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Made in no
Boom! Leman Russ Commander






Oslo Norway

I recently attended a tourney with about 50 players with four of my gaming buddies. There were very funky missions with several very bad ideas for tourney play, but it was one of the largest tourneys in Norway, and even with wacky missions, it was bound to be a lot of fun.

My list was made with the following criteria (after importance):
1: It must fit in a single small GW carrying case so I can take it as hand luggage on the plane
2: It must be able to handle the funky missions and all enemy armies.

As nr 1 took priority, I wasn't able to make an all-comer list, I originally wanted to bring MSU BA, but that takes up way too much space, so I went with the following two lists:

1750 BA -
Mephiston
Sanguinary Priest, power weapon
5 Assault termies, 3x th
- Land Raider Redeemer, extra armour, multimelta
5 Assault termies, 4x th
- Land Raider, extra armour, multimelta
10 Assault marines, powerfist, 2x melta
5 Assault marines, powerfist, melta
5 Scouts, ccw, camo cloaks

750 BA -
Mephiston
Librarian Dreadnought, shield, wings
5 Assault marines
- Land Raider, multimelta

The 1750 list doesn't like skimmer armies such as eldar and dark eldar, but I gambled on not meeting them early and on them being pushed out of my way near the end

All missions have three objectives:
Primary: 10 BP
Secondary: 6 BP
Tertiary: 4 BP

If players draw an objective, both players get 0 BP's. This was what I thought was the worst idea of all. You could have an awesomly tight game, and both players could end up with 0 points. That's not a draw, that is two losses.
There were some other silly changes to the rules as well, wiping the enemy was stupid to do, as you didn't get full score unless you actually did the objectives. (and if you wiped your opponent, the game auto-ended in turn 5). Also, units could also only hold a single objective each. The last rules-change happened 5 minutes before first round - great for my 1 troop 750 list

Game 1:
Each player places 3 objectives in their own DZ
Deployment: Pitched
Primary: Control more of the enemy's objectives than he control of yours
Secondary: Modified KP's (units/characters under half strength, vehicles don't count)
Tertiary: Kill enemy HQ

Opponent 1 - Alex S
Mephiston
2x Priest
5 Assault termies
- Land Raider Redeemer, extra armour, multimelta
5 Assault termies
- Land Raider Redeemer, extra armour, multimelta
10 Assault marines, 2x melta, powerfist
10 Assault marines, 2x melta, powerfist


The pairings are called, and I walk over to my table to be confronted by my mirror image on a horrible table for my army in this mission. A river ran right through the entire table at the middle, and we kind of had to move to the other side in this mission. Why can't land raiders get dozerblades? Luckily, that also means that it is a horrible table for my opponent
- It was hinted later that it was not a coincidence that we were matched in the first game, apparently, the organizers thought we had "powergaming" lists or something. If that was true, then it was a silly move by the organizers, if they really wanted to feth us both over, then they should have thrown us both up against mech (d)eldar

I win the roll to go first and take it. I want the chance to immobilize those raiders or at least grab the initiative.



Deployment was like the army lists, pretty much a mirror image. We both put all assault marines in deepstrike and I also outflanked the scouts.

Early Game:
I didn't dare to cross the river in my first turn, if I rolled up a 1, I would loose the initiative right away, so I wanted my opponent to make the move. I just moved up to the river bank and fired away. I managed to immobilize the right redemeer. YES! 1-0 to me.
My opponent only moved meekly forward and smoked his raiders.

In turn 2, I got both assault squads from reserve. I combat squaded the large squad (I do this in every game, so I won't mention this again). One group dropped right in front of his mobile raider, another dropped in his DZ on the far left, aiming to survive to claim an objective later, and the last squad dropped on the other flank to threaten the right objective. I made a big mistake here, I should have given my "suicide" squad two meltas for double the chance at stopping his raider.
As I had now made my move, I had to cross the river. My redeemer punched it and forded the river successfully. The termies were playing a tight game of checkers in the redeemer, and decided to stay inside for a while. (You don't want to be the first guy out of your raider against rival assault termies) My shooting this turn was horribly ineffective.



In his turn, he got both of his assault squads. He combat squaded them smarter than me, with two meltas in two squads and the power fist in the other. The powerfist squads landed on the right, ready to double-team my single assault squad over there. The melta squads landed behind both of my raiders, you can see the result. My godhammer exploded, while my redeemer actually weathered two meltaguns and a multimelta in melta-range. Jeej! Unfortunatly, my opponent then remembered the multimelta on his immobilized raider. A 24" shot through heavy cover later, and my redeemer was a smoky wreck. Damn it!


Midgame:
I had been unhorsed, but all was not lost. My opponent had given me two of his four scoring units, and my forward assault termies were in a decent position. They moved as close as possible to his mobile redeemer, while the suicide assault squad jumped behind it. On my right flank, I withdrew the lone assault squad out of his charge range. My shooting fase was short, but effective. The suicide marines managed to explode the mobile redeemer.


As a result, I got the charge I wanted after all. I also charged his melta-squads with Mephiston and my other termies and wiped them out. The price fight between my priest+termies vs. his priest + termies didn't go as well as planned, there were a few casualities on both sides, and no clear resolution.

He retaliated by getting his other termies out to smash my suicide marines. His Mephiston (evil-mephiston from now on), went towards my left marines, while his two remaining troops jumped to my side of the river. In this turn, the termie on termie action goes hot, and my guys come out on top with two guys remaining.



Those two termies go straight for evil-mephiston, while mephiston takes down another of his assault squads. My right assault squad goes after his, and keep them in place, ready to get hit by Mephiston next turn. My scouts outflanked on the left and moved towards an objective. Evil-Mephiston killed my lightning claw termie, but took two wounds from my thunderhammer termie.

Late game:
His assault termies move towards mephiston while evil-mephiston killed of my heroic thunderhammer termie.

In the closing fases of the game, Mephiston wipes his last troop, denying him the primary, but then got clobbered by his assault termies, denying me tertiary. My remaining troops played T-rex and mouse with evil-Mephiston. My scouts got slain in turn 5, I still had the left assault marines on an objective, and a single assault marine going for another objective on the far right. After turn 5, I had a 16-4 lead. Unfortuately, I didn't manage to end the game there, and after turn 6, the score was 0-4. The game ended there instead, with a grand total of 7 models left on the field and both of us seemingly knocked out of the competition Stupid "no points for draw rules"



We both did some mistakes in this game. I did the silly combat-squads mistake while he pretty much handed me all his scoring units. (Mephiston killed 3/4 scoring units) It was bound to be a hard match for both of us, so the result wasn't that surprising, but it was kind of a bummer to loose 16 BP's because I didn't manage to roll a 1 or 2 to end the game.


Result: 0 - 4


Next game is a 750pts mission, look forward to even more wacky rules there




This message was edited 6 times. Last update was at 2011/03/23 20:23:59


   
Made in ca
Regular Dakkanaut



Canada

You should have had the two Mephistons fight it out. That would have been awkward and funny at the same time.

Good report, look forward to the next one.

My battle report thread:
Ars Scripta Batreps 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Allright, on to round 2

There were two 750 games thrown in between the 1750 games. The FOC was changed to the following:
HQ 1
Troops 1-4
Elites/Fast/Heavy 0-2

Game 2:
Deployment: Dawn of war without night fight
Special Rules: One non-vehicle unit can redeploy by deepstrike in the start of each movement fase (we both forgot this rule)
Primary: Seize ground
Secondary: Kill most expensive enemy psyker
Tertiary: Kill points

Well, with silly missions, silly pts level, silly special rules and silly FOC, this was pretty much only up to the match-up. If I ran into a list with assault termies etc, I would most likely loose. I had won a 750pts mini-tourney with the same rules right before this tourney though, so I knew my boring 750-list could handle most threats.

Opponent - Mikhail
Farseer, doom, guide, spear
10 Dire Avengers, bladestorm
- Wave serpent, scatter laser
5 Pathfinders
2x2 Warwalkers, scatter lasers


After looking at my opponent's list, I knew I would win this game. He had one S9 weapon, and that was all he had to handle my land raider. He didn't really have the tools to deal with Mephiston or the libby dread either. I think the biggest flaw of the list was the lack of runes of warding. Which eldar player leaves those at home? It made my work a lot easier, as Mephy and the libby could fly around and do their thing.



I deployed my raider at the 24" line and Mephiston behind it. He placed some pathfinders near an objective on the pyramid.



He had first turn and moved on his wave serpent and one unit of walkers behind the pyramid. The other walkers entered on the other flank. His pathfinders moved further back, out of Mephiston's reach. I moved Mephiston towards those pathfinders, and my libby dread entered and ran forward. My raider took some pot shots on the serpent, but I couldn't hurt it.

He didn't really have to many option, his far left warwalkers took some shots at the side-armour of the libby, something they continued to do ineffiently at every opportunity. He moved his serpent forward and took some shots at Mephiston to no avail. His rangers continued their retreat from Mephiston.
In return, my raider wrecked his serpent, let's go get those bonus points eh?



Here, my opponent made a huge mistake, he could have taken advantage of the mission rules and deep struck his avengers far away from Mephiston. Using the mission rules was the only way he could stop me from getting 20 pts. I believe he forgot about them though, I certainly did. Too many wacky rules to remember them all. Instead, he decided to bladestorm and then charge Mephiston.
He actually managed to put 12! wounds on Mephiston, without doom, but with guide. I was actually a bit nervous when I made my saves, envisioning hordes of ones, luckily, I only failed a single save.


That spelled game over for my opponent. Mephiston ripped the farseer apart and chased the avengers away. Then he stopped to scoop up the pathfinders before he charged the fleeing avengers again for the fun of it. My libby dread bashed the right war walkers, while my Land raider took care of the left ones.

Result: 20-0

@Lord of Nonsensical Crap: My original plan was to charge his Mephiston with mine IF I could make the charge near the priest so I would get I8 and hit first. Otherwise, it would be waaay to much of a gamble. As it turned out, both Mephistons had to be goal-keepers, keeping scoring units away from home objectives

   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Game 3:
Deployment: Pitched
Special rules: 6 objectives, 1-2 are real, 3-4 are fake, 5-6 explode and do d6 wounds. Non-vehicle units can search an objective instead of shooting or assaulting. Units can pick up the real objectives and move with them, but cannot enter transports with objective
Primary: Control more of the real objectives
Secondary: Have more units in your opponent's DZ
Tertiary: Have more real objectives in your DZ at the end of the game

So, the missions keep getting worse This one is incredibly luck-dependent. If the real objectives are near the enemy, you can forget the tertiary mission, and for many armies, primary just got much more difficult.

Opponent - Stuart
CCS, straken, fleet officer, lots of other stuff
- Chimera
Primaris Psyker "Bob"
PCS, 4x flamer
- Chimera
5 Infantry squads with heavy/special weapons
Penal Legion
Banewolf
2x executioner, lascannons, plasma sponsons
Vanquisher, pask, lascannon
Collossus

Not a terribly effective list, that executioner unit is over 500pts! My opponent was very happy with that unit's performance, as he had played a deathwing army in the first game. I think he was looking forward to placing 10 plasma cannon blasts on my termies too, but then he would have to crack open my raiders first. He only had two units that could threaten my raiders, so he would have to get lucky to stop me before I pummeled his lines.



I won the roll to go first, meaning my opponent would have exactly one turn to stop my raiders. I deployed both raiders sideways on the 12" line. Mephiston was also on the 12" line, while my scouts were spread out to be able to check two objectives. My assault marines were in deepstrike. In return, he lined up all his heavy hitters on his baseline with a human screen. The collossus was placed on the extreme left, while he for some reason placed the banewolf on the extreme right with the PCS. Why he wanted to take one of his two options for stopping my raiders out of the game is beyond my reasoning, but I didn't mind.



Early game:
I pivot both raiders and drive 12" straight towards his mass of troops and tanks and pop smoke. Mephiston goes to the right to handle the PCS and banewolf. The scouts figured out that camo-cloaks didn't work against a collossus and hid under the roof instead.



In return, my opponent did a gigantic mistake. As you can see from the pictures, he did have a decent human wall infront of his damage dealers. It could have been better, but it was suffient to delay me for a turn and for forcing one termie squad to disembark in front of the executioners. For some reason, my opponent decided to move his infantry a bit around, and he managed to create a land raider sized gap, right in front of his very valuable tanks. He then got his chance to do his damage. Pask of course managed to roll a 1 on the main gun, and the lascannon bounced off my armour. The executioner lascannons also failed. He also checked an objective with his PCS and promptly blew 3 of his own guys up. Another objective on his side turned out to be fake. This game was already looking up for me.

In my turn 2, I got in my reserves. One squad, this time with two meltaguns, dropped down beside his collossus. The others dropped more conservatively near objective markers. Since the possibility to blow up my own troops was present, I didn't dare to play rough with my troops.


My redeemer drove into the hole in his lines, and my termies got in position for the multi-charge of the century. Mephiston flew up to take out the PCS. My last termie squad stayed in their raider as the only target was an infantry squad. My 2x melta assault squad somehow managed to only immobilize the collossus - great! Lucikly, I had made sure to spread the other troops to maximum coherency. Mephiston did naughty stuff to the two remaining PCS guardsmen, while my termies got to execute their giant charge against:
Vanquisher
CCS chimera
Executioner squadron
Infantry squad



I actually rolled pretty poorly with my termies, but it didn't really matter. Pask exploded, one executioner exploded, the other was shaken and weapon destroyed. The CCS chimera was stunned and the infantry squad evaporated. The vehicle explosion killed another 6-ish guardsmen from surrounding squads, and another infantry squad legged it off the table as a result.

That's how it looks when you drag down 800-ish pts on one charge

My opponent's options were now severly limited. Straken and buddies got out of the chimera and fired and charged my termies. Straken actually punched out 3 termies before being dragged down. His collossus fired at one of my squads and killed three guys. The two remaining were taken down by the PCS chimera and the banewolf.

Mid-game:

My 2x melta marines tried their luck at the collossus again, this time they actually managed to blow the thing up. My godhammer termies went outside to finish the executioner, but somehow totally fluffed and only ripped off another weapon and immobilize the thing. Get ready for a plasma cannon to the face guys. On the far right, mephiston and an assault squad went after the banewolf and took it out. I managed to find both of the real objectives on my side of the table after blowing up a couple of my scouts to a rigged objective.


My opponent got his knife-fighting penal legion in to take care of my few remaining fluffmarines on the left flank. The CCS chimera punched the gass and went forward to threaten my scouts. The surviving executioner got it's one plasma blast, and it scattered off to nowhere. My termie squad with a priest however, decided that enough was enough and the remaining guys died to lasgun fire, leaving just the priest alive. In the penal legion brawl, my marines killed three penal legion and he didn't get in a single wound. With stubborn, he stuck around. My termies in base contact with the executioner only managed to stun it, even with auto-hits. AV11 rear is actually pretty decent.

Late game:

I went into clean-up mode. Both land raiders moved to get all guns firing against the CCS chimera. Mephiston took out the PCS chimera with his plasma pistol, while my remaining termies slaughtered another infantry squad. Somehow, the CCS chimera survived 2x multimelta, 1 assault cannon, 1 heavy bolter and 2x lascannons in the side armour with only an immobilized result. Well.. good enough, at least it can't heavy flamer my scouts in turn 5. The fluffmarines on the left flank went back to normal, failed to kill anybody and got dragged under the kilts. Deserving fate for such guys. I also pulled the two objectives into my DZ, securing a 20-0 win.


He couldn't change the result anymore, so he just gunned down my lone priest and ran his penal legion towards my termies. In my last turn, I took out the CCS chimera and the executioner.

I think this was a rough match-up for my opponent from the get-go. When I got first turn too, I was pretty certain that I would at least get 16 points, barring extreme bad luck (getting seized and loosing both raiders turn 1). My opponent making a couple of huge mistakes during the game made life even easier. This was a match were I was having horrible luck, I needed tons of pens to actually kill tanks etc, but it just didn't matter when I was handed that charge in turn 2.

Result: 20-0


Bonus for you guys - A better picture of my opponent's very cool Pretorian army


And of my round 1 opponent's well-painted BA army:

- My army in the background











   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

Great games so far, looking forward to the rest! I love that guys praetorians in kilts! His whole army looks great.

Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in au
Regular Dakkanaut




great games, pics and reports illumini.

just one thing though; im not sure about rules regarding your models being 1inch away from your oponents. correct me if im wrong but i dont think you could have assulted all of those tanks in game 3 because they appear to be within the 1inch boundry of this IPS's. let me know if im crazy though.
   
Made in us
Badass "Sister Sin"






Camas, WA

I was thinking the same thing, not sure how he got that assault off. Great report though.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Been Around the Block






Great report so far looking forward to the rest

My 40k online real estate with a dose of 40k 101
The Emperor's Codex

 
   
Made in us
Regular Dakkanaut




lol i had too double tap on the two pictures of the assault. How did you manage to go threw the guards in front of the tanks?

Zombie and modern miniature gaming http://commissar80.blogspot.com/ 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Game 4
Deployment: Dawn of War
Special rules: Non-vehicle units can check terrain features at the end of their move, on a 5-6, that terrain piece becomes the objective
Primary: Control the terrain piece
Secondary: Control your spy marker (objective you place in opponent DZ)
Tertiary: Immobilize or destroy more enemy vehicles or MC's

Opponent - Hans C
Marneus Calgar
5 Assault termies
- Land Raider Redeemer, multimelta, extra armour
5 Assault termies
- Land Raider, extra armour
10 Sniper scouts, camo cloaks
10 Tacticals, melta, multimelta, meltabomb, combi-melta
- Drop Pod
10 Tacticals, missile launcher, melta, powerfist, combi-melta
- Drop Pod

So, as day 2 begins, I have actually clawed my way back into the upper half of the tourney. The guy with the most BP's after round 3 had 48 to my 40 pts. Maybe it's not all lost just yet. After all, I've already scored the tertiary mission just because of our lists, as he has two vehicles that already are immobilized
My opponent for the first game of day 2 is one of the guys from my gaming club, with another mirror-image-ish list. I'll certainly become proficient in fighting assault termies after this tourney at least
We both placed our spymodels on the right flank, both were very close to the 24" line.

Early Game:
I have playtested this mission a couple of times, and in every single game, the guy that got first turn won the game. If you got first turn, you could check all the terrain in your half as your units came in, and then just bunker up around the objective terrain. It's a poorly designed mission. As we both knew this, the roll to go first was even more tense than usual. We rolled up two ties and then on the third roll, he rolled a 2 and I managed a 3. Jeej! Now I just had to not get siezed. This guy had a 100% sieze rate against me before this game (for real), so I was a bit nervous... but it came up a 5!

Now I was feeling really confident, according to all our test games, I would get primary because I got first turn. 14-0 to me already before the game started. I rolled on with one unit and checked my preferred terrain. Nothing. That's fine, I'll check the next one. Nothing. Fine, I'll take the last one then... nothing. Damn it. Because I didn't manage to roll a 5-6, I had given my opponent the objective in his zone, and now my army was spread over the entire table.



Luckily, my opponent didn't capitulize on my misfortune. He spread out his forces, pretty much mirroring my deployment. The redeemer with Calgar rolled up against mine, his godhammer rolled in straight across mine, a tactical squad combat squadded to search to terrain pieces and his scouts went into the last. Then he searched and found the objective in the bottom right corner. As his forces were now as wide-spread as mine, instead of bunkered around his objective, I still stood a chance to get primary.



In my second turn, I got my big assault squad from reserve. One squad with 2x melta dropped right in front of his Redeemer with calgar+buddies. The other dropped out of calgar's assault range, but ready to go after his scouts that were hugging the objective. Let's hope these guys wanted to redeem themselves from last game's total failure. My own redeemer pushed forward to get my termies in position to charge Calgar's crew next turn. Mephiston followed behind it. My godhammer, stuck far from the action in the upper left corner was blocked by a single tree. I didn't dare to drive through it, so I had to go the long way around. Foiled by a tree! My scouts and the small assault squad both moved as fast as possible towards the right flank.


My melta-marines decided to be heroes this game and blew up his redeemer. He even lost a stormshield termie to the explosion My godhammer shook his godhammer.

In his turn, he got his pod full of melta-marines in. He wanted them close to my redeemer, but a long scatter saw them end up in the objective terrain, barely within 12" and certainly not within melta-range. My opponent was very unsure about what he should do with Calgar+buddies. In the end, he decided that he couldn't avoid my charge next turn and settled for eating the melta-squad. His godhammer (evil-godhammer) rolled up next to mine, and his godhammer termies came out to hopefully punch godhammer termies, or if all else fails, at least mess up the paint-job on my godhammer.

His newly arrived tactical marines managed a 12" meltashot. And what would you know, they immobilized my redeemer. Those out-of-melta-range shots are dangerous business He didn't manage to do anything to my godhammer with either his evil-godhammer or with his termie assault, but Calgar and friends ripped the melta-marines apart. Luckily, he got a short massacre move, so he didn't get away from my redeemer termies.

Mid-game:



Allright, I've got him in a decent position now. My redeemer termies get ready to assault Calgar + a combat squad of marines. Mephiston get's ready to join them, but manages to perils and on a 12, so no flight for him. That might leave him out of assault range :(
One assault squad get's in position to fight the same combat squad of marines as the termies. The godhammer tank shocks right through my opponent's termies. No point in fighting way down there. Everything that is able fires into Calgar+friends, downing another termie.


Then comes the big charge. The termies go in first, managing to multi-charge the termies + the combat squad. (the picture is taken after casualities and pile-in moves). The assault squad joins in against the combat squad. Mephiston tries the charge. Turns out he is 6,1" away from Calgar, so he has to sit this one out. This was actually a good thing, as Mephiston would probably have lost the fight against Calgar. I manage to drag down 3 tactical marines and one termie, while he only manages to punch out one of my termies. He chooses to flee with the tacticals and stay with Calgar. The tacticals don't run far enough to regroup next turn.

In his third turn, he realized that my Godhammer termies won't stay and play, so he loads up his own termies and drives up right behind me. My godhammer block his passage however, so he doesn't get far. The running tactical marines fall back off the table. His tactical units move towards the action as best they can, with one squad getting 2x melta within 6" of my godhammer. His scouts fire at Mephiston and he takes another wound. His tactical marines manage to immobilize my Godhammer.
The terminator fight continues, I drag down his termies, leaving only Calgar in combat on his side. He takes out a few of my assault marines and my priest. My termies make their morale check, while my single surviving assault marine bolts. Good idea, let Calgar struggle with my 3++ saves.

Late Game:


As both of his deathstars have been neutralized, I take advantage of the situation. Mephiston jumps in and takes on the scouts. My 5-man assault squad goes after his tactical on the objective, while my single surviving sergeant from the Calgar fight and the scouts move to take control over the secondary objective. My godhammer termies get out and start running towards the real action. My godhammer manages to wreck the evil-Godhammer.

Calgar now starts to take some wounds, and he totally fluffs on his own attacks, not managing to down a single of my termies.

My opponent has now lost all control over this game. Two scoring units are locked in loosing combats on the objective, his godhammer termies and a tactical squad are stuck 60" away from the real action and Calgar is quickly running out of wounds. He has one combat squad to move, and he moves them to rapidfire my godhammer termies. Mephiston wipes the scouts, my assault marines wipe his tactical squad on the objective and my termies kill Calgar.


In my turn 5, I make sure I will get all 20 pts. My scouts hold the secondary, all of my surviving assault marines hold the primary, and I blow up both drop pods and kill the missile launcher tacticals with my godhammer termies.


All of my opponent's surviving forces are stuck way down on the left flank. The game is really over at this point, but we continue a few more turns, fighting our godhammer termies against each other and even doing a HQ-fight after the game. Mephiston won, but only with one wound remaining

My opponent gave me the initiative when he instead of first searching for the objective and then bunkering up around it, he simply decided to mirror my deployment. As I was much more mobile, and as I managed to take out his mobility first, this made the game much easier for me. Fighting 10 assault termies + Calgar all at the same place is much more difficult and more dependent on luck than fighting only 5+Calgar. I didn't even need Mephiston, as I had more luck than my opponent in that crucial combat. Of course, it also helped that I took out two guys before the assault happened.

Result: 20-0


Thanks for the comments guys. As for the multicharge in game 3, the pictures are misleading. One is before he opened a land raider-sized hole in his human shield (before his turn 1), while the next picture is after reaction-moves have been made. (right before blows are struck in my 2nd turn assault fase). The infantry squad was actually fully with-in the wood, and my priest was the only one to make contact with one of them before reaction moves. Sry for the misleading pictures

This message was edited 2 times. Last update was at 2011/03/23 20:28:11


   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, I was looking at this as before:


and this as after:


It was silly of him, either way. Just looked a little tight to get between the tanks and the guys in the first picture with a 40mm base and keeping 1" away the whole time.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Regular Dakkanaut




i thought perhaps the landraider shot up the guardmen in front but just forgot too remove the casualty. Dakkadakka!!!!

Zombie and modern miniature gaming http://commissar80.blogspot.com/ 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

If you look closely, you can see that he also moved the right squad forward and to the right. I believe he moved to be able to check objectives. A silly desision of course. No need in checking the objectives when 10 assault termies are barreling down on your position. The likelyhood of actually holding those objectives for at least 4 more turns is kind of slim

   
 
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