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Made in us
Decrepit Dakkanaut





Vallejo, CA

Welcome to game thirty of the Blood Conquers All series. To view other reports in this series, click here.

As the Rules of Engagement escalation league continued, it was time to escalate up to 1000 points. After much wrangling (and painting), I'd figured out my new list and was ready to go. This game saw me up against our resident eldar player.

THE CHALLENGER: Vroomdar, bay-bee! That's how I roll!
1000 points

Autarch with fusion gun, mandiblasters, power weapon
Farseer with Doom

5-elf fire dragon squad
- wave serpent with shuricannons, spirit stones

5-elf dire avenger squad
- wave serpent with shuricannons, spirit stones

5-elf dire avenger squad
- wave serpent with shuricannons, spirit stones

2-bot war walker squad
- both with 2x EML

2-bot war walker squad
- both with 2x EML

THE DEFENDER: No, fire on MY target!
1000 points

CCS, missile launcher, master of ordnance

Zonhaim Assassin (Marbo)
5-man stormie squad with 2x meltas

PCS, missile launcher
PIS, power weapon, commissar with power weapon
PIS, power weapon
PIS, power weapon, commissar with power weapon
PIS, power weapon
HWS, 3x autocannons

PCS, missile launcher
PIS, power weapon, commissar with power weapon
PIS, power weapon
HWS, 3x autocannons


Deployment for this game was "flank march". Basically, think of it as table corners, rather than table quarters. The deployment zone looked sort of like the blue and green parts of the Flag of Tanzania.

My mission was "hold your ground!" which meant that my primary objective was to have more units in my deployment zone than my opponent had in my deployment zone with a secondary of holding at least one of my objectives (the blue ones). My opponent's mission was to massacre my forces down to fewer than 25% of my models (like necron phase out), with a secondary of having at least one infantry unit or two vehicular units in my deployment zone.

My opponent won the roll for first turn, and, as is his custom, gave it to me.

At deployment, the field looked like this:



As usual, I went with a relatively semmetrical model with the HWSs being shielded by blobs, while also saying close enough to the CCS to take orders. As I could only give two orders from the CCS, and they'd likely be going on either the HWSs or itself, I felt free to keep the PCSs closer to the men if in the very least to get some more diverse firing lanes with the missile launchers. I also made sure to keep my blobs in such a way where at least half of them in any given unit were behind the parapet or in terrain so that I'd be able to get cover saves, and to keep them spread out so as to avoid unnecessary small blast template missile casualties.

My opponent, also as is his custom, went all-off.

My plan for how to tackle eldar with this list was going to be to shoot the transports open, and then power blob charge everything else (or, at least wait for them to get out and shoot me, and then charge them). The particulars of this mission meant that I didn't need to actually move my infantry models to achieve this goal. Not only was I disincentivized from moving due to needing to stay in my deployment zone for my primary, but my opponent's mission required him to come over to me anyway. As such, I'd just set up my shooting gallery with the third of my army that was good at that and go to town. While my army is designed to attack, I'm also pretty confident in its ability to defend.


TURN 1

Report concerning the action on: 24 Theos
Daxos Line

The morning of new year's eve broke bright and cool, the multitudinous hues of the sun splashing on Mt. Cos was quite the sight to see from our lines.

The previous week had seen me take Hill 413 by storm with ease. This commanding position allowed for a good view of the battlefield that was growing out of the mountainside. Early successes had been based, in part, upon the enemy's decision to bide his time and study our dispositions, rather than to deploy their reserves hastily when the lines of combat were not yet set. Over the preceding week, our foes had determined their order for battle, and the positions which they would occupy to affect a proper defense of the mountain.

This resulted in certain key areas of gain, most notably my command point on Hill 413, now occupying salients into our enemy's positions. I gave orders for the other groups in my line to shore up our formations so that we would have a continuous line against the enemy, but their own commitment of reserves had rendered this difficult. Until the line of combat could be straightened, I would have to retain personal command of my positions here. Under no circumstance would I yield such a choice piece of territory.

With the men in high spirits, I set about to improving the summit of 413, with my line's colors displayed prominently at the top. I took it upon myself, in due reverence for the season, to administer to each of the men in my group a shot of sparkling wine. I was greatly anticipating testing my masculine mettle and personal heroism against a tin of caviar later in the evening.

By noon, the troops were in well-prepared defensive positions at the top of the hill, facing the opposite slope. We now only had to wait for the enemy to attack.




In my turn, I had little incentive to move anything, so I didn't. With nothing to shoot, the turn passed to my opponent.

After this point, the field looked like this:



My opponent had gone all-off, so there was nothing on the board.

After this point, the field looked like this:




TURN 2

It did not take long for our opponents to show themselves. The counter-attack, it appeared, was being made by an enemy witch brigade. I had taken the liberty of pre-targetting the opposite slope with artillery fire, and ordered my forward observer to batter them most exceedingly with it. Unfortunately, the speed of their craft made it difficult to target them, and many of the shots landed behind the speeding enemy craft.

Working closely with the master of ordnance, we were slowly beginning to narrow in on them as they sped up the hillside. Very soon, they would be upon us, and in range of my heavy weapons on the hilltop. I gave the order for my men to hold their ground. There was simply no manner in which my foe would take my position by storm.

The artillery started pounding closer and closer, rolling up the hill as our enemy sped forward.


My opponent still had nothing on the board. I still saw little reason to move anything.

Both my assassin and the stormtroopers decided they liked it in reserve, and neither showed.

After this point, the field looked like this:



At the bottom of turn two, my opponent turned on his autarch bonus and rolled in most of his reserves. Only the doomseer-avenger-serpent and one of the squads of war walkers didn't make it on. My opponent decided to bring in his serpents from the far right side of the board and turboboost them towards me, while the walkers charged onto the field directly against my gun line.



The only things that my opponent could shoot were his walkers. Unfortunately for me, all 4 shots scattered in different directions, managing to put hits on 5 different squads. I braced for pin checks, but things weren't that bad. Good spacing meant that each squad had roughly 1 wound on it. Not every hit wounded, and cover helped, meaning I only lost a couple of guys. My CCS passed its pinning check but, very unfortunately, one of my autocannon squads did not.

After this point, the field looked like this:




TURN 3

Quickly and surely, my foes sped toward my line. As they came into range, I gave the order to fire. The air erupted in heavy weapons fire as artillery from across the river was finally finding its mark.

I ordered the men to hold firm. The enemy would break upon our positions like slander against my personal sense of moral superiority.


Turn 3 started with both of my elites slots once again deciding to stay off the board.

Now that I finally had some targets, though, things could begin in earnest. My only movement was to bring in my far left a bit. I had forgotten that my opponent could deploy from reserves off of his long board edge, and I didn't relish the thought of him bringing in a war walker off the board straight into assault.

Once accomplished, I threw around some orders. Unfortunately, my HWSs weren't in a listening mood, failing both get back in the fight and bring it down. The unit the moved in a bit passed an incoming order, though.

Shooting saw the non-pinned autocannon team lay into the war walkers. Three hits saw two pens and a glance. Unfortunately, I rolled a 1, 2, and 3. Which meant the best I got was a couple of shaken results and a weapon destroyed. I brought in my PCS missile launchers to help, and the one that hit penned, but rolled a 4. At least the immobilization counted as a wreck.

Shooting ended with the CCS targeting one of the serpents with the master of ordnance and a missile launcher. Both of them missed, but the artillery strike was close enough to spray some non-center-of-template shrapnel against the side armor.

After this point, the field looked like this:



In return, my opponent gets in his doomseer serpent.

Everything that came in on the right turboboosted over to the left. This massive fake-out may have been a good move, had it not been for the fact that it didn't actually cause me to move anywhere. At least his forces were now concentrated.

Shooting saw the one lone war walker with a single EML throw a missile into a cover save.

After this point, the field looked like this:




TURN 4

They may have taken their sweet time, but my reserves finally arrive. I deepstrike aggressively with melta. The stormies scatter safely, but scatter onto a side armor arc. Deciding fortune favors the suicidal, I try again and scatter up between two of the serpents. Marbo follows suit.



Hopefully I'll be able to crack a transport and then demo charge the goo inside.

Shooting sees both HWSs again fail orders, and despite 12 autocannon shots, can't manage to even scratch the paint on the last warwalker. A PCS missile launcher finally ends the silliness with a vehicle destroyed result.

Once accomplished, I put all my effort into cracking open a wave serpent. The other PCS missile launcher hits and pens, but the shot is blocked by cover. The stormies unload into the rear armor of a serpent scoring one hit for an easy pen, but I only manage to rip off one of the vehicle's weapons! This leaves me stuck. I've only got Marbo and my master of ordnance left. Marbo isn't going to do much with his demo charge if he's forced to throw it at the rear armor of a serpent. Meanwhile, if I break open the can with my CCS, it is easily possible that the master of ordnance will splat Marbo.

I decide to go for the artillery strike first. The CCSs missile launcher hit and glanced, but was stopped by cover. Then the master of ordnance called down artillery and scattered, but low rolls and BS4 made it only scatter a couple of inches... onto one of the graceful front prongs of the serpent. The shot penetrated, passed cover, and scored an immobilized result which, thanks to flat-out movement the turn before, wrecked the vehicle!

With the 5 fire dragons now easy, easy targets, Marbo throws his demo charge on them, but scatters way away. The one model that is hit, the demo charge fails to wound...

To slightly ameliorate this, the dragons are in 24" range of a handful of lasguns, which take one of them down.

After this point, the field looked like this:



In return, my opponent's other unit of war walkers arrives. The autarch gets out of his ride and moves towards the stormies while the dragons, who passed their pinning check, get ready to unload some hate on my Zonhaim Assasssin. Movement ends with one of his avenger serpents moving in one direction, and the other in the other.

"Bring it down!" I shouted at my attendant artillery man, "That one, right there! Make it dead, sir, if you please!"

My master of ordnance carefully aimed the shot, adjusted for the speed of the vehicle, and radiotelegraphed the co-ordinates to the guns down the hill. Moments later, artillery exploded right before our lines! The earth heaved terribly as great plumes of soil and smoke erupted. Then, before my very eyes such a marvelous thing happened. A shot landed dead on the vehicle I was pointing at, causing it to crash horribly into the ground. How grand, hurrah!

I turned my focus to the rest of my men to find that the enemy was now practically upon us. I gave the order loudly, yet politely, for the men to hold against the attack.




Shooting started with the non-turbo-boosted wave serpent shooting at my men, but mediocre rolling and cover saves neutralized the damage. Meanwhile, his EML battery opened up, but he rolled a hit on all 4 scatter die, which meant, due to 2" spacing, he only actually hit 4 models. Cover saves did better than expected, and only one guy hit the dirt.

Then he unloaded 4 angry, angry fire dragons into my Zonhaim. Things did not end well for him.

Then the autarch blasted a stormie with his fusion gun and charged in:



The autarch's several attacks managed to put down 3 stormies. The stormtrooper sergeant desperately fought back, but wasn't able to manage a wound. I roll for morale on the stormies and flip up boxcars. My opponent rolls to sweep with his autarch and rolls a 6. As the rulebook notes, the sergeant was "sent packing".

After this point, the field looked like this:




TURN 5

A great shout rose up from the men as the tattering remnants of our foes reached our line. So excited were they that they charged forwards boldly towards my enemy.



I was prepared to order them to stop, but seeing such brave and gallant men charge straight into artillery fire to come to grips with their foes overtook me.

Turn five begins with my opponent getting very close to my stuff. All I need to do is break open a wave serpent, and I'll have guys very nearby to charge them. I move my troops forward (while still getting cover) in order to press the attack.

All I needed to do, then, was to break open some transports. Shooting began with one of the two autocannon teams taking BiD. 5 hits, unfortunately, failed to even get a glance in. The other autocannon team opened up for similar, dismal results. My CCS then unloaded on one of them. The master of ordnance got a VERY near miss, while the missile launcher hit, cleanly wrecking the vehicle. The avengers that bailed out failed their pinning check.

This left me with only two missile launchers. Distracted by greed, I shot a missile launcher at the exposed autarch, looking for an insta-glib, but the shot missed. The other missile launcher shot at the remaining wave serpent and hit, but the shot was blocked by SMF.

The rest of shooting saw me pinging a avenger with lasguns, but nothing else.

After this point, the field looked like this:



My opponent's turn sees him clean up his left side a bit (including hiding his autarch in the fire dragon squad), while his other wave serpent flies into my deployment zone.



Shooting starts with another EML barrage but proper spacing, so-so template placement, scattering, and cover all do their part to minimize the casualties. Then the surviving serpent opens up on the nearby blob squad and rakes it over pretty bad, made worse by the fact that I couldn't get cover against the turret weapon.

After this point, the field looked like this:



My opponent rolled to continue and flipped a 1.


FINAL RESULTS

I had completed both my primary objective of having more units in my deployment zone than my opponent while also taking the secondary of holding onto one of my own objectives. My opponent failed to grab his primary objective of destroying 75% of my force, but grabbed his secondary of having an infantry unit in my deployment zone. Having achieved my primary and my opponent having not, the result was an Imperial Guard victory.

- This game was going to be tough for my opponent, mostly given his list. Without large avenger squads with bladestorm or something, my opponent's anti-horde was a little on the thin side. Given how many models I brought, this was going to be a problematic mission for him.

That said, my opponent played very conservatively this game, even though casualties to his own forces didn't actually really matter. By doing his all-off strategy, he spent the first turn off the table, and with coming in off the right side and moving flat-out, that meant he spent even more time not killing my stuff. In fact, with how short the game went, he only had a single unit which actually even made it over to my stuff. With such little force to begin with, my opponent simply didn't have enough time to kill my guys fast enough to make victory much of a possibility.

- I actually got to use my master of ordnance for his intended purpose this game. He may be inaccurate, but vehicles are large targets. With the three shots I got off this game, all three of them had at least part of the template over a vehicle. BS4 definitely helps.

- Once again, my heavy weapons squads dissappointed. This time, instead of taking orders and still doing nothing, they didn't take orders, and did nothing. The end result of two missile launchers and 6 autocannons was 2 dead AV10 vehicles. Boo.

MVP: This one clearly goes to my CCS. With two wave serpents to its name, this was a dead killy squad. Special mention to the master of ordnance. Picking off a turbo-boosting wave serpent with off-board artillery was pretty boss.

Hero of the Game: This one will have to go to the Zonhaim Assassin. He showed up in the middle of a wave serpent stampede and was nearly plastered by artillery. I'm sure the last thoughts in his mind were very brave before he was utterly destroyed...

Only a single witch vehicle was able to survive the gauntlet and make it up to my strong defensive position on top of the hill. Focused fire easily dispatched of the lone aggressor with ease.

The attack thus blunted, the men picked apart the remainder of the attack force with the few, terrified enemy soldiers who had managed to escape facing a long run back down the slope, all the while being plastered by artillery fire. The enemy was thus annihilated with very acceptable casualties to my own forces.

The rest of the day was quiet. As the night drew on, we were treated to a flare barrage by the artillery battery to celebrate the new year. Truly there were good things in store for us next year, and into the future. Even the regimental astropath predicted glad tidings before vomiting up a portion of his own liver.

In grateful service,

Sir Daxos P. Clinton III - KAP, EKS, ICM - Foleran Armies in his Majesty's Royal Dictate.
Blood Conquers All








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
Perturbed Blood Angel Tactical Marine



Wilmington, NC, USA

I look forward to these like a kid looks forward to his fav cartoon!

 
   
Made in us
Pauper with Promise




This line is some of your best work


I ordered the men to hold firm. The enemy would break upon our positions like slander against my personal sense of moral superiority.

   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Another good show.

I suppose I am used to playing aggressive foes. This fellow seemed much more...eloquent in his strategic thinking.

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Every week I look forward to this and it never fails to make me laugh.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

poontangler wrote: This fellow seemed much more...eloquent in his strategic thinking.

I think that armies tend to get you to want to play them in certain ways. For example, I have a horde of guardsmen, and don't really care if I lose several dozen of them in pursuit of victory. After all, they're guardsmen.

In this game, my opponent needed to play like an ork player, which is difficult to do with eldar, in the very least for breaking out of the mold.


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 se
Powerful Pegasus Knight





To be fair, it seems like a hard mission for the eldar to win to begin with. While an attacker/defender scenario is nice, this seems a wee bit too much.

IG simply had to play static defence with no need to move, which they did. While the eldar had to play on the offence (with squishy t3 bodies), AND kill 60ish infantry in cover, which is very very hard to do with eldar in 1k. Even more so with 2 HQ's

But good report as usual.

This message was edited 3 times. Last update was at 2011/01/26 06:03:46


If I use -><- I'm not mocking you, it's a reflex from using the " silly" icon on every other forum.
However, if I use this -><- I might just mock you.
Rats with hats: 3k
: 750p
Karash (at the home page of SATW) on the subject of America's fear of nudity:

which gets even weirder, seeing how you americans tend to use [the F-word] more often in various meanings than a smurf would use "smurf".


Nearly a quote except the censorship.  
   
Made in ca
Longtime Dakkanaut





Nice work, Daxos! Good report ros, and well-played.

I think this was a case where maybe he should have taken first turn and started on the board. He needed those extra 2 turns to kill stuff.

Fun and Fluff for the Win! 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Yeah, this mission was pretty much unwinnable for the eldar player, it was a list+mission mis-match

Your autocannon teams look ace, love the shot with them all lined up

   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Great report again

What on earth were the white vyper and black (i think its a) nid doing on the table all game though?!

   
Made in lu
Hurr! Ogryn Bone 'Ead!





Geneva

Good game! pics like this fourth last one always make me proud of playing guard^^
+ master of ordnance actually killed stuff (that wasn't friendly!) oooooo damn that's something new^^

"Wait... wait... wait... NOW SHOTGUN THAT MOTHAF*****!!!" "I'd
AreTwo wrote: this list is dangerously cheesy, so much so that you might have been playing Chester Cheeto in disguise.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

Illumini wrote:Yeah, this mission was pretty much unwinnable for the eldar player, it was a list+mission mis-match

Oscarius wrote:IG simply had to play static defence with no need to move, which they did. While the eldar had to play on the offence (with squishy t3 bodies), AND kill 60ish infantry in cover, which is very very hard to do with eldar in 1k.

Most certainly this was going to be extremely difficult for the eldar player for many reasons.

That said, I question how much the fact that I didn't have to move actually helped me. After all, my static elements were going to be static, no matter the mission, while 50% of my list was invested in power blobs that didn't do a dang thing this game. Was I not tethered to my deployment zone, I could have charged out against stuff earlier on.

Really, I think the problem was that it was kill 75% of models, not a KP game where he could snipe softer units. Of course, I also got more KP, though.

Illumini wrote:Your autocannon teams look ace, love the shot with them all lined up

Thanks!

I'm pretty proud of how they turned out, modelling-wise. If only they actually did something...

Fire_for_effect wrote:master of ordnance actually killed stuff (that wasn't friendly!) oooooo damn that's something new^^

So, I'm under the impression that people are underestimating the master of ordnance, and this game is to collect a couple of data points to see if this is true. After all, a master of ordnance has a roughly 10% chance to hit a vehicle, which goes up to 20% with BiD. Given that it's also S9 ordnance, it makes it a pretty decent vehicle killer in my eyes.

Plus, with two wave serpents down this game, I think my CCS killed more points worth of stuff this game than in all of the preceding 29 combined...

Gorechild wrote:What on earth were the white vyper and black (i think its a) nid doing on the table all game though?!

It's actually a confrontation mini and a vyper. They were his objectives. It just so happened that neither of the missions we rolled happened to use them, so they were sort of just board decorations.


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
Sybarite Swinging an Agonizer





New Orleans, LA

Ailaros wrote:


I think that armies tend to get you to want to play them in certain ways. For example, I have a horde of guardsmen, and don't really care if I lose several dozen of them in pursuit of victory. After all, they're guardsmen.

In this game, my opponent needed to play like an ork player, which is difficult to do with eldar, in the very least for breaking out of the mold.



I absolutely agree with this statement. It is also a credit to your own tactical thinking. Sitting still, and pointing your guns in the same directions was the best tactic to use in this situation. Your opponent had the right idea, but it appeared like when you popped one of his units, it rattled his resolve.

Good battle, I saw few mistakes on both sides. Really you made no tactical mistakes, and he made one. This is what happens when two clearly good players meet.


Automatically Appended Next Post:
His mistake being he decided to make his serpents weave around, when he needed to thrust the straight forward, into the heart of your forces like the proverbial spear they are.

This message was edited 1 time. Last update was at 2011/01/26 17:38:03


Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in gb
Snivelling Workbot





kiwitexansfan wrote:This line is some of your best work

I ordered the men to hold firm. The enemy would break upon our positions like slander against my personal sense of moral superiority.



That one made me chuckle, this one made me lol...

Ailaros wrote:As the night drew on, we were treated to a flare barrage by the artillery battery to celebrate the new year. Truly there were good things in store for us next year, and into the future. Even the regimental astropath predicted glad tidings before vomiting up a portion of his own liver.


Yeah I've seen the whole "I reserve everything!! :-3 ", tactic being used innapropriately quite a lot in battle reports. Its almost as if some people read on the internet that certain armies MUST BE ALL RESERVED TO WIN, and so they do it no matter what the circumstances are. Reserving everything is 'doing tactics' right?

Although as others have said he would probably have lost anyway due to a harsh mission.

I definately think the master of ordinance is worth it for the coolosity he brings. It reminds me of playing Enemy Territory: Quake Wars:

"Target valid! Bombardment begins..."
*sound of shell dropping*
BOOM!!
   
Made in us
Hardened Veteran Guardsman





Denver CO

Another nice report. The eldar player really could have done alot differntly this game, he should have taken his turn to go first and started with everything on the board and started laying down some fire power first turn, but holding everything in reserve like that reallly allowed you to take his army peice meal. As said earlier great report, thanks for posting these.

This message was edited 1 time. Last update was at 2011/01/26 18:14:48


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

Mega Armoured Northener wrote:Yeah I've seen the whole "I reserve everything!! :-3 ", tactic being used innapropriately quite a lot in battle reports.

Yes, but to be fair, this particular eldar player ALWAYS does this. I mean this only to say that I doubt he was thinking that this was the most appropriate strategy for this particular mission.

Of course, it just so happened that in this particular mission, it wasn't the right strategy. I think that part of what this game was was that both of us had to do things different from our norm in order to win.

Mega Armoured Northener wrote:I definately think the master of ordinance is worth it for the coolosity he brings.

Yeah, I know. He is pretty cool. I just hope I can use him well enough to continue to justify his inclusion.

Oscarius wrote: Even more so with 2 HQ's

I suppose I missed this, actually. With his autarch and seer he was probably spending a pretty dang hefty number of points on units that didn't really do anything. In fact, that was the problem with most of the list. There were lots of points spent on stuff that wasn't likely to hurt me in the first place, and many more points spent on wave serpents that in theory had some decent crowd control, but spend most of what little time they had turboboosting.

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
Stalwart Veteran Guard Sergeant





Denver, CO

Thanks for sharing another great battle report! Looks like you've had 2 weeks of short games in a row.

40K:
Tarus 7th Regiment "Dragoons": IG 2500+ points
Speed Freaks: Orks 2000 points
Soul-Forged Angels: Blood Angels WIP
DzC:
PHR: 500 points
Hordes:
Trollkin: 50+ points 
   
Made in us
Stealthy Grot Snipa





Right behind you. No, really.

Great job!

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one dakka poster's view on the Tau.....("Damn liberal Hindu anime commie nazis led by a pope, curse those peace loving fish-cow-men doing massacres and genocides all the time")

ChiliPowderKeg, about his tau, thinks
Unlike you lot I love playing my space Hindu utilitarian anime robot fish cow people.

WAAAGH! dumbuzz-1500pts

Tau cadre-1500 (almost) 
   
Made in us
Resourceful Gutterscum



Phoenix, AZ

Could you enlighten me as to the rules of the scenario a little bit? I noticed his walkers could come in off of the long board edge. What was preventing his Wave Serpents from doing likewise? Did he have to roll for it or something? It seems like he covers much more ground on Turn 2 and gets his men in place for a Turn 3 Assault if he brings everything in off the Top-left corner of his deployment-zone board edges.

- Marty Lund

- Marty Lund 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

mlund wrote:Could you enlighten me as to the rules of the scenario a little bit? I noticed his walkers could come in off of the long board edge. What was preventing his Wave Serpents from doing likewise? Did he have to roll for it or something?

He was deploying things off of any part of the board that made up his deployment zone. I'm not sure if this was legal, or if he HAD to come in off of his long board edge, but since coming in off the far right actually hurt him, I'll leave the issue as it lay.

mlund wrote: It seems like he covers much more ground on Turn 2 and gets his men in place for a Turn 3 Assault if he brings everything in off the Top-left corner of his deployment-zone board edges.

That's the mystery to me. I think my opponent wanted to soften me up a bit before he charged in, and made sure that he had enough time, and during that time he'd have SMF, which he bought with space by coming in off the right side.


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Made in us
Resourceful Gutterscum



Phoenix, AZ

Ailaros wrote:That's the mystery to me. I think my opponent wanted to soften me up a bit before he charged in, and made sure that he had enough time, and during that time he'd have SMF, which he bought with space by coming in off the right side.


Seems like all he did was get himself hopelessly softened up, IMO. You obviously outgun him and he's forced to trade off between Skimmers Moving Fast and being able to do things like disembark and shoot. He'd have been much better off using Skimmers Moving Fast to park himself right up against the top-left flank of your force so if they did get wrecked as many of his Infantry as possible would get cover from wrecked serpents or the near-side Blob providing cover against the HWS and other Blobs.

Still, 17 Elves vs. 80+ Humans isn't exactly good odds for him in a scrap either.

- Marty Lund

This message was edited 1 time. Last update was at 2011/01/27 01:06:17


- Marty Lund 
   
Made in us
Guarding Guardian




You're all looking at this the wrong way. You're wondering why if I wanted to win why I didn't do such and such thing. Who said I wanted to win? I just like moving stuff around really,really fast and occasionally blowing things up. As much as I hate to say it, this game was over before it started. The missions that were rolled pretty much screwed me from the start. Taking two 5 man squads of non CC oriented Dire Avengers into 111 guardsmen is not my idea of fun. As for taking two HQ's they are there to compliment each other as the previos weeks saw my Autarch in CC and he could have really used the Doom to support his S3 power weapon. So, for the 1k list I added the Doomseer and the dragons to help where my list had been weak before, just my luck that I run up against the other horde player in the store. So there ya have it, no real tactical mistakes were made 'cause hell, I didn't even try any tactics. I did however get to shoot 4 melta guns in Marbo's face and cut up a storm trooper squad like a Ginsu knife and that was a lot of fun.
   
Made in lu
Hurr! Ogryn Bone 'Ead!





Geneva

@Kahos_angel: Yeah I guess you have a point there...However it would have been funny if you had tank shocked the mass of Ailaros' infantry into oblivion or tried a sucied CC attack + gotta give you some respect for what seems to me as a pretty chilled list, no crazy tailoring or really realy cheesy stuff

PS: I kinda start to get the feeling that 30 points for the S9 ds3 ordnance guy is actually quite a good deal, the chances of it scattering on other enemies are always there... I guess if one has a static HQ the guy's a solid investment

"Wait... wait... wait... NOW SHOTGUN THAT MOTHAF*****!!!" "I'd
AreTwo wrote: this list is dangerously cheesy, so much so that you might have been playing Chester Cheeto in disguise.

 
   
 
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