Post by treadiculous on Nov 25, 2013 17:17:00 GMT -5
The Mission – Cleanse
The table is divided into four quarters and deployment is into opposite quarters, the objective is to hold as many uncontested quarters at the end of the game as possible.
Review of treads army and perspective on the battle:
Interestingly I forgot to bring my 4 commissars which I had written into the list so chose to borrow Emptys’, I say its interesting because I was running the lascannon teams as counts as autocannons.
Had I decided to swap the missing Commissars for lascannons I would have significantly increased the army’s ability to hurt AV14.
The other option would have been to buy some power axes or melta bombs for my sergeants – I think I may even have been able to afford both.
I deployed with 5th ed still in mind as I set my missile launcher teams at the front of my squads, which meant Empty was able to rapidly eliminate them during his turn of shooting. I also made the mistake of deploying them with intention of moving them into cover (which I then did) which meant on first turn I was shooting snap shots, and even with “on my Target” I effectively eliminated my anti tank capabilities.
I was able to use “on my Target” on the MoO which saw the turret destroyed of one of the Russ by about turn 3 or 4 – which was very satisfying, as the mortars were doing a fantastic job of glancing the chimera to death in turn 1 and 2. The accuracy petered off after that but most of the damage had been done by then.
In reflection I think I should have pushed harder with my assault platoon, and also with the platoon on the far flank – they could have made it into Emptys’ territory and contested his ground… I was a little nervous of his hellhound and the advance would have pushed them up the target priority list as well as into open terrain. The only bonus would have been that my anti tank heavy teams would have been left alone, but by then they were mainly autocannons and thus ineffective against the AV14 targets that needed to be taken down.
I also think I was lazy about reacting to the threat of scout sentinels and should have set up some means to prevent their arrival on my home territory.
Army List:
2 x CCS with Regimental Banner
PCS
Platoon of 20 with 2 Missile Launcher and Commissar
Platoon of 20 with 2 Missile Launcher and Commissar
5 Mortar Heavy Weapon Squads
PCS
Platoon of 20 with 2 Missile Launcher and Commissar
Platoon of 30 and Commissar
1 Mortar Heavy Weapon Squad
4 Autocannon Heavy Weapon Squads
Deployment: treads Assault Platoon getting into position.
Deployment: treads gunline settling into their sights
Secure in the knowledge of overwhelming numbers – treads infantry feel secure
Imperial Commissar doing what he does best – yes a bolt pistol will not hurt the leman russ downrange – however it will blow the head off anyone who fails in their duty to kill said russ!
Emptys’ deployment of men suggests tactical use of terrain *cough cowards cough*
Emptys’ tank commander oversees the front line
Emptys’ russ casts an intimidating presence across the battlefield
Tactical overview of deployments
Empty’s motor pool (use of pin hole camera setting begins)
Emptys’ first turn sees his men settle into position and scour treads infantry with various high strength weaponry.
The advance of treads assault squad
Supported by treads shooty boys from behind the crates (distinctly lacking the much needed missile launchers!)
MOARtars continue to send munitions skyward while Emptys’ reserves visibly lurk in the far background
One of treads command squads overlooks the heavy teams while carefully cowering from the various russ spreading across no mans land
Emptys brave dudes busy themselves inspecting the safe side of the tank wreck
Emptys’ totalled motor pool sends plumes of smoke into the sky from which the destruction came, yet the russ still intimidates
Yet Emptys’ russ stands unscathed despite the continued barrage around it
Emptys’ motor pool is further reinforced with reserves yet looking upon a massed gunline remains unsettling.
Simply awesome russ image
Tactical image Turn 3
Demolisher vs infantry – due to barricades and much spreading of men, this was not as effective as it may look, the problem for tread was that he had no anti-tank weapons amongst the platoon.
The persistent rain of barrage upon the tanks brought much destruction
Emptys’ armoured Sentinel arrives amidst chaos
Melta Veterans hide inside ruin within Treads territory, equalising the score
Scout sentinel problems: treads home territory becomes contested also
Within the ruins lurks… a scoring unit of veterans with shelter from the mortars are supported by 3 surviving Russ hulls, victory is inevitable as treads forces crumble – no longer able to harm such behemoths.
wooo... Imperial Guard Victory!
The table is divided into four quarters and deployment is into opposite quarters, the objective is to hold as many uncontested quarters at the end of the game as possible.
Review of treads army and perspective on the battle:
Interestingly I forgot to bring my 4 commissars which I had written into the list so chose to borrow Emptys’, I say its interesting because I was running the lascannon teams as counts as autocannons.
Had I decided to swap the missing Commissars for lascannons I would have significantly increased the army’s ability to hurt AV14.
The other option would have been to buy some power axes or melta bombs for my sergeants – I think I may even have been able to afford both.
I deployed with 5th ed still in mind as I set my missile launcher teams at the front of my squads, which meant Empty was able to rapidly eliminate them during his turn of shooting. I also made the mistake of deploying them with intention of moving them into cover (which I then did) which meant on first turn I was shooting snap shots, and even with “on my Target” I effectively eliminated my anti tank capabilities.
I was able to use “on my Target” on the MoO which saw the turret destroyed of one of the Russ by about turn 3 or 4 – which was very satisfying, as the mortars were doing a fantastic job of glancing the chimera to death in turn 1 and 2. The accuracy petered off after that but most of the damage had been done by then.
In reflection I think I should have pushed harder with my assault platoon, and also with the platoon on the far flank – they could have made it into Emptys’ territory and contested his ground… I was a little nervous of his hellhound and the advance would have pushed them up the target priority list as well as into open terrain. The only bonus would have been that my anti tank heavy teams would have been left alone, but by then they were mainly autocannons and thus ineffective against the AV14 targets that needed to be taken down.
I also think I was lazy about reacting to the threat of scout sentinels and should have set up some means to prevent their arrival on my home territory.
Army List:
2 x CCS with Regimental Banner
PCS
Platoon of 20 with 2 Missile Launcher and Commissar
Platoon of 20 with 2 Missile Launcher and Commissar
5 Mortar Heavy Weapon Squads
PCS
Platoon of 20 with 2 Missile Launcher and Commissar
Platoon of 30 and Commissar
1 Mortar Heavy Weapon Squad
4 Autocannon Heavy Weapon Squads
Deployment: treads Assault Platoon getting into position.
Deployment: treads gunline settling into their sights
Secure in the knowledge of overwhelming numbers – treads infantry feel secure
Imperial Commissar doing what he does best – yes a bolt pistol will not hurt the leman russ downrange – however it will blow the head off anyone who fails in their duty to kill said russ!
Emptys’ deployment of men suggests tactical use of terrain *cough cowards cough*
Emptys’ tank commander oversees the front line
Emptys’ russ casts an intimidating presence across the battlefield
Tactical overview of deployments
Empty’s motor pool (use of pin hole camera setting begins)
Emptys’ first turn sees his men settle into position and scour treads infantry with various high strength weaponry.
The advance of treads assault squad
Supported by treads shooty boys from behind the crates (distinctly lacking the much needed missile launchers!)
MOARtars continue to send munitions skyward while Emptys’ reserves visibly lurk in the far background
One of treads command squads overlooks the heavy teams while carefully cowering from the various russ spreading across no mans land
Emptys brave dudes busy themselves inspecting the safe side of the tank wreck
Emptys’ totalled motor pool sends plumes of smoke into the sky from which the destruction came, yet the russ still intimidates
Yet Emptys’ russ stands unscathed despite the continued barrage around it
Emptys’ motor pool is further reinforced with reserves yet looking upon a massed gunline remains unsettling.
Simply awesome russ image
Tactical image Turn 3
Demolisher vs infantry – due to barricades and much spreading of men, this was not as effective as it may look, the problem for tread was that he had no anti-tank weapons amongst the platoon.
The persistent rain of barrage upon the tanks brought much destruction
Emptys’ armoured Sentinel arrives amidst chaos
Melta Veterans hide inside ruin within Treads territory, equalising the score
Scout sentinel problems: treads home territory becomes contested also
Within the ruins lurks… a scoring unit of veterans with shelter from the mortars are supported by 3 surviving Russ hulls, victory is inevitable as treads forces crumble – no longer able to harm such behemoths.
wooo... Imperial Guard Victory!