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Made in us
Decrepit Dakkanaut





Vallejo, CA

Welcome to the Blood Conquers All series game 20. To see other reports in this series, click here.

The 1850 league continued, this time against the chaos player which I've had occasion to play against a couple of times.

THE CHALLENGER: BLOOD! BLLLLLOOOOOOOODDDDD!!! BLAAARGH!!!!
1850 pts.

Ahriman
Abbadon

Greater Summoned Demon

3x termies
- 2 champs, one with heavy flamer
5x chosen in a rhino
- with MoK, champ, a meltagun, and 4 flamers

10k sons
- sorcerer with winds of chaos
Berzerkers
- champ with power weapon

Raptors
- champ with claw

Obliterator
Obliterator


THE DEFENDER: Power blobs for the power blob god!
1850 pts.

I used list 5-1850-c(ii). Basically, my last list, except I replaced 3 hydras with 2 missile launcher HWSs and Marbo. I also switched over my power fist+2x flamer squad into a 3x sniper rifle squad. Given how very little those flamers have done, I decided it was time to mix things up a bit.

The mission was seize ground with 4 objectives. The deployment type was spearhead. My opponent rolled to go first.

At deployment, the field looked like this:



The objectives were spread out roughly in the middle of the board. My opponent decided to put abbadon in with his termies and keep them in reserve for deepstriking, along with one of the oblits. The chosen would be outflanking.

Before the game, I ran over his list with a bunch of questions, especially because I didn't know much of anything about the special characters. When I learned that Abbadon has eternal warrior, but that Ahriman doesn't, and that Ahriman was carelessly deployed by himself, the first units down were my missile launcher squads with clear LOS to his uber-sorcerer. After that, I put down the ogryn with the purpose of using them as a shield against the raptors, and, if things went well, to absorb a bunch of bolter shots from the thousand sons as my infantry advanced onto his objective. Everything else just filled in behind.

Of course, taking his already claimed objective was of secondary importance. With only 2 scoring units in 1850 points, all I needed was to kill a squad of khorne berzerkers and I could easily hold the two objectives in the center and the one on the left. Killing his army, then, would be the key thing to do for the first few turns, as, if I did this correctly, I could just saunter onto a majority of the objectives without serious resistance.


TURN 1

Raust Melios Carissander - Commissar, Theleos Group

Over the past few weeks, forces of the Imperium have been brutally crushing the resistance in our objective city. Slowly and murderously our foes have been crushing under the bloody weight of our forces like a squirrel being run over by a Leman Russ. In an attempt to quickly shore up their defenses against a violent and ultimately successful attack against the forces making their front-on assault into the city, our wicked and traitorous foes had been quietly draining resources from their flank defense.

Late last night, we received reports from Foleran spies that a particular section of the enemy's line opposing us was very sparsely defended, and that the enemy had begun to shuffle their forces around, leaving a foolishly exploitable hole in their defenses. At my personal and tempestuous insistence, the forces of marshal Clinton agreed to a plan of my making.

Early in the morning, after a brutal artillery barrage, our forces advanced straight into the hole. The first line tied down what resistance was still effectual while I personally lead a group in a charge straight through the line. Once broken through, my plan was to drive straight for the jugular, assaulting a fortified position behind enemy lines where the leaders of the cursed enemy forces was thought to be hiding. With me personally holding the severed head of the enemy's command system, resistance in the city would surely collapse.

I selected marshal Theleos to join me in the assault group. I would need a man of his nearly-equally commanding presence to keep the troops moving forward deep behind enemy lines. Some say that the marshal was once kicked by a hive tyrant and survived. All I knew was that we needed his kind of endlessly driving initiative. Take one step backwards, and our holy crusade would be doomed.

After a few hours of advancing into the heart of the city, we found the fortified position that was serving as our enemy's HQ. Unfortunately, having been made aware of our presence, our enemies were able to respond to our threat before we achieved total surprise.


I decided not to try and seize the initiative, because I see little to be gained. Plus, I want Rhamael to show up AFTER his chosen. As such, my opponent begins the game by moving his forces forward towards mine.



Shooting sees some ho-hum run rolls on the part of my opponent. Ahriman throws down a bolt of chaos on the ogryn (or whatever that assault gun psychic power is called), but rolling 5's to wound dampens the power, and the lone wound that makes it through is stopped by cover.

After this point, the field looked like this:



In my turn, I move my right up a bit to get into a better position. I also move my ogryn up with the prupose of snagging those raptors in close combat. Every thing else sits still. At this point, there's no rush.

In shooting FRF at 24" sees a berzerker put down, while both missile launcher squads shoot at Ahriman. Three wounds sees a failed invul save, and without eternal warrior, the sorcerer goes splat.

Fearing I'm out of range with the ogryn, I unload with ripper guns and kill a very expected 2. Even though he took the casualties from the back of the squad, I was still just BARELY out of assault range with the ogryn.

After this point, the field looked like this:




TURN 2

My opponent's turn 2 begins with everything coming in from reserves except the deepstriking obliterator. This was actually not exactly what my opponent wanted. He had wanted to outflank with his chosen and THEN pop his greater summoned demon. As it was, he chose his champion of khorne to accept the demon into its flesh:



Meanwhile, the chosen showed up with their rhino and unloaded, ready to spread the pain, 4x flamer style.



He then places Abbadon down with his terminators off near my ogryn in a not particularly aggressive position. He rolls the scatter and scoots 8"... straight onto my ogryn bone 'ead. He rolls for mishap. Really any of the results would have been just fine, but with my opponent flipping a 2, Abbadon and his friends are destroyed!

After this, everything else charged in, more or less.



As the battle was joined, a group of tortured, utterly heretical flying traitors literally flew into our lines. I boldly took charge of the situation, commanding my troops forward.

The priest began to shout his litanies of righteous hatred while Melchoir barked orders. In a flurry of rage, we charged forward in a phoibotic rage. Die, foul traitors!


Shooting saw my opponent OBLITERATING my left-side PCS with his flamers while several bolt pistol shots from the raptors find their mark. The right side obliterator heavy flamered a couple of wounds on my ogryn. He then charged in:



Close combat starts with the raptors. They put down several, but then, instead of facing off against 9 power weapon attacks, Melchoir magically transforms that into 12 rerollable power weapon attacks. The raptors suffer greatly.

Meanwhile, the obliterator sucker-punches one of the ogryn, which do nothing in return. The ogryn take a morale check and fail. Thankfully, I was smarter with the standard this time and it was just barely within 12". I roll morale again and fail... again. The ogryn run away in a panic.

I guess that makes up for Abbadon...

After this point, the field looked like this:



Turn two for me starts with a dark and mysterious Zonhaim assassin lurking out of the shadows with a severed head full of explosives.



I then get Rhamael in from reserves. I roll and he comes in on the right-hand side. I like the idea of totally swarming him off the right, but my opponent has a lot of stuff on the left, and I'm actually kind of concerned about it. Plus, if I can beat his left, it doesn't matter if his 10k sons survive on the right. I reroll and bring them in on the proper side.



Meanwhile, my center blob just sort of stays stuck in place. I've got chosen that I might need to assault, a demon that I might need to take the last wound off of with lasfire, and an obliterator that I need to stay in position for, just in case.

Shooting begins with a flurry of Bring it Down's. Rhamael takes care of business on the rhino while a missile launcher team throws down 3 wounds of which a predictable 1 passes invul while Melchoir's squad throws down 3 twin-linked meltagun shots, finishing off the demon altogether.

The rest of my army engages in sporratic shooting, with 3 missile launchers seeing the oblit pass a couple armor saves, but one of my PCS sniper rifles scores a rending shot. Lasfire from the stationary blob was unsurprisingly ineffective.

Then came time for my assassin to do his dirty work. He threw his demo charge on the berzerkers and scored a hit. 5 khornites were cought by the blast, and with only a single 1 to wound, a healthy chunk of the squad vaporizes.

In assault, my charging power blob (just out of reach of Melchoir) easily mangles the 5-man chosen squad, while the close combat with the raptors sees both of us horribly bungle our attacks.

After this point, the field looked like this:




TURN 3

In my opponent's turn, he gets his other obliterator in, which he decides to put down near my up-till-now stationary power blob, and only somewhat scatters. His Khorne berzerkers also advance on my assassin.

In shooting, heavy flamers from the oblits cause assorted casualties. The newly-arrived one manages to kill his way out of assault range while the other oblit doesn't roll high enough to get into close combat with my missile launcher squad.

The berzerkers charge in and down my assassin, but my 5 simultaneous attacks that wound on 2+ puts down 3 wounds, dragging a berzerker down with him.

After this point, the field looked like this:



Now that I've cleared away most of my opponent's units, I start enacting phase two of my plan. With the exception of a few support units staying behind, I launch a general advance.

Shooting sees a lot of missile launchers doing nothing to obliterators, but my PCS throwing down a second rending hit on the right side oblit. Rhamael's melta guns just bounce off a couple of invul saves.

Unfortunately, my chosen-stomping blob failed to receive it's fleet order. Assuming that I'm JUST out of range for an assault, I open up with lasguns instead, removing the last two berzerkers from play. Unfortunately, because I shot with the front blob, the end result is my first infantry traffic jam as the squad behind it got hung up despite a decent run roll.

After this point, the field looked like this:



At this point, my opponent takes stock of the situation. All he has left on the board at the bottom of 3 is an easily-destroyable obliterator and a single scoring unit. At worst, he's facing a pretty decent chance of getting wiped. At best, he's looking at losing 3-1. Rather than continue the suffering, my opponent concedes.


FINAL RESULTS

I pulled a turn three turnover for an Imperial Guard victory.

- Poor list building, mistakes on the field, and me not having my usual terrible luck shut my opponent down pretty quickly this game. Even assuming that Abbadon didn't decide to stay in the warp rather than help out his fellow warriors, It would have been extremely difficult to pull a win out of this.

- While hydras would have done very little this game, everything that was newly included to this list preformed adamantly. In fact, I'm pretty sure that my PCS with the sniper rifles took down more this game than the 2x flamer+meltabomb loadout did in the other 19 games combined. S8 made a HUGE difference over the hydra's S7, and that was without even considering any AP3. As for Marbo, well... heh.

- Yet again, my slide of dislike of Straken continues. This game saw only a single buff get off, with only 2 being put down in the last 5 games. Don't get me wrong, countercharge was nice, but still, he's not working as advertized. In the end, a combination of needing to play conservatively turn 1 to make sure my astropath survives, running around to put out fires with meltaguns, and it having serious difficulty ever reaching out and helping Al'Rahem have made this special character in the wrong place at the wrong time most of the time.

- My ogryn are turning into a bad luck vortex. So bad is it now, that it's starting to suck in everything else. Not only did it blow up my opponent who tried to get too close, but it also sucked the bad luck out of the rest of my army.

MVP: This is a tough one as pretty much everything did its job. I guess the MOST valuable player was the lower Rhamael blob, because it finished off both the chosen and the berzerkers, while also nearly ending the game on an objective.

Hero of the Game: The Zonhaim assassin. Charging Khorne berzerkers? Bring it!

With little effort, I cleared out the enemy's HQ. The sorcerer who was leading the war effort had been slain. I recovered and severed the head myself. It was not long before I was approached by a Zonhaim assassin - his vacant gaze making my blood run cold. He insisted that I give him the severed head as a gift to his order, and felt strangely compelled to oblige.

Unfortunately, while I had scooped out and eaten the proverbial brains of our enemy's resistance, the traitor's charismatic leader had somehow escaped my grasp. Until he is dead and his forces utterly scattered, there will be no rest for the stalwart of the Emperor!

-Raust Melios Carissander, Imperial Commissar





This message was edited 1 time. Last update was at 2010/11/02 22:36:40


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in nz
Rough Rider with Boomstick






Off the shoulder of Orion

Good stuff as always - I do wish more of your opponents had armies painted to your high standard

My Collected Narrative Photo Battle Reports

http://www.dakkadakka.com/wiki/en/Gordy2000%27s_Battle_Reports

Thanks to Thor 665 for putting together the article
 
   
Made in bg
Guardsman with Flashlight





How did the countercharging blob get rerolls to hit? Does Righteous Fury work during countercharge?
   
Made in us
Nasty Nob






Gardner, MA

I like that you switched out some units for tersting but man - your oponent had some serious bad luck and Faux Pas

A man's character is his fate.
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

Plasminator wrote:Does Righteous Fury work during countercharge?

I don't know. I think I may have done that wrong. Assuming I did, that just made straken even worse.

kaiservonhugal wrote:I like that you switched out some units for tersting but man - your oponent had some serious bad luck and Faux Pas

Well, I have the core of my list pretty well down. The real question is how I'm going to spend my slice of support pie. I was doing the math on hydras and missile launchers, and when I realised that I trade ignores SMF for instakill T4 and AP3, I decided to go for it. As for the sniper rifles, well, the previous configuration really wasn't doing anything, so I figured why not.

As for my opponent, he actually only had one moment of really bad luck with Abbadon, and I only had one really bad moment with the Ogryn. Other than that, the result of various die rolls were surprisingly close to what was statistically predicted. You might be confused because my luck has been so crappy over these past games.

That said, when I asked him "what is ahriman's toughness?" followed by "does he have eternal warrior?" BEFORE the game began, I was a little surprised to see him out in the open like that...

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in bg
Guardsman with Flashlight





Ailaros wrote:
I don't know. I think I may have done that wrong. Assuming I did, that just made straken even worse.


Damn, there go my hopes.
In my limited experience (only about 15 games using him) Straken is a very nice insurance against units that are guaranteed to get the charge on the masses of guardsmen. Like Dark Eldar or Tyranid Hormagaunts. Furthermore, as seen in your game against the wraithguard eldar, he is useful as a bail out in some cases. As you noticed, the problem with you using him is to a large degree that you have to protect the astropath. Have you considered taking a second Company command squad and putting him there? This could be especially useful if you keep the heavy weapon squads. They really need the occasional order going off (at LD7 it is damn occasional) to really shine and survive. After a few games, your opponents will learn to target every S6 weapon and them and kill them turn 1.



   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Wow your opponent is full of fail.

If Abbadon had stuck around i think you would have found life a LOT more difficult. But there were still several stupid mistakes on his part

Well done on the win though, great report as per usual

   
Made in us
Regular Dakkanaut



Minnesota ya

Nice battle report and wow did your opponent make a lot to stupid mistakes. Has he never played guard below???

 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Been following your batrep series and I have to say, they're very entertaining. A joy to read. I enjoy the commentary from the army's point-of-view - gives the batreps a certain 'life'. Keep it up!

WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

Plasminator wrote: As you noticed, the problem with you using him is to a large degree that you have to protect the astropath. Have you considered taking a second Company command squad and putting him there?

Actually, I was just thinking about that.

One of the things I could do is to drop a PCS, shift the other blob to the first troops choice and then use those points towards a CCS. The problem, though, is that they wouldn't be armed with anything - they'd just be an astropath container. If I had the points to actually outfit them properly, I'd consider it more.

Plasminator wrote:This could be especially useful if you keep the heavy weapon squads. They really need the occasional order going off (at LD7 it is damn occasional) to really shine and survive. After a few games, your opponents will learn to target every S6 weapon and them and kill them turn 1.

Instead, what I'm considering doing is dropping Straken for a lord commissar. This will make my heavy weapons teams more likely to recieve orders for like that one turn that I'll need that while also KEEPING MY OGRYN ON THE TABLE. Plus, if I throw on some carapace armor and a power weapon/fist he'll add back in some of the close combat punch that straken gives.

Basically, the problem with straken is that he's also a senior officer with a standard and a bunch of special weapons. I just need him doing too many things. Unless I can get some of those things taken care of (which I don't know how I'll pay for), then I think I'm going to have to turn somewhere else for CC punch. After all, Straken costs as much as a squad of rough riders...

Gorechild wrote:If Abbadon had stuck around i think you would have found life a LOT more difficult.

You know, I don't actually know about this one. I mean, his stats are basically everything with a 5 and an invul save. With only 4+d6 power weapon attacks, he's only putting down a few guardsmen a turn, who would in turn be putting down a wound on abbadon a turn. Abbadon would have run out of steam before I would have run out of guardsmen, and that's just with a single power blob. Given that I had another nearby along with Straken, I really don't see Abbadon alone making the game for my opponent.

Yes, I would have had a lot less to mount my late-game charge, but I still would have had overwhelming force.

Plus, if we put abbadon back, then I'd get my ogryn back

ishanmaster wrote:Has he never played guard before???

Actually, he has. I played against him in my first tournament in which he threw a land raider full of berzerkers get hit by Rhamael with a power blob, which saw the bloody end of both the raider and the berzerkers. I also played against him in this game in which 16 berzerkers in a raider ran into a pair of power blobs. The end result was the same.

This time, he didn't quite have it together enough to put the zerkers in a raider (he took the raptors instead), which basically meant that they were Marbo food.


This message was edited 1 time. Last update was at 2010/11/03 15:26:20


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
The New Miss Macross!





the Mothership...

Ailaros wrote:
Gorechild wrote:If Abbadon had stuck around i think you would have found life a LOT more difficult.

You know, I don't actually know about this one. I mean, his stats are basically everything with a 5 and an invul save. With only 4+d6 power weapon attacks, he's only putting down a few guardsmen a turn, who would in turn be putting down a wound on abbadon a turn. Abbadon would have run out of steam before I would have run out of guardsmen, and that's just with a single power blob. Given that I had another nearby along with Straken, I really don't see Abbadon alone making the game for my opponent.

Yes, I would have had a lot less to mount my late-game charge, but I still would have had overwhelming force.


i pretty much stopped reading and just looked at the pretty pictures once abaddon mishapped into oblivion with the terminators as that single roll cost your opponent roughly a quarter of his force. as for his stats, you may want to take another look at them. an inititiave 6 (IIRC) str8 powerweapon that rerolls failed wounds with a 2+/4+ save and 4w/t5 is nothing to sneeze at. even if you charge him with one of your powerblobs, you're not going to get even half the attacks on abby due to his special character status (only base to base and not in base with ANYONE but within 2" of him can attack him)... and you need a 5 to hit him and a 6 to wound with your power weapons and he has a 4+ to ignore that... 4 times. he and his terminator friends (as long as they were the standard lightning claw or power weapon type) initiative 4 and up friends would have eaten through a guard blob per game turn. straken does help immensely with two blobs though as long as you're getting the charge. if a smart opponent uses abby to control the flow of battle, he's practically unstoppable (baring the occasional 1 on the daemon weapon test). congrats on the victory either way!
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Meh.

Two power blobs charge in with furious charge (because they would have been in range.

Abbadon and 2 lightning claw terminators put down, say, 13 attacks, of which 9 hit, of which 7 wound. My guardsmen put down, say 40 rerollable regular attacks (I probably wouldn't have gotten more than that in), along with 24 rerollable power weapon attacks and 3 rerollable eviscerator attacks.

The 40 attacks put down 30 hits for 15 wounds for 3 failed armor saves and the power weapons put down 3 wounds on abbadon, who falls to the eviscerator.

Assuming average luck, abbadon would have killed 7 guys, and I would have wiped him out in a single charge.

Honestly, I would have been much more vexed if he would have brought a khorne lord.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
The New Miss Macross!





the Mothership...

Ailaros wrote:Abbadon and 2 lightning claw terminators put down, say, 13 attacks, of which 9 hit, of which 7 wound. My guardsmen put down, say 40 rerollable regular attacks (I probably wouldn't have gotten more than that in), along with 24 rerollable power weapon attacks and 3 rerollable eviscerator attacks.

The 40 attacks put down 30 hits for 15 wounds for 3 failed armor saves and the power weapons put down 3 wounds on abbadon, who falls to the eviscerator.

Assuming average luck, abbadon would have killed 7 guys, and I would have wiped him out in a single charge.

Honestly, I would have been much more vexed if he would have brought a khorne lord.



your mathhammer is a bit flawed. you're forgetting that he's WS7 so everyone but the commissar hits on rerollable 5+, not rerollable 4+ like you're using. also, your wound calcs use s4 vs t4 when he's t4(5) so you'd wound 1/3 of the time on the charge and not 1/2. even if ALL of the attacks you listed did go through, some of them would invariably go against the ablative terminator shield (the priest is an IC IIRC and MUST be in base to base with abby to attack him) so, barring any bad armor save rolling on abby's part, he'll survive for another round and then your stats go down significantly without the straken/priest charge boost. if the chaos player is smart, he'll ensure that he's the one who gets the charge in the first place (not what happened here, though). don't get me wrong; your IG power blobs are impressive but they're not an easy button vs the leader of the black crusade.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

warboss wrote:your mathhammer is a bit flawed... barring any bad armor save rolling on abby's part, he'll survive for another round

Okay, sure. Maybe he won't get taken out in a SINGLE charge, but the end result is the same: abbadon looses.

Really, it's the exact same problem that my opponent had against me in this game. Yes, chaos can field scary close combat units, but when you charge them in alone I can always have local superiority. This game would have been no different.

warboss wrote:if the chaos player is smart, he'll ensure that he's the one who gets the charge in the first place (not what happened here, though).

Exactly. Deepstriking an assault unit meant that, though proper use of the movement phase, I'd be guaranteed to get the charge in. Furthermore, I would have gotten at least 1 turn of shooting in. Two power blobs FRFing puts out 102 shots. Against majority toughness 4, this means he's taking 17 armor saves, which means that abbadon would have show up without his terminator escort. Of course, that's before we start counting other weapons I could have shot at him. In all likelihood, it would have been a single, injured 250 point model against at least 600 points of guardsmen armed primarily with power weapons. Basically, there was no hope for Abby this game, mishap or not.

Of course, if he would have been accompanied by 4 MoK termies in a land raider, that would have been a different story, but, well... that's not what happened.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Thanks for another fun batrep.

If those ogryn keep running you may have to bite the bullet and put in Yarrick .

On a side note obliterators don't have heavy flamer's, they have a twin linked flamer.
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Cups as drop pods! Rhinos as tervigons! Too funny. My brother used boxes of nuts and bolts before as chimeras for his DH army. We called it the Nuts and Bolts Brigade.

Anyway - in Game 4 against the Blood Angels, that multi-assault near the end looks illegal from the picture. There were engaged models that could have been based before he stretched his troops across the field to reach yours on the right. Just an observation - nothing that can be done about it now, but people are fairly lax with the order in which assaulters have to move when they should be very strict, since it can do so much damage (as seen there).

WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in us
Sybarite Swinging an Agonizer




Alabama

Don't mess with my Nuts and Bolts Brigade!
   
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Abhorrent Grotesque Aberration





Connecticut, USA

I always look forward to your B reps, Great Models, Pictures, and Gameplay. Keep up the great work!
   
Made in us
Furious Fire Dragon




Awesome gaming. Nicely done. Just a suggestion, but maybe try taking a deathstrike missile. They really reck. Also, the coolest model ever in terms of play style!
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

As for Yarrick, I'd never include him, but I am seriously drafting up ideas which include a lord commissar. Yeah, it's going to be one insanely expensive ogryn squad, but my ogryn have been roughly making up their points every game with bad luck and with running off the table first chance they got. A points investment to keep them on the table will probably do them well.

As for the deathstrike, I've always been rather averse. The entire point of power blobs is to get them CLOSE to your enemy. By the time the missile would get to fire, I have angsty premonitions of the missile hitting my own guys as much as the enemy. Plus, I wouldnt' seriously consider fielding less than 3, and I don't currently have the points for that in this ogryn build.

As for game 4, yeah. I've lost a couple games now due to unintentional cheating on my opponent's part, and a couple games due to luck so unbelievably poor that I might as well have been struck by lightning twice on a clear day. Clean that up, and my win record is more like 12-6-2 than 8-6-6. Of course, this is exactly why I place so little credence in win/loss ratios. Such a small and highly subjective data set doesn't really tell much.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Nasty Nob






Gardner, MA

These Batreps are really well done. I enjoy the fluff pieces you incluse almost as much as the tactical analysis.

Please include a Lord Commissar in an upcoming battle your Ogryn will thank you for it.

Whats your experience been with Rough Riders? Not as a replacement but an addition to the list...

A man's character is his fate.
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

I haven't ever fielded rough riders, though I desperately want to. They're next on the chopping block after a couple of models that I need to make my army wysiwyg.

The problem is that they're going to be total scratchbuilds, which means that they will probably take awhile...


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

Cool report as usual. I was hoping to see a better Chaos list since that's my army of choice, losing Ahriman to bad placement and Abaddon to a mishap... ugh.

Quick note on Obliterators: they don't get heavy flamers, only twin-linked flamers.

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in au
Member of a Lodge? I Can't Say



Australia

Yeah I agree. There's been too many bat reps recently with bad chaos lists/bad chaos tacticians. Maybe sometime in the near future there will be a batrep with a chaos player who actually knows what they are doing lol.

Anyway, all in all, great batrep.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
 
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