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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Game 1 - Find it here http://www.dakkadakka.com/dakkaforum/posts/list/329005.page
Game 2 - Find it here http://www.dakkadakka.com/dakkaforum/posts/list/0/329043.page#2138490
Game 3 - You are at it!
Game 4/5 - Find it here http://www.dakkadakka.com/dakkaforum/posts/list/0/330497.page#2165233


Game 3: Mission Impossible

Specify one unit to be the demo force and one unit to be the strike force at the start of the game. The demo force must start in base contact with your objective and counts as having gone to ground the previous turn. The strike force may deep strike or outflank and must be a troop unit. There are two objectives that detonate on a 6+ on Turn 4, a 5+ on Turn 5 and automatically on Turn 6 with a S 10, AP 1 blast. To capture your opponents objective move any model within based contact with it and then remove it from the table.

Primary: Objective Markers – Capture your opponents objective and detonate yours (20 points), Both objectives captured or detonated (10 points), You opponent captures yours and detonates theirs (0 points).

Secondary: Have more scoring units in your opponents deployment zone than your own (15/7/0)

Tertiary: Victory Points – More than 600 point differential (10/5/0)

Tactical Bonuses:
+1 Captured your opponents objective with a strike force model
+1 You killed your opponents strike force unit
+1 You killed your opponents demo force

Chaos Space Marines
HQ

Chaos Sorcerer – Wings, Gift of Chaos, Melta Bombs

Troops
10x Chaos Space Marines – Champion, Icon of Chaos Undivided, 2x Meltagun in Rhino w/ Havok Launcher

7x Khorne Berserkers – Champion w/ Power Fist in Rhino

5x Noise Marines – Champion w/ Power Weapon, Doom Siren, MB (not sure what that is), Rhino w/ Combi-Melta

6x Plague Marines – Champion with Power Fist, Combi Plasma, Icon, 2x PLasmagun

8x Thousand Sons – Sorcerer w/ Gift of Chaos, Rhino w/ Havok Launcher

9x Summoned Lesser Daemons

Fast Attack
3x Spawn!!

Heavy Support
Defiler w/ 2x Close Combat Arms



I am back in the top half and playing at Table 18 this time against a CSM player with a really interesting list. The mission is to seize your enemies ‘data’ while protecting your own and we are allowed one troop unit to outflank. I win first turn and deploy centrally since I have superior range with my Exorcist tanks and plan to create a Rhino graveyard in his deployment zone. I choose to outflank my Melta sisters to go for the tertiary objective. We are required to leave one model in base contact with our objective turn 1, and I use my JP Canoness.

He nominates his Khorne Berserkers as outflankers and uses his Plague Marines to sit on the objective Turn 1. His Defiler is on the left hand side, and looks ripe for a Melta attack. Looking at his Spawn in front, I decide they should provide a cover save since they are both pretty massive and I have to give him props for playing such a terrible unit. They deployment looks like the following:



I think he should have centered his objective a bit more to prevent my outflankers from getting to it. I also might have tried to screen all my rhinos a bit more, maybe with the defiler which would be impossible to hide. For my own deployment I bottle necked myself a bit with all the terrain. I think I also should have sent a solo unit out to get into his deployment zone which, coupled with my outflanker in there, would make it very tough for him to get the secondary.


Turn 1



I prepare to wreck some Rhinos with my Exorcists which shift left to get decent lanes of fire while I move out with the rest of my squads around the centrally ruin in my deployment. I want to pin him back in his deployment zone as much as possible. I pop smoke where appropriate, and in shooting all I manage to do is Immobilize a single Rhino with some terrible rolling. Well darn.



On his turn he moves up hesitantly, I think waiting for his berserkers to come in and takes some Havoc Launcher shots which fail to hurt any of my units. He lands a Battle Cannon shell on an Exorcist, however, and I misplayed giving him the side instead of front armor arc when he move by a half inch at most. The cannon scatters so the hole is partially over the tank (which is a half strength hit but I have played it as full before so I give him full strength) and he blows the Exorcist launcher of my now mobile piece of terrain.

Turn 2



My outflankers arrive and they come in on the correct side, move 6” and get ready to Melta his Defiler. Everyone else moves up to form a wall of tanks popping smoke across the front line. I get ready to shoot and I miss with both Melta shots (I am also out of 2d6 range which is relevant later) so I fire the Exorcist at the Defiler hoping to save my squad and do nothing. In retrospect I should have kept shooting at his Rhinos.



He moves up 6” again and his Berserkers arrive, going full speed from the left hand side toward my units. He reembarks his plague marines in his Rhino but then immobilizes it trying to move out. His spawn move slowly around and I inform him that if they are Beasts he gets move through cover, so he begins rolling 3d6 for his terrain. He is delighted to hear this. In shooting he stuns an Immolator on the right hand side with a Glance on a Havoc Launcher and misses with his defiler on the left hand side giving my SoB squad one more chance. In combat he charges the defiler and his total DT rolls are < 7” which was my Melta range but I let him charge the vehicle anyway.

Turn 3



I examine the distance between us and realize if I sacrifice a SoB squad I can grab his objective. I go 12” disembark and run to seize his objective (and probably die in the process) forcing him to come to me. I then backup my rhinos knowing all he has nearby is a Doom Siren and Berserkers that are out of range. On the left my SoB squad sneaks into the rear armor arc of the defile with a great DT roll. They then roll snake eyes to hit again and tell me they want to die. The Exorcist tries to save them again, but cannot roll a 3+ for the life of it on the Vehicle Damage chart



He is a bit frustrated to have given up his objective so easily and his spawn are forced to attack my Rhino doing nothing. His CSM charge the SoB squad that just seized the objective. His defiler shoots a battle cannon shell at my SoB, which deviates back over his left leg, but I let him call it a miss. He charges the rest and kills a bunch and I try to run and maybe shoot back but they hold anyway. His Berserkers and Noise Marines move up into my army but cannot do anything this turn while his Plague Marines walk and Run into the nearby terrain to bring an icon closer to my lines.

Turn 4



I move a few Meltas into position and blow his Berserkers Rhino with an Exorcist after missing with 4 more Melta shots. My JP Canoness stuns the Noise Marine Rhino and I create a wall so it cannot break through to my objective. I then immobilize the Rhino the spawn were attacking, which keeps the spawn there but I wanted to just lead them around moving 12” a turn, even though they do nothing this turn to it. I also disembark a SoB squad so I can surround my objective and prevent him from hopping in and grabbing it. With the Berserkers in the open I unload with some DG flamers and wreck most of them while the Immolator cleans up the rest. I figure I might be able to claim his deployment zone with my stranded SoB squad, so I give them a 3++ and they manage to fail a bunch more saves but stick around.



He tries to drive his 1k sons forward, but ends up immobilized in Terrain near me instead. His Daemons, however, come in off the PM Icon and deep strike into the create his Berserkers left. He loses 2 of the front ones and I hope that terrain will prevent a charge. It does not but he is at I 1 so I que up hand of the Emperor, manage to roll well and win combat by 4! His Daemons are down to 1 model after Fearless saves are taken. My SoB squad hangs around for another turn with their 3++ and the defiler and he finally finishes off the SoB squad tying up his CSM on his old objective.

Turn 5



I disembark my Celestians and Canoness to take on the Noise Marines while my JP Canoness focuses on his PM, melting one with her Inferno Pistol and then going invulnerable while welcoming them to whiff city with her attacks. I take some pot shots at his Rhino with the Exorcist but fail to break it open and I Melta it to death with my Celestians. The celestian squad assaults in and wipes out the noise marines. In the meantime my Rhino finally explodes and I lose the rest of my SoB to combat with the Defiler. I am unable to take down the last Daemon, but that is a matter of time now. The SoB squad near the objective continues to expand its ring of defense.



He disembarks his 1k sons and shoots at my Canoness and tries to turn her into a spawn twice. I Shield of Faith one and pass my test with the other. I lose one SoB thanks to my Invulnerable save. His CSM get back into their Rhino but they are too far away to be a factor in this game (the Rhino repaired itself this turn as well). In combat my Canoness continues to whiff with her Eviscerator and she keeps at it with the PM, failing one 2++ and taking a wound. The Defiler shoots my squad on the objective but I make all my cover saves. I finally take down the last Daemon as well and get a 1” consolidate which leaves me a bit exposed.

On this turn we roll to see if the objective explodes near me, which it does not. I am glad but I need to get out of there next turn.

Turn 6



I move my Celestian and Canoness to charge the 1k sons and take some Melta shots while going Invulnerable. I take down a few but they pass their Fearless saves and combat continues. My SoB squad guarding the objective moves back a bit to avoid the blast at the end of this turn. The Exorcists shoots at the Defiler, but only manages to blow off the Battle Cannon in spite of rolling 5 Missiles. I fail my invulnerable save try with my Canoness and two power fist attacks hit and wound taking her down and freeing the PM’s I thought I had locked down.



The first thing my opponent manages is to Spawn my Canoness which is annoying. The PM move up and assault into my surviving SoB from the Daemon combat, manage to wipe them and get a full 6” consolidate toward my board edge costing me the secondary. Combat is largely a draw and we end the game with no exploding objectives hurting anyone.

I am a bit frustrated this match because I felt I played really well but I just couldn’t get those key rolls when I needed them. I thought for sure two turns of Exorcist and Melta fire into the Defiler would have saved my SoB squad so I could take the secondary and the failed Invulnerable save on the Canoness hurt.

Here is my first take on the game...
The real issue was I only managed to kill 2 transports the whole game and the rest were simply immobilized or weapon destroyed. With the amount of AP 1 weapons, I attributed this to significant bad luck. In spite of that, I managed the win even if it was not as convincing as I would have liked and score 26 points.

Looking back again as I write this up I wasn't aggressive enough. I should have moved forward with everything rather than sacrificing my flamer squad and tried to wipe out his troops. I could have tied many of them up in CC and he was far enough from my objective that I could have defended it against his strike force of berserkers. This is really the same issue I had in game 1 and when I was forced to be aggressive in Game 2 (due to the objective deep strike) I ended up nearly tabling my opponent. I held back a ton of firepower to try to keep the primary when I should have been trying for the secondary and tertiary as well.

Score: 81 Points

This message was edited 3 times. Last update was at 2010/11/27 16:30:40


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