Switch Theme:

VonWar Magnificent 7, Rounds 1,2 & 3  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Long-Range Land Speeder Pilot





Bristol

I attended a tournament last weekend, called magnificent 7 hosted by VonWar (http://vonwar.blogspot.com/). It was an immensely enjoyable, the armies were only 600pts but it was very heavily restricted (I believe it's called 40k in 40 minutes but I could be wrong) restricted FOC, no 2+ saves, only vehicles with a total armour of 33 or less (front+side+rear), no more than 2 of the same vehicle and only 3 vehicles. It really forced you to think about what to take, then on top of that all the missions were massively non-standard meaning you had to think about the games and didn't auto-win if you tabled your opponent. I'm going to try and produce reports on all 7 games depending on how much free time I get. Anyway I hope you enjoy.

My army was,
Sanguinary Priest (w/Power Weapon)
Assault Squad (w/Power Weapon, Infernus Pistol & Flamer)
Razorback (Twin-linked Assault Cannon)
Assault Squad (w/Power Weapon & Flamer)
Razorback (Twin-linked Assault Cannon)
2 Heavy Bolter Attack Bikes
Typhoon Speeder( TML + Heavy Bolter)

Mission 1
Pitched Battle. No infiltrators or Scout Moves.
Night-fighting turn 1, and on a 4+ turn 2. The mission was basically annihilation but with your opponents most expensive unit worth 3 KP and second most expensive worth 2KP rather than 1

Opponent Necrons
6 Wraiths (5 w/Whip Coils)
5 Immortals (Gauss Blasters)
5 Immortals (Tesla Carbines)
10 Immortals (Gauss Blasters)


Necrons Turn 1. Wraiths jump forward into the trees in the middle. The big immortal squad marches forward, while the tesla squad moves into terrain. Shooting he runs everything to get into a better position.
Blood Angels Turn 1. Everything basically shifted backwards to stay out of range of the wraiths and opened fire (well those that could see).

Necron Turn 2. Night-fighting stops, the tesla Immortals continue to move through terrain, the 10 man immortal continue the march forward. The wraiths jump forward again. The wraiths run forward, the tesla squad try to open up on the razorback but are out of range due to having moved (rapid fire), the big immortal squad shoots at the same target (I think they might shake it).
Blood Angels Turn 2. I shift everything into the back left corner with the attack bikes on top of the hill, the razorbacks flanking the attack bikes and fire everything at the wraiths (who after this are down to 3, including the one without a whip coil). The razorback pops smoke.

Necrons Turn 3. The big squad of immortals continues forward. The wraiths move up to the hill. Again both squads of immortals shoot at the razorback but no results (I think I passed my cover shakes). The wraiths assault the attack bikes but only manage to kill one due to feel no pain from the Sanguinary priest. The bike is also fearless (rolled a 1 for red thirst) so the wraiths and bikes remain locked.



Blood Angels Turn 3. Everyone piles out of the razorbacks determined to save their biker brother-in-arms. The Typhoon and Razorbacks successfully wipe out the tesla immortal squad. The sanguinary priest and assault marines charge into the wraiths. I discovered something interesting here. My opponent told me whip coils reduced anyone in base contact to initiative 1 so after piling my marines in he informed me and those in the second row and in contact with the wraith without a whip coil got to strike first. Thanks to furious charge I butcher 2 of the wraiths, he then chooses to direct his attacks against the remaining attack bike but whiffs/fails to beat my armour (thank you feel no pain!) The rest of the attacks wipe out the remaining wraith. The bike consolidates backwards the marines forward.

Necrons Turn 4. I'm not actually sure what my opponent did this turn, I think he may have shot the assault marines or the razorback but no results of consequence.
Blood Angels Turn 4. The razorbacks and typhoon shoot the 5 man immortal squad in the top right corner (I think I wipe them out), the marines, priest and bike shoot then charge the big immortal squad before running them down in assault (sweeping advance).

Blood Angels Win. Apologies to my opponent if I have misremembered any of the details from Saturday (there were a lot of games), but this is accurate as best I can remember. I think my opponent was abit unlucky with his dice (he kept failing the 3+ on his wraiths) and I don't think he got any 6's over 2 turns of shooting, but I guess equally I was making him take a lot of saves from all the dakka. I hope the picture isn't too appalling for people, I'll try to bring a camera next time.

This message was edited 2 times. Last update was at 2012/02/01 17:14:05


Armies: Crimson Fists, Orks, Eldar 
   
Made in gb
Blood-Raging Khorne Berserker





London

Good report, good win

I look forward to reading the rest

Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

Mission 2

Space Wolves
3 Wolf Guard (PF & Combi-Melta, Bike & Wolf Claw)
8 Grey Hunters (Melta, Banner, Mark of Wulfen)
7 Grey Hunters (Melta, Mark of Wulfen)
Rhino
4 Swift Claw Bikers (w/PF) & a MM Attack Bike

Deployment was spearhead. In this game scoring units could earn 'prospecting points' providing you were outside your original quarter and the unit did nothing in the shooting or assault phase. One unit per quarter could prospect (1 point per quarter), +1 point if the unit was in your opponents deployment quarter and +1 for every 5 bodies able to prospect (rounded down) you then added d3 to this number which you were awarded in your assault phase. There were also 3 Jewels which you could 'burn' if you had a unit near them to give a unit an extra d6 movement for free in the movement phase.



Space Wolves Turn 1. The grey hunters at the top of the board burnt the jewel they were sitting on, which catapulted them nicely into the area terrain in the other quarter. The other grey hunter squad surged forward and the rhino swung in front of them to provide blocking/a cover save. The Swift Claws drove forward and shot at my poor attack bikes, instant-killing one with the Multi-Melta, the other passed its armour saves, my remaining bike passed morale. Both grey hunter squads prospected (but he rolled a 2) earning him 4 points.

Blood Angels Turn 1. Both razorbacks drove to the left and disembarked both assault squads (not the priest), the typhoon and attack bike both shifted backwards and to the right. Everything fired on his bikes, he floated a rending hit on the attack bike and after all my shooting he had the attack bike and wolf guard left (which passed morale). Here I cocked up, I forgot only one squad per quarter could prospect (something my opponent was quick to remind me), and sadly I rolled a 1, earning 2 points.



Space Wolves Turn 2. He moved the remaining bikes up and wrecked my speeder with a shot from the Multi-Melta, I think he also managed to kill a marine with the storm bolter from the rhino, nothing else moved. He prospected again and rolled a 5, (Marvellous!) earning him 6 points this round.

Blood angels Turn 2. The priest disembarks from the front razorback and moves towards the remaining bikes, as does my remaining attack bike. The 4 man assault squad embark on the razorback and both razorbacks drive forward 12". Shooting from the razorbacks sees me kill 4/5 grey hunters, he also picks off the grey hunters out of coherency to try and gain a cover save in subsequent. The grey hunters then fail moral (yay!) and proceed to fall back. The attack bike and priest assault the attack bike and wolf guard (the bikes pass leadership for counter-attack),I kill the attack bike with power weapon attacks from the priest and he passes his armour save on the wolf guard, he opts to re-roll wounds with the wolf-guard and then fails to get any hits. The wolf guard then fails morale and falls back 11" (note, I don't remember rolling off to see if I caught him definitely need to remember in future). The 5 man assault squad prospects and I roll ..... 1, earning me another 2 points.



Space Wolves Turn 3. The Grey hunters on the left continue to fall bike, the wolf guard biker automatically regroups and comes charging back for round 2 with the priest. The rhino charges forward to harass the assault squad left behind. No wounds from shooting and the wolf guard charges my poor priest. He opts to re-roll to hits given his previous round and hits with all 3 attacks first time then rolls a 2,4 and 6, my priest striking at the same time also lands 3 hits then a 5 to wound so they're both removed from the board. He prospects with his remaining grey hunters and rolls another 6, earning him another 4 points.

Blood Angels turn 3. So things aren't looking great here, I'm well on my way to tabling him but he's still winning 14 to 4. The razorback with the 4 man assault squad charges into my opponents quarter disgorging them. The other razorback moves up into my original quarter and both razorbacks and the attack bike open fire on the remaining grey hunters killing 4 of them, they manage to pass morale and my assault squads prospect (I roll a 4), earning me another 4 points.



Space Wolves Turn 4. The broken grey Hunters continue to flee towards the edge of the table, their rhino manages to immobilize itself on the crater it had driven into to harass my assault squad, the storm bolter fails to wound the assault squad. He rolls for prospecting and gets a...... 5(!@!?!), earning him a further 3 points.

Blood Angels Turn 4. The Razorbacks and Attack Bike both shoot at the remaining grey hunters and wipe them out. Prospecting I roll a 4, meaning I earn another 4 points. Meaning my opponent is winning 17 to 12 at this point.

Space Wolves Turn 5. The grey hunters, finally manage to reach their table edge and are removed. The rhino shoots at assault squad again but again no wounds.

Blood Angels Turn 5. The Razorbacks open up on the rhino, exploding it. I prospect and roll another 1, earning me another 3 points :-(

Fortunately the game doesn't end on turn 5, and I roll a 4 earning 4 more points and taking the game. This game was very close, I was dreading facing either orks or blob guard in this mission as I wouldn't stand a chance due to the sheer number of bodies they can pack. As it was I think I got very lucky with my opponents grey hunters being out of coherency and failing morale. I also should have put the other razorback on the other side of my quarter, major mistake forgetting only one unit per quarter can prospect.






Armies: Crimson Fists, Orks, Eldar 
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

Mission 3
Dawn of war style, but with no night-fighting, all troops choices must be deployed on the board and 18" away from the central objective. At the end of your turn you gain 1 loot point per (non-vehicle unit) within 3" of the objective.
Opponent Imperial Guard
Platoon Command Squad
2 Infantry Squads
Heavy Weapons (3 Mortars)
Platoon Command Squad (4 melta-guns)
2 Infantry Squads(w/flamer)
2 Heavy Weapons (3 Mortars)
2 Sentinels (w/Lascannons)
I really enjoyed this game, my opponent was very friendly and kindly explained how the mortars work, he said his normal list ran with psyker battle squads which couple -4 ld, with the -1 ld from the mortars resulting in pinning a lot of the time, something that sounds very effective against infantry.

I deployed both razorbacks with the assault squads on the board, sideways onto the 18" bubble. He decided to outflank his sentinels and grouped the infantry squads together. Placing the mortar teams in the back corners and the rest of the infantry just outside the 18" bubble with the platoon command squads behind.



Blood Angels Turn 1. The Sanguinary priest hops into the left hand razorback, both razorbacks charge forward and disgorge the assault squads (I'm not sure I'm allowed to do this as you cannot embark and disembark on the same turn, and the priest would be joining the unit, but my opponent said it was fine as long as the priest didn't disembark). The Bikes turbo-boost onto the objective between the assault squads and the typhoon charges forward 12" unleashing heavy bolter and frags on the right hand combined infantry squad killing a few (they pass morale I think). The left hand razorback scores 3 wounds on the mortar teams on the left, he saves one with the 5+ cover from the fence but the other 2 are insta-killed (they pass morale). The right hand razorback tries to shoot at mortar squads in the right hand corner but is out of range. I earn 3 points for both assault squads and the attack bikes.
Imperial Guard Turn 1. Both infantry squads move up with the platoon commands squads following. The right hand infantry squad climb onto the archway. He then issues First Rank Fire! Second Rank Fire! but my assault marines are out of range. I think he uses Move! Move! Move! on the other squad. He fires all the mortars at my clustered marines and scores a number of hits on the attack bikes and assault marines but most of the templates scatter. I pass all my armour/feel no pain saves.



Blood Angels Turn 2. The priest disembarks. Both Razorbacks charge forward round the sides of the objective. The Bikes move over to the entrenched infantry squad on the archway, the priest and assault marines shuffle round the objective and the typhoon zips forward another 12". The typhoon unloads on the melta platoon command squad with frags and heavy bolter killing all but one (who fails morale). The razorbacks both shoot at the approaching infantry squad (who pass morale) and the attack bikes shoot then charge into the ground level infantry. I think I kill one or two in assault, but the squad passes morale in both cases. I earn 2 more points for both assault squads again.
Imperial Guard 2. He rolls for his sentinels and they arrive on the left. I advise him to come on below the statue/hill so he can shoot at the rear armour rather than side armour of the razorback and potentially get a cover save from any return fire. He then promptly explodes the razorback. The fleeing melta guy blows off the other razorback's assault cannons (he was going to remove him outright when he failed morale, but I said not to, as he could try a pot shot at the razorback, dammit!). The mortars kill a couple of marines and the squad with the priest fail morale (so are pinned). The attack bikes kill another guardsmen, but again they pass morale. He earns 1 point for the infantry squad.



Blood Angels Turn 3. My assault cannon-less razorback tank shocks through both the infantry squad and the platoon command squad both of whom fail morale and fall back. The Typhoon moves up and unloads on the back mortar squad (reflecting back I should of used krak missiles for their instant death qualities but oh well), I kill one and put a wound on another (they pass morale). I get greedy at this point and shoot and assault the fleeing infantry squad hoping to wipe them out (I think I'd lost the flamer from this group so only 3 marines). Sadly instead the infantry squad regroup and proceed to punch out the 3 marines that assaulted them killing all 3 of them. They then consolidate towards the objective. The attack bikes kill another guardsmen, but they pass morale. No points for me this round.
Imperial Guard Turn 3. The infantry squad moves up and everything in his army fires upon the sanguinary priest and the assault marines. Fortunately both lascannons miss, and a combination of most of the blasts scattering, armour saves and feel no pain mean I don't have to take another pinning check. The attack bikes kill another guardsmen I think (they stay locked regardless), he earns a point for his infantry squad.



Blood Angels Turn 4. The Sanguinary Priest and his squad move up towards the infantry squad. The typhoon fires on the larger remaining squad of mortars (again why didn't I think of krak missiles). The typhoons puts a couple of wounds on the mortar teams (who pass morale), the priest and remaining assault marines shoot and assault the infantry squad wiping them out. The attack bikes kill another guardsmen and finally run them down with sweeping advance. Both consolidate towards the objective though the attack bikes are out of range, earning me another point.
Imperial Guard Turn 4. The sentinels open up on the assault squad again, fortunately I pass my cover save, and feel no pain/armour saves protect me from the mortars.



We have to call the game here due to time, as I said I really enjoyed this game, I couldn't believe it when the guardsmen re-grouped and killed my marines though. Lessons learnt don't assault fleeing units that otherwise would of run off the board. So far I've managed 3 wins so feeling pretty please with myself, unfortunately this is before everything goes horribly wrong/I completely forget about tactics/playing to the mission.





Armies: Crimson Fists, Orks, Eldar 
   
Made in gb
Blood-Raging Khorne Berserker





London

Shame it got called due to time!

Looks like the guard player couldn't do much to touch you as mortars and lasguns just plink off your fnp! All those meltas on the command squad must've really hurt!

Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in ca
Guardsman with Flashlight



The Cadian Gate

Those missions are really different, did they give out copies of the missions to practice with before hand?

Tyranids, we do psychic powers... better.

W/L/D [6th ed]
I.G. 4/-/-
Nidz 22/1/4 [Sept,22,2012: 1st loss of 6th ed]
 
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

lunarman wrote:Shame it got called due to time!

Looks like the guard player couldn't do much to touch you as mortars and lasguns just plink off your fnp! All those meltas on the command squad must've really hurt!


Ha ha, FNP and a 3+ save really is disgusting in 600pts. On that note there were quite a few chaos players at the tournament and I believe most of them were packing plague marines. He did manage to kill a couple of marines with the mortars (simply through attrition). The melta squad didn't get to do anything though, first turn they were out of range, second turn the typhoon decimated then so they only got one shot (which blew off an assault cannon).

Killbot3.0 wrote:Those missions are really different, did they give out copies of the missions to practice with before hand?


Yes they are, they were really fun though definitely made a big difference in terms of having to think about the mission. We were emailed the original scenarios before christmas then the updated/final ones roughly 2 weeks before the event. I managed to try out the first couple of missions, but forgot to print off the updated scenarios and didn't get to play the later ones so was winging it abit tactics wise.

Armies: Crimson Fists, Orks, Eldar 
   
 
Forum Index » 40K Battle Reports
Go to: