Post by jjakaalbinoboy on Jun 15, 2012 5:18:10 GMT -5
1,000 Points – 6’ x 4’ Table – Randomly placed terrain including 5 objectives – Seize Ground Mission – Spearhead Deployment
Army Lists
IG (JJ - Me)
HQ: Company Command Squad (215 pts)
4 Company Command Squad (Medi-pack; Plasma gun x3)
1 Company Commander (Plasma Pistol)
1 Chimera (Heavy Flamer; Extra Armor; Pintle Storm Bolter)
Elite: Storm Trooper Squad (205 pts)
4 Storm Trooper Squad (Plasma gun x2)
1 Storm Trooper Sergeant (Plasma Pistol; Bolter)
1 Chimera (Heavy Flamer; Extra Armor; Pintle Storm Bolter)
Troops: Infantry Platoon (230 pts)
1 Infantry Platoon
2 Platoon Command Squad (Medi-pack; Heavy Flamer)
1 Heavy Weapons Team (Autocannon)
1 Platoon Commander (Plasma Pistol)
9 Infantry Squad (Flamer x1)
1 Sergeant (Plasma Pistol)
9 Infantry Squad (Flamer x1)
1 Sergeant (Plasma Pistol)
Troops: Veteran Squad (215 pts)
7 Veteran Squad (Plasma gun x3)
1 Veteran Heavy Weapon Team (Autocannon)
1 Veteran Sergeant (Plasma Pistol)
1 Chimera (Heavy Flamer; Extra Armor; Pintle Storm Bolter)
Heavy Support: Hydra Flak Tank Battery (130 pts)
1 Hydra Flak Tank (Camo Netting; Extra Armor; Hunter-killer Missile; Pintle Heavy Stubber)
995 pts Total
DE (Will)
HQ: 129 pts Archon (splinter pistol, power weapon, ghostplate armour, shadow field, combat drugs, haywire grenades)
The Court of the Archon
10pts 1 Lhamaeans
30pts 2 Medusa
Elite: 140pts 10 Kabalite Trueborn (2 spinter cannon)
90pts Raider (spinter-rack, flickerfield, nightshield)
Troops: 90pts 10 Kabalite Warriors
Troops: 90pts 10 Kabalite Warriors
Troops: 60pts 5 Wyches (haywire grendades)
Fast Attack: 60pts Beastmaster, 4 Khymera
Fast Attack: 130pts 5 Scourages (2 haywire blaster)
Heavy Support: 170pts Ravager (flicker field night shield)
999 pts Total
NB The Court of the Archon is illegal as I misread the codex, woops we only noticed half way through the game but as they where useless decided to do nothing about it
Deployment
DE: Winning the roll off I went for first turn so I could choose where to deploy my troops. As deploying using one set of quarters would give me a small advantage but deploying using the others would give me a massive disadvantage. As a result I had to deploy first (I usually like to let the opponent deploy first as I can react to where his units are and I normally deploy on the assumption that I won't get the first turn anyway). I deployed my army along the long board edge with the initial idea to flank to the extreme right and hook round into JJ's deployment picking off any vehicles on the way and capturing some objectives. The only unit that didn't was my beast who deployed on the short board edge with the hope to pick off any units that try to outflank me.
IG: As Will had won the roll off I had to setup in the opposite quarter to him. This left me a forest, a hill and two objective/bunkers. I deployed the Hydra behind the hill so it would have cover for the first turn and could move onto it for a clearer view in my first turn. I deployed a regular infantry squad next to it for a bit of bubble-wrap cover. I Deployed the PCS in the middle to use its orders on either IS but I Kept my CCS in its chimera near the back behind some more bubble-wrap. I put the Veterans’ Chimera in the middle so it could move out to wherever it was most needed after the first DE turn. Kept the Stormtroopers in reserve so I could outflank and come on where it was most needed early on or for an objective later on if it came on late.
Turn 1
DE: JJ didn't win the “seize the initiative” roll (foolish Mon-key) looking at his army and the way he deployed I changed my plan to try and bog him down and deny as many objectives as possible. So I moved my Raider and Ravager flat out to the far right behind the hills ready to strike next turn.
The scourges broke cover to try and follow where the rest of my army moved, staying behind the trees, one unit of warriors moving into a position to claim the two objectives in my deployment.
In the shooting phase my scourges fluffed there run move so the Court of the Archon also ran to screen them from the heavy fire that was sure to come there way
IG: Advanced the Hydra onto the hill in front of it so it could see most of the battlefield, this then proceeded to shoot down the DE raider carrying the Trueborn. Moved one of the IS onto the hill to support it. PCS opens fire on the Court of the Archon killing the Lhamaean. The first IS was in a position whereby it was charge-or-be-charged so I took the plunge and charged the Trueborn, killing 2 for 2. CCS didn’t move.
Turn 2
DE: Plan stays the same deny objectives kill stuff by flanking. The Ravager moved into JJ's deployment ready to either kill his Veteran squads’ chimera or the Hydra if the scourges fluff there shooting. Court of the Archon moves to support the Trueborn and the Wyches make a run across the open. Unit claiming two objectives stays still and other warrior unit stays behind trees. Lord joins this unit for some bodies to protect him during the shooting phase scourges stop the hydra from shooting, Job Done! Ravager makes the chimera explode spectacularly and the veterans inside take casualties and leg it. I win the combat against the IS with the Trueborn, one pain token thank you.
IG: Hydra runs for it, extra armour is actually really useful, then pops smoke. Even better the Stormtroopers came on in there chimera outflanking and blowing up the Ravager in a massive explosion with their Plasma weapons. The Wyches having fluffed there run and so being in the open took casualties and ran clear off the board. CCS didn’t move.
Turn 3
DE: My lord and his new retinue made a run for it across the open terrain, with the Hydra now blocking line of sight he should be safe and even if it moves JJ will have too many targets to waste shots on him. The scourges moved in to haywire blaster the hydra and if things get desperate stick grenades to it. The trueborn moved to assault the platoon command squad as did the court.
Shooting despite getting a penetrating hit all I got was a shaken result from my scourges, extra armour once again saves the Hydra. The two medusas in the court of the Archon flamed the command squad, rolling for the strength I got two ones..... luckily I still got three wounds rolling for AP I got a ....six. So, no wounds there.
Assault; the trueborn and the court charged the PCS, smashing them to pieces, another pain token for the trueborn thank you, the trueborn consolidated backwards into cover, the court was stuck in the open. The scourges charged the hydra as a last resort managing to stick a grenade to the moving vehicle it did nothing. At this point things started to look like things were going downhill.
IG: I moved the hydra out of the way and shot the scourges to pieces. The court was also obliterated by the now rallied veterans. With that Will had lost all his anti-tank weapons or so I thought. CCS didn’t move.
Turn 4
DE: The trueborn moved forward to assault the veterans and then consolidate into the trees by the objective. The lord and his warriors ran for cover hopefully with a decent run move they could make the wrecked raider and be in cover.
During the shooting phase the lord and his warriors rolled a six and positioned themselves around the downed raider. The trueborn also ran to position themselves better for the assault combat. Trueborn with furious charge are mean, the veterans disappeared in a mist of blood, the trueborn were now fearless.
The trueborn consolidated into the trees.
IG: At this point we checked the rules to see if transport vehicles could take objectives and found that only Troops choices could actually claim objectives.
With only one unit left that could actually claim an objective things looked less rosey for me. (Rules = Fail L)
So I swapped out the CCS putting the last infantry squad in its chimera, the trueborn took some casualties from the Stormtroopers Chimera but not much else. CCS didn’t move.
Turn 5
DE: With four objectives to JJ's one things weren't looking so bad even though I couldn't kill anything. JJ had disembarked his Stormtroopers and moved them to take my squad in the raider out next turn so my lord left the squad and went it alone to go capture some souls.
The trueborn moved through the wood to assault the chimera with the Infantry squad in it. With furious charge they had a slim chance to do some damage.
The trueborn ran in the shooting and the lord picked off a stormtrooper with his pistol.
The lord then assaulted killing all except the sergeant, who then passed his Ld test (they are elite afterall!), keeping my lord out of trouble for the next turn. The trueborn assaulted, positioning themselves to disallow any escape from the chimera, fluffing their attacks they were now doomed.
IG: All the vehicles moved in to shower the trueborn with firepower. They didn't have a chance.
The lord shredded the Stormtrooper Sarge, the dice decided to keep the game going for a sixth turn.
Turn 6
DE: Eliminating the trueborn had left JJ's vehicles in a bad position to contest objectives. At this point I checked my army list and realised that I had a haywire grenade on my lord so having watched his servants fail my lord decided to do the job himself and charged the Infantry squad chimera fluffing his roll to attach the grenade.
IG: Not making the same mistake again I moved my tanks and platoon command to try and take objectives in the seventh turn leaving only the Infantry squad chimera to kill the lord - who survived.
At this point the game ended! Victory to DE, three objectives to IG’s one with one contested by the hydra.
For giggles we played the last turn to see what would happen.
Turn 7 (Bonus)
DE: The warriors on the raider moved out of line of sight of the hydra and the lord charged the chimera again fluffing his second attempt to stick the grenade to the tank.
IG: The chimera then moved out of the way and the hydra let the lord have it killing him instantly, teach him to learn to attach grenades better.
The platoon command fell short of contesting one of the bunkers in the DE deployment although one chimera managed to get to the downed fighter.
Still victory to DE, two captured objectives to IG’s one captured and two contested, one by the hydra and one by the chimera.
Lessons
DE: Need to stop messing with my list, more raiders with dark lances would have made a mess of JJ's tanks and been able to cross that open space much easier, leaving me in a better tactical position rather than risking crossing open ground and being shot. Also copy paste in (Spreadsheet) army list is a bad idea, as I didn't even know about my lords haywire grenade until it was too late to be of any help. (Use Army Builder!)
IG: Keep my Infantry in my tanks until the tank isn’t there anymore. Repeat after me “Stay in tanks or Die, Stay in tanks or Die….” Also, Outflanking reserves work quite well. Hydra has proven itself way over and above its points in value in an Army list, must get another. Have more troops to contest objectives.
Army Lists
IG (JJ - Me)
HQ: Company Command Squad (215 pts)
4 Company Command Squad (Medi-pack; Plasma gun x3)
1 Company Commander (Plasma Pistol)
1 Chimera (Heavy Flamer; Extra Armor; Pintle Storm Bolter)
Elite: Storm Trooper Squad (205 pts)
4 Storm Trooper Squad (Plasma gun x2)
1 Storm Trooper Sergeant (Plasma Pistol; Bolter)
1 Chimera (Heavy Flamer; Extra Armor; Pintle Storm Bolter)
Troops: Infantry Platoon (230 pts)
1 Infantry Platoon
2 Platoon Command Squad (Medi-pack; Heavy Flamer)
1 Heavy Weapons Team (Autocannon)
1 Platoon Commander (Plasma Pistol)
9 Infantry Squad (Flamer x1)
1 Sergeant (Plasma Pistol)
9 Infantry Squad (Flamer x1)
1 Sergeant (Plasma Pistol)
Troops: Veteran Squad (215 pts)
7 Veteran Squad (Plasma gun x3)
1 Veteran Heavy Weapon Team (Autocannon)
1 Veteran Sergeant (Plasma Pistol)
1 Chimera (Heavy Flamer; Extra Armor; Pintle Storm Bolter)
Heavy Support: Hydra Flak Tank Battery (130 pts)
1 Hydra Flak Tank (Camo Netting; Extra Armor; Hunter-killer Missile; Pintle Heavy Stubber)
995 pts Total
DE (Will)
HQ: 129 pts Archon (splinter pistol, power weapon, ghostplate armour, shadow field, combat drugs, haywire grenades)
The Court of the Archon
10pts 1 Lhamaeans
30pts 2 Medusa
Elite: 140pts 10 Kabalite Trueborn (2 spinter cannon)
90pts Raider (spinter-rack, flickerfield, nightshield)
Troops: 90pts 10 Kabalite Warriors
Troops: 90pts 10 Kabalite Warriors
Troops: 60pts 5 Wyches (haywire grendades)
Fast Attack: 60pts Beastmaster, 4 Khymera
Fast Attack: 130pts 5 Scourages (2 haywire blaster)
Heavy Support: 170pts Ravager (flicker field night shield)
999 pts Total
NB The Court of the Archon is illegal as I misread the codex, woops we only noticed half way through the game but as they where useless decided to do nothing about it
Deployment
DE: Winning the roll off I went for first turn so I could choose where to deploy my troops. As deploying using one set of quarters would give me a small advantage but deploying using the others would give me a massive disadvantage. As a result I had to deploy first (I usually like to let the opponent deploy first as I can react to where his units are and I normally deploy on the assumption that I won't get the first turn anyway). I deployed my army along the long board edge with the initial idea to flank to the extreme right and hook round into JJ's deployment picking off any vehicles on the way and capturing some objectives. The only unit that didn't was my beast who deployed on the short board edge with the hope to pick off any units that try to outflank me.
IG: As Will had won the roll off I had to setup in the opposite quarter to him. This left me a forest, a hill and two objective/bunkers. I deployed the Hydra behind the hill so it would have cover for the first turn and could move onto it for a clearer view in my first turn. I deployed a regular infantry squad next to it for a bit of bubble-wrap cover. I Deployed the PCS in the middle to use its orders on either IS but I Kept my CCS in its chimera near the back behind some more bubble-wrap. I put the Veterans’ Chimera in the middle so it could move out to wherever it was most needed after the first DE turn. Kept the Stormtroopers in reserve so I could outflank and come on where it was most needed early on or for an objective later on if it came on late.
Turn 1
DE: JJ didn't win the “seize the initiative” roll (foolish Mon-key) looking at his army and the way he deployed I changed my plan to try and bog him down and deny as many objectives as possible. So I moved my Raider and Ravager flat out to the far right behind the hills ready to strike next turn.
The scourges broke cover to try and follow where the rest of my army moved, staying behind the trees, one unit of warriors moving into a position to claim the two objectives in my deployment.
In the shooting phase my scourges fluffed there run move so the Court of the Archon also ran to screen them from the heavy fire that was sure to come there way
IG: Advanced the Hydra onto the hill in front of it so it could see most of the battlefield, this then proceeded to shoot down the DE raider carrying the Trueborn. Moved one of the IS onto the hill to support it. PCS opens fire on the Court of the Archon killing the Lhamaean. The first IS was in a position whereby it was charge-or-be-charged so I took the plunge and charged the Trueborn, killing 2 for 2. CCS didn’t move.
Turn 2
DE: Plan stays the same deny objectives kill stuff by flanking. The Ravager moved into JJ's deployment ready to either kill his Veteran squads’ chimera or the Hydra if the scourges fluff there shooting. Court of the Archon moves to support the Trueborn and the Wyches make a run across the open. Unit claiming two objectives stays still and other warrior unit stays behind trees. Lord joins this unit for some bodies to protect him during the shooting phase scourges stop the hydra from shooting, Job Done! Ravager makes the chimera explode spectacularly and the veterans inside take casualties and leg it. I win the combat against the IS with the Trueborn, one pain token thank you.
IG: Hydra runs for it, extra armour is actually really useful, then pops smoke. Even better the Stormtroopers came on in there chimera outflanking and blowing up the Ravager in a massive explosion with their Plasma weapons. The Wyches having fluffed there run and so being in the open took casualties and ran clear off the board. CCS didn’t move.
Turn 3
DE: My lord and his new retinue made a run for it across the open terrain, with the Hydra now blocking line of sight he should be safe and even if it moves JJ will have too many targets to waste shots on him. The scourges moved in to haywire blaster the hydra and if things get desperate stick grenades to it. The trueborn moved to assault the platoon command squad as did the court.
Shooting despite getting a penetrating hit all I got was a shaken result from my scourges, extra armour once again saves the Hydra. The two medusas in the court of the Archon flamed the command squad, rolling for the strength I got two ones..... luckily I still got three wounds rolling for AP I got a ....six. So, no wounds there.
Assault; the trueborn and the court charged the PCS, smashing them to pieces, another pain token for the trueborn thank you, the trueborn consolidated backwards into cover, the court was stuck in the open. The scourges charged the hydra as a last resort managing to stick a grenade to the moving vehicle it did nothing. At this point things started to look like things were going downhill.
IG: I moved the hydra out of the way and shot the scourges to pieces. The court was also obliterated by the now rallied veterans. With that Will had lost all his anti-tank weapons or so I thought. CCS didn’t move.
Turn 4
DE: The trueborn moved forward to assault the veterans and then consolidate into the trees by the objective. The lord and his warriors ran for cover hopefully with a decent run move they could make the wrecked raider and be in cover.
During the shooting phase the lord and his warriors rolled a six and positioned themselves around the downed raider. The trueborn also ran to position themselves better for the assault combat. Trueborn with furious charge are mean, the veterans disappeared in a mist of blood, the trueborn were now fearless.
The trueborn consolidated into the trees.
IG: At this point we checked the rules to see if transport vehicles could take objectives and found that only Troops choices could actually claim objectives.
With only one unit left that could actually claim an objective things looked less rosey for me. (Rules = Fail L)
So I swapped out the CCS putting the last infantry squad in its chimera, the trueborn took some casualties from the Stormtroopers Chimera but not much else. CCS didn’t move.
Turn 5
DE: With four objectives to JJ's one things weren't looking so bad even though I couldn't kill anything. JJ had disembarked his Stormtroopers and moved them to take my squad in the raider out next turn so my lord left the squad and went it alone to go capture some souls.
The trueborn moved through the wood to assault the chimera with the Infantry squad in it. With furious charge they had a slim chance to do some damage.
The trueborn ran in the shooting and the lord picked off a stormtrooper with his pistol.
The lord then assaulted killing all except the sergeant, who then passed his Ld test (they are elite afterall!), keeping my lord out of trouble for the next turn. The trueborn assaulted, positioning themselves to disallow any escape from the chimera, fluffing their attacks they were now doomed.
IG: All the vehicles moved in to shower the trueborn with firepower. They didn't have a chance.
The lord shredded the Stormtrooper Sarge, the dice decided to keep the game going for a sixth turn.
Turn 6
DE: Eliminating the trueborn had left JJ's vehicles in a bad position to contest objectives. At this point I checked my army list and realised that I had a haywire grenade on my lord so having watched his servants fail my lord decided to do the job himself and charged the Infantry squad chimera fluffing his roll to attach the grenade.
IG: Not making the same mistake again I moved my tanks and platoon command to try and take objectives in the seventh turn leaving only the Infantry squad chimera to kill the lord - who survived.
At this point the game ended! Victory to DE, three objectives to IG’s one with one contested by the hydra.
For giggles we played the last turn to see what would happen.
Turn 7 (Bonus)
DE: The warriors on the raider moved out of line of sight of the hydra and the lord charged the chimera again fluffing his second attempt to stick the grenade to the tank.
IG: The chimera then moved out of the way and the hydra let the lord have it killing him instantly, teach him to learn to attach grenades better.
The platoon command fell short of contesting one of the bunkers in the DE deployment although one chimera managed to get to the downed fighter.
Still victory to DE, two captured objectives to IG’s one captured and two contested, one by the hydra and one by the chimera.
Lessons
DE: Need to stop messing with my list, more raiders with dark lances would have made a mess of JJ's tanks and been able to cross that open space much easier, leaving me in a better tactical position rather than risking crossing open ground and being shot. Also copy paste in (Spreadsheet) army list is a bad idea, as I didn't even know about my lords haywire grenade until it was too late to be of any help. (Use Army Builder!)
IG: Keep my Infantry in my tanks until the tank isn’t there anymore. Repeat after me “Stay in tanks or Die, Stay in tanks or Die….” Also, Outflanking reserves work quite well. Hydra has proven itself way over and above its points in value in an Army list, must get another. Have more troops to contest objectives.