turn my chimera around and open fire on the Plague marines with everything again, still not killing any. At least sentinel is still holding the melta-marine. Round VIIPlague marines shoot melta at my chimera, which only shakes the crew (thanks to extra armour), but asasult and explode it with grenades. However the explosion kills one marine The closer HB + GL veterans advanced to deny the objective (or even hold it if the remaining 4 would fal to my shooting. The shooting kills 2, leaving 2 to stand. I thought of charging in them (the closer squad had only fired assaault weapons), but the risk of my troops breaking away from objective was too great and I settled for a draw. (The sentinel still fighting the solo-Plague Marine) Draw
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Post by Raganrokian on Oct 16, 2011 6:30:50 GMT -5
Pre-tournament match #3Seize Ground - Dawn of War versus Blood Angels Opponent's List: 10 Tactical Marines with Lascannon & Plasma Gun 10 Assault Marines with Meltagun and Power Fist Sanguinary Priest with Jump Pack and Power Weapon DeploymentI got to deploy first and deployed both of my GL + HB veteran squads into cover on the (my) right side of the table. BA deployed assault marines facing my veterans and tacticals (divided as two combat squads) to my left side of table, on their own objective. Round IChimera and Sentinel entered field from reserves. Chimera managed to spot the assault marines with searchlight and following shooting killed 4(!) of them. Lucky me. Assault marines jumoed towards my veterans as fast as possible and lascannon-combat squad moved a bit to get LoS. Round III opened fire on the Assault marines again, this time with a bit less succes, killing two. Assault marines jumped over a ruin and exploded my sentinel with meltagun. Lascannon missed my chimera. Round IIIEverything fired on the assault marines (with the finishing touch of plasmas) leaves only Priest standing. Priest jumps over chimera and assaults one veteran squad, LAscannon shakes the chimera's crew. I lose by 2 and hold. Round IVChimera pops smokes and takes position ready to drive the plasma squad to finish the priest once melee is over. HB fires on the clsoer combat squad with no damage done. In melee I lose by 1 and hold. Lascannon combat squad advances to fire bolters on my veterans as chimera popped smokes, and they kill 3 riflemen. In melee I lose again breaking this time and the Priest kills the squad in sweeping advance. Dam his FnP was so tough. Round VChimera drives 12" to the priest, disembarking the squad which kills the priest in a hail of plasma fire. HB + GL squad fires on the advancing marines, killing one. Marines still advance and cause two more wounds on my squad with their bolters. (not a single succesful cover-save this far) At the moment we both had 1 objective, but I had the plasma-veterans within one move of the more central objective so it was up to the dice if I got the turn more I needed. And I got it Round VIMy veterans advance running on the objective and the HB+ GL squad kills the remaining marines with the chimera's fire support. The Combat squad holding the objective of his corner fires a single bolt (just for vengeage) and kills one of my plasma veterans, not changing anything though. Imperial Guard Wins
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Post by tobacco on Oct 16, 2011 7:08:46 GMT -5
Oof, so much power armor! Makes me feel good about my plasma fetish. Also, it is incredible how instrumental the chimera has been in these battle reports. Never imagined it to be such a dynamic vehicle. Both these things make me eager to finish my 1000-point goal army.
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Post by Shostak(AWOL) on Oct 16, 2011 10:55:50 GMT -5
Great job and great bat reps!
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Post by Raganrokian on Oct 16, 2011 11:38:09 GMT -5
Yup all three matches versus marines of some kind. Also, it is incredible how instrumental the chimera has been in these battle reports. Never imagined it to be such a dynamic vehicle. . Yea, my tactics with this list rely much on the chimera's (and the plasma-squad's in there) performance, while the HB+ GL squads provide some fire support and keep objectives on my own side. Chimera has big role in my games and is for that reason very carefully followed in reports too. Thats the reason of having extra armours too, despite their high price, for it would possibly ruin me a full game-turn if my chimera got stunned in a bad place.
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Post by silliarie on Oct 17, 2011 3:14:28 GMT -5
Hello Raganrokian. I just read you battle report vs the nasty blood angels army and I have to say, congrats on the win!. I did note though that the list was 10 tactical marines and 10 assault marines, rather than the 2 squads of 10 assault marines that were posted in the army list forum, so I guess that does make things easier than I thought they would be, but still a well earned win. Congrats on managing to kill 4 of the assault marines in the first round of shooting! That was a stroke of luck! (Or as I prefer to say "tactical genius"), they must of seriously fluffed thier FnP rolls. The chimera seems to have come into a league of its own in this game. Firstly managing to kill the 4, then finishing off the priest and finally securing the last objective and winning you the game. Seeing how it has performed does seriously temp me to drop one of my 10 man infantry squads and replace it with a chimera. Overall a well written battle report and a good victory for the IG. Hail the Emperor!
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Post by Raganrokian on Oct 17, 2011 3:59:00 GMT -5
The tacticals made it lits easier yeah, but it wasn't this guy who was coming to the tournament with full-assault marines. This BA player told me he thinks of replacing the tacticals with devastators and relies on one assault squad instead of taking two. The 2 assault squads list would of been terribly much harder, as even now, even after I had awesomr first round of shooting, the assaults destroyed sentinel and squad of veterans. If there were 10 more, I'd had to play very very deep deployment and still would of had to sacrifice maybe even the another veteran squad to even hope to win. And yes, Chimera is awesome
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Post by fatuous on Oct 17, 2011 9:36:50 GMT -5
Sounds pretty promising all round the extra armour really does seem to help out on that. How well is the sentinel working out for tarppitting? Seems good, but if 1 chimera is useful, maybe 2 would be even better? Altho, maybe less fun and interesting to play................ Glad to hear it is working out well, more comment in your list thread
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Post by silliarie on Oct 17, 2011 9:53:51 GMT -5
Yeh, getting a second chimera, (with the same troops in as the first one I assume), does seem like an interesting notion. Seeing how well the 1 chimera performed and all. But maybye part of the chimera's good performance was the reliance on the 2 vet squads on foot to tie up the enemy in H2H combat and take thier shooting, allowing the chimera to be left alone and so whiz around the battle field popping things and securing objectives. I think if you got a second chimera you would have to drop one of the vet squads, and the other one would be in the chimera so that would leave you with only the sentinel to distract enemy fire and H2H troops. That said, you could drop the sentinel and use to points for a second chimera... TBH though, if things are working well with this list, and they seem to be I say stick with what works.
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Post by Raganrokian on Oct 17, 2011 12:34:14 GMT -5
If I'd take another chimera, I'd specialize the interiors like 3 meltas and 3 plasmas instead of the current mixture. But I can't really drop the sentinel, it has proven to be very good choice. I could take the points from the HB + GL' squads' Doctrines, but it could only buy me a chimera, and not giving me good squad in it. I think I will stay with this list, not 100% yet but looks like it is fine. This list might not be the best on the paper, but it fits my gaming style and gives good results for it. Ofcourse these 3 matches haven't been very hard match ups yet (okay, Plague Marines weren't actually nice and only thing that saved me vs. BA was that they had taken tacticals for some reason), so I gotta play it really good when the tournament starts. That's one of the main reasons for lots of playtesting already, when it is still a month till the tournament.
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Post by Raganrokian on Oct 22, 2011 8:38:13 GMT -5
Pre-Tournament match # 4 Seize Ground - Spearhead versus Dark Eldar
Opponent's List:
Haemonculus with Shattershard 5 Inbubi with Incubus and Onslaught Raider with Flickerfield and Night Shield 10 Wyches with 2 Hydra Gauntlets and Agonizer-Hekatrix
Deployment
Dark Eldar won the roll-off and took a quarter with a ruined building and a building blocking LoS. They only deployed 10 Wyches, leaving 5 Incubi with a Haemonculus riding a Raider into reserves.
I deploy one squad on hill and another behind the hill to hold objective. Chimera and Sentinel both deploy as colse to enemies as possible.
Round I Dark Eldar just shuffle around with wyches, staying away from my squads' line of sights.
The squad on the hill starts running towards a ruined building in the another quarter than the one that Wyches are hiding behind. Chimera advances as fast as possible and Sentinel follows it. The another veteran squad stretches its formation so that the Heavy Bolter and Grenade Launchers acan fire from the hill while the other end of formation is close enought to hold the objective.
Round II Wyches enter the ruin and Raider arrives from reserves and flies flat out to hide behind another building.
Chimera and sentinel fire at the Raider, which takes some succesful cover saves, and my veteran squad advances into a ruin.
Round III Raider moves flat out again, behind a building on my side of the table.
I try to gain LoS to raider with rearmost veterans but cant mvoe enought. Meanewwhile chimera and the another veteran squad kill 3 wyches, despite the cover.
Round IV Raider flies to my rearmost veteran squad and incubi assault it, non-surprisingly killing them all.
Chimera turns around, driving into rapid-fire range and concentrated fire from plasma squad and the surviving HB+GL squad kills the incubi, while Sentinel manages to explode the raider.
Round V Wyches start moving out from cover to rush on the objective.
Chimera and Sentinel turn around and veterans disembark, I plan to assault with veterans and Sentinel, but (big mistake, luckily not any worse place) fire rapidfire weapons with Veterans. At least the firing kills so many that Sentinel dares to charge them alone. There was like 3 or something left.
Round VI Dark Eldar's only unit is tied in Close combat so nothing really happens. Sentinel kills one Wych.
And on my turn, no kills, but veterans move so that if wyches die or break im holding the objective.
Round VII Last Wych is killed and game ends.
Imperial Guard Wins
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Post by Raganrokian on Nov 8, 2011 2:08:44 GMT -5
Pre-Tournament Match # 5Seize Ground - Dawn of War versus Sisters of Battle Opponent's List: 10 Battle Sisters with Flamer 5 Dominions with 2 Flamers, Combi-Flamer and Multi-Melta armed Immolator 5 Retributors with 4 Heavy Bolters 5 Seraphims with 2 Hand Flamers DeploymentI win roll off and deploy my both HB+GL squads into area terrain, one bit left and one bit right side of the table. Battle Sister Squad deploys on an objective in my opponents side of table. Round IChimera rolls in, and uses searchlight on the Battle Sisters, and the following fire kills a couple of them. Sentinel entered the field too. Retributors enter the field. Nothing much happens. Round IIChimera and Sentinel advance slightly. I fire the BSS again, killing one or two. Now he got me by surprise as I didn't earlier realize that Dominions can outflank with their vehicle, having 12" + 2" threat range for flamers. So they speed next to my another HB + GL squad and wipe it out with twin-linked flamers. Damn, should of thought that. Retributors advance to get me on their weapons' range. Round IIISeeing the Dominions threatening my lines, Chimera rushes there and disembarks my plasma-squad to kill them. Now, added to my bad playing last turn, dice decide to punish me a bit more, plasmas missing a lot and scoring 1,1,2 for wounding. At least lasguns score another wound. Nonetheless, I kinda lost it here. The Dominions and just arrived Seraphims cook my aimless-plasma-squad with their massed flamers and Retributors wreck my chimera. It seems really bad, SoB controlling 2/3 objectives and the Immolator is speeding to deny me my last objective. Round IVThe surviving HB + GL squad fires the Immolator, unable to stop it though. Sentinel charges surviving Dominions and locks them in combat. Retributors kill a couple of guardsmen, Seraphims come a bit closer to fire me with bolt pistols, still standing on objective and Immolator is closing in. Round VThe veterans keep on firing at the closing immolator, but with no effect. Retributors and Seraphims manage to kill a couple of veterans. Round VILast try to do something to the Immolator (had already lost the game) but nothing. Damn. Heavy Bolters and Bolt Pistols cause some wounds but all saved by cover. Imperial Guard LosesThis game was a good reminder that I should pay more attention to my opponents list and THINK what it can do. That combined to my one turn of bad dice cost me the game. Well, obviously when playing bad and rolling bad dice, you ain't gonna win
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Post by Raganrokian on Nov 8, 2011 2:24:23 GMT -5
Pre-Tournament match # 6 Annihilation - Dawn of War versus Space Wolves Opponent's List: 2 Wolf Cavalry with a frost weapon and storm shield 7 Grey Hunters with Flamer 10 Grey Hunters with 2 Plasmas 5 Long Fangs with 4 Missile Launchers Deployment:Win the roll off and deploy pretty much as far of enemies as possible (okay, he can set 2 units 12" away from me, but meaning far away from his reserves) Seeing that the scenario is really, really bad for me. He will have 2 units of grey hunters charging my veterans at turn 2. Grey hunters unsurprisingly deploy as close as possible. Round IGetting Chimera and Sentinel from reserves, I concentrate my fire on the smaller Grey Hunter squad, for it has a flamer. I only manage to kill two however. Grey Packs move and run towards my veterans. Long Fangs and cavalry enter the field. Round IINow my fire on the smaller pack proves more effective, leaving only the flamer-dude standing. Flamer dude kills several veterans and the 10-man(?) strong Grey Hunter Pack charges my another veterans, which break from close combat, still having enough veterans to regroup. Cavalry advances quickly and Long Fangs destroy my Sentinel (which means I kinda lost this game. scenario was really bad for me and now I lost my only thing capable of holding my enemies in close combat). Round IIIMy right-hand side GL+HB squad rushes from cover and assaults the lone flamer dude. Left-hand side veterans rally and chimera moves so htat it can disembark the plasma-squad within Rapid-fire range. Plasmas fail the shooting again pretty much. AT least the flamer-dude is killed in melee. My opponent was in hurry so we decided to end the game as I had lsot it anyways. He had cavalry within charge range of my right hand side squad and grey pack within chagre range of my plasma squad. And long fangs could of shot the half-strong GL + HB squad. Imperial Guard LosesKinda lost it when the scenario + opponent combination revealed, the last chance gone when sentinel is destroyed right at the beginning. Tried to fight them but no chances. I hope i wont face this kinda setup in the tournament. Having assault army against me in Dawn of War sucks
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Post by Adam Selene on Nov 8, 2011 2:51:21 GMT -5
W/D/L 3/1/2
Thats fairly good so far.
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Post by Raganrokian on Nov 16, 2011 3:18:31 GMT -5
I decided to try again versus the Battle Sisters. So hard when they got lots of flamers and rending heavy bolters.
Pre-Tournament Match #7 Annihilation - Dawn of War versus Sisters of Battle
Opponent's List: Battle Sister Squad with Plasma Pistol 5 Dominions with 2 Flamers and Combi-flamer and Rhino 5 Dominions with 2 Flamers and Rhino 5 Retributors with 4 Heavy Bolters
Deployment: This time aware of the outflankers I deployed as centrally ass possible. One unit into a terrain piece right in middle of the field and one behind it.
Battle Sister Squad went behind a house ~12" away from my foremost squad and out of my LoS.
Round I: Chimera arrives into field and speed towards the house (which is on my right side) and Sentinel starts advancing on my left flank. I spread my both HB+GL squads so that my GL's get LoS behind the house but I still have 50% of my models in cover. Grenades kill 2 Battle Sisters.
Sisters react to incoming fire by advancing into rapid fire -range and Retributors enter field and take high position. Battle Sisters cause only 2 wounds to my Veterans (Thanks to 3+ cover)
Round II: MY foremost squad advances towards the Battle Sisters preparing a charge. Chimera speeds to the another side of the house (house blocking Retributor's LoS to chimera) and Sentinel walks towards the Retributors, turning slightly to get LoS to the BSS though. Concentrated fire kills 2 Battle Sisters and my Veterans assault them killing 5(!!!!) in close combat, leaving only Sister Superior standing.
First Dominion Squad arrives from reserves and fires its Storm bolter at my chimera, scoring a glancing hit and shaking the crew. Retributors manage to destroy the weapon from my sentinel.
Round III Chimera doesn't move (argh, this mistake got very expensive) and the squad withing destroys the Rhino, one Dominion dies in explosion. No kills in close combat. Sentinel Runs towards Retributors in order to tie them into close combat and so prevent them from dominating the field with heavy bolters.
The dominions attack the Chimera and hit automatically with 'nades (I forgot this damn it, should of moved an inch.) destroying it. Retributors destroy Sentinel. Sister Superior kills one veteran in close combat, I pass morale check.
Round IV My Plasma-squad moves to fire the Dominions who destroyed their ride, but the plasmas prove again that wounding on 2+ doesn't mean a thing, scoring only 3 wounds even after I rolled nice for to hit. One flamer survives after the GL's are fired. Nice. Veterans kill the Sister Superior in close COmbat. Not good, should of done htat on HIS turn.
Round V Another Dominion squad arrives and aids the solo-flamer Barbequing my plasma-veterans. Retributors kill the Veterans whose close combat finished. I don't bother playing my turn because we started playing Chaos in the Old World with two other guys and it wouldn't changed anything as I only had 1 squad left, and it had no chances to kill anything it saw.
Imperial Guard Loses
I must admit that I did mistakes again, but it is hell of a matchup to play versus 2 squads of outflanking, rhino-driving flamer-sisters. Also 4 rending Heavy bolters hurt somewhat seriously. Hope I don't match this army in the tournament (which is three days away)
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Post by mccaptain on Nov 16, 2011 12:57:50 GMT -5
I only had time to read your first report, but will read the rest later.
In the first report you mention that your sentinel won combat and the GH fell back 4" Unless you consolidated away from them, you should have been within six inches of them which should have prevented them from regrouping. Even though they are marines, they may NEVER regroup if an enemy model is within 6" I know it wasn't very important in this game because you won anyway, but remember that for in the future.
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Post by Raganrokian on Nov 16, 2011 14:01:01 GMT -5
True, I did consolidate, but can't recall the driection anymore. Might be that Sentinel would been within 6" but its long since that game I have noted I made quite lots of mistakes in last games, being sick doesn't seem to improve my thinking capability, but I should of paid more attention anyways, stupid mistakes.
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Post by Raganrokian on Nov 23, 2011 4:24:54 GMT -5
Tournament Game #1 Annihilation - Pitched Battle vs Tyranids
Opponent's List:
12 Genestealers 12 Genestealers 11 Genestealers
Okay. Bad, bad matchup. Having so much terrain that 'Stealers have almost permanent cover and they fleet, move through cover and rend and outflank. Even in bigger games massed Stelaers and counter-IG.
Deployment 'Nids win roll-off and leave everything in reserves, denying me first round of shooting and chance to counter their deployment.
I just make my line in center of my deployment zone.
Round I 'Nids sharpening their teeth in reserves
All my units start making their way to the central terrainpiece, to avoid direct charges from outflank.
Round II Two units arrive from reserve, both from my left flank. Both start running towards my patrol.
I notice he didn't put the another 'Stealers quite right and wont gain cover versus my first veterans and the focused fire into the unit killed 5 'Stealers out of 12. They fail morale and fall back 5"
Round III Last 'Stealers arrive and the 7 regroup. 11-strong unit runs towards my first veterans.
Sentinel is sent towards the 12 and 7 -strong units in order to slow their attack down. everything else fire on the 11- strong squad but cover proves to be too much, only 2 die.
Round IV Now 9-strong unit assaults my first veterans, 7-strong unit assaults Sentinel and the 12-strong unit just runs towards my patrol. As genes assault through cover I get to attack first, and I kill two, but even with defensive grenades the genestealers kill 7 veterans, rest of them break and are caught in sweeping advance. Sentinel loses a weapon.
I fire the unit which killed first veterans, but cover is still far more than 50% and only 1 dies. Sentinel takes some crew shaken results and kills a Genestealer.
Round V The 6 remaining genes assault my second veterans squad while the 12 genes roll badly for difficult terrain and cant catch the same unit. Genestealers kill most of veterans, the rest kill one in melee and break and are again caught in the sweeping advance. Sentinel takes some crew shaken results again.
Chimera and squad withing fire but can't kill the rest of the assaulting genestealer unit, leaving one alive. Sentinel is wrecked.
Game Ends.
Imperial Guard Loses So it begun with a defeat. Terrible matchup though, but still.
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Post by Raganrokian on Nov 23, 2011 4:51:29 GMT -5
Tournament Game #2 Seize Ground - Dawn of War versus Tau (Special rule states that Nightfighting lasts for 2 rounds instead of one)
Opponent's List: ~8 Fire Warriors with devilfish with SMS and Burst Cannon 3 Suits with plasma and missilepods and 2 Gund Drones 2 Suits with TL missilepods
Deployment A ruin-city-board. Objectives are set symmetrically and Tau wins roll off and a Devilfish with firewarriors is placed quite near the middle-objective. I deploy both of my GL+HB veterans in cover, one near my own objective, one near the objective in middle.
Round I 2 Units of crisis suits arrive and Devilfish moves a bit so that it can see my home-objective-veterans over the ruin. SMS + Burst Cannon kills 3 veterans. leftmost suits fire my veterans, who are saved by cover and the rightmost suits are too far away to see anything. Suits move a bit closer in assault phase.
Chimera arrives, speeding toward enemies through the center street, while sentinel takes the leftmost street and starts moving towards the suits. Chimera uses searchlight on Devilfish and resulting fire shakes the Devilfish.
Round II Devilfish moves a bit, as well as both units of suits. Leftmost suits manage to spot my chimera and wreck it. Rightmost suits just run as they are still kinda far. Plasma-squad passes pinning test.
Plasma squad starts moving towards the ruin in which the middle objective is in and fire at the Devilfish, only resulting one dead plasma gunner. No one else managed to spot anything, and I must admit this annoyed me a bit. Sentinel keeps moving closer the leftmost suits and causes a wound with autocannon.
Round III Minor shuffling around, and the firing my plasmaveterans, of whom 3 die. Suits immobilise my Sentinel at a streetcorner and jump out of its LoS
Plasma-squad move closer to the Devilfish and manage to explode it killing some fire warriors, my home-objective veterans move a bit to make their formation reach the center objective as well. My left hand veterans fire on the suits killing one and both of their gundrones.
Round IV Fire Warriors move into same ruin with my plasma-squad and rapidfire at it, killing some, and after the suits have fired there is only 3 left. (Sergeant, Plasma Gun and Meltagun)
Those left of my plasma squad move closer and fire the right-hand-suits, killing one and leaving one to a single wound and my left-hand veterans move towards my home-objective as the another veterans left it to aid my plasma squad in the fight for ceter objective.
Round V Fire Warriors rapid fire again and only one Plasma gunner is left standing. Suits kill one of my left-hand veterans and the solo suit tries to kill my solo plasma-veteran, but cover is too much.
The solo veterans escapes from house and hides behind the wall (still within 3" of objective) and my left-hand fires their suits with grenades (still 2 up). while reaching home-objective. The another veteran squad is now one move away from the center objective, guarded by Fire warriors and denied by solo plasmagunner. It would be a tie, as his solo suit had jumped on his home-objective. Luckily the game goes on.
Round VI Fire warriors fire veterans with one dying and suit misses its missiles. 2 suits go into ruin and pass dangerous terrain tests.
By both GL squads lob some grenades on fire warriors, killing them and the closer one denying the objective as the solo-plasma tries to win this game for me. He moves around the corner and firest at solo suit with one wound left who is holding my opponents objective. Within 12"? yes. Good. One hit, one wound, oh yeah.
Imperial Guard Wins
Very nice game, could of ended either way, at beginning it looked bad but then I got it to a tie and the plasma even won it for me.
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Post by Raganrokian on Nov 24, 2011 13:52:21 GMT -5
Tournament Match #3 Annihilation - Spearhead versus Necrons
Opponents List:
~10 Warriors
5 Deathmarks
6(!) Wraiths
Okay, game will be solved at first 2 rounds. If I cause enough damage to wraiths I win, if not I lose.
Deployment: I won roll-off and deployed on a mountain which covered all of my table quarter.
Wraiths deploy in middle and warriors and Deathmarks in a forest exaclty 12" away from center.
Round I
Chimera and Sentinel move a bit forward and everything that has long enough range (6 GL's, 2 HB's, Multi-Laser and Autocannon) is fired at wraiths, resulting 1 wound after saves...
Wraiths advance towards my mountain, out of my LoS hiding behind a large stone and warriors and Deathmarks fire at my chimera, Immobilising it.
Round II Sentinel walks towards deathmarks and fires at them, no kills, other weapons kill 4 of them. Plasma veterans also jumped off the chimera.
Wraiths come from the hideout, not yet in charge range but in my LoS. Warriors advance and rapidfire the chimera into a wreck.
Round III All fires on wraiths. 1 wound again, not even on same wraith... Sentinel charges deathmarks, zero kills.
Wraiths butcher plasma squad, warriors rapidfire one of GL + HB squads to death.
Round IV Whatever is left is fired at wraiths, 0 kills, sentinel does nothing.
Wraiths wreck sentinel, warriors advance
Round V Random firing at warriors, nothing happens. Just for my amusement.
Wraiths and warriors kill last squad. Boring game, I would of lost to 6 wraiths alone, Jump Infantry with 3 attacks, 2 wound and a 3+/3++ save is too much.
Imperial Guard Loses
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Post by Raganrokian on Nov 24, 2011 14:02:13 GMT -5
Tournament Game #4 Seize Ground Dawn of War versus Dark Eldar
Opponents List:
10 Wyches with Shardnet & Hydra Gauntlets, Leader and Haywires
10 Wyches with Shardnet & Hydra Gauntlets, Leader and Haywires
Raider with Flickerfield
Raider with Flickerfield
Again a fast assault army. bad matchups damn it.
Deployment I win roll-off and deploy my squads in cover on my objective.
Dark Eldars are left in reserves
Round I Chimera and sentinel roll in, both moving towards the center objective
Wyches polishing their nails in reserves.
Round II Meaningless shuffling around the objective.
Both (damn it, I wished I got the one by one) Raiders arrive and turboboost into middlefield.
Round III Vehicles move to see the raiders and them both and onr HB + GL squad fires at first raider, breaking its Dark Lance.
First raider moves to my infantry squads and wyches jump into them, second moves towards center objective, still going fast enough to be obscured. Wyches wipe out my swuad (they had +1A from drugs)
Round IV Infantry Squad fires at closing wyches, killing one, chimera adding another kill. Sentinel fires at raider with no effect.
Wyches run towards my troops (damn Fleet) and raider tosses its wyches at my sentinel. Sentinel takes damage but isnt yet destroyed, wyches wipe out second squad, taking some damage though.
Round V Chimera drives a bit and the squad within finishes the wyches who destroyed 2 squads, multilaser stuns raider. Sentinel explodes, killing 4 wyches.
non-stunned raider flies to deny my objective while wyches hold theirs.
Game ends.
Imperial Guard Loses
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Post by Ymmot (M.I.A) on Nov 24, 2011 14:07:44 GMT -5
Probably should have tried to get your chimera on their objective and camped the sentinal on your own...I think they would have had a hard time clearing away your vehicles even with a couple lances and haywire grenades.
Oh well, you'll get them next time.
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Post by Raganrokian on Nov 25, 2011 1:28:58 GMT -5
Didn't want to drive my vehicles off my infantry's weapons' range. Haywires scored 2-3 penetrating hits and a couple of glancing hits per turn. Rolled quite well he did. I'll post next 2 games today.
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