Post by Belesarius on Sept 25, 2008 15:06:45 GMT -5
My Catchacan force had its first (and only non-RPed) battle on Dec 28-29 2007. It was two minimum personal (two 5 man squads + a commander) Jungle Fighter platoons, 3 heavy weapons, and 2 setinals, which due to dangerously low rolles with jungle rules never actually reached the battle, vs. my spacemarine tactical unit with a prisoner, a lieutenant, and an armoured train.
I had no preference for either side, I had writen a story, the intro of which needed work, and I didn't really like the conclusion. This was sort of a way for me to decide. (I'll edit it and post a copy somtime.)
Each side was 500 pts in the beginning. In the end My 1st Platoon commander and 4 gaurdsmen were killed giving the Space Marines around 38 points. The Jungle fighters killed all of the space marines, freed the prisoner and similteniously recruited him, and also immobilized the locomotive on the chugga-wugga. And everyone knows that if you immobilise a chugga-wugga's locomotive the rest of the chugga-wugga's cars will crash into each other. So The Catchacns walked away with 1131 points.
I've learned some valuable lessons from this.
1, No matter how hard they try a soldier with a lasgun, las pistol or flammer will not even scratch anything with an armour higher than 6, so don't even try.
2. Dont let your Commander become the closest to a missle launcher, because if he uses a krack missle, all he has to do is hit the HQ and he obliterates him.
3.If attacking level 14 armor an army of all infantry w/ some light walkers, Don't bother using anything less than a missle launcher.
4.Grenades are reletively usless, instead of purchasing 2 platoon's worth of them one should instead purchase a medic.
5.If you have a vehical, a road, an army of jungle fighters in the jungle but with only only one weapon within range that can peirce your armour (the others being all the way on the opposite corner of the table) don't waste time mowing dowm the foot sloggers, try and get as close as you can to the exit. Punching through 27 men is much easier with a tank.
6. Armoured trains are Bad Ideas, each car costs a lot of points, and by taking out the locamotive, they all become immobilised.
I had no preference for either side, I had writen a story, the intro of which needed work, and I didn't really like the conclusion. This was sort of a way for me to decide. (I'll edit it and post a copy somtime.)
Each side was 500 pts in the beginning. In the end My 1st Platoon commander and 4 gaurdsmen were killed giving the Space Marines around 38 points. The Jungle fighters killed all of the space marines, freed the prisoner and similteniously recruited him, and also immobilized the locomotive on the chugga-wugga. And everyone knows that if you immobilise a chugga-wugga's locomotive the rest of the chugga-wugga's cars will crash into each other. So The Catchacns walked away with 1131 points.
I've learned some valuable lessons from this.
1, No matter how hard they try a soldier with a lasgun, las pistol or flammer will not even scratch anything with an armour higher than 6, so don't even try.
2. Dont let your Commander become the closest to a missle launcher, because if he uses a krack missle, all he has to do is hit the HQ and he obliterates him.
3.If attacking level 14 armor an army of all infantry w/ some light walkers, Don't bother using anything less than a missle launcher.
4.Grenades are reletively usless, instead of purchasing 2 platoon's worth of them one should instead purchase a medic.
5.If you have a vehical, a road, an army of jungle fighters in the jungle but with only only one weapon within range that can peirce your armour (the others being all the way on the opposite corner of the table) don't waste time mowing dowm the foot sloggers, try and get as close as you can to the exit. Punching through 27 men is much easier with a tank.
6. Armoured trains are Bad Ideas, each car costs a lot of points, and by taking out the locamotive, they all become immobilised.