Sorry for the delay on this guys... a real busy last two days. I will definitely get it posted tonight as I am rounding off my to do list.
Without further delay I present round 2:
56th Mechanized vs
MSU + Henchman
GK
His army:
Librariran in terminator armor mastery level 2
Inquisitor coteaz
Elite:
5 purifiers
MC daemon hammer, 2 x,psycannon, 2x Halberd in rhino
5 purifiers
MC daemon hammer, 2 x,psycannon, 2x Halberd in rhino
Troops:
5 Strike Squad, psycannon in razorback with
TL Assault cannon psybolt ammunition
5 Strike Squad, psycannon in razorback with
TL Assault cannon psybolt ammunition
7 warror acolytes w/ 3x melta and 4x Storm bolter in chimera
ML/
HF
7 warror acolytes w/ 3x melta and 4x Storm bolter in chimera
ML/
HF
5 warrior acolytes in razorback with
TL HB and Psybolt ammunition
5 warrior acolytes in razorback with
TL HB and Psybolt ammunition
Heavy:
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Round 2: By this Axe I rule!
Missions:
Annihilation
Battlefield Control aka table quarters (Only takes one unit to contest any qrtr though)
Lead by Example: A player Achieves this mission objective by have a model from an
hq unit with 3" of the center of the board. Both players can achieve this mission
Deployment: Spearhead
Initiative goes to Grey Knights...
Pre Game analysis: This army is a heavy hitter. With the deployment being spearhead it will be hard to stay out of the 24" threat range of some of those weapons. Going second could really hurt in this one. Since I have like a 4 to 8% chance of stealing I think it best to reserve a little under half my force. This way I might be able to turn his flank and get into some of them table quarters in the later turns. I dont see me exactly pushing him back. I can already tell that this one is going to hurt.

Target priority is rifleman dreads and then mobility. I always like to have freedom of maneuvers on my side. Still those dam psychic pilots could give me hell throughout this one.
Deployment:
I placed all my vets in reserves along with my psyker battle squad and I chose to outflank the demo vets. It was the only way I could see me threatening his table quarters because he is going first and has in my opinion superior firepower. He could very easilly lock me up in my own deployment zone which would cost me the game. I scout move both vendetta's to gain cover and hopefully draw fire off of my main force.
He deploys his force on the front axis ready to move up and around both sides of the center building.
I roll to seize and get a 4.
GK Turn 1:
He moves up to the center with his purifiers in there ride and they turn sideways to provide cover for the vehicles behind them. He pops smoke in the process. His dreads preform as expected and fire there payload into the vendetta stunning the near one but I do well for cover and keep the other unaffected. The amount of firepower coming at me is daunting and I feel blessed that I survived the first turn without serious damage being taken.
IG Turn1:
The shaken Vendetta heads to the top right corner for another cover save. The unaffected vendetta sets up to take some shots at the enemy dreadnoughts. My demolisher(The Hammer) pushes up the center and waits for me to pop the rhino with the purifiers in it. After sustained shooting though including a manticore I shake a few vehicles and only manage to immobilize the purifiers ride but I do wreck one of his razorbacks advancing on the left flank. Its a partial victory because it now blocks the rest of the vehicles from advancing straight through the open terrain. However, with no real damage done to there firepower I am looking foward to his next round of shooting.
GK Turn 2:
Here comes the pain. He moves around the immobolized vehicle and pops smoke. Other vehicles run through the
DT with the ease of a skilled driver. As expected all vehicles with stun/shaken results pass their psychic test. Shooting see's my vendetta in the corner become shaken again and the other vendetta gets immobilized and is forced to land. He tries to repair his immobilized rhino but is unsuccessful. He takes a few pot shots at the hammer but its strong haul ignores it.
IG Turn 2:
I roll for reserves and my
PBS comes in. I move it onto the left flank to get a shot at his
hq's side armor. They are both in chimera's and that damn +1 to cover save is getting old fast. I hide the vehicle the best I can behind obstruction to get cover. The psykers aim for the inquisitor warband in the center. I once again move flat out to get a cover save with my vendetta. The pilot must feel like a glorified decoy. I fire into the front right psyback and it becomes stunned.

I shoot at one of his dreads in the back and get a weapon destroyed result. That at least takes some of the sting from his fire away.
Mid game analysis:

I cant seem to do any damage and have it stick. If I manage to hit in there his 3+ covers are keeping them alive. I really need to start doing some damage and fast. Those vendetta's will not be able to stay alive much longer given the torrent of fire they are under. It looks like the 56th are going home early this time unless I can pull off a miracle.
GK Turn 3:
Again he passed all fortitude test. He advances some more and the fire starts to come in rapid succession. My army isnt bullet proof and he begins to systematically eliminate my vehicles. The second vendetta takes a shot to the engine and is forced to make an emergency landing next to his wingman it also takes a stunned result. One of his dreadnoughts on the left flank swings around and blows up the
PBS ride. A few of them die in the explosion. Again he opens up on the hammer in the center of my lines but once again the armor ricochets all of his shots. The Hammer is the one thing in my army denying him the freedom to close in for the kill.
Analysis: If you were looking for a miracle.... that wasnt it.
IG Turn 3:
The game is a crap shoot now so myswell go all out. I get a vet squad from reserves and roll it in 12" and disembark intent on taking down the nearest razorback and the shrikes within. The hammer is standing by to drop the siege cannon on them as soon as I do. I go to roll

.

This game is beyond rough.
Abstract(If you dont like the fluff then skip): The noise on the battlefield is deafening but then the noise cease. As the Imperial lines go silent. The enemy continues to fire but no fire is being returned. Lord Commissar Bellick books it back to the command vehicle and walks into too see the young captain shell shocked starring blankly at the vox where an unknown guardsman is requesting orders. Both leaders are still a little shaken up from the near annihilation of the 56th in the Indy system. Another enemy round ricochets off the hull and the Old Commissar snaps back to reality. He runs over and grabs the young leader shaking him desperately trying to bring him out of his daze. Sir! SIR! The young leader shakes his head and looks at the commissar as if he had first noticed the man presence. "We cant beat them," the young leader proclaimed as his head sank. Good thing it did because Bellicks eyes burned bright with rage as his hand went to rest on his bolt pistol he had seen too many young commanders loose it in the throws of battle usually at the cost of there men. Bellick thought about putting the young Cpt. out of his misery but quickly dismissed the motion and brought his hand back up to young Creed's shoulder. "Win or lose the 56th will not retreat again.. we either gain victory or die fighting are you with me?" Cpt. Creed looked up with a new found admiration for this commissar who with all regards had every right to execute him. Creed's answer was without hesitation, "Til the end!" The young captain didnt miss a beat as he spun around grabbing the vox and barking out orders while examining a digital display of the battlefield. The commissar hoping he made the right decision exited the vehicle heading back to the front.
The vendetta comes in outflanking in the back left corner to contest that qrtr and fire at the rear of one of the dreads. The
PBS hunkers down in the qrtr and tries to shoot up the henchmans some in the middle. The right flank see's some shooting finally come my way as I explode one Purifier rhino and wreck the other. Both squads are finally out in the open.
GK Turn 4:
His dreads swing around and explode my newly arrived vendetta.

The squad that arrived and rolled the triple 1's to hit get assaulted by the shrike squad that was in that razorback. They are slaughtered. His psycannons start to target my vehicles but nothing huge is damaged. Again the Hammer holds up to sustained fire. He moves his razorback off to the flank of the vendetta some to prevent my immobilized vendetta's from bringing it down.
IG Turn 4:
My immobilzed vendetta's shoot the weapon off of the vehicle attempting to move to the top right corner. The
ccs moves forward trying to make a ditch effort at the 3" objective in the center of the board. I blow up another one of his rides in the center of the board. My chimera that is left in the center moves up and flames the henchman finishing them off. The
PBS and the Demo vets in the top left corner both continue to hunker down.
Thought process: What is attainable. I have a slim chance of getting the lower left tablequarter if I can clear his units out of it and bring in my one from reserve. I currently contest all table quarters. I have a shot to make to the center if I move, disembark 2", and then give my
CCS the RUN RUN RUN order and roll well. Kill points I think I have unless something goes crazy. It appears like this game could come down to kill points which has to be won by 185pts or the game ends in a draw. I start to identify his most epensive units compared to what can be killed.
GK Turn 5:
It is like he was in my head. I was going to use the hammer to kill off his top right razorback as it moves beyond
LOS of the downed vendetta's but the hammer finally gets his and is wrecked(1
kp & 165pts

). He shoots and immobolizes my
CCS chimera

. He shoots my Demo vets in the top left table quarter and kills them down to five and they flee

. He also moves up some henchman and his dreadnought into the left flank tablequarter not contesting it and possibly holding it as he shoots the
PBS. Luckily they pass their leadership check. He attempts to assault my Blob with the shrikes but fails the charge.
Reanalysis: What is attainable!
Missions:
Annihilation (I need to kill 1 or 2 things and I got it)
Battlefield Control aka table quarters (Very slim chance and possibly he wins 1 to 0)
Lead by Example: (unattainable and he gets this one)
If the game ends now I lose 3 to 0.
IG Turn 5:
I roll the crucial one first. The demo vets pass their leadership and then consolidate behind a tree

. My last squad of vets makes it in from reserves and come in with room to shoot up the strike squad that failed the charge. My
CCS disembarks and moves up to shoot his razorback that I rolled 3 1's to hit earlier. I give the Infantry platoon first rank fire second rank fire to the squad in front of them. They take a few out with a mad minute of las fire. I wreck the razorback with the
ccs. My vendetta's open up on his purifiers in the center and they go down to sustained fire. My Hydra's shoot down what remains of the Shrike squad in the center. My chimera with 3 melta's fire into what remained of the shrike squad in front of them bringing them down. My last shots available finish off what remains of the 2 shrikes and 1 purifiers squads that were my primary targets this turn.
Game Results:
Annihilation (Goes to
IG!)
Battlefield Control aka table quarters (All 4 quarters contested)
Lead by Example: (Goes to
GK!)
We go to tie breaker Victory points....
I win victory points by 253pts avoiding a draw by 68 pts.
Victory: Imperial Guard
Post Game Analysis: This game was sickening. No matter what I did the
GK just ignored or in some cases did better. Eventually after a while I was able to bring him down by weight of dice. Going second in this one nearly cost me the game. If I would have started all my vendetta's on the board I could have taken out his dreads early on and really changed the tempo of the game. I survived this game through wits and a little luck but I sure as hell got the gak beat out of me in the process(why I included the rocky pics). Looking at the mission before the game started I was confident I could get killpoints but I was worried about the other two missions. Sometimes I think it would be easier to pick up grey knights and play henchman. If I could ignore shaken and stuns for my
IG omg the damage I could do.
IG seriously need a psych hood. If I had an MVP for this game it would be the Demolisher aka the Hammer. It was a champ and honestly was my knight in shining armor in this match. It alone denied him from advancing into my battle lines and kept his marines in their transports. Had it been wrecked like the rest of my vehicles my opponent would of disembarked and started laying into me. I would do fine if I didnt have a game as close as this one for a while.

Thanks for reading guys.
Round 3 will be up sometime this weekend...