Shep and I were able to get in two action packed this games weekend to kick off the Sprue Posse's Planetary Empires campaign. Shep spent some time over the last couple of weeks painting up the planetary empires tiles to match his home board and Vostroyans - it looks pretty sweet. We did our territories last week at paint night - for those of you who don't know, in Planetary Empires different territories give you different bonuses which explains some of the inequities in our lists - and my
USRs.
I once again brought the my Crimson Fists bikers with a couple of minor tweaks just to fill in some points - which of course I completely forgot to use (auxillary grenade launcher, I am looking at you).
1750 Crimson Fists Harriers
Captain Vaqaero (Artificer Armor, Aux Grenade Launcher, Hellfire Rounds)
8 Bikes (
MM Attack Bike, 2x Plasma, Power Fist)
8 Bikes (
MM Attack Bike, 2x Plasma, Power Fist)
8 Bikes (
MM Attack Bike, 2x Melta, Power Fist)
5 Scouts (Power Fist, Missile Launcher) -- STEALTH
USR
5 Scouts (Power Fist, Heavy Bolter)
3 Typhoon Speeders -- SCOUTS
USR
LS Storm (Heavy Flamer)
LS Storm (Heavy Flamer)
To be honest, I am not really sure what was in Shep's list - hopefully he will fill in gaps.
1900 Imperial Guard
Colonel Rufus "Roofie" Valyonev
Command Squad with stuff
PCS in Chimera
Big Blob (3 Lascannons, probably more stuff)
Vet Squad in Chimera (Meltas and a thing or two)
Psyker Battle Squad in Chimera (9?)
Vet Squad in Vendetta
Vendetta
Valkyrie
Medusa (bastion breachers)
Medusa (bastion breachers)
Executioner
Pregame and Turns 1 and 2
We rolled up a Pitched Battle Annihilation and Shep won the roll to go first. He deployed in a Castle formation in the corner. I chose to keep everything off table and not Combat Squad anything since it was a kill points game. One of my squads came on on the far left and turboboosted. The other moved on 12" and took some shots at the Vendetta but failed to do anything. The
HB scouts moved on the far side and took up position behind a wrecked vehicle. One of the Storms also came on the same side of the table (both outflanked) at full speed to try and draw some fire off the Bikes.
Turns 3 and 4
Shep concetrated fire on the unit which had shot at him since they didn't have a cover save. He killed enough for a morale check and then the Psykers ensured that they failed. I rolled a 16 and just like that, basically a third of my army was gone. He also did some shooting at the storm and destroyed its weapon, it would spend the rest of the game far away and moving fast.
All of the Crimson Fists reserves bar the Typhoons came on turn 3. The missile launcher scouts stealthed their way into a copse of trees on the right side and would spend the rest of the game missing with their missile launcher. Having learned the error of my ways, both units of bikes turbo boosted onto the table. The Storm came on the right side as well and its heavy flamer got side armor on 2 chimeras and destroyed one of them in a spectacular explosion which killed 7 of the passengers. The survivors were pinned but passed their morale.
In return Shep wreaked vengeance upon the speeder, destroying it in equally spectacular fashion. He also hit the "command" squad and forced it to fall back, but it obviously stayed on the table though the Captain took 2 wounds as he failed both of the wounds I sloughed over onto him.
The Typhoons finally showed up on Turn 4 and destroyed the psykers Chimera and killed a couple of them, but they held.
Turn 5
And just like that it was turn 5. This also happened to be the turn that Shep decided to quit toying with me and he wiped out all the Typhoons and the squad with the Captain. A quick glance at the table showed me that there was no way I could catch up on kill points so I conceeded before being tabled.
After Action Review
Well, this fight was always going to be tough - Shep had 150 points on me with
IG - never a position one wants. However, I also made a couple of absolutely critical errors. It was a very good learning experience. The most devastating error I made was in not combat squadding the bikes. It is almost a knee jerk reaction -
KP = no Combat Squad. All that succeeded in allowing me to do was to pick up 9 models at a time instead of 5. It was horrible. The other screw up was to scout my Typhoons instead of a bike squad. I was thinking that it would be nice to get side armor shots at long range with the missile launchers, but ultimately, that only let me hit one unit at a time. Had I combat squadded a scouting bike unit I could have potentially earned 4 kill points on the turn they arrived (pop Chimera, charge unit inside). So, although it was a crushing defeat it was very good for learning my army.
Hall of Heroes
The Land Speeder Storm getting off 2 side armor shots with the heavy flamer and making Shep grumble.
Wall of Shame
My generalship.
Honored Foes
That Psyker Battle Squad is awful. I hate it with a burning passion. It isn't
OP, just annoying and perfect in an
IG army.