OK, I’ll admit up front, this post will be much LESS spectacular than the last one. Colin and I started our game fairly late, so rushed through it as quick as possible (including me conceding in Turn 4 as the store closed). Without further adue…
My list looked COMPLETELY different than my first game – straight Chaos undivided.
Daemon Prince w/ Wings
10 CSM w/ Chaos Glory and 2 meltaguns (no champion) (sewers)
10 CSM w/ Chaos Glory and 2 Plasmaguns (no champion) (deployed)
10 CSM w/ Chaos Glory and 1 Plasmagun and 1 Missile (no champion) (deployed)
10 CSM w/ Chaos Glory and 1 Plasmagun and 1 Missile (no champion) (deployed)
10 Summoned Lesser Daemons (reserves)
The thought here was to overwhelm the puny pointy eared ones. As I will learn, that is tougher than one thinks, even IF sporting power armor…
Colin’s list (nutshell version)
Farseer w/ Guide and Doom and Stones
10 Dire Avengers – Exarch w/ dual cats and bladestorm
10 Dire Avengers – Exarch w/ Dire Sword/Pistol and defend
5 Pathfinders
5 Pathfinders
2 Wraithlords – I think both had Brightlance and Wraithsword
I chose Sewer Rats and surrounded the objective building with them; also chose razorwire and surrounded Colin’s deployment zone w/ them.
Colin chose Master Snipers and ammo dump. EXCELLENT choices as we'll soon see...
Colin and I used the v5 deployment method, so Colin deployed first, putting Pathfinders in 2 ruins, one of which was the ammo dump. Dires & Seer are all swarmed up behind the main objective; Wraithlords are flanking Dire-swarm.
I put Plasmagun unit between two ruins and the two Missile units in ruins with Prince behind a ruin for now.
I try to Seize the Initiative, and here’s where it all pretty much goes to shit… I don’t get the initiative.
Turn 1 sees Colin moving up the Dires and Lords. Snipers fire away and I believe kill a few of my Plasmagun unit – two, I think?
Turn 1 for me sees my Plasmagun unit and one Missile unit (closest to objective) moving forward; Prince also moving forward. Firing is ineffective – can’t even remember what I shot at, but all I shot was the missile launcher because that is all that could reach anything (or at least DO anything – bolters vs. Wriathlords being as effective as spit wads vs. adamantium).
Colin’s Turn 2 sees one Dire unit enter the objective (with Farseer) and the other one hugging the “far side” of said objective as it moves forward. Sniper Fire takes out a few of my Plasmagun Marines (damned AP 1 shots and Master Sniper combo) and PINS them. Seriously, re-rollable LD 9, and I fail TWICE. WTF, man?!? On a side note, my dice are ICE at this point. It started with the Seize Initiative roll and ended at the end of the game – in other words, I lost this game primarily because of dice (not to mention Colin’s excellent use of stratagems – fucking Pathfinders… heeheeehee). I’m pretty sure this is where my Prince dies to fire as well. At least I remember that my Prince cost me 130 points and netted me all of ZILCH, dying before seeing the sweetness of close combat!
My Turn 2 and the daemons arrive. I’d have preferred a later arrival, but since I *needed* them to arrive later, they sure made it a point to arrive NOW… At least I’m able to get them “forward” via the pinned icon bearer, and they’re now perched in front of the objective and Dire Avenger unit sheltering inside it. Of course, they deep struck into difficult terrain and I managed to loose 2 of the 10 to dangerous terrain. Grrr… The Meltagun Sewer squad also arrives, popping out of a hatch adjacent to the Pathfinders in the Ammo Dump. For “regular” movement, the two Missile squads move up, while the Plasmagun squad hugs cover for being pinned… Shooting is totally ineffective. 2+ cover saves on the Pathfinders in the Ammo Dump. Need I say more? Assaults… the rest of the daemons charge into the Dire Avengers in the objective building. Dires go first, I loose 2 daemons (now down to 6), Daemons then go and do next to nothing. Well, at least the Dires are tar-pitted.
Turn 3. Things are going crazy fast at this point and I’m sketchy on the details… (any help you can provide Colin and I’ll be happy to edit this for accuracy).
Colin moves the 2nd Dire avenger squad into position to charge the Meltagun unit. Lords move up and shoot, don’t recall it being terribly effective, but dual flamers did do at least some damage IIRC. Pathfinders take their toll on the Meltagun unit. At least they pass their LD test. For assaults, the Dires charge the meltagun unit and both Lords charge Marine Squads ("close" missile and Plasmagun units). Did I mention I didn’t take any champions? Did I mention I have no Power Fists in the list…
In the bottom of Turn 3, I think I loose one or two of my CSM squads; one getting Sweeping Advanced to death. I have next to nothing and time is running out.
Turn 4 sees Colin wrap up my last CSM squad with a Lord and the end of my Daemons. I have nothing in the building and my last two scoring units are stuck on Wraithlords. So I concede as the store prepares to close.
Colin got the Massacre – we surmised that the CSM wouldn’t survive another round w/ the Lords and had we played it out, I’d be completely wiped out.
20 BPs for Colin, Zilch for me.
Lets see… Analysis. I lost this game in List Construction. I compounded the fact with terrible dice. Colin compounded the fact with an excellent use of Stratagems (so why is it that MY pathfinders suck eggs and Colin’s rip Chaos Marines a new asshole…?). I never had a chance.
Small point games, and I tend to go “basic” and keep things cheap. Now I realize that’s not necessarily a good idea. Champions and Power Fists/ Swords would have helped. A LOT. Something “fast” like Bikes or Raptors would have probably neutralized one of the Pathfinder threats, maybe both if I could have gotten up on the first one early enough to then go over and whack the other unit. Maybe even a transport… But Colin was sporting 2 Brightlances, so given the luck I had in that game, I’m not sure a Transport would have actually netted me anything.
Stratagems also played a HUGE factor in this game. Mine were ineffective. Razorwire was crossed in the first turn, making it useless. Sewer rats is still my FAVORITE stratagem, but Ice Dice makes it have less *sizzle*. Colin re-rolling missed Hits on the Pathfinders (ammo dump), getting a mathematically unreal number of AP1 hits and some rends in there too (nothing like taking a couple of AP 1 wounds AND a rending wound or two…), and great use of Doom.
Excellent game, Colin. I think the funniest part was when we diced off for table quarter. Colin won. Yusif (sp?), Colin’s first opponent of the night, pointed out that “That” side was the lucky side of the table (the side Yusif used to Massacre Colin in game 1), and Colin chose it. Yusif was right… ;-) LOL.
Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts
Wednesday, October 22, 2008
Tuesday, October 21, 2008
It Begins... Firesweep vs. Thousand Sons
Well, the Cities of Death league has started (last week). This week, I went into the action and caught up on both my Week 1 and 2 games. Without Further Adue...
Firesweep vs. Thousand Sons (Corey T)
At 1000 points, forces were small. The nutshell version is thus:
MJ Chaos Marines (Nurgle Theme).
Winged Prince (deployed) (why is everyone so surprised that all I do w/ this guy is put wings on him? No mark, No mojo spell action, just some wings to get him into CC fast. Yet somehow, it *SHOCKS* people that he has "nothing")
10 Plague Marines including 2 meltaguns and Champ with fist (sewer rats)
10 Plague Marines including 2 plasmaguns and Champ with Power Sword (deployed)
5 Lesser Summoned Daemons (reserves)
5 Lesser Summoned Daemons (reserves)
2 Obliterators (reserves)
Corey's Thousand Sons.
Winged Prince, MoT, spells (at least warp time, and wind of chaos I think)
Thousand Sons unit w/ Sorcerer (can't recall his spells)
Thousand Sons unit w/ Sorcerer (can't recall his spells either)
Dreadnought - Twin-lascannon, DCCW
Dreadnought - Plasmacannon, DCCW
We actually used the CoD deployment method (alternating deployments), then mid-way through the game, was told that we're supposed to use the v5 deployment method. OK. Will do so next time...
I deployed the Plasma Plague Marines in a structure near the mid-line of the table and the Prince behind a ruin in my deployment zone.
Thousand Sons deployed both 1kS units in cover/ruins, prince near a ruin (and near center of table), and the two dreads on either flank (Plasma one on Corey's right, Lascannon one on Corey's left).
Turn 1, I go first. *BLING*, I deposit one marker in the building my Plague Marines start the game in, and immediately start running towards the next one. Move and run gets one guy on the base of the building, but the "majority of the unit's models" have to be IN the ruin to claim it, so I end my turn with no shooting and one building in my possession. Also, the DP flies up to right behind a huge central building, out of sight of anything.
Bottom of 1: 1 unit of 1kS are in a ruin, so *BLING*, Corey controls a building. The other 1kS unit moves toward another ruin, but much like me, doesn't get the "majority" of the models into it (yet). Corey's Lascannon dread FIRE FRENZYs. SWEET! Two lascannon shots do nothing (fail to wound and/or saved w/ 4+ invuln.), but two heavy flamer shots KILL 3 Thousand Sons. Did I already say SWEET!?! The plasmacannon dread cooks off four of my plague marines. Aside from that, the 1kS Prince flies forward a bit.
Turn 1. Tied. 1 to 1.
From reserves, I get everything but one Daemon unit - Plague Marines, Daemons, and Obliterators. PM come out of a sewer on my right flank; daemons summon off 1st PM unit and run into another ruin; Obliterators land into the ruin the 1st PM unit started in. Movement for Turn 2 starts out with my Prince flying over the huge central building up close to the opposing Prince. Mwhaaahaaaa! The 1st PM unit completes their movement into a second ruin *BLING* and I also *BLING* the Daemon's ruin. The Sewer Marines almost get into another ruin, but just not quite. Shooting... 1st PM unit has nothing to shoot at, so continues to run. Sewer Marines line-up on rear armor of Lascannon dread and stun it and take out its Lascannon. Obliterators take aim on Plasma Dread and blow it up in spectacular fashion (ok, not so spectacular, but its dead). Assaults... Only one. My Prince on His Prince. Rather than return to this, let me just say that we exchange 0-1 wounds each for both halves of turn 2 and turn 3; my DP finally falls in Turn 4 (leaving his DP w/ 2 wounds).
Corey moves 1kS units up, the "back" one towards the large central building (still shy of it, though), the left flank one into another ruin near the Lascannon Dread *BLING*. Maybe a little bit of shooting on his part, takes out a PM or two from the Sewer unit.
Turn 2, I pull ahead: 3 ruins to 2
Turn 3, and the last daemon unit does not come in. 1st daemon pack takes off across the table, moving and running. 1st PM unit does the same and reaches its third ruin of the game *BLING*. Sewer Marines shuffle a bit and get into the ruin they were near *BLING*. The obliterators shuffle a bit in their ruin to line-up with the 1kS unit approaching the large central building. Shooting... Oblits put 2 plasmacannon shots on the 1kS unit, scattering one off and nailing the other (scatter of 4 inches minus BS of 4 = HIT). I think it killed 1 (Or maybe even none w/ that excellent 4+ invulnerable save they get). Sewer Marines lay into the dread again, hoping to pop it with meltaguns and shower the nearby 1kS unit. No dice. BOTH meltas miss, and the bolters vs. rear armor don't get the 6s they need to glance. Assaults - only the Prince on Prince action going on this turn.
The 1kS units continue to move up, as does the dread. The "back" unit is getting closer to the central building, but still not there yet. The flank unit comes out of their ruin towards the ruin my Sewer Marines are in, and the Lascannon-less Dread follows along, lining up with the Sewer Marines. Shooting... 1kS shooting is minimal, maybe a Sewer marine or two dies (maybe?). Assaults... Prince on Prince action is now becoming EPIC, tit for tat and drawn combats each assault phase. Dread charges the Sewer Marines. Krak grenades are great, kind of. Every PM gets at least one attack - the Krak "troopers" needing 6s to hit followed by 6s to glance (and they won't do the latter, but I think I "hit" that dread like 3 times in the first round of combat and several times more over the subsequent phases) and the Fist Champion needing 4s and 4s to glance. Glances and Penetrating hits come a couple per phase, but only ever stun/immobilize the Dread in the end.
Turn 3 - continuing to pull ahead, Me = 5 ruins, Corey = 2.
Turn 4, and still no daemons. But I'm OK with that. Movement sees the Obliterators lining up some more shots and the 1st daemon pack moving-running across the board; the 1st PM unit moves a bit and runs a little bit as well (accomplishing nothing, really). Shooting is limited, I have none. Assaults see the end of my Prince and the EPIC Prince on Prince action. :-( More activity on the Dread, but again, little progress is made on my part.
Corey finally gets his "back" 1kS unit into the central building *BLING* and also moves the flank 1kS unit towards the ruin my Sewer Marines were just in (until they had to counter charge the dread). A bit of a run, and he makes it into the ruin *BLING* (and a *Anti-BLING* on my part). The Prince moves towards the obliterators, wind of chaos's them, and kills one oblit (2 wounds from the WoC). Assaults sees the Prince rolling into the last Oblit and the Dread-Plague Marine combat still bogged down (a dead marine or two, a stunned dread). Prince kills the last Oblit.
Not that productive of a turn for me, Me = 4, Corey = 4.
Turn 5. 2nd Daemon Pack auto-arrives, summoned off the Dread-Sewer Plague Marine's icon into the bottom floor of the ruin the flank 1kS unit just took away from me. 1st daemon pack moves-runs into another ruin *BLING*, and 1st PM unit moves toward the central building. 1st PM unit shoots at 1kS unit in central building - they are up high and I'm not confident I can make it up in the assault phase (would need a 6 on the Diff. Terrain roll). Little to no effect of that shooting. Assaults see the Dread-Sewer unit continue to bog down, but the PMs are dwindling fast. The newly summoned daemon pack makes it upstairs and assaults the 1kS unit up there. 1 daemon dies and all the 1kS troopers die, leaving 4 daemons vs. the Aspiring Sorcerer.
Corey moves the Prince over to the ruin my 1st daemon pack is in and the 1kS unit in the central building shuffles around to Wind of Chaos my original PM unit. I feel bad here. I actually talked Corey into Wind of Chaos-ing me. His Asp. Sorcerer was on the 3rd floor and I was on the ground. I explained that if he moved down to the 2nd level, he could flamer the level below him - i.e., the ground where I was. Why do I feel bad for talking him into it? Cuz he rolled boxcars (Perils of the Warp) and lost his Sorcerer in the process. Sorry, dude. :-( Anyhoo... Shooting... Prince Wind of Chaos vs. 1st daemon pack, killing 2; and as mentioned, the 1kS Asp. Sorcerer attempted the same thing vs. 1st PM squad, but killed himself. Assaults... Prince assaults daemon pack, killing them all. Checking w/ the league organizer to clarify the scoring uint status and whatnot, it came that the daemons had done their job, claiming that ruin, and now that the Prince stood alone in it, he could not 'unclaim' it, so *BLING*. Meanwhile, over on the other side of the table, the 2nd daemon pack takes down the Asp. Sorcerer (last person) in that 1kS unit, so *BLING* for me (and *anti-BLING* for Corey).
Me =6, Corey = 3.
Game continues into Turn 6...
My turn 6 sees the 2nd daemon pack move-run over to another ruin that the 1kS unit had taken earlier - *BLING* for me (and *anti-BLING* for Corey). In Corey's 6th turn, he finishes off both Plage Marine squads. But alas, the game ends.
Final tally... (drum roll, please...)
Me = 7, Corey = 3. We determined that this did not count as a "Massacre" but was better than a "standard win" (forget the term) and counted as a "Major Victory" for me. Moral victory goes to Corey as he ended the game with part of a 1kS unit, a Prince, and a damaged Dread; all I ended the game w/ was 3 Lesser Daemons cowering in the 7th ruin...
17 BPs for me and, hmm, now I forget... 5 (?) for Corey (maybe 7?).
All in all, I was pleased. The Feel No Pain of the Plague Marines really took the wind out of those special bolter rounds the 1kS units have (the ones w/ AP 3 - no armor save, but FNP still applies). BUT, IMO, the MVPs of my force are the Lesser Daemon packs. Between two 5-strong units, they took a total of 4 of my 7 ruins, one of which was taken by Sewer PMs, lost to the 1kS, and regained by the Daemons.
Firesweep vs. Thousand Sons (Corey T)
At 1000 points, forces were small. The nutshell version is thus:
MJ Chaos Marines (Nurgle Theme).
Winged Prince (deployed) (why is everyone so surprised that all I do w/ this guy is put wings on him? No mark, No mojo spell action, just some wings to get him into CC fast. Yet somehow, it *SHOCKS* people that he has "nothing")
10 Plague Marines including 2 meltaguns and Champ with fist (sewer rats)
10 Plague Marines including 2 plasmaguns and Champ with Power Sword (deployed)
5 Lesser Summoned Daemons (reserves)
5 Lesser Summoned Daemons (reserves)
2 Obliterators (reserves)
Corey's Thousand Sons.
Winged Prince, MoT, spells (at least warp time, and wind of chaos I think)
Thousand Sons unit w/ Sorcerer (can't recall his spells)
Thousand Sons unit w/ Sorcerer (can't recall his spells either)
Dreadnought - Twin-lascannon, DCCW
Dreadnought - Plasmacannon, DCCW
We actually used the CoD deployment method (alternating deployments), then mid-way through the game, was told that we're supposed to use the v5 deployment method. OK. Will do so next time...
I deployed the Plasma Plague Marines in a structure near the mid-line of the table and the Prince behind a ruin in my deployment zone.
Thousand Sons deployed both 1kS units in cover/ruins, prince near a ruin (and near center of table), and the two dreads on either flank (Plasma one on Corey's right, Lascannon one on Corey's left).
Turn 1, I go first. *BLING*, I deposit one marker in the building my Plague Marines start the game in, and immediately start running towards the next one. Move and run gets one guy on the base of the building, but the "majority of the unit's models" have to be IN the ruin to claim it, so I end my turn with no shooting and one building in my possession. Also, the DP flies up to right behind a huge central building, out of sight of anything.
Bottom of 1: 1 unit of 1kS are in a ruin, so *BLING*, Corey controls a building. The other 1kS unit moves toward another ruin, but much like me, doesn't get the "majority" of the models into it (yet). Corey's Lascannon dread FIRE FRENZYs. SWEET! Two lascannon shots do nothing (fail to wound and/or saved w/ 4+ invuln.), but two heavy flamer shots KILL 3 Thousand Sons. Did I already say SWEET!?! The plasmacannon dread cooks off four of my plague marines. Aside from that, the 1kS Prince flies forward a bit.
Turn 1. Tied. 1 to 1.
From reserves, I get everything but one Daemon unit - Plague Marines, Daemons, and Obliterators. PM come out of a sewer on my right flank; daemons summon off 1st PM unit and run into another ruin; Obliterators land into the ruin the 1st PM unit started in. Movement for Turn 2 starts out with my Prince flying over the huge central building up close to the opposing Prince. Mwhaaahaaaa! The 1st PM unit completes their movement into a second ruin *BLING* and I also *BLING* the Daemon's ruin. The Sewer Marines almost get into another ruin, but just not quite. Shooting... 1st PM unit has nothing to shoot at, so continues to run. Sewer Marines line-up on rear armor of Lascannon dread and stun it and take out its Lascannon. Obliterators take aim on Plasma Dread and blow it up in spectacular fashion (ok, not so spectacular, but its dead). Assaults... Only one. My Prince on His Prince. Rather than return to this, let me just say that we exchange 0-1 wounds each for both halves of turn 2 and turn 3; my DP finally falls in Turn 4 (leaving his DP w/ 2 wounds).
Corey moves 1kS units up, the "back" one towards the large central building (still shy of it, though), the left flank one into another ruin near the Lascannon Dread *BLING*. Maybe a little bit of shooting on his part, takes out a PM or two from the Sewer unit.
Turn 2, I pull ahead: 3 ruins to 2
Turn 3, and the last daemon unit does not come in. 1st daemon pack takes off across the table, moving and running. 1st PM unit does the same and reaches its third ruin of the game *BLING*. Sewer Marines shuffle a bit and get into the ruin they were near *BLING*. The obliterators shuffle a bit in their ruin to line-up with the 1kS unit approaching the large central building. Shooting... Oblits put 2 plasmacannon shots on the 1kS unit, scattering one off and nailing the other (scatter of 4 inches minus BS of 4 = HIT). I think it killed 1 (Or maybe even none w/ that excellent 4+ invulnerable save they get). Sewer Marines lay into the dread again, hoping to pop it with meltaguns and shower the nearby 1kS unit. No dice. BOTH meltas miss, and the bolters vs. rear armor don't get the 6s they need to glance. Assaults - only the Prince on Prince action going on this turn.
The 1kS units continue to move up, as does the dread. The "back" unit is getting closer to the central building, but still not there yet. The flank unit comes out of their ruin towards the ruin my Sewer Marines are in, and the Lascannon-less Dread follows along, lining up with the Sewer Marines. Shooting... 1kS shooting is minimal, maybe a Sewer marine or two dies (maybe?). Assaults... Prince on Prince action is now becoming EPIC, tit for tat and drawn combats each assault phase. Dread charges the Sewer Marines. Krak grenades are great, kind of. Every PM gets at least one attack - the Krak "troopers" needing 6s to hit followed by 6s to glance (and they won't do the latter, but I think I "hit" that dread like 3 times in the first round of combat and several times more over the subsequent phases) and the Fist Champion needing 4s and 4s to glance. Glances and Penetrating hits come a couple per phase, but only ever stun/immobilize the Dread in the end.
Turn 3 - continuing to pull ahead, Me = 5 ruins, Corey = 2.
Turn 4, and still no daemons. But I'm OK with that. Movement sees the Obliterators lining up some more shots and the 1st daemon pack moving-running across the board; the 1st PM unit moves a bit and runs a little bit as well (accomplishing nothing, really). Shooting is limited, I have none. Assaults see the end of my Prince and the EPIC Prince on Prince action. :-( More activity on the Dread, but again, little progress is made on my part.
Corey finally gets his "back" 1kS unit into the central building *BLING* and also moves the flank 1kS unit towards the ruin my Sewer Marines were just in (until they had to counter charge the dread). A bit of a run, and he makes it into the ruin *BLING* (and a *Anti-BLING* on my part). The Prince moves towards the obliterators, wind of chaos's them, and kills one oblit (2 wounds from the WoC). Assaults sees the Prince rolling into the last Oblit and the Dread-Plague Marine combat still bogged down (a dead marine or two, a stunned dread). Prince kills the last Oblit.
Not that productive of a turn for me, Me = 4, Corey = 4.
Turn 5. 2nd Daemon Pack auto-arrives, summoned off the Dread-Sewer Plague Marine's icon into the bottom floor of the ruin the flank 1kS unit just took away from me. 1st daemon pack moves-runs into another ruin *BLING*, and 1st PM unit moves toward the central building. 1st PM unit shoots at 1kS unit in central building - they are up high and I'm not confident I can make it up in the assault phase (would need a 6 on the Diff. Terrain roll). Little to no effect of that shooting. Assaults see the Dread-Sewer unit continue to bog down, but the PMs are dwindling fast. The newly summoned daemon pack makes it upstairs and assaults the 1kS unit up there. 1 daemon dies and all the 1kS troopers die, leaving 4 daemons vs. the Aspiring Sorcerer.
Corey moves the Prince over to the ruin my 1st daemon pack is in and the 1kS unit in the central building shuffles around to Wind of Chaos my original PM unit. I feel bad here. I actually talked Corey into Wind of Chaos-ing me. His Asp. Sorcerer was on the 3rd floor and I was on the ground. I explained that if he moved down to the 2nd level, he could flamer the level below him - i.e., the ground where I was. Why do I feel bad for talking him into it? Cuz he rolled boxcars (Perils of the Warp) and lost his Sorcerer in the process. Sorry, dude. :-( Anyhoo... Shooting... Prince Wind of Chaos vs. 1st daemon pack, killing 2; and as mentioned, the 1kS Asp. Sorcerer attempted the same thing vs. 1st PM squad, but killed himself. Assaults... Prince assaults daemon pack, killing them all. Checking w/ the league organizer to clarify the scoring uint status and whatnot, it came that the daemons had done their job, claiming that ruin, and now that the Prince stood alone in it, he could not 'unclaim' it, so *BLING*. Meanwhile, over on the other side of the table, the 2nd daemon pack takes down the Asp. Sorcerer (last person) in that 1kS unit, so *BLING* for me (and *anti-BLING* for Corey).
Me =6, Corey = 3.
Game continues into Turn 6...
My turn 6 sees the 2nd daemon pack move-run over to another ruin that the 1kS unit had taken earlier - *BLING* for me (and *anti-BLING* for Corey). In Corey's 6th turn, he finishes off both Plage Marine squads. But alas, the game ends.
Final tally... (drum roll, please...)
Me = 7, Corey = 3. We determined that this did not count as a "Massacre" but was better than a "standard win" (forget the term) and counted as a "Major Victory" for me. Moral victory goes to Corey as he ended the game with part of a 1kS unit, a Prince, and a damaged Dread; all I ended the game w/ was 3 Lesser Daemons cowering in the 7th ruin...
17 BPs for me and, hmm, now I forget... 5 (?) for Corey (maybe 7?).
All in all, I was pleased. The Feel No Pain of the Plague Marines really took the wind out of those special bolter rounds the 1kS units have (the ones w/ AP 3 - no armor save, but FNP still applies). BUT, IMO, the MVPs of my force are the Lesser Daemon packs. Between two 5-strong units, they took a total of 4 of my 7 ruins, one of which was taken by Sewer PMs, lost to the 1kS, and regained by the Daemons.
Labels:
battle report,
Chaos Marines,
Cities of Death,
league,
Warhammer 40k
Wednesday, June 20, 2007
Game 3, Domination vs. SM (Dave)
Ok. So a second wind got this posted tonight. I figured if I didn't, it'd be next week before I got to it.
The third game of the league was the “Domination” CoD mission. This one is similar to the first week, but units must remain in the ruin to control it (rather than just drop a flag and move on). I played the sewer rats and medicae facility stratagems (although I totally forgot to use the medicae the one time a dire avenger died in that building). Dave chose the siege shells stratagem and the power generator (I think – the one that re-rolls missed to-hit rolls).
I won the roll for quarter and the roll to go first. The game started w/ Night Fight rules due to the Dusk and Dawn roll.
Turn 1 – both players
I went first and moved up some, behind some terrain (as much as possible). Dave also repositioned and moved up some w/ his assault squad/chaplain and tac squads. Neither of us could see, so little-to-nothing actually happened.
Turn 2 – Eldar
The Fire Dragons popped out of the sewers and wasted the Predator Destructor. Whew! I did NOT need that many autocannon and heavy bolter shots coming my way. The Farseer destroyed one of the Vindcators in an assault move. Whew! I did NOT need that pie-plate-of-death heading my way. The Harlequins (freshly primed, I might add) assaulted a Tactical squad and killed a few (there was a bottleneck and I barely got in base-to-base, so the Harlies didn’t get to attack a whole lot).
Turn 2 – SM
Combined fire from several tactical and devastator squads killed all 10 Fire Dragons. The assault squad and chaplain assaulted the Harlequins and killed a few; the Harlies split their attacks and whittled down both SM squads a bit.
Turn 3 – Eldar
My other sewer rat squad, a squad of Dire Avengers, came out of the same sewer opening the Fire Dragons did, entering a building, and bladestorming a Tactical squad, killing only 3. My shining spears assaulted the 2nd Vindicator and destroyed it w/ the Exarch’s Starlance. The Harlequins concentrate on the Chaplain and assault marines and in the process, wound the chaplain, but get cut down to only the Shadow Seer.
(interjection – with the Harlequins finally primed, I was looking for them to do some good for once. I’d say their performance wasn’t “great” per se, but it sure was heads-and-shoulders better than the first two games)
Turn 3 – SM
Much like the Fire Dragons last turn, concentrated fire from several SM units cut down the newly arrived Dire Avenger squad. A devastator squad shot at the Shining Spears, killing one. The Captain shot his storm bolter at the deployed Dire Avenger squad and killed one (this is where I forgot about my medicae facility). Finally, the Shadow Seer Harlequin misses the chaplain and gets waxed by a powerfist.
Turn 4 – Eldar
Things are really getting thick at this point and both Eldar and SM are dropping like flies… The deployed Dire Avenger squad bladestorms a tactical squad, killing 3 of the 5 there. Autarch jumps close to the Captain and instant killed him w/ a fusion gun shot. The Warp Spiders kill the remnants of the assault squad and chaplain with shooting. The Farseer assaulted a devastator squad to the tune of a 0/0 tie. The Shining Spears assaulted a tactical squad remnant and killed one.
Turn 4 – SM
One of Dave’s Devastator squads shot at the Warp Spiders and killed 4 of them, with the remainder of the unit failing their LD test and falling back. In my turn 5, the Spiders were too close to an enemy squad, so had to continue falling back; in turn 6 they finally regrouped, but too little, too late. Continuing w/ turn 4… The Eldar Farseer killed on devastator in close combat.
Turn 5 – Eldar
The Eldar forego shooting this turn. The Autarch assaults a Devastator squad, killing 2. The Farseer and other Devastator squad end in another 0/0 tie. The Shining Spears kill off the remainder of a tactical squad in the central building (thus claiming it).
Turn 5 – SM
A tactical squad repositions in a ruin and shoots at the two remaining Shining Spears, wounding twice, but both were saved (another “Whew!” moment, the Spears are still a scoring unit). A last man standing from a tactical squad moves up and flamers the shining spears, who saved against one wound. In the assault phase, the Farseer kills one more Devastator, but the rest pass their LD test to stay locked in combat. The Autarch kills one of the other Devastators, who also pass their LD test to stay locked in combat.
Turn 6 – Eldar
Its down to the wire folks. Most of the Eldar and SM are dead, and the 11th hour scramble for claiming objectives is in full tilt swing… The deployed Dire Avenger squad bladestorm a tactical squad, reducing it to 2 models. In the assault phase, the Autarch finishes off his Devastator opponents; the Farseer on the other hand, manages yet another 0/0 tie.
Turn 6 – SM
Somehow, the Shining Spears manage to stave off another flamer attack that was followed up by an assault.
In the end, the 2 shining spears captured the central building for me, and the Dire Avenger squad deployed into the medicae facility claimed that objective. Dave was also able to claim 2 objectives – the building the Fire Dragons and Sewer Dire Avengers couldn’t hold for an entire turn, and the building featuring the Farseer-Devastator squad combat (the Farseer as an independent character could not claim the objective, so his opponents did). In the end, this was just an excellent game. I had a ton of fun, and have to give Dave more Kudos! on his excellent Space Marine army!
So until next time, always keep in mind that the Turbo Boost button on your jetbike makes it harder for your enemies to hit you.
The third game of the league was the “Domination” CoD mission. This one is similar to the first week, but units must remain in the ruin to control it (rather than just drop a flag and move on). I played the sewer rats and medicae facility stratagems (although I totally forgot to use the medicae the one time a dire avenger died in that building). Dave chose the siege shells stratagem and the power generator (I think – the one that re-rolls missed to-hit rolls).
I won the roll for quarter and the roll to go first. The game started w/ Night Fight rules due to the Dusk and Dawn roll.
Turn 1 – both players
I went first and moved up some, behind some terrain (as much as possible). Dave also repositioned and moved up some w/ his assault squad/chaplain and tac squads. Neither of us could see, so little-to-nothing actually happened.
Turn 2 – Eldar
The Fire Dragons popped out of the sewers and wasted the Predator Destructor. Whew! I did NOT need that many autocannon and heavy bolter shots coming my way. The Farseer destroyed one of the Vindcators in an assault move. Whew! I did NOT need that pie-plate-of-death heading my way. The Harlequins (freshly primed, I might add) assaulted a Tactical squad and killed a few (there was a bottleneck and I barely got in base-to-base, so the Harlies didn’t get to attack a whole lot).
Turn 2 – SM
Combined fire from several tactical and devastator squads killed all 10 Fire Dragons. The assault squad and chaplain assaulted the Harlequins and killed a few; the Harlies split their attacks and whittled down both SM squads a bit.
Turn 3 – Eldar
My other sewer rat squad, a squad of Dire Avengers, came out of the same sewer opening the Fire Dragons did, entering a building, and bladestorming a Tactical squad, killing only 3. My shining spears assaulted the 2nd Vindicator and destroyed it w/ the Exarch’s Starlance. The Harlequins concentrate on the Chaplain and assault marines and in the process, wound the chaplain, but get cut down to only the Shadow Seer.
(interjection – with the Harlequins finally primed, I was looking for them to do some good for once. I’d say their performance wasn’t “great” per se, but it sure was heads-and-shoulders better than the first two games)
Turn 3 – SM
Much like the Fire Dragons last turn, concentrated fire from several SM units cut down the newly arrived Dire Avenger squad. A devastator squad shot at the Shining Spears, killing one. The Captain shot his storm bolter at the deployed Dire Avenger squad and killed one (this is where I forgot about my medicae facility). Finally, the Shadow Seer Harlequin misses the chaplain and gets waxed by a powerfist.
Turn 4 – Eldar
Things are really getting thick at this point and both Eldar and SM are dropping like flies… The deployed Dire Avenger squad bladestorms a tactical squad, killing 3 of the 5 there. Autarch jumps close to the Captain and instant killed him w/ a fusion gun shot. The Warp Spiders kill the remnants of the assault squad and chaplain with shooting. The Farseer assaulted a devastator squad to the tune of a 0/0 tie. The Shining Spears assaulted a tactical squad remnant and killed one.
Turn 4 – SM
One of Dave’s Devastator squads shot at the Warp Spiders and killed 4 of them, with the remainder of the unit failing their LD test and falling back. In my turn 5, the Spiders were too close to an enemy squad, so had to continue falling back; in turn 6 they finally regrouped, but too little, too late. Continuing w/ turn 4… The Eldar Farseer killed on devastator in close combat.
Turn 5 – Eldar
The Eldar forego shooting this turn. The Autarch assaults a Devastator squad, killing 2. The Farseer and other Devastator squad end in another 0/0 tie. The Shining Spears kill off the remainder of a tactical squad in the central building (thus claiming it).
Turn 5 – SM
A tactical squad repositions in a ruin and shoots at the two remaining Shining Spears, wounding twice, but both were saved (another “Whew!” moment, the Spears are still a scoring unit). A last man standing from a tactical squad moves up and flamers the shining spears, who saved against one wound. In the assault phase, the Farseer kills one more Devastator, but the rest pass their LD test to stay locked in combat. The Autarch kills one of the other Devastators, who also pass their LD test to stay locked in combat.
Turn 6 – Eldar
Its down to the wire folks. Most of the Eldar and SM are dead, and the 11th hour scramble for claiming objectives is in full tilt swing… The deployed Dire Avenger squad bladestorm a tactical squad, reducing it to 2 models. In the assault phase, the Autarch finishes off his Devastator opponents; the Farseer on the other hand, manages yet another 0/0 tie.
Turn 6 – SM
Somehow, the Shining Spears manage to stave off another flamer attack that was followed up by an assault.
In the end, the 2 shining spears captured the central building for me, and the Dire Avenger squad deployed into the medicae facility claimed that objective. Dave was also able to claim 2 objectives – the building the Fire Dragons and Sewer Dire Avengers couldn’t hold for an entire turn, and the building featuring the Farseer-Devastator squad combat (the Farseer as an independent character could not claim the objective, so his opponents did). In the end, this was just an excellent game. I had a ton of fun, and have to give Dave more Kudos! on his excellent Space Marine army!
So until next time, always keep in mind that the Turbo Boost button on your jetbike makes it harder for your enemies to hit you.
Labels:
battle report,
tournament,
Warhammer 40k
Monday, May 28, 2007
Game 2 - High Ground vs. Daemonhunters (Ray)
This week’s mission was the High Ground mission; the one where you have to control the central building to win the game. Ray and I opted for 6 building ruins with the central one, one in each quadrant, and one on my right side, straddling 2 quarters.
Stratagems:
Ray = Razorwire (n=5) & Preliminary Bombardment (didn’t affect any of my units, but did destroy 2 razorwires)
Me = Combat Engineers & Medicae Facility (on the central objective)
I won the choice of deployment zones, so chose the one on my right so as to have one building AND half the one straddling into the quarter.
I won the roll off for 1st turn and went fist (or maybe Ray won the roll and had me go first?)
Dusk & Dawn = Dawn – Night Fight Rules for Turn 1
Let me get a few game-long issues out of the way, rather than going back to them turn after turn. Ray’s Lance Strike arrived on Turn 2 and proceeded to scatter/miss most of the time, finally killing 3 Dire Avengers in Turn 6.
As mentioned in an earlier blog, my Bare Metal Farseer cast Fortune 6 times, rolling 11s and failing FOUR (4) of those times.
Eldar 1
I moved the Falcon, Banshees, and Wraithlord up a bit. W’Lord shot at the IST Chimaira, but couldn’t see in the dark conditions.
=][= 1
Ray moved around a bit, but didn’t have range/LOS for shooting.
Eldar 2
Everything but the Dire Avengers moved up towards the objective w/ the Falcon/Dragons heading over to my left flank. Falcon shot at the IST Rhino and immobilized it. W’Lord shot at the 10-man GK squad on my right flank, but this time, their Shrouding confounded the Spirit Warrior Construct.
=][= 2
5-man Grey Knights shoot psycannons at Falcon, shaking it.
Eldar 3
Everything, including Dire Avengers, moved towards the objective. W’Lord shot at the Chimaira and stunned it.
=][= 3
5-man GK squad & Inquisitor opens up w/ Psycannons on a squad of Dire Avengers, killing 6 – they passed their LD test to remain in the fight (whew!).
Eldar 4
Falcon moves back to left flank (had popped behind cover last turn to wear off the shaken result) and drops Fire Dragons off in ruin. Falcon shoots at 5-man GK squad, killing 2. Fire Dragons shoot at IST/Rhino squad, killing 2.
=][= 4
Dread makes his move, shoots at Falcon, and blows both the Pulse Laser and Scatter Lasers off. 10-man GK squad on my right flank opens up on the Harlequins, killing 6 (ouchy-waa-waa). Chimaira also fires on Harlequins, killing another one and leaving the Shadow Seer & Troupe Master. The IST/Chimaira squad continues the fussilade on the Harlies, killing the Shadow Seer. On my left flank, the 5-man GK squad psycannoned 4 fire dragons dead, leaving only their Exarch (who just happens to be w/i 12” of the Avatar, so is fearless for this turn’s break check and next turn’s last man standing roll). Also on my left flank, the Eversor Assassin goes after the Falcon w/ an Assault, but misses the to-hit rolls.
Eldar 5
The Falcon tank shocked the IST/Chimaira unit, but they passed their test (opted NOT to Death or Glory); shot at them and killed 2 w/ the Shuriken Cannon. Fire Dragon Exarch moves toward the IST/Rhino squad and Dragon Breath Flamers 4 dead; assaults the last one, killing him, and consolidating into the GK Brother Capt. The Avatar assaults the Eversor Assassin, making short work of him. Farseer throws spear at Chimaira, hitting, but failing to penetrate/glance. Dire Avengers on my right open up on the IST/Chimaira squad, which is now hunkered down in a building. Effective use of a Bladestorm results in the death of all the IST in that squad. The Howling Banshees and Harlequin Troupe Master assault the Grey Knights on my right flank, killing 9 (w/o the assistance of Doom, mind you – I forgot to cast that). Thankfully, 1 GK stands, so I’m locked in combat for Ray’s turn and can’t be shot at by the other nearby 10-man GK squad.
=][= 5
5-man GK squad, Inquisitor, and Dread all shoot at Avatar, who manages to make all his saves. Chimaira shoots at the undamaged Dire Avenger Squad, killing 2. Not surprisingly, the Fire Dragon Exarch is killed in close combat w/ the GK Bro. Capt. Conversely, the final GK in close combat w/ the Banshees was cut down. Although its not in my notes, I *THINK* the GK Dread assaulted the Avatar this turn, resulting in the Avatar cleaving the Dread off at the waist (i.e., destroying it).
Eldar 6
Most importantly, the W’Lord and both dire Avenger squads move into the objective. Harlequin Troupe Master fails last man standing roll, and flees the battle (during the pile in during my last turn, he was starved out of close combat, so was standing there twiddling his thumbs). The Howling banshees, having finished the last GK squad in Ray’s Turn 5, had consolidated towards the other 10-man GK squad. Pistol shots and an assault wiped all of them out. Finally, the Avatar assaults the GK Bro. Capt., killing him.
=][=6
The remnants of the 5-man GK squad and Inquisitor shoot at the Avatar, with all 3 wounds being saved. Chimaira shoots at the Farseer, and kills him. This is the turn where Ray’s Lance strike kills 3 dires in the objective building, but it is not enough to bring them below scoring status.
In the end, I had 3 units at scoring status in the objective, and won the game. It was a hard fought battle for sure, and without a doubt, the Howling Banshees is what did it for me by taking out 20 Grey Knights pretty much by themselves.
Lessons Learned… I went into this game with a list geared towards the mission. I don’t like to “tool” a list to oppose a specific opponent/army, but most generals know their mission up front, and therefore can put the best resources towards achieving the objectives. That’s the stance I took – I had an objective, and put the right resources towards achieving it. The plan was to walk much of the force (HQs, W’Lord, Dire Avengers) towards the objective with the faster elements (Falcon/Dragons, Banshees, Harlequins) “overshooting” the objective and hopefully stalling the GK/=][= advance. I figured if I had opted for a more mechanized type of list, it would fail in the mission objective (skimming vehicles not being able to claim objectives in CoD).
As for the Harlequins, they once again proved disappointing. However, I’m not ready to give up on them yet. I think their failures are more a result of poor fleet rolls on my part (happens every time) and a general lack of experience w/ moving them (I think they need more cover saves in CoD to increase their ‘save’ from 5+ to 4+; a Fortuning Farseer wouldn’t hurt either).
Having played relatively infantry-horde-esque lists the last two games, I think I’ll be shifting my gears towards more mechanization and speed. I was also pleased with the Autarch in Game 1, so want to give him some more table time (and give me more experience w/ him).
I won’t be making it to league night tonight, but hope to be back in action sooner than later. Ciao for now!!
Stratagems:
Ray = Razorwire (n=5) & Preliminary Bombardment (didn’t affect any of my units, but did destroy 2 razorwires)
Me = Combat Engineers & Medicae Facility (on the central objective)
I won the choice of deployment zones, so chose the one on my right so as to have one building AND half the one straddling into the quarter.
I won the roll off for 1st turn and went fist (or maybe Ray won the roll and had me go first?)
Dusk & Dawn = Dawn – Night Fight Rules for Turn 1
Let me get a few game-long issues out of the way, rather than going back to them turn after turn. Ray’s Lance Strike arrived on Turn 2 and proceeded to scatter/miss most of the time, finally killing 3 Dire Avengers in Turn 6.
As mentioned in an earlier blog, my Bare Metal Farseer cast Fortune 6 times, rolling 11s and failing FOUR (4) of those times.
Eldar 1
I moved the Falcon, Banshees, and Wraithlord up a bit. W’Lord shot at the IST Chimaira, but couldn’t see in the dark conditions.
=][= 1
Ray moved around a bit, but didn’t have range/LOS for shooting.
Eldar 2
Everything but the Dire Avengers moved up towards the objective w/ the Falcon/Dragons heading over to my left flank. Falcon shot at the IST Rhino and immobilized it. W’Lord shot at the 10-man GK squad on my right flank, but this time, their Shrouding confounded the Spirit Warrior Construct.
=][= 2
5-man Grey Knights shoot psycannons at Falcon, shaking it.
Eldar 3
Everything, including Dire Avengers, moved towards the objective. W’Lord shot at the Chimaira and stunned it.
=][= 3
5-man GK squad & Inquisitor opens up w/ Psycannons on a squad of Dire Avengers, killing 6 – they passed their LD test to remain in the fight (whew!).
Eldar 4
Falcon moves back to left flank (had popped behind cover last turn to wear off the shaken result) and drops Fire Dragons off in ruin. Falcon shoots at 5-man GK squad, killing 2. Fire Dragons shoot at IST/Rhino squad, killing 2.
=][= 4
Dread makes his move, shoots at Falcon, and blows both the Pulse Laser and Scatter Lasers off. 10-man GK squad on my right flank opens up on the Harlequins, killing 6 (ouchy-waa-waa). Chimaira also fires on Harlequins, killing another one and leaving the Shadow Seer & Troupe Master. The IST/Chimaira squad continues the fussilade on the Harlies, killing the Shadow Seer. On my left flank, the 5-man GK squad psycannoned 4 fire dragons dead, leaving only their Exarch (who just happens to be w/i 12” of the Avatar, so is fearless for this turn’s break check and next turn’s last man standing roll). Also on my left flank, the Eversor Assassin goes after the Falcon w/ an Assault, but misses the to-hit rolls.
Eldar 5
The Falcon tank shocked the IST/Chimaira unit, but they passed their test (opted NOT to Death or Glory); shot at them and killed 2 w/ the Shuriken Cannon. Fire Dragon Exarch moves toward the IST/Rhino squad and Dragon Breath Flamers 4 dead; assaults the last one, killing him, and consolidating into the GK Brother Capt. The Avatar assaults the Eversor Assassin, making short work of him. Farseer throws spear at Chimaira, hitting, but failing to penetrate/glance. Dire Avengers on my right open up on the IST/Chimaira squad, which is now hunkered down in a building. Effective use of a Bladestorm results in the death of all the IST in that squad. The Howling Banshees and Harlequin Troupe Master assault the Grey Knights on my right flank, killing 9 (w/o the assistance of Doom, mind you – I forgot to cast that). Thankfully, 1 GK stands, so I’m locked in combat for Ray’s turn and can’t be shot at by the other nearby 10-man GK squad.
=][= 5
5-man GK squad, Inquisitor, and Dread all shoot at Avatar, who manages to make all his saves. Chimaira shoots at the undamaged Dire Avenger Squad, killing 2. Not surprisingly, the Fire Dragon Exarch is killed in close combat w/ the GK Bro. Capt. Conversely, the final GK in close combat w/ the Banshees was cut down. Although its not in my notes, I *THINK* the GK Dread assaulted the Avatar this turn, resulting in the Avatar cleaving the Dread off at the waist (i.e., destroying it).
Eldar 6
Most importantly, the W’Lord and both dire Avenger squads move into the objective. Harlequin Troupe Master fails last man standing roll, and flees the battle (during the pile in during my last turn, he was starved out of close combat, so was standing there twiddling his thumbs). The Howling banshees, having finished the last GK squad in Ray’s Turn 5, had consolidated towards the other 10-man GK squad. Pistol shots and an assault wiped all of them out. Finally, the Avatar assaults the GK Bro. Capt., killing him.
=][=6
The remnants of the 5-man GK squad and Inquisitor shoot at the Avatar, with all 3 wounds being saved. Chimaira shoots at the Farseer, and kills him. This is the turn where Ray’s Lance strike kills 3 dires in the objective building, but it is not enough to bring them below scoring status.
In the end, I had 3 units at scoring status in the objective, and won the game. It was a hard fought battle for sure, and without a doubt, the Howling Banshees is what did it for me by taking out 20 Grey Knights pretty much by themselves.
Lessons Learned… I went into this game with a list geared towards the mission. I don’t like to “tool” a list to oppose a specific opponent/army, but most generals know their mission up front, and therefore can put the best resources towards achieving the objectives. That’s the stance I took – I had an objective, and put the right resources towards achieving it. The plan was to walk much of the force (HQs, W’Lord, Dire Avengers) towards the objective with the faster elements (Falcon/Dragons, Banshees, Harlequins) “overshooting” the objective and hopefully stalling the GK/=][= advance. I figured if I had opted for a more mechanized type of list, it would fail in the mission objective (skimming vehicles not being able to claim objectives in CoD).
As for the Harlequins, they once again proved disappointing. However, I’m not ready to give up on them yet. I think their failures are more a result of poor fleet rolls on my part (happens every time) and a general lack of experience w/ moving them (I think they need more cover saves in CoD to increase their ‘save’ from 5+ to 4+; a Fortuning Farseer wouldn’t hurt either).
Having played relatively infantry-horde-esque lists the last two games, I think I’ll be shifting my gears towards more mechanization and speed. I was also pleased with the Autarch in Game 1, so want to give him some more table time (and give me more experience w/ him).
I won’t be making it to league night tonight, but hope to be back in action sooner than later. Ciao for now!!
Tuesday, May 8, 2007
Game 1, Firesweep, vs. Tau (Jack)
Well, it was my first league game last night. As hoped, I was able to play against Jack's new Tau army. The Tau are one of those armies that I have rarely played against in the past, and certainly have not played them much since their new codex, so was looking forward to seeing them in action. As one might predict, the first few turns saw Eldar dying by the droves while the last few turns saw Tau dying in droves. Here's the details...
Jack’s basic list:
Crisis HQ
2 Crisis Suits (Elite unit, HQ joined)
2 Firewarrior squads w/ Devilfish
1 Firewarrior squad w/ marker drones
5-man stealth suit squad
pathfinder unit w/ Devilfish
2 units of 2 gun drones
1 unit of 6 gun drones
2 piranha
Firesweep Mission*, Gamma
* A note about “house amendment” to Firesweep mission. League is calling for VPs to be used, but all but 1 mission use objectives, not VPs. So for this one, we just used the “loot counters” rule for the 5 buildings, thus each gave a 300 VP bonus at end of game.
Jack chose deployment zone and I had to deploy 1st
Jack = Demolition & Prelim. Bombardment** Stratagems
Me = Infiltrators (Pathfinders & Scorpions) & Sewer Rats (2 Dire Squads and Fire Dragons) Stratagems
** Dire 1, Autarch, & Harlies missed w/ Prelim Bomb; Striking Scorps, Guardians, & Pathfinders all hit – Scorps miss 2 saves and are pinned turn 1
I won dice roll to determine who went first - go figure, it was me
Turn 1
Dire 1 move across building they're in, but are out of range (barely).
Scorpions pinned from Prelim. Bomb.
Harlies & Autarch move & fleet to right, towards Tau flank.
Guardian Brightlance fired at Pathfinder Devilfish, hit, but no penetration/glance.
Rangers are “The Men!” w/ 5 AP1 shots (6th shot also hit); 4 wounds at AP1 plus failed wound from 6th shot removed both crisis suits and wounded the HQ.
**Result, Eldar = 2 buildings; Tau = 0
In Jack’s Turn 1, concentrated markerlights and numerous units firing at the Eldar Pathfinders resulted in the complete loss of that unit.
Turn 2
Both Sewer Rat Dire Avengers come on table; Fire Dragons do not (2 of 4 sewers blocked, so all 3 couldn’t come out anyway)
Dire 1 and 2 shoot up Stealth Suits, killing 1 (opted not to do any bladestorm, not all of the dires could reach suits, so it was more like a squad or so worth of shooting at them)
Dire 3 shoots/bladestorms Firewarrior squad just disembarked from Devilfish, killing 3
Harlies & Autarch run forward; Harlies have a CRITICAL MELTDOWN by rolling 1 for Fleet – ANYTHING else would have resulted in a charge on Firewarriors in a building, as it stood, they were over 6” (and less than 7”) from the unit (and got shot to pieces – more on this later).
Guardian Brightlance shuffles right in their building & shot at Pathfinder Devilfish again, missing completely.
**Result, Eldar = 3 buildings; Tau = 1
In Jack’s turn, Dire 2 that just emerged from left sewer between Dire 1 and Scorpions was shot to pieces, leaving Exarch and 1 trooper. I can’t say enough how bummed I am about that horrific fleet roll for the Harlies – they were all killed for that mistake (it did take a lot of shooting from Jack’s vehicles). Eh… ;-(
Turn 3
Fire Dragon sewer rats come on, emerging from right flank sewer near Dire 3 and Autarch.
Dire 3 moves and fleets towards building w/ Firewarriors (had bladestormed last turn); they assault and the combat results in a 0-0 draw w/ Dire Avengers piling in (thus “piling into the building”).
Dire 2 moves and fleets towards HQ Crisis Suit; making it into assault, causing 1 wound, and then Dire Swording him into oblivion! HA! That 10 point upgrade DID come in handy! Consolidation move takes him into stealth suits.
Fire Dragons positioned to shoot at Devilfish, destroying a weapon (missile pods) and stunning it several times (3 to be exact).
Autarch – Hmmm, can’t remember what he did – probably shot fusion gun at something to little effect (or aided Dragons in shooting at the Devilfish).
Guardian Brightlance shoots at Piranha and fails to glance/pen.
**Result: Same Score… Eldar = 3; Tau = 1
In Jack’s Turn 3, Dire 3 in close combat w/ Firewarriors kills 4 for no losses in return and then routes the Firewarriors with a vicious over-running. Conversely, Dire 2 Exarch is killed by Stealth Suits w/o killing any in return.
Turn 4
Things are looking desperate at this point. Dire 1 is down to a last man standing (Exarch), Dire 2 is wiped out, Guardians are down to a last man standing (Warlock), Harlies are wiped out w/o ever doing anything, Scorpions down to half-size due to prelim bomb (2 dead) and 2 dead in dangerous terrain (central building destroyed in start of turn 3, scorpions moved into it afterwards to claim) and 1 from general shooting by gun drones; Fire Dragons down to 6-man.
But things turn around in this first half of Turn 4, and the rest of the game is all for the Eldar (Jack’s dice went cold, mine turned hot, and I finally hit the Tau lines so they crumpled in close combat)…
Dire 1 exarch and Warlock pass Last Man Standing rolls. In the shooting phase, Autarch killed one of the two piranha, fire dragons downed the firewarrior devilfish damaged earlier, and Warlock singing spears the Pathfinder devilfish and downs it. Dire 3 shoots at 6-drone gun drone unit, killing all 6. Assault phase: Dire 1 Exarch runs, fleets, and charges stealth suits, killing 1 or 2, and then overrunning the rest after they failed LD test. Scorpions charge 2-drone gun unit, killing both and consolidating into the other 2-drone gun unit (which was killed in Jack’s subsequent part of Turn 4).
Result: Eldar = 4; Tau = 1 (Dire 3 finally in building uncontested, so claimed it from Tau; but Stealth Suits had been in the other building long enough to claim it – Eldar added an objective; Tau just traded one for another).
Turn 5
Shooting phase sees Autarch & Fire Dragons gun down a bunch of Firewarriors and then cleaning them up in close combat. Warlock clambers onto downed devilfish to spear the one behind it, but it is out of range. Scorpions charge into Pathfinders and kill them off.
Jack is left with 1 unit of Firewarriors, a Devilfish, and a Piranha. Since the Devilfish & Piranha couldn’t claim objectives, Jack conceded the game at the mid-point of 5. Doing some rough calculations (my VP bonus alone was 1200 while Jack’s was 300), it ended up being a Massacre/Victorious Slaughter for the Eldar, providing 20 points to me and 0 points to Jack.
So, what did I want to “test” in this game? First of all, I wanted to start w/ the Horde list. In lower point games, such as 1500, I always start list building by “going back to basics”. For this one, that meant really kicking the tires on many of the Troops units. Originally, I had 6x Troops including 2 Guardian squads; but some bad math resulted in the list actually being over 1500 points, so I re-organized the guardians into one larger squad, after bumping up Scorpions and Fire Dragons to full-size. Second, I wanted to test the Harlequins. On paper, they look poised to be the best damn Cityfight unit in the game, with their ignoring terrain rule (works for both movement and assault) plus fleet of foot move (plus Furious Charge and Hit & Run skills).
What did I learn regarding these “tests”? Troops are really the meat and potatoes of list building. The Dire Avengers got pretty trounced by Firewarrior guns, but in the end, even they were able to wipe out entire squads of Tau in close combat (I would NOT suggest Dires as close combat troops vs. ANY other army). Oddly, their overall shooting was not impressive – a bladestormed Firewarrior squad still only lost 3 guys to 27 shots. The large guardian squad did little. It DID claim one building (the one it deployed into), but then proceeded to bounce Brightlance shots off everything it shot at. I guess it did enough by claiming an objective (300 bonus VPs). The Pathfinders were great in Turn 1. Maybe too great. They died to the man after attracting way too much fire and markerlights (Jack used 4 of the markers to reduce the 2+ cover save to 6+, which is how they died miserably).
Harlequins. What a poor performance. God, I can’t go on enough about how disappointed I was in their showing last night. But I can’t judge their overall performance on the total crap-out of a single Fleet roll. Really, had that dice been anything but a 1, they’d have likely waltzed through the FW squad that turn and then have pleanty of options for who to work on next (more FWs, vehicles w/ Fusion pistols and/or H-Kisses, even the Tau back line defense w/ the right Fleet move).
I should also point out that this was Jack’s VERY 1st game with the Tau. He certainly made some learning curve mistakes (forgetting some seeker missiles, not realizing skimmers can’t claim objectives in CoD). I’d very much like to go up against Jack again in the last round of the league, see how he fares after getting 6-9 games of practice in w/ the army.
Truly one of those games where I thought I was had by the 2nd turn, REALLY had by 3rd turn, and then (still) amazed that turns 4 and 5 were so decisive in favor of the Eldar. Kudos to Jack – EXCELLENT game!!!
Ciao for now. May be a while before I blog again - I won't be able to make next week's league night, so look to hear from me again in a couple of weeks...
Jack’s basic list:
Crisis HQ
2 Crisis Suits (Elite unit, HQ joined)
2 Firewarrior squads w/ Devilfish
1 Firewarrior squad w/ marker drones
5-man stealth suit squad
pathfinder unit w/ Devilfish
2 units of 2 gun drones
1 unit of 6 gun drones
2 piranha
Firesweep Mission*, Gamma
* A note about “house amendment” to Firesweep mission. League is calling for VPs to be used, but all but 1 mission use objectives, not VPs. So for this one, we just used the “loot counters” rule for the 5 buildings, thus each gave a 300 VP bonus at end of game.
Jack chose deployment zone and I had to deploy 1st
Jack = Demolition & Prelim. Bombardment** Stratagems
Me = Infiltrators (Pathfinders & Scorpions) & Sewer Rats (2 Dire Squads and Fire Dragons) Stratagems
** Dire 1, Autarch, & Harlies missed w/ Prelim Bomb; Striking Scorps, Guardians, & Pathfinders all hit – Scorps miss 2 saves and are pinned turn 1
I won dice roll to determine who went first - go figure, it was me
(the following is not a full bat-rep; I was so busy dusting the 40k/CoD rule cobwebs off my brain that I only took notes about what I did)
Turn 1
Dire 1 move across building they're in, but are out of range (barely).
Scorpions pinned from Prelim. Bomb.
Harlies & Autarch move & fleet to right, towards Tau flank.
Guardian Brightlance fired at Pathfinder Devilfish, hit, but no penetration/glance.
Rangers are “The Men!” w/ 5 AP1 shots (6th shot also hit); 4 wounds at AP1 plus failed wound from 6th shot removed both crisis suits and wounded the HQ.
**Result, Eldar = 2 buildings; Tau = 0
In Jack’s Turn 1, concentrated markerlights and numerous units firing at the Eldar Pathfinders resulted in the complete loss of that unit.
Turn 2
Both Sewer Rat Dire Avengers come on table; Fire Dragons do not (2 of 4 sewers blocked, so all 3 couldn’t come out anyway)
Dire 1 and 2 shoot up Stealth Suits, killing 1 (opted not to do any bladestorm, not all of the dires could reach suits, so it was more like a squad or so worth of shooting at them)
Dire 3 shoots/bladestorms Firewarrior squad just disembarked from Devilfish, killing 3
Harlies & Autarch run forward; Harlies have a CRITICAL MELTDOWN by rolling 1 for Fleet – ANYTHING else would have resulted in a charge on Firewarriors in a building, as it stood, they were over 6” (and less than 7”) from the unit (and got shot to pieces – more on this later).
Guardian Brightlance shuffles right in their building & shot at Pathfinder Devilfish again, missing completely.
**Result, Eldar = 3 buildings; Tau = 1
In Jack’s turn, Dire 2 that just emerged from left sewer between Dire 1 and Scorpions was shot to pieces, leaving Exarch and 1 trooper. I can’t say enough how bummed I am about that horrific fleet roll for the Harlies – they were all killed for that mistake (it did take a lot of shooting from Jack’s vehicles). Eh… ;-(
Turn 3
Fire Dragon sewer rats come on, emerging from right flank sewer near Dire 3 and Autarch.
Dire 3 moves and fleets towards building w/ Firewarriors (had bladestormed last turn); they assault and the combat results in a 0-0 draw w/ Dire Avengers piling in (thus “piling into the building”).
Dire 2 moves and fleets towards HQ Crisis Suit; making it into assault, causing 1 wound, and then Dire Swording him into oblivion! HA! That 10 point upgrade DID come in handy! Consolidation move takes him into stealth suits.
Fire Dragons positioned to shoot at Devilfish, destroying a weapon (missile pods) and stunning it several times (3 to be exact).
Autarch – Hmmm, can’t remember what he did – probably shot fusion gun at something to little effect (or aided Dragons in shooting at the Devilfish).
Guardian Brightlance shoots at Piranha and fails to glance/pen.
**Result: Same Score… Eldar = 3; Tau = 1
In Jack’s Turn 3, Dire 3 in close combat w/ Firewarriors kills 4 for no losses in return and then routes the Firewarriors with a vicious over-running. Conversely, Dire 2 Exarch is killed by Stealth Suits w/o killing any in return.
Turn 4
Things are looking desperate at this point. Dire 1 is down to a last man standing (Exarch), Dire 2 is wiped out, Guardians are down to a last man standing (Warlock), Harlies are wiped out w/o ever doing anything, Scorpions down to half-size due to prelim bomb (2 dead) and 2 dead in dangerous terrain (central building destroyed in start of turn 3, scorpions moved into it afterwards to claim) and 1 from general shooting by gun drones; Fire Dragons down to 6-man.
But things turn around in this first half of Turn 4, and the rest of the game is all for the Eldar (Jack’s dice went cold, mine turned hot, and I finally hit the Tau lines so they crumpled in close combat)…
Dire 1 exarch and Warlock pass Last Man Standing rolls. In the shooting phase, Autarch killed one of the two piranha, fire dragons downed the firewarrior devilfish damaged earlier, and Warlock singing spears the Pathfinder devilfish and downs it. Dire 3 shoots at 6-drone gun drone unit, killing all 6. Assault phase: Dire 1 Exarch runs, fleets, and charges stealth suits, killing 1 or 2, and then overrunning the rest after they failed LD test. Scorpions charge 2-drone gun unit, killing both and consolidating into the other 2-drone gun unit (which was killed in Jack’s subsequent part of Turn 4).
Result: Eldar = 4; Tau = 1 (Dire 3 finally in building uncontested, so claimed it from Tau; but Stealth Suits had been in the other building long enough to claim it – Eldar added an objective; Tau just traded one for another).
Turn 5
Shooting phase sees Autarch & Fire Dragons gun down a bunch of Firewarriors and then cleaning them up in close combat. Warlock clambers onto downed devilfish to spear the one behind it, but it is out of range. Scorpions charge into Pathfinders and kill them off.
Jack is left with 1 unit of Firewarriors, a Devilfish, and a Piranha. Since the Devilfish & Piranha couldn’t claim objectives, Jack conceded the game at the mid-point of 5. Doing some rough calculations (my VP bonus alone was 1200 while Jack’s was 300), it ended up being a Massacre/Victorious Slaughter for the Eldar, providing 20 points to me and 0 points to Jack.
So, what did I want to “test” in this game? First of all, I wanted to start w/ the Horde list. In lower point games, such as 1500, I always start list building by “going back to basics”. For this one, that meant really kicking the tires on many of the Troops units. Originally, I had 6x Troops including 2 Guardian squads; but some bad math resulted in the list actually being over 1500 points, so I re-organized the guardians into one larger squad, after bumping up Scorpions and Fire Dragons to full-size. Second, I wanted to test the Harlequins. On paper, they look poised to be the best damn Cityfight unit in the game, with their ignoring terrain rule (works for both movement and assault) plus fleet of foot move (plus Furious Charge and Hit & Run skills).
What did I learn regarding these “tests”? Troops are really the meat and potatoes of list building. The Dire Avengers got pretty trounced by Firewarrior guns, but in the end, even they were able to wipe out entire squads of Tau in close combat (I would NOT suggest Dires as close combat troops vs. ANY other army). Oddly, their overall shooting was not impressive – a bladestormed Firewarrior squad still only lost 3 guys to 27 shots. The large guardian squad did little. It DID claim one building (the one it deployed into), but then proceeded to bounce Brightlance shots off everything it shot at. I guess it did enough by claiming an objective (300 bonus VPs). The Pathfinders were great in Turn 1. Maybe too great. They died to the man after attracting way too much fire and markerlights (Jack used 4 of the markers to reduce the 2+ cover save to 6+, which is how they died miserably).
Harlequins. What a poor performance. God, I can’t go on enough about how disappointed I was in their showing last night. But I can’t judge their overall performance on the total crap-out of a single Fleet roll. Really, had that dice been anything but a 1, they’d have likely waltzed through the FW squad that turn and then have pleanty of options for who to work on next (more FWs, vehicles w/ Fusion pistols and/or H-Kisses, even the Tau back line defense w/ the right Fleet move).
I should also point out that this was Jack’s VERY 1st game with the Tau. He certainly made some learning curve mistakes (forgetting some seeker missiles, not realizing skimmers can’t claim objectives in CoD). I’d very much like to go up against Jack again in the last round of the league, see how he fares after getting 6-9 games of practice in w/ the army.
Truly one of those games where I thought I was had by the 2nd turn, REALLY had by 3rd turn, and then (still) amazed that turns 4 and 5 were so decisive in favor of the Eldar. Kudos to Jack – EXCELLENT game!!!
Ciao for now. May be a while before I blog again - I won't be able to make next week's league night, so look to hear from me again in a couple of weeks...
Labels:
army list,
battle report,
league,
Warhammer 40k
Subscribe to:
Posts (Atom)