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Post by Deleted on Jul 26, 2008 22:31:56 GMT -5
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Post by newcomer on Jul 26, 2008 23:44:47 GMT -5
i dont see anything?
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Post by zumbaz on Jul 27, 2008 6:09:58 GMT -5
Hmm You lack of AT fire power!... Oh wait also of AI firepower!... and actually you lack of any power I think... Or did you give your whole list itself cameleoline and it's very well camouflaged?
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Post by Sen.Kerry on Jul 27, 2008 14:39:32 GMT -5
I told you I could make things disappear. This just wasn't what i wanted disapear.
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Post by Deleted on Jul 28, 2008 5:48:31 GMT -5
sorry about that my computer had a fit and lost its internet connection for a day
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Post by Deleted on Jul 28, 2008 6:09:21 GMT -5
ok here goes
my list
doctines close order drill drop troops carpace armour stormtroopers special weapons squads
HQ
hso with power sword, plasma pistol 110 3 guardsmen with plasma guns, one veteren medic 41
commissar power fist, plasma pistol and carpace armour 75
TROOPS
platoon 12
J.O with bolt pistol and ccw 2 guardsmen with flamers 2 guardsmen with lp/ccw carpace armour 75
guardsman squad with plasma gun,missile luancher, carpace armour and vet sarge 112
guardsman squad with plasma gun, missile launcher carpace armour and vet sarge 112
platoon 13
J.O with bolter 2 guardsmen with lasguns, autocannon team carpace armour 76
2 guardsmen squads with carpace armour plasma guns and missile launchers 220
deployment i deployed my troopes in 2 strongholds, one in each corner of my zone. platoon 13 and the command squad on the right in a ruin and platoon 12 on a hill uin the left
the insidiouse forces of the hive mind deployed their warriors, guants, termigaunts and carnifex on the right, and the geanestealers and rippers on the left
turn 1 the nids got first turn and scuttled across the field towards my army, the new run rule giving them disturding speed
the gaurd put on a poor show in response, in the left the rippers were hidden in a forrest and the genestealers were behind a hill and in the right the massed guns of platoon 13 only managed to drop one tyranid warrior, oh one of the plasma guns in the comand squad overheated and killed its user
turn 2 on the left the genestealers went chicken and hid in the forest while on the right the gaunts charged the platoon comand and comand squad. the carnifex was nopw only a turn away from assult. in combat the gaunts killed the jo and 2 guardsmen in the platoon comand and a guardsman from the cs. in return the hso and commissar cut down a guant each
things wern't looking good for the guard at the moment. one of the squads on the rightmoved to draw a beed on the termiugaunts but could only see the fex, so they shot it anyway, removing one wound. the other squad managed to score a wound against the warriors, and in the left the platoon comand's autocanon picked off one genestealer.
turn 3 on the left the genestealers ran back behind the hill and the rippers stayed put and in the right the warriors moved up, ready to join the fray and the carnifex assulted the squad that wounded it the turn before, killing six guardsmen. the guants killed the last 2 guarnamen in the platoon comand and a medic and a plasma gunner from the command squad in return the comissar killed another guant and the hso killed 2
on the right i didnt have much left to shoot with,and the one squad that could didnt kill anything. the missile launcher in the left tried to lend a hand but missed. in assult the commissar and hso took a wound each but continued to cut there way through the gaunts
turn 4 the genestealers and rippers broke from cover in the west, charging at the guardsmen on the hill. on the right the warrionrs opened fire on the only unengaged squad, killing 3 guardsmen. in assult the fex killed a guardsman and the guants once again wounded the hso but could not stop the 2 officers killing more ot theyre number
the platoon comand on the left moved up, bringing the genestealers in range of its flamers. the guard on the left then opened fire on them and in a ruthless shooting phase whiped them all out. infuriatingly the guardsmen on the right missed again. in assult the fex killed another guardsman but the guants couldnt repeat the succes as the commissar and hso made mince meat of 4 of them
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Post by ssgtdude (M.I.A) on Jul 28, 2008 16:47:06 GMT -5
Ok, Sounds like you needed some help from Terminix...
With this being a 5th ed game I can see your problem. #1 you deployed to far forward. Having second turn you should have deployed a bit further back to keep them at shooting distance.
#2 Where are your Flamers??? I see one mention of them.
#3 What Large Blast weapons did you use?
#4 Where are the vehicles? Tank shock is very valuable against bugs in 5th.
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Post by Deleted on Jul 29, 2008 6:13:54 GMT -5
the flamers get another use in turn 5 but admitedly they could have been deployed better and my russ was sitting in my transport case, my freind said he had 1000pts so thats what i brought but it turned out he only had 800. also bear in mind this was my first game against the bugs
anyway back to the battle
turn 5 the rippers continued their run at platoon 12 , undetered by thier larger cousins deaths. in assult the carnifex dispached the last of its foes. a ragged chear went up from what was left of the comand squad as the guants broke away from combat and fell back to the nearest synapse creature (the wariors) their once mighty hoard now reduced to a mere five models
with not much left to move i got straigt into the shooting. the flamers and the rest of the guns opened fire on the rippers, leaving only one swarm with one wound left. the now surrounded comand squad oppened fire on the wariors cutting them down and removing the only remaining synapse creatures.
turn 6 the termigaunts stood stunned their primative brains unable to function without the hive minds control. the fex and rippers how were to stupid in the first place to care much. the termigaunts passed their leadership test and cut down the heroic comand squad in a hail of fire. the rippers charged the flamer toting platoon comand, removing one flamer and the carnifex rammed the ruin, causing it to colapse and kill all but three guardsmen from the last squad in the right.
once more the shootinig began in earnest. the last survivers on the right managed to drop a guant and everyone on the left leant their firepower, openind a bloody swathe in the termigaunts. in assult the platoon comand finished off the last ripper swarm at the cost of a lp/ccw guardsman. and with that the game ended
post match ok so we counted up the victory points and (drumroll) the emporers noble armys came out victorious, by a mere 50 victory points the hilight of the game were most definatly the comand squads heroic stand, whitch probably one me the game, so man of the match goes to them aswell
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Post by Deleted on Jul 29, 2008 21:08:48 GMT -5
Encounters with Tyranids always end in a bloody massacre between both sides, tis sad to see the finest fall....but yeah, very descriptive and easy to understand battle report eatpies....good job.
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Post by newcomer on Jul 30, 2008 0:59:07 GMT -5
yeah, tyranids are real tricky to face, and all the tyranids at my store border on power army..
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Post by The Refined Gentleman (M.I.A) on Jul 30, 2008 1:41:23 GMT -5
I sulute you nobel servent of the god emporer! Yeah, i've only ever played tyranids in my early days of 40K, (battle for macragge set) but i hear from loads of people those swarms are hard to wheather down.
I just noticed to messsage at the bottom of your post newcomer and i am a teenager that listens to COLDPLAY anf FOO FIGHTERS!!!!
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Post by Deleted on Jul 30, 2008 5:54:26 GMT -5
thanks for the encouragement guys, next time im definatly try to squease the tank in, and take a few more flamers
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Post by ssgtdude (M.I.A) on Jul 30, 2008 15:56:05 GMT -5
Trip them up and take warrior weapons as a doctrine choice and throw your conscripts at the Genestealers and see how long he lasts.
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Post by Deleted on Jul 31, 2008 3:12:39 GMT -5
Having fought my own Guard army with my brothers Eldar. I've faced Ibrahim Gaunt plus 50 fearless conscripts option. Brilliant meat shield, and with warrior weapons (and they're Tanith - see new FAQ), they're awesome. Low weapon skill is hardly a handicap in fourth or fifth, just get lots of boys with lots of attacks. Can't wait until the guard are "rumoured" 4 points each. At that point how much will conscripts be??
All hail the flashlight!
PS: Great battle and good battle report, could have used some diagrams tho'. Just goes to show that sometimes bringing the "wrong" army can make for a better and more narrative battle. My brother and I have started using each others army. This has multiple benefits, because even if I'm losing - it's my boys that are winning! Very gratifying. Additionally, we tend to chose the oppositions army, this forces you to give them a balanced force which you'd like to take, but nothing overpowered. Also leads to great "narrative" last stands.
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Post by Deleted on Jul 31, 2008 5:31:32 GMT -5
yeah it was probably the wrong army to take, my problem was that that was the first full scale (2 troops 1 hq) game i ever played that that wasnt against chaos smurfs, i know its sad but thats what my friends play
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Post by knight (M.I.A) on Jul 31, 2008 6:16:22 GMT -5
*Cough* Hormagaunts and Genestealers have 'Fleet'-rule if I remember correctly. So they were always that fast *cough*
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Post by Deleted on Aug 1, 2008 3:28:10 GMT -5
Indeed. However now that everybody can run, it makes it very interesting for guard. After all our repositioning is now that much quicker, AND they cannot roll up our line consolidating from one group to another. This gives us turns to put down a base of lasgun fire, which previously had a limited impact due to the 12" rapid fire rule, now it'll get more airing!
30 men hit 15 times injuring 7.5 eldar and therefore 3 wounds on a 3+ save. Gotta add up sooner or later.
On the subject of taking the wrong army
Nowt wrong with that. After all, you took a half sprung force and still pulled an attritional victory out of the bag - good for you. With the rigid platoon structure etc, its tough for guard to have anything but the wrong army... since we always have to take a bucket of dross to fill up the gunline.
That said, dross is what the Guard are good at, and learning to use your sacrificial platoons, conscripts or command squad is what winning with guard is all about. You will never save a squad, but you might win the battle.
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Post by control on Sept 12, 2008 20:10:31 GMT -5
Nice fight, though I wouldn't really use carapace armour, with the points you saved you could of probably fit in another squad or some conscipts.
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