Post by Deleted on Aug 12, 2007 21:31:10 GMT -5
Well here goes, my first legitamite game with my fledging Imperial Guard army
My units: -command Squad(with 2 flamers and priest)
-Guardsmen Platoon with 2 squads
-Command Squad with missle launcher
-Squad A with lascannon
-squad B with lascannon
-All squads equiped with frag and krak grenades
His units: -Shas-O with plasma rifle, Missle pod, and multitracker
-8 Fire warriors+Devilfish
-8 Fire Warriors
Pretty basic army for both of us, one that would suit a first test run for my introduction into the IG art of war. I have picked up alot from this forum (thanks you all!) but nothing beats frontline experience. So we rolled for priority and started playing:
Turn 1: Both of us had a sizable building in our deployement zone but while my friend used his to deploy his fire warriors and Shas-O in, I only used mine for the platoon commander and his missle launcher. I set up my squads in a battle line where i had a perfect view on the enemy, yet I myself was unprotected (big mistake) i got priority and shot 2 lascannon shots at his devilfish, penetrating the armour and destroying it. meanwhile my command squad the cover of a nearby tree copse. My missle launched a frag missle at the fire warriors deployed in the building, but killed none. My opponent then proceded to shot at my line of guardsmen, killing four and forcing me to check thier morale but they passed.
turn 2: I then procedded to return fire at the fire warriors, but falied to kill any. At all. (sniff). my missle pod failed as well to kill any of the Tau, but my command squad, who had gone unmolested throughout the game, opened fire with 2 flamers and spouted hot promethium into the building and killed more fire warriors forcing them to take a morale check, which they passed. The fire warriors caught in the demolished devilfish struggled out of the ruins while thier fellow Shas-La bravely held the building against my IG, though through an amazing dice roll, i was able to save 5 of my guardsmen form certain doom at the hands of a volley from the remaining Shas-La in the building and from the Tau commander.
turn 3: Turn 3 saw my line of guardsmen fire on the fire warriors who had just hacked thier way out of the smoking ruins of the devilfish, killing 1. meanwhile, my command squad bravely charged the fire warriors in the building, killing one and forcing them to fall back, as I failed to kill them all in a sweeping advance. despite it, I still charged the officer and the priest into the Shas-O. The fire warrior team from the devilfish then volleyed at my guard, killing 3, and forcing my other squad to check morale, but they passed. The assualt phase went ill, seeing both my priest and my officer hacked apart by the Shas-O, with the Shas-O only sustaining one wound.
turn 4: Turn 4 would prove disastrous to me, with only one shot from my diminishing battle line killing one of the wretched aliens. The return fire from the Tau reduced both squads to 50% of thier original number. One failed its morale check, and fled off the table! the other stood tight, as it had for the entire game.
Turn 5: The engame of this game would prove rather anticlamactic, as I moved myremaining Guard back to the safety of the building the platoon squad was positioned. I fired a missle at the shas-O, wounding him, but that did not stop the wily Commander to take position behind the trees.
Though there was a turn 6, no actual movement, shooting, or assualting happened. the move i made into the building was a preservatory move, just to make sure no more guardsmen died.
In the end, my opponent won by 1, thats right ONE victory point, had he killed 1 less guardsmen in turn 4, it would have been a draw. It was definitly a heart breaker.
Despite that, this first game made many things clear to me:
1. Guardsmen alone will not win the day. This game would have been radically diffrent had I gotten 2 sentinels to capitalize on my friends lack off anti-armour guns.
2.Charging your senior officer head-first into the enemy front-line is stupid, stupid, STOOPUD!
3. Guardsmen need to capitalize on cover, it can make all the diffrence between 1 kill and 5 .
All and all, a good game that served its purpose: as a learning tool. One observation I made was that while all my guard had frag and krak grenades, only my command squad used them. This cost me 156 points, points could have used to deploy 2 sentinels with upgrades, or a squad of kasrkrin. i will remember in the future to be stingy with grenades, but at the same time I am also limited to my collection, which could use an expansion for sure.
Thank you and good night.
My units: -command Squad(with 2 flamers and priest)
-Guardsmen Platoon with 2 squads
-Command Squad with missle launcher
-Squad A with lascannon
-squad B with lascannon
-All squads equiped with frag and krak grenades
His units: -Shas-O with plasma rifle, Missle pod, and multitracker
-8 Fire warriors+Devilfish
-8 Fire Warriors
Pretty basic army for both of us, one that would suit a first test run for my introduction into the IG art of war. I have picked up alot from this forum (thanks you all!) but nothing beats frontline experience. So we rolled for priority and started playing:
Turn 1: Both of us had a sizable building in our deployement zone but while my friend used his to deploy his fire warriors and Shas-O in, I only used mine for the platoon commander and his missle launcher. I set up my squads in a battle line where i had a perfect view on the enemy, yet I myself was unprotected (big mistake) i got priority and shot 2 lascannon shots at his devilfish, penetrating the armour and destroying it. meanwhile my command squad the cover of a nearby tree copse. My missle launched a frag missle at the fire warriors deployed in the building, but killed none. My opponent then proceded to shot at my line of guardsmen, killing four and forcing me to check thier morale but they passed.
turn 2: I then procedded to return fire at the fire warriors, but falied to kill any. At all. (sniff). my missle pod failed as well to kill any of the Tau, but my command squad, who had gone unmolested throughout the game, opened fire with 2 flamers and spouted hot promethium into the building and killed more fire warriors forcing them to take a morale check, which they passed. The fire warriors caught in the demolished devilfish struggled out of the ruins while thier fellow Shas-La bravely held the building against my IG, though through an amazing dice roll, i was able to save 5 of my guardsmen form certain doom at the hands of a volley from the remaining Shas-La in the building and from the Tau commander.
turn 3: Turn 3 saw my line of guardsmen fire on the fire warriors who had just hacked thier way out of the smoking ruins of the devilfish, killing 1. meanwhile, my command squad bravely charged the fire warriors in the building, killing one and forcing them to fall back, as I failed to kill them all in a sweeping advance. despite it, I still charged the officer and the priest into the Shas-O. The fire warrior team from the devilfish then volleyed at my guard, killing 3, and forcing my other squad to check morale, but they passed. The assualt phase went ill, seeing both my priest and my officer hacked apart by the Shas-O, with the Shas-O only sustaining one wound.
turn 4: Turn 4 would prove disastrous to me, with only one shot from my diminishing battle line killing one of the wretched aliens. The return fire from the Tau reduced both squads to 50% of thier original number. One failed its morale check, and fled off the table! the other stood tight, as it had for the entire game.
Turn 5: The engame of this game would prove rather anticlamactic, as I moved myremaining Guard back to the safety of the building the platoon squad was positioned. I fired a missle at the shas-O, wounding him, but that did not stop the wily Commander to take position behind the trees.
Though there was a turn 6, no actual movement, shooting, or assualting happened. the move i made into the building was a preservatory move, just to make sure no more guardsmen died.
In the end, my opponent won by 1, thats right ONE victory point, had he killed 1 less guardsmen in turn 4, it would have been a draw. It was definitly a heart breaker.
Despite that, this first game made many things clear to me:
1. Guardsmen alone will not win the day. This game would have been radically diffrent had I gotten 2 sentinels to capitalize on my friends lack off anti-armour guns.
2.Charging your senior officer head-first into the enemy front-line is stupid, stupid, STOOPUD!
3. Guardsmen need to capitalize on cover, it can make all the diffrence between 1 kill and 5 .
All and all, a good game that served its purpose: as a learning tool. One observation I made was that while all my guard had frag and krak grenades, only my command squad used them. This cost me 156 points, points could have used to deploy 2 sentinels with upgrades, or a squad of kasrkrin. i will remember in the future to be stingy with grenades, but at the same time I am also limited to my collection, which could use an expansion for sure.
Thank you and good night.