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Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

The recent conflict between the doom eagles and Kelyran 3rd did not go well for the Kelryan 3rd. As the imperial advance faltered they began a fighting withdrawal to their strong point on the barren waste of a planet. The Doom Eagles pressed the advantage and perused, clashing with the Imperial Rear Guard as each force attempted to bloody and demoralize the other.

Lt Colonel Rhane surveyed the field behind them, the medic and supply trains were taking too long, their progress slow in the half frozen earth of the canyon.

At the entrance Rhane could see the vanguard of the Doom Eagles, jump infantry moving into position to harass the wounded. While their number was not large it was troubling. Rhanes forces were already beligured, the majority of his armour in the vanguard, only a squadron and foot slogging detachment of Ogryns were lumbering along in position to defend.

As Rhane contemplated his options the presence of a chapter banner appeared among the SM, and it became apparent that in this retreat Rhane could see hope. He grabbed at the comm unit in the Chimera "Commissar Lesaren, come about and slow the legions advance, maximum fire to slow their progress, hold for reinforcements. Should the opportunity present itself, engage and eliminate. Order bayonets. And Commissar, bring the Orgryn, let them smash something for once, armor will be inbound."

The plan was risky, but it would have to do. Rhane ordered a hault as his body guard moved to position themselves right in harms way. "We will bleed them here, and break their advance."


Doom Eagle List (copied from a PM sent to me by deathshead420)
DoomEagles (1500pts)
1500pt Space Marines 5th Ed (2008) Roster

Selections:

* HQ (310pts)

* Captain
Melta Bombs (, Plasma Pistol , Power Armour, Power Weapon

* Chapter Master Pedro Kantor (175pts)

* Elites (700pts)

* Dreadnought
Multi-Melta
* Dreadnought Close Combat Weapon
Storm Bolter

* Sternguard Veteran Squad
* Space Marine Sergeant
Bolt Pistol, Combi-Melta
* Veteran
Boltgun
* Veteran
Boltgun
* Veteran
Boltgun
* Veteran
Combi-Plasma

* Terminator Squad (460pts)
Cyclone Missile Launcher (30pts), Cyclone Missile Launcher (30pts),
Terminator Sergeant (40pts)
* Terminator x9

*
* Troops (370pts)

* Tactical Squad
Flamer, Missile Launcher, 9x Space Marine
* Space Marine Sergeant
Boltgun, Power Fist

* Tactical Squad (175pts)
Flamer, Missile Launcher, 9x Space Marine
* Space Marine Sergeant
Bolt Pistol, Boltgun, Melta Bombs

* Fast Attack (120pts)

* Assault Squad
Plasma Pistol , 4x Space Marine
* Space Marine Sergeant
Bolt Pistol, Chainsword, Combat Shield







IG: (not ment to be competative)
HQ:
CCS - Strikehand, 4 plasma guns, chimera

Elite:
Stormtroopers w/2 melta
Ogryn - +2 ogryn (total of 5)

Troop:
PCS w/4 flamers
3 IS, w/commissar, 4 PW, 3 GL
HWS w/2 LC, 1 AC

Veteran Squad w/3 PG

FA:
Vendetta

HS:
LR Demolisher - Hull Heavy Flamer
Basilisk

Around 1500pts







The Board was set up to act with 4 large areas of impassable terrain which would block line of sight. The Board is as follows:



The Mission Rolled was Annihilation, with Dawn of War Deployment.
Doom Eagles won the roll and deployed first, Two tac squads (not combated) and the Chapter Master

IG deployed second, PCS deployed in cover, Chimera deployed in the middle of the board.



IG attempt to steal first turn and fail.


TURN 1
Marines:
The rest of the doom eagles walk on to the board, The assault and stern guard walk on with the tacs, the full 10 man terminator squad walks on the other side with a Captain.
Tac marines fire on the PCS, killing two.





IG: Everyone enters and Advances or Runs (I would like to point out that the board was 3in short each side so we subtracted 3" from entrance movement, it was rather difficult to fit everything entering with in only 3" of the edge and I made some bad deployments.) Poor Night Vision rolls prevent any of my units from seeing. Nothing else is accomplished.





Turn 2: Sun rises and Sh*t goes bad.

Marines: Termies and Dread Advance, Stearn Guard Advance.
Marines Fired their Orbital bombardment, and rolls a direct hit, destroying the basilisk main cannon and killing 4 veterans.
The dreadnought fires and misses the chimera, but the terminators manage to shake and immobilize it.
One tac squad fires on the PCS's remaining 3 troops and wipes them out for the first kill point.
The Second tac squad takes a single shot and wrecks the vendetta. For a second kill point.




IG Turn:
Things don't look good, the vendetta has crashed right into the line of sight of my HWS and has blocked any real exit from that corner of the board. The loss of the vendetta and Basalisk right off the bat has greatly reduced my anti armor and long range threat.

My stormies decide to chicken out and remain in reserve.
I advance with my blob and run with the Ogryns. I unload my CCS into cover. I advance my demolisher to get it out of the HWS line of sight.
The CCS unloads into the dreadnaugh, and despite re-rolls for bring it down I manage to burn and kill two of my own gunners, without doing any lasting damage to the dreadnought.
The demolisher opens up the big gun and wounds 3 termies, 2 make their 5+ saves, only one dies.
The blob fires and manages to score 8 wounds on the tacs, 3 of which fail.
The HWS fires on the termies and misses with all their shots.





ouch

Turn 3

Marines:
The tac and stern squads begin to position to create a firing line, attempting to use the injured squad as bait for my blob.
The termies and dreadnought continue to advance.
The assault squads jump to the middle of the board and run towards my commander
Tacs and stern guard fire on the ogryns and bring two of them down.
The terminators fire on the 3 surviving CCS members, and only succeed in killing the two plasma gunners, strikehand survives unharmed.





Ig:
Things have gone rather rough, but i decide to press the advance with my blob

My storm troopers arrive, i attem
pt to drop them behind the sternguard, and they scatter badly, I re-roll and scatter worse. Landing almost on top of a tac squad.
My commander moves towards the blog to issue orders, as my blob advances around the bait squad for a clear line of fire on both tac squads. The ogryns close with the bait tac squad
The blob gets FRFSRF and brings down 4 of the assault marines, the survivor runs from the fight. The stormtroopers fire point blank and only manage 2 kills. (both meltas missed)
The demolisher manages to take down three terminators, and the HWS continue their campaign of misses.
The ogrnys assault the tacs and kill 4, taking 1 wound. Combat remains locked.









Turn 4
The advance of termies and dreadnought continue, the sternguard and surviving assault marine fall back.
The dreadnought fires and destroys the immobilized chimera (kp 3), termies fail to pen the demolisher.
the tac marines fire on the stormtroopers and one survives, he is in turn killed by the collective fire from the sternguard. (kill point 4)
Combat ensues and the Ogryns slaughter the remaining tac marines for my first kill point. YAY.







Ig:
The Commander continues to move closer and hide close to the blob.
The blob advances to get as many in double pump range as possible.
The plasma vets move out of cover and take a firing position.
The blob fires on the sternguard with FRFSRF and kill 4, the survivor holds.
The plasma vets manage to bring down 2 termies as the demolisher misses wide.
The HWS continue to miss the broad side of a barn.
The ogrns assault the largest surviving tac squad and lock them in combat, killing 3 marines.





Turn 5
Marines:
The surviving termies and unharmed dread advance on the survivors
The assault marine jumps to the corner of the board and hides, the sternguard attempt to follow.
The dreadnought fires on and explodes the demolisher, the terminators first on and then assault the veterans to finish them off.
Combat with the ogryns continue, some marines continue to hang on.




Ig:
I'm behind by a bunch of KP, and i act as aggressive as I can to try to narrow the gap
I attempt a tank shock on the terminators with the remains of my basalisk, but as it is punched and destroyed by a power fist I give up yet another kill point.
My blob descends upon the Sternguard (with the Chapter master in their squad)
I order FRFSRF and manage an astounding 14 wounds on the two marines, saves are rolled and I barely manage to bring the chapter master and one remaining sternguard down adding two KPs to my 1.
The HWS fires again and again manages to miss with all their shots.
The ogryn assault fail to finish the remaining tacs off, denying the 4rth tie up point. I am now behind 5 - 3




me terminator, me punch tank in the face


Turn 6
We roll for T6 and the game ends. No turn 6.


Results:
Marines: 5
Ig: 3
Good Game.

Thoughts:
Mike has improved a lot already from our first game. While his list is still not competitive his actions and choices in game with deployment and target selection have show that he's ready for a challenge. I think next time we play I will still field a big more of a fun list but play more competitively.

Best Units
Marines: Tac missile launchers - one shot kills on my armor, enough said.
Ig: Ogryn. These dudes are usually rather pathetic, but the rocked the marines in combat this game.

Worst Units
Marines: Sternguard/Assault Marines honestly these guys are amazing under the right circumstances, but in this game all they really did was get torn apart by flashlights
Ig: HWS/Vendetta/Basilisk. The Vendetta just died, normally I wouldn't hold that against it, but it succeeded in blocking line of sight to my HWS, Demolisher and Plasma Vets. The Basilisk i cant be too mad at either, its gimmie KP was my fault for trying to Tank Shock terminators. HWS? well they fired for 4 turns on the terminators (2 LC in the squad, 1 AC) and never rolled a single hit the entire game.

Post Game
The guard are officially on the run. Will they be able to make a successful counter strike and break the advance of the marines?
I am building some Rough Riders and I hope they'll be ready for use in the next game.

Sargent! Bring me my brown pants!  
   
Made in us
Humorless Arbite




Outside the DarkTower, amongst the roses.

Love the sternguard vs Ogryn pic. The game where I learned to fear FRFSRF!

Edit- wow 100 views and not one comment, my table must really suck?
Feedback people, don't like the fluff in the beginning? Crappy models? Power armor's for grandpa's?

This message was edited 2 times. Last update was at 2011/07/27 00:46:55


Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss


 
   
Made in ca
Regular Dakkanaut



Canada


Post 2011/07/26 04:54:43 Subject: Doom Eagles vs. Imperial Guard - Falling Rhane
Love the sternguard vs Ogryn pic. The game where I learned to fear FRFSRF!

Edit- wow 100 views and not one comment, my table must really suck?
Feedback people, don't like the fluff in the beginning? Crappy models? Power armor's for grandpa's?


I actually like your reports.The armies are decently painted, and while the terrain is somewhat lacking, not all of us can afford huge collections of terrain. I enjoyed this report and the Doom Eagles vs Iron Warriors one, and I'm eager to see what you do next.

My battle report thread:
Ars Scripta Batreps 
   
Made in ca
Regular Dakkanaut





Nice battle overall, but not a fan of the terrain (the two middle boxes where really separating the table in two...

Now that you both have nicely painted models, you need to work on some fancy terrain building, hehe.

Comment on the deep strike, they can not land within 1" of the enemy troops, and should have suffered a mishap.
   
Made in us
Fresh-Faced New User





Nice job Mike. Orks will be there next month be ready.
   
Made in us
Humorless Arbite




Outside the DarkTower, amongst the roses.

After the game officially ended we decided to play it out to see who would win.....he did with 1 comisar and 3 guardsman left.




Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss


 
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

Good ol Doom Eagle victory, i love it

"Decadence Unbound..."

10,000+


 
   
 
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