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Made in us
Decrepit Dakkanaut





Vallejo, CA

Welcome to part 31 of the Blood Conquers All series. To view other battle reports in this series, click here.

This game saw us reach the mid-point of the rules of engagement escalation league. This time, I was up against our resident dark eldar player.

THE CHALLENGER: Space drow need SLAVES!
1000 pts.

Haemonculus

Wracks (6)

Warriors
- Venom with extra splinter cannon
Warriors
- Venom with extra splinter cannon
Warriors
- Venom with extra splinter cannon
Warriors
- Venom with extra splinter cannon

Ravager with 3x dark lances
Ravager with 3x dark lances
Ravager with 3x disintegrators

THE DEFENDER: I have autocannons this time! Autocannons...
1000 pts.

CCS, Master of Ordnance, missile launcher

Zonhaim Assassin (Marbo)
Stormtroopers (5) with 2x melta

PCS with missile launcher
20-dude power blob
20-dude power blob
autocannon HWS

PCS with missile launcher
20-dude power blob
autocannon HWS

Deployment was dawn of war. I won the roll to go first and took it. My mission was the same one my opponent had last game - to destroy 75% of my opponent's infantry models. Secondary was having a unit in my opponent's deployment zone. My opponent's mission was to assassinate my HQ unit with a secondary of holding one of my objectives.

At deployment, the field looked like this:



Given dawn of war, I was definitely going to start with my autocannons on the field. Not only would it be somewhat difficult for my opponent to target them due to night fight, but I didn't want them stuck in a bad position due to poor run rolls, and I was going to need every good round of shooting I could get out of them this game.

I then took a calculated risk with my CCS. This was the ultimate target of my opponent, so it would have made the most sense to hide them out of LOS. With a master of ordnance and a BS4 missile launcher, however, my CCS is also an excellent vehicle destroyer. As such, I was banking on my opponent making poor enough night-fight rolls the turn he got on, so that I could use him in a fatal barrage on turn 2 when night-fighting wouldn't be in effect. Hopefully 6 autocannons, 3 missile launchers and a master of ordnance (plus Marbo and/or the stormies) would be able to put down enough damage to kill his ravagers. If this was successful, then the threat to my CCS would be greatly diminished, which meant that I'd get at least a couple more turns of laying down the hurt with my CCS.

Once the ravagers were out of the way, my opponent would have a very difficult time picking up his primary, and I'd still have a lot of guns on the field which were able to pick apart his transports, allowing me to charge the remnants with my power blobs.

In return, my opponent goes all-off and declines to seize the initiative.


TURN 1

Raust Melios Carissander - Commissar, 124th Foleran Infantry Regiment

Despite a meek and tepid opening to the assault, Marshal Clinton had finally shown some vague degree of leadership over the past few weeks as our forces swept up the mountainside. Hill after bloody hill, ridge after bloody ridge, my personal charisma and manly prowess have lead the charge and have overwhelmed my traitorous foe. Foleran forces everywhere were following my example and taking their objectives wherever the enemy was foolish enough to resist.

After taking a long and stony ridge, I was poised to lead the assault on Hill 430, a rocky outcropping on Mt. Cos. Capturing this would give us direct access to the low summit. Soon, I would blow my enemies off the heights like a hurricane ripping the kite out of a crying child's hands.

Much to my impatient rage, Marshal Clinton chose to sneak-attack Hill 430. For most of the way up the hill, we crawled on our bellies like cowards. The particular form of the hill made it difficult for our enemy to see us immediately beneath them, and we were able to achieve an element of surprise nearly all the way up to the fortifications at the top, despite sunshine falling directly on us.

We infiltrated forward, waiting for the marshal to give his order to attack
.



The game begins with me bringing on most of my forces and running them forward. The PCSs try to acquire the best firing lanes they can.

As my opponent has nothing on the board, my turn quickly ends.

After this point, the field looked like this:



In return, my opponent puts all of his stuff on the table. Furthest from my forces, behind the wall, he kept a venom full of guys and his grotesques as a model-sink against my primary, while everything else lined up against the side with the heavy weapons and my HQ.

As planned, shooting saw him vainly searching for targets, even with the reroll. A couple of vehicles were in, and put down some light damage, but things were pretty okay.

After this point, the field looked like this:




TURN 2

Just as I was magnificently striding up to the top of the hill, the enemy finally began to discover us. Of course, it would be too late.

Once gunfire erupted, I stood up and prepared to charge in and wring their filthy necks. The microbead started screeching with officers telling me to get down. These cowards would have me continue to crawl! This was unacceptable!

I ordered my men to get up. They seemed hesitant, stuck between the orders of the officers and the righteous fury exploding from my mouth. I fired my bolt pistol in the air and the men began to get up.


Turn 2 saw my stormies arriving from reserve. I put them over by the venoms on the right, but they scatter over towards the ravager to their left. Fine enough.

My gamble had so far paid off. Night fighting gave my opponent few targets leaving him out in the open against my gunline. Now I'd need to make those gunships dead. This accomplished, the return fire would be sufficiently lackluster, which would allow me to keep the CCS firing against the venoms next turn. With 2/3ds of his army shut down, I just might be able to get in there enough with my power blobs to get my primary.

I was so excited about implementing this strategy that I forgot the movement phase

Orders saw the 3x autocannon team pass bring it down and shoot at the left side ravager. I threw down 2 penetrations and 2 glances. Flickerfields canceled both of the glances, but both of the pens went through. Despite being open topped, the best that two pen results could manage was an immobilized and stunned result. I then BiDed the CCS against the center ravager. The master of ordnance scattered way off, and the reroll saw him scatter towards the left-side ravager but unfortunately not enough (while still too much), which meant the shot landed between them. The CCSs missile launcher threw down a penetrating hit which wrecked the vehicle. So far, my decision to keep the CCS in LOS of stuff was paying off.

I then shot the stormies' meltaguns at the right side ravager. Two melta shots put down one hit for an easy pen. I got ready to put down some AP1 hurt on an open-topped vehicle, but flickerfields stop the shot. Wanting it do be dead, or in the very least stunned, I then shot a missile launcher and 2 autocannons at it. Dismal shooting gave me only 1 glance, which was stopped by the flickerfield.

Shooting ended with my rolling poorly for run rolls and scooting my power blobs forward.

After this point, the field looked like this:



So I was able to put down some amount of hurt, but good flickerfield rolling had unfortunately blunted the damage. Now I had a disintegrator ravager and 2, 2x splinter cannon venoms with LOS against my CCS. How my opponent's shooting went down would determine if I could keep my CCS in the fight for his much needed BiD, missile launcher, and master of ordnance, or if he'd have to retreat, making it more difficult to take down my opponent's vehicles in time.

Having taken a light beating a turn before, my opponent decided to retreat his left-side venom over into his pool on the left, while hiding his other venoms behind the building, taking aim at my stormies.

This left just the disintegrator ravager which he moved forward slightly and unloaded into my CCS. He put down a predictable 5 wounds, which meant that everybody needed to take a cover save. Unfortunately, one of the two guys that fell was my master of ordnance. Not only did I want him for vehicle busting, but his failure meant that the CCS was no longer in coherency.

Meanwhile, the rest of the stuff that could shoot shot at the stormies. 4+ armor helped a great deal, but the sheer volume of fire unfortunately wiped them out, denying me melta the next turn.

After this point, the field looked like this:




TURN 3

So in the very least, I'm now stuck getting my CCS back into coherency. In general, though, my plan is starting to fail. This turn I've got to kill off the raider AND get troops pretty close to his stuff while also getting down a venom or two (which will be exceedingly difficult given that they're predominantly out of LOS). Hopefully I can finish off the serious long-range threats, which will still allow me to use the CCS and HWSs in later turns to break things up.

Everything moves forward, except for the missile launcher team from the top floor who takes a crummy difficult terrain roll and only moves one level down. Given the the Zonhaim Assassin rolled his second 1 in a row, it was now up to just my heavy weapons...



I throw down some BiD, but the orders fail. I would have used the run order on the CCS itself, but I didn't think it was all that necessary at the time. Regardless, one autocannon team puts 2 pens and a glance against the remaining mobile ravager but he flickerfields away all three hits! Thankfully the tragedy is avoided when I roll a missile launcher into it which causes a vehicle explodes result. The other autocannon team and the other missile launcher shoot at the lone remaining ravager for a single glance, which is yet again stopped by a flickerfield save.

I run with everything but VERY unfortunately throw down a snake eye with the run roll of my CCS, leaving the missile launcher dude stranded in LOS on the second floor of the ruins.

I reloaded my bolt pistol so that I could start the summary executions for real when I heard Marshal Clinton finally blow on his whistle. I shouted for the men to follow me as we charged forward to the summit of the hill.

After this point, the field looked like this:



In response, my opponent moves all of his venoms up on to high places. Now that I'm charging at him AND my CCS is still visible against his forces, it's time to do some damage.



Shooting starts with a pair of splinter cannons unloading into my CCS causing a horrific 7 wounds. All I need to do is fail one with my missile launcher guy and I'll be safely out of LOS with Daxos. The carnage kills the last chump in the CCS and brings Daxos down to just one wound after some really crappy cover saves, but, tragically, the missile launcher dude passed ALL THREE of his cover saves.

My opponent then unloaded with a 3x dark lance barrage from his immobilized yet still highly potent remaining ravager. Thanfully, only one wound went down, and it went on the missile launcher who finally failed a cover save. This gone, my CCS was just a 1-wound Daxos hiding so deep in cover that it was virtually impossible to get LOS against him unless my opponent flew behind the ruin and shot him from the rear.

With his primary target no longer available, he unloaded into the rest of my stuff, blowing away a PCS with splinter cannon fire and bouncing some shots off of cover against my HWSs.

Having taken heavy casualties, a wounded Daxos takes his morale check and passes.

After this point, the field looked like this:




TURN 4

I continued to lead my men by example as we charged up the hill. Only the cowardly heavy weapons teams remained behind to shoot their weapons. Inspired by my personal awesomeness, the rest of the company charged in behind me. I'd envy them for being able to envy someone so great as me, but someone as great as me has nothing to envy.



Well that was it. Turn 3 saw my autocannons and missile launchers pathetically fail to finish off my opponent's firepower, but without a CCS to shoot at, there wasn't much for him to do with it. Likewise, my autocannons had spent so much time shooting at ravagers and were missing the CCS, which meant that being able to take out the dark eldar transports to scoop out the insides was becoming a more and more remote possibility.

Basically, by this point in the game, both our primaries were botched. There was no way that my opponent could target my CCS without getting really close and surviving a ton of damage (making it easier for me to kill my 20 models for a primary), while there was little way to kill his vehicles to get the power blobs in to kill 20 models without sacrificing my CCS to get LOS for orders.

This meant that it was now a competition of who could get their secondary. My opponent needed to get one of my objectives, which were currently surrounded in a thick mass of guardsmen. Meanwhile, I only needed to get basically a single model of my entire horde into my opponents expansive Dawn of War deployment zone in order to claim my secondary.

To make good on this, I charged with my right two blobs forwards, leaving some people behind in order to guard my closest objective while Raust's power blob on the left went forward in a frantic attempt to possibly frag grenade the immobilized ravager and to at least provide a distraction to my opponent's concentrated forces on the left.

My zonhaim assassin also came in as my forces crashed through the hedge row towards my opponent's forces.



Shooting started with my 3x autocannon team throwing down 2 penetrations against the lone ravager. BOTH are stopped by flickerfield saves. Meanwhile, my 2x autocannon squad and missile launcher attack one of the venoms causing a pen and a glance, and both of THOSE are ALSO stopped by flickerfield saves. Did I mention that these are a 5++ save?

Marbo rounds out the shooting by throwing his demo charge against the last ravager. The shot scattered, but only 1", leaving me with a solid hit. I roll to penetrate the vehicle's armor and roll a 1...

After this point, the field looked like this:



My shooting has utterly failed against the flickerfield, but my opponent by now realises that this game is going to be tough for him to pull a win out of. He spends his movement phase adjusting his forces to maximize damage to my blobs. In the process, he finally rolls a 1 on an immobilize check, stopping one of his venoms.

Shooting starts with a horrific round of splinter cannon fire against the zonhaim assassin. He goes to ground to get 2+ cover saves and manages to survive with one wound left.


(pictured: Marbo hiding behind a wall like a little girl)

The rest of the shooting goes into the blobs and does some decent damage. Most specifically, that still-not-even-stunned ravager unloads all three dark lances into my 2x autocannon team and a few failed cover saves later, wipes them away...

After this point, the field looked like this:




TURN 5

In my turn, I consolidate on my plan to win by secondary. My blobs form around the flag while also charging. If my opponent doesn't come out, eventually his venoms will start getting charged by frag grenades.

Shooting sees me throw down 3 autocannons and a missile launcher against his open-topped AV10 vehicle, but only manage a pair of glances. One of them causes a shaken result, while the other is stopped by a flickerfield save...

With seamless effort, I made it to the top of the hill, where there lay an enemy gunboat still firing its cannons. With rage in my eyes I turned towards the men as I ran and told them to prime grenades.

We'd see who was going to be the king of this mountain.




In close combat, Raust's power blob charges his ravager and throws down a pile of auto-hit frag grenade attacks which scores a single glance, which is shockingly NOT stopped by a flickerfield check. The glance, though, immobilized the vehicle a second time, knocking off one of the dark lances...

After this point, the field looked like this:



In return, my opponent decides that just maybe, after all, if the game runs long, he'll be able to get in a shot against my one-wound commander, causing him to gun his venoms towards my backfield. At least, there are no guardsmen back there anymore, so options are open for getting a secondary as well.

Shooting sees his STILL-not-yet-destroyed-or-stunned ravager pump a couple of dark lances into the lone HWS, which failed to wound. The rest of his army opens up and does some uncomfortable number of casualties.

Assault sees the grenades begin their second assault on the ravager and once again get a glance, but this only rips one of the weapons off. After this point, the field looked like this:



My opponent rolls to continue, and flips a 1.


FINAL RESULTS

Neither of us had our primary, while only I had my secondary for an imperial guard victory.

- Once again, this was a rather poor mission match-up. My opponent couldn't commit his forces without running the serious risk that I'd be able to kill 20 dark eldar while my opponent's list guaranteed that he would be able to be mobile enough to stop me from getting in range of his troops if he didn't want them to be attacked. Add to this a piece of terrain that blocked LOS from most angles and flickerfield saves that pretended like they were 2++, and our primaries were all but completely out of reach. In fact, I just needed to kill 20 infantry models to achieve my primary, and how many did I kill? Not a single one.

This left it up to our secondaries to determine who would win. In this case, with lots of bodies and lots of durability, I had the ability to both defend my objectives AND get stuff in my opponent's deployment zone, while my opponent was stuck with relying on a handful of guys and vehicles against my horde, while bringing them closer to take objectives could very well have ended up with me racking up points on my primary.

- This is game four-in-a-row that my autocannons have deeply disappointed me. There is no better army to fight against than dark eldar, as far as autocannons are concerned, but despite this, 6 autocannons weren't able to rack up A SINGLE KILL... AGAIN! This was not due to lack of targets...

- Perhaps it's just because I'm getting woeful normal deployment zones and tragic mis-matches of mission types, but ever since the rules of engagement league started, my power blobs have done virtually nothing. Either I'm playing them wrong some how, or my opponents are adapting to their presence. That, or it's just the mission combination.

MVP: The CCS. Not only did it successfully (if narrowly) prevent my opponent from gaining it's primary, but it was also responsible for taking down one of the ravagers. That's right. It's responsible for 50% of the casualties I inflicted on my opponent this game...

Hero of the Game: I guess this one will have to go to Raust for bravely distracting my opponent and being the only unit that was successfully able to make it into close combat.

After a pair of grenade volleys, I decided to take matters into my own hands. Pulling out my power weapon, I jumped onto the prow of the ship, hacking and slashing until all on board were dead. I shoved the corpses off the gang-plank and made sure to spit on them as they rolled out.

The vehicle thus neutralized and the heights thus secured, I took a look around me. The men who had followed my example up the hill were now in total command of the hill's summit. The enemy was retreating before us. They may live to fight another day, but their cowardice will stain them forever!

On a related note, a search party has been dispatched to find Marshal Clinton.

I eagerly await my next assignment. In faith,

-Raust Melios Carissander, Imperial Commissar





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
Tough-as-Nails Ork Boy




Winston-Salem/Chattanooga

I a little curious about his list. Why the hamey if he was only bringing one squad of wracks? I would of thought some liquefier guns would do some decent damage to power blobs. At any rate those flicker fields sure were a good investment.
It was certainly a bit of a lackluster game, with both you and your opponent unwillingly to do more than pot shots across the field from each other (granted this was certainly encouraged by your mission). Where are you getting your scenarios from? From your some of your previous reports I thought it might have been the battle missions book, but that doesnt seem to be the case for this one


 
   
Made in us
Perturbed Blood Angel Tactical Marine



Wilmington, NC, USA

I'd envy them for being able to envy someone so great as me, but someone as great as me has nothing to envy


100% win

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

I aim to please.

Tortoiseer wrote:It was certainly a bit of a lackluster game, with both you and your opponent unwillingly to do more than pot shots across the field from each other (granted this was certainly encouraged by your mission). Where are you getting your scenarios from? From your some of your previous reports I thought it might have been the battle missions book, but that doesnt seem to be the case for this one

To be fair, I did advance over 60 models to the other side of the field. Had the game not ended on turn 5 or had I not forgotten to move my dudes turn 2, I could well have made it to the other side of the board.

As for the scenarios, I haven't been able to find the particular version of Rules of Engagement that we're using, but they may or may not be these. I have a nicely formatted .pdf in front of me, but nowhere does it mention a URL or any sponsoring organization.

You roll for missions randomly, and it just so happens that there have been a lot of repeats in rolling.

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 ca
Lord of the Fleet






Halifornia, Nova Scotia

Your dice make me sad. Seriously. I don't think I've ever seen somebody roll quite so poorly on such a consistent basis. Either way, well played, and another enjoyable read.

Mordian Iron Guard - Major Overhaul in Progress

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





Nice work ros. What are you going to do about those AC's?

Fun and Fluff for the Win! 
   
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Junior Officer with Laspistol





University of St. Andrews

I'd say that at least in this round, the autocannons aren't to blame. They certainly laid down a lot of penetrating and glancing hits against the enemy, but ridiculouslly good luck with their 5++ saves kinda screwed you over....I don't think it's the autocannon's fault/.

"If everything on Earth were rational, nothing would ever happen."
~Fyodor Dostoevsky

"Never attribute to malice that which is adequately explained by stupidity."
~Hanlon's Razor

707th Lubyan Aquila Banner Motor Rifle Regiment (6000 pts)
Battlefleet Tomania (2500 pts)

Visit my nation on Nation States!








 
   
Made in us
Regular Dakkanaut




Cedar Rapids, IA

Man you have the worst damage table rolls ever. I agree with ChrisWWII...Im not sure the ACs were the problem but the dice. It is the sign of a good general to be able to pull consistant wins with dice like yours tho.

Grey Knights -2500
D'haran First File - 2500
D'haran Great Company - 1500

reds8n wrote:
GW's "marketing strategies" ( use of term may not conform to accepted definition) or WTFedness thereof is pretty much a given now.



 
   
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Mighty Brass Scorpion of Khorne






Dorset, UK

That was some insane 5+ rolling by your opponent! If he'd rolled probably then you would have had your primary objective no problem

   
Made in us
Stalwart Veteran Guard Sergeant





Denver, CO

Thanks for sharing another great battle report. I really have to say, I think your dice hate you, and I think your opponents' dice love them (for the most part). I'm going to have to agree with everyone else here, the autcannons aren't the problem, the rolling in this game was entirely against them. I really hope your luck starts turning around and you at least play a game close to average rolls across the board.

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DzC:
PHR: 500 points
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Trollkin: 50+ points 
   
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Decrepit Dakkanaut





Vallejo, CA

Blacksails wrote:Your dice make me sad. Seriously. I don't think I've ever seen somebody roll quite so poorly on such a consistent basis.

Other people talk about having bad luck, I can prove it

darkdm wrote: I really hope your luck starts turning around and you at least play a game close to average rolls across the board.

You and me both, pal.

Gorechild wrote: If he'd rolled probably then you would have had your primary objective no problem

To be fair, this was going to be a tough game for my to get my primary on. My opponent had everything in fast skimmers AND he didn't have a mission in which he needed to get close to any of my units in order to win. This meant he could spend the entire game far away (which he did with most of his units). The only way I stood a chance was to break open his transports, but in order to break open his transports I needed my long-range anti-skimmer-transport guns to not get horribly mauled by disintegrators and dark lances, which meant those exact same guns needed to handle other targets first.

With average rolling and perhaps a slightly longer game (and perhaps not DoW), or a different mission rolled by my opponent, I could have pulled it off, but given how things went, my primary was all the way out of reach, instead of merely tentatively so.

murdog wrote:Nice work ros. What are you going to do about those AC's?

Man, I don't know. If it's not utterly failing to hit, even with BiD, or if it's not utterly failing to roll higher than a 3 on the damage table, or if it's not shots ceaselessly bouncing off of cover/flickerfields, it's some combination of the two.

In the last 4 games, I've shot 88 autocannon shots against AV10/11, sometimes with twin-linking, and sometimes against open-topped vehicles. In all that shooting, not a single vehicle destroyed. They've basically been a 150 point hole in my list these last 4 games, even against some prime targets such as eldar and dark eldar.

The thing that makes me consider them not a TOTAL waste is that they've had a psychological effect on my opponents. For example, in this game my opponent did not know in advance that he was going to pass most of his flickerfield saves, and that when he didn't, I was going to roll poorly on the damage tables. As such, my opponent played more cautiously, so as to not get horribly mangled like he probably was going to be. As such, even though my autocannons didn't actually do any damage, they still effected the way my opponent moved. It's this knowledge of potential damage, even if the real damage is incredibly short of even average damage, that does actually give them some amount of field presence.

I'm going to keep them in through the rest of the league, but if they go all 8 games without doing any appreciable damage, then I just don't know what I can do. Perhaps I'll just give up on ever being able to destroy skimmers.


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
Junior Officer with Laspistol





University of St. Andrews

I definitely know the feeling. In a local torunament, I had the same probelm agains Eldar skimmers with missile launchers and lascannons. They had some kind of special ability that reduced all my shots to S8, and despite at least a dozen hits with antitank weapons, I consistently failed to roll anything but 3s with my penetration rolls. I eventually solved this problem though. I threw one die out of the top window of our 3 story student union, and now leave a Commissar model next to my pile o' dice whenever I'm playing.

So far it seems to work!

"If everything on Earth were rational, nothing would ever happen."
~Fyodor Dostoevsky

"Never attribute to malice that which is adequately explained by stupidity."
~Hanlon's Razor

707th Lubyan Aquila Banner Motor Rifle Regiment (6000 pts)
Battlefleet Tomania (2500 pts)

Visit my nation on Nation States!








 
   
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Lone Wolf Sentinel Pilot




England, UK

Ailaros wrote:Man, I don't know. If it's not utterly failing to hit, even with BiD, or if it's not utterly failing to roll higher than a 3 on the damage table, or if it's not shots ceaselessly bouncing off of cover/flickerfields, it's some combination of the two.

In the last 4 games, I've shot 88 autocannon shots against AV10/11, sometimes with twin-linking, and sometimes against open-topped vehicles. In all that shooting, not a single vehicle destroyed. They've basically been a 150 point hole in my list these last 4 games, even against some prime targets such as eldar and dark eldar.

The thing that makes me consider them not a TOTAL waste is that they've had a psychological effect on my opponents. For example, in this game my opponent did not know in advance that he was going to pass most of his flickerfield saves, and that when he didn't, I was going to roll poorly on the damage tables. As such, my opponent played more cautiously, so as to not get horribly mangled like he probably was going to be. As such, even though my autocannons didn't actually do any damage, they still effected the way my opponent moved. It's this knowledge of potential damage, even if the real damage is incredibly short of even average damage, that does actually give them some amount of field presence.

I'm going to keep them in through the rest of the league, but if they go all 8 games without doing any appreciable damage, then I just don't know what I can do. Perhaps I'll just give up on ever being able to destroy skimmers.


I hate to say it dude, but its not so much an issue with the weapon as it is with your/your opponent's dice. You put down a decent amount of penetrating hits this game, but simply were not able to convert it into damage. That is, unfortunately, no fault of the gun as it has already done the hard bit. Granted, he passed a truly obscene number of flickerfield saves as well...

I seriously hope your luck turns around, though you are doing very well to win even with those treacherous cubes of plastic.

L. Wrex

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<Lycaeus Wrex> rolls 7 dice, 4+ to hit, Strength 6 against Armour 12...
* 0 out of 7 dice hit (4+) = (1,1,1,1,1,1,1) 
   
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Sneaky Sniper Drone




Portland, Oregon

I like to think that because you roll so terribly there is someone out there playing Tau or something that doesn't know what it is like to roll less than a 4 on anything.
   
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Willing Inquisitorial Excruciator





Sarasota, FL

I'd replace the AC teams with Hydras like you had early on. They are always twin linked and can move/fire, so you should have more luck taking down skimmers. 88 shots with no kills is insane, seems like law of averages would give you nothing but sixes for a few months now...

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Made in us
Badass "Sister Sin"






Camas, WA

BladeWalker wrote:I'd replace the AC teams with Hydras like you had early on. They are always twin linked and can move/fire, so you should have more luck taking down skimmers. 88 shots with no kills is insane, seems like law of averages would give you nothing but sixes for a few months now...


I think one of the points of A's lists is that there is no armor on the field. It denies opponents legitimate targets for anti-tank weapons. By putting Hydras on the field, they would be focus fired by every spare AT round. Which in itself might be interesting, but not productive in the shooting department.

I run a similar foot guard list and my only vehicles are a Vendetta (which gets a flat out save first turn), a Chimera for Al'rahem (hidden until turn 2+) and potentially a Demolisher (scout move, smoke with Creed). Even then, they get focus fired like crazy. It is very much all or nothing for vehicles against some armies.

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Junior Officer with Laspistol





University of St. Andrews

Yeah, with Guard and vehicles it's all or nothing. Either you swarm them with so many Chimeras, Lemans, etc. etc. that the enemy can't focus fire to kill them all, or you don't. I personally think just tossing in a few Hydras would be detrimental....look here. It would take at least 3 dark lance shots to take down a HWT (assuming it passed morale), but one dark lance could potentially blow up a whole Hydra with ease.

I personally think that the list is fine as is...it's just that the Emperor is not blessing Ailaros, and has instead granted his luck to other players.

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Badass "Sister Sin"






Camas, WA

I'm trying out a MoO in my 2000 point list because of you A. I really enjoy your BRs.

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Longtime Dakkanaut





Scotland

Another Wonderful Battle report. Never. Stop.

BTW



I didnt know Kyle Maclachlan was in your army. Such majestic flowing locks.....

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

BladeWalker wrote:88 shots with no kills is insane, seems like law of averages would give you nothing but sixes for a few months now...

Yeah, but if there's one thing I've gotten from the law of averages over my gaming experience is that I should always expect for it to deliver below average.

BladeWalker wrote:I'd replace the AC teams with Hydras like you had early on.
pretre wrote:I think one of the points of A's lists is that there is no armor on the field. It denies opponents legitimate targets for anti-tank weapons.
ChrisWWII wrote:Yeah, with Guard and vehicles it's all or nothing.

So yes, hydras do more damage but present a vehicle target in a non-vehicular list.

That said, there is sort of a reason to take them once I get up to 1850 points and include ogryn once again. Ogryn are great, but with only infantry behind them they likewise suffer from getting all the lascannons and autocannons shot at them, which limits their usefulness. I could see including hydras once I have ogryn just for the purpose of giving my opponents something else to shoot at with lascannons. Of course, ogryn do take heat off of HWSs, so...

ChrisWWII wrote:I personally think that the list is fine as is...it's just that the Emperor is not blessing Ailaros, and has instead granted his luck to other players.

Yeah, the funny thing is that when I don't have bad luck, my opponents often have good luck to compensate (such as in this game). What I find bizzare is that when luck approaches normal for me, it's not that I get good luck, it's that my opponent has WORSE luck than I do. I mean, check out this game and this game and you see that I still have, at best, average luck, but it's my opponent taking risks followed by absurd nose-dive that cause things the way to go that they have. In 83 recorded games, I don't think I've had a game where one could say that I've actually had good rolling on my part. It's either bad rolling for me, normal rolling for me, and then either good through bad rolling for my opponent.

pretre wrote:I'm trying out a MoO in my 2000 point list because of you A. I really enjoy your BRs.

Thanks!

How's he working out for you?

Perkustin wrote:I didnt know Kyle Maclachlan was in your army. Such majestic flowing locks.....

See, I always thought of him more as Gene Simmons:



You know, more like...




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Camas, WA

Ailaros wrote:
pretre wrote:I'm trying out a MoO in my 2000 point list because of you A. I really enjoy your BRs.

Thanks!

How's he working out for you?


I'll let you know. I only get a couple games every month, but I'm definitely going to practice with him before I take my guard to a RTT in March. (This month is 1750 and I'm bringing my sisters.)

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Longtime Dakkanaut





Scotland

Seeing the close up i suppose he isnt as joyously bouffant as the myth, the legend that is Maclachlan. With regards to the picture of Gene Simmons i am wondering which is the better wig the greenstuff one or the hoursehair one?

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Made in us
Resourceful Gutterscum





Saint Joseph, IL

Ailaros,

Good game. For anyone who hasn't seen Ailairos' Batreps on our previous games, I'm the DE player.

This game was almost assuredly going to end exactly as it did, before we even deployed. The mission/deployment rolls meant that I, almost without doubt, could not stop him from achieving his secondary objective. With the amount of models he has in his list, I basically had no shot at my secondary, which was 'holding' one of his two objectives.

With his initial deployment, I knew that I could deny his primary, which is why I deployed the Wracks/Haemy the way I did. Even if I lost every warrior model, the Wrack squad was over 25% of my infantry.

I poured as much firepower as I could into his CCS to achieve my primary, but a few good rolls early on cover saves, the distraction of the stormies(which I couldn't ignore) and and one perfectly timed fail on the ML, allowed him to hide his HQ completely. To even get shots on his HQ, I knew I needed two Flat-out moves and then a third move to get LOS and shoot. The problems was in both the bottom of Turns 3 & 4, a 24" move would not clear his squads. I also knew that even boosting over them, which I was finally able to in Turn 5, that I would need to survive 2 rounds of shooting and almost definitely one round of assault with grenades, assuming the game went to a full seven turns.

So, since our league is based on a cumulative points total(which before this game I was tied for the lead), I was basically in a points denial mode. All of you Ailaros' fans will be glad to know that he and I are now tied, for I believe 2nd in the standings.

Again Ailaros, good game and see you Monday.

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Decrepit Dakkanaut





Vallejo, CA

Indeed!

Heavymetal wrote:To even get shots on his HQ, I knew I needed two Flat-out moves and then a third move to get LOS and shoot...So, since our league is based on a cumulative points total(which before this game I was tied for the lead), I was basically in a points denial mode.

Yeah, I think the way you could have gotten your primary on this would have been risking it all on one insane banzai charge directly onto the ruins. Of course, that would have been ludicrously risky, and, as mentioned, it's part of a league, not just an individual game.

Heavymetal wrote:All of you Ailaros' fans will be glad to know that he and I are now tied, for I believe 2nd in the standings.

Yes, we must now BOTH beat up on Greg without mercy. Death to Tau!

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!
 
   
 
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