Post by dougeye on Dec 3, 2012 17:18:11 GMT -5
Ok so some may knwo im just learnign the rules again after a long absense and so have been waging practice battles with myself, i have not gone blind yet so all is well lol.
The scenario was SMS vs Imperial guard on a small 2x4 board playing length ways. The imperial guard were entrenched at deployment.
Basicly i started by selecting a small SpaceMarines (smurfs) Army of
1 x Space Marine Captain (lightning claw, combi plasma and artificer armour) -140 points
2 x 10 man Tactical squads (both missile launcher, 1 plasma gun, 1 flamer) - 185 points each
1 x 5 Man Assault Squad (plasma pistol, powerfist,combat sheild) 145 points
in total they were 665 points.
I have not got round to painting the marines yet
So then i put together an IG list to be near the same amount of points.
Yarrick - 185 points
2 x 10 man guard (grenade launcher, sgt powerweapon) - 65 points each
1 x Heavy weapons squad (mortar, heavy bolter and autocannon (proxy))
1 x 5 man stormtrooper squad (I FORGOT TO FIELD THESE BARE IT IN MIND LOL)
1 x LR Executioner (3 x heavy bolters)
total 695 points although because i forgot the storms it should be 595 lol
So basicly it was only a 4 foot long table and the guard were dug in, marines had plenty of area cover at 5+ to use on the advance.
The Aim of this battle was last man standing so just keep going till one side is wiped out.
First and formost the assault marines were useless in this battle because i sent them strait up the field to try and get then into CC with the guard, but as soon as they got in range of the executioner, even with cover saves they got obliterated and never even got a shot off.
The rest of the marines slowly moved up field, running the first few turns, mabye i should have tried getting the 2 missile launchers to take out the executioner in hindsight but i didnt want to slow down the attack for decent shots.
Little by little the tac squads got picked appart by the heavy weapons and executioner which was very good with its gets hot and through the whole battle recieved two gets hot glances but by this stage the marines reached the trenches and i didnt want to scatter onto my own troops so heavy bolters took the main roll. + the tank neveer moved so it got to fire alot.
On the subject of gets hot i thought it funny the marine with plasma gun killed himself with his first shot lol
The marines eventually did reach the trenches taking out most of the guard when they made use of rapid fire bolters (within 12). the guard failed their 4+ cover saves.
oh and the SM commander had the command trait which lets all nearby allies move through cover so assaulting the trnech was easy. Once inside the trench they made even shorter work of the two guard squads. 1 squad was simply crushed by the Captain and the other first got roasted by a flamer taking out 6 guard in the tight trench and then got assaulted and wiped out.
there were 5 guard left against the captain which lost their moral check (although i think they should have been stubborn thinking about it after becasue of yarricks influence) the then got caught by sweeping advance.
Yarrick was the star of the show though as he cleaned up a tac squad with 4 marines left in one assualt (4 attacks on the charge and re-roll hits) his power claw crushed the marines who had no saves to take against it. He then became locked into combat with the commander.....
but in the mean time the remaining tac squad of around 8 marines got taken out by a very good turn by the heavy weapons teams, the mortar missed but the aurocannon and heavy bolter landed all shots meaning 5 shots and varying strength but they made all the wounds and the marines failed all their saves, mabye more a case of luck than anything else lol
2 More got taken out by the executioners bolters.
the last marine charged into the yarrick vs captain combat but died that turn lol
yarricks CC with the captain went on for several turns, they both had 3 wounds, the captain could re-roll hits with the lightning claw but at the same time had to re-roll wounds constantly because of yarricks forcefield. The captain was also making save after save from his iron halo 4+ invun.
Eventually though Yarrick was victorious with 1 wound remaining, so he jumped into the executioner (1 hull point remaining) and rode off into the sunset for a cold beverage lol
so my conclusion.
even though i was an idiot and totally forgot to field 100 points of storm troopers the match was still unfair but mainly due to 2 reasons,
1) i should have tried the missile launchers earlier but i didnt because i was trying to get up the board and didnt want to waist time against an AV14 front armour vehicle walst it picked off the rest of my troops with its executioner 3 shot heavy plasma cannon lol
2) The assault marines would have been idea if they had reached the enemy but if i were to play the battle again (which i might tommorow) i would get rid of the assault marines and stick a ranged dreadnught in with twin linked lascannon and some missiles which would make both armies (if i remember the stormies) basicly 700 points each.
So guard won and although Yarrick is the only IG HQ char i have i think ill stick with him! I love running him with some Ogryns, yarrick and 5 Ogryns gave Abbaddon and 4 termies a run for their money the other day, they lost of course but slowed them down for a few turns
The scenario was SMS vs Imperial guard on a small 2x4 board playing length ways. The imperial guard were entrenched at deployment.
Basicly i started by selecting a small SpaceMarines (smurfs) Army of
1 x Space Marine Captain (lightning claw, combi plasma and artificer armour) -140 points
2 x 10 man Tactical squads (both missile launcher, 1 plasma gun, 1 flamer) - 185 points each
1 x 5 Man Assault Squad (plasma pistol, powerfist,combat sheild) 145 points
in total they were 665 points.
I have not got round to painting the marines yet
So then i put together an IG list to be near the same amount of points.
Yarrick - 185 points
2 x 10 man guard (grenade launcher, sgt powerweapon) - 65 points each
1 x Heavy weapons squad (mortar, heavy bolter and autocannon (proxy))
1 x 5 man stormtrooper squad (I FORGOT TO FIELD THESE BARE IT IN MIND LOL)
1 x LR Executioner (3 x heavy bolters)
total 695 points although because i forgot the storms it should be 595 lol
So basicly it was only a 4 foot long table and the guard were dug in, marines had plenty of area cover at 5+ to use on the advance.
The Aim of this battle was last man standing so just keep going till one side is wiped out.
First and formost the assault marines were useless in this battle because i sent them strait up the field to try and get then into CC with the guard, but as soon as they got in range of the executioner, even with cover saves they got obliterated and never even got a shot off.
The rest of the marines slowly moved up field, running the first few turns, mabye i should have tried getting the 2 missile launchers to take out the executioner in hindsight but i didnt want to slow down the attack for decent shots.
Little by little the tac squads got picked appart by the heavy weapons and executioner which was very good with its gets hot and through the whole battle recieved two gets hot glances but by this stage the marines reached the trenches and i didnt want to scatter onto my own troops so heavy bolters took the main roll. + the tank neveer moved so it got to fire alot.
On the subject of gets hot i thought it funny the marine with plasma gun killed himself with his first shot lol
The marines eventually did reach the trenches taking out most of the guard when they made use of rapid fire bolters (within 12). the guard failed their 4+ cover saves.
oh and the SM commander had the command trait which lets all nearby allies move through cover so assaulting the trnech was easy. Once inside the trench they made even shorter work of the two guard squads. 1 squad was simply crushed by the Captain and the other first got roasted by a flamer taking out 6 guard in the tight trench and then got assaulted and wiped out.
there were 5 guard left against the captain which lost their moral check (although i think they should have been stubborn thinking about it after becasue of yarricks influence) the then got caught by sweeping advance.
Yarrick was the star of the show though as he cleaned up a tac squad with 4 marines left in one assualt (4 attacks on the charge and re-roll hits) his power claw crushed the marines who had no saves to take against it. He then became locked into combat with the commander.....
but in the mean time the remaining tac squad of around 8 marines got taken out by a very good turn by the heavy weapons teams, the mortar missed but the aurocannon and heavy bolter landed all shots meaning 5 shots and varying strength but they made all the wounds and the marines failed all their saves, mabye more a case of luck than anything else lol
2 More got taken out by the executioners bolters.
the last marine charged into the yarrick vs captain combat but died that turn lol
yarricks CC with the captain went on for several turns, they both had 3 wounds, the captain could re-roll hits with the lightning claw but at the same time had to re-roll wounds constantly because of yarricks forcefield. The captain was also making save after save from his iron halo 4+ invun.
Eventually though Yarrick was victorious with 1 wound remaining, so he jumped into the executioner (1 hull point remaining) and rode off into the sunset for a cold beverage lol
so my conclusion.
even though i was an idiot and totally forgot to field 100 points of storm troopers the match was still unfair but mainly due to 2 reasons,
1) i should have tried the missile launchers earlier but i didnt because i was trying to get up the board and didnt want to waist time against an AV14 front armour vehicle walst it picked off the rest of my troops with its executioner 3 shot heavy plasma cannon lol
2) The assault marines would have been idea if they had reached the enemy but if i were to play the battle again (which i might tommorow) i would get rid of the assault marines and stick a ranged dreadnught in with twin linked lascannon and some missiles which would make both armies (if i remember the stormies) basicly 700 points each.
So guard won and although Yarrick is the only IG HQ char i have i think ill stick with him! I love running him with some Ogryns, yarrick and 5 Ogryns gave Abbaddon and 4 termies a run for their money the other day, they lost of course but slowed them down for a few turns