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Made in us
Fresh-Faced New User




This is my first battle report, so please feel free to suggest any changes that you would make regarding layout and readability fo the report itself.  We played on a 4'x8' Billards Table (That's why the background of the diagrams is green), and rolled the mission where you have to get to your enemy's deployment zone, with Omega rules (escalation).  I can't seem to get the pictures to work, so you'll have to do with a description.  Sorry.

Lists:

BT:

Unit 1: Chaplain w/ 15 Man Crusader Squad (10 Initiates, 5 Neophytes, 1 Meltagun, 1 PF, all have CCW & BP)

 Unit 2: Chaplain w/ 15 Man Crusader Squad (10 Initiates, 5 Neophytes, 1 Meltagun, 1 PF, all have CCW & BP)

Unit 3: 6-man Las/Plas Squad

Emperor's Champion w/ Accept Any Challenge

2 Dreads in Drop Pods

2 Pred Annihilators w/ HBSS


SWs:

HQ Ven Dread w/PC & ML

Rune Priest w/ Frost Blade

Unit 1: 10 Man Grey Hunter Pack w/ PW & PF, CCW & BP

Unit 2: 10 Man Grey Hunter Pack w/ PW & PF, Bolters & CCW

Unit 3: 15 Blood Claws w/3 PFs, BP & CCW

Unit 4: Long Fang Pack w/ 4 Missile Launchers

Unit 5: 6-man OBEL scouts w/ 1 Meltagun, 1 PW

Land Raider

Whirlwind

DEPLOYMENT

He deployed in a castle formation to one side of the board, and I to the other.  Escalation kind of messed with my plans from the start, as I almost never roll well for reserves (that would continue in this game).  I placed my Las/Plas squad into cover (within bolter range) to hope they could weather the storm of shots they would get and fire back once or twice at the most.  It would take some heat off of the other squads as they advanced (hopefully under dreadnought support/cover as they fell from the sky.)

SW TURN 1 - SHOOTING

The SWs with bolters advance into rapid fire range, and with the long fangs, did a number on my las/plas squad, while the rest of the army moves into a more unit protected position, making it hard to get any charge off without getting charged in return.  My las/plas squad fails it save @ -1, and falls back 4", but should be able to regroup next turn.  No assault phase.

 BT TURN 1 - SHOOTING

Well, the lascannon regroups, makes his LMS check, and kills a GH with his lascannon.  That should be it for that unit... so sad.  I sweep around the cover and spread my BTs out a bit to prevent the inevitable PC & Whirlwind attacks coming soon.  No assault phase, again.

SW TURN 2- SHOOTING

Here is where things get interesting... I've played my opponent 6 times now in escalation and he has yet to wait for his vehicles past turn 2... I hate him sometimes.  Needless to say, the whirlwind, Dread HQ, and LR come in, and he opens up on the closest 15- man squad with everything (Dread, LFs, LR), killing 6 men, and forcing them to move forward.  He also moves forward with his uber-BCs pack, but isn't in range to charge on the next turn (thankfully).  He kills off the lascannon with about 18 rapid fire shots that hit and 10 (I think) that wounded.  Ouch!  Poor lone Initiate.  The RP casts "storm caller" for the cover save on the BCs, and then he passes the dice to me... lets see how bad my reserve rolls are...

 BT TURN 2 - SHOOTING

1,2,2,4... one dreadnought in drop pod coming in.  Great start for me!

This is where things get interesting for me.  My former 15 man squad with chaplain is within charge range, so I'm happy!  I pull the pin, count to 5 (Three sir! THREE!), and away goes the Holy Orb.  That, and a bunch of bolt pistol shots kill 8 guys (BTs are apparently a good shooting army, who knew?), with help from the drop pods storm bolter (no really, it killed 1 SW).  The emperor's champion is following behind with line of sight blocked to him, as well as the other huge unit hiding in the cover of the dread and drop pod and CC.  The dread opens up with the Assault cannon on his dread HQ, and doesn't hit at all....I'm beginning to hate my two dreads.  They are so needy.

BT TURN 2 - Assault

Assault phase proves almost too good to be true.  I charge the BCs, and the BCs get to hit first, so I take some damage there (2 dead initiates), but when I get to re-roll the to hits, I hit on every one (preferred enemy is great!), and that's a lot of hits with BTs, and I end up killing all but one PF BC, who hits and kills 2 more initiates.  We consolidate and I await the Grey hunter counter charge.

SW TURN 3 - SHOOTING

He rolls a 2 for his OBEL scouts.

I expect to take a beating against pretty much any army out there until I get into CC, but this is the dangerous part of the game against the SWs, because they have so much mid-range firepower that they can bring to bear.  Luckily, I have a squad in the middle blocking some line of sight (or so I thought, I forgot about terrain heights).  There is a little bit of shuffling with his Rune Priest and Grey hunters and dread to get a good shot or see if they will be able to get a charge on a new squad.  Everything shoots at squad 1 (the whirlwind scatters off target!), and I lose 3 guys (I get off easy, I think).  His Ven Dread HQ kills off the first dreadnought... sigh.  My EC is sitting back licking his lips for a chance to get at the rune priest, hoping the enemy won't shoot at him (as he is the closest target I'm pretty sure).  My opponent does the right thing though, shoots at the large unit, moving them forward to try to get the charge on Unit 1 with his GHs, but I role a 6 for the RZ move, and reroll (thanks to the Crusader seals on the chaplain) a 1. He he he.  The charge will be mine.

SW TURN 3 - Assault

His BCs can't reach my other 15 man squad (#1) after their great RZ move, so he charges into the existing combat, and does a number on me, killing the chaplain and leaving me with only 3 guys in the scrum. However, my BTs do some damage too, and I somehow (?) win the combat by one, but he makes his LD test to remain in battle and we pile in.

BT TURN 3

Reserve rolls: 1,1,3.  Seriously, can they get worse?  Well, at least I get another dread to drop pod on the board, and clutter things up. 

I drop the dread to try to do a number on the bolter squad, and with help from the "drop pod of death", I kill 4.  Perfect!  My other squad gets ready to charge... which they do, and the EC kills the RP without taking any damage in return.  That's another mark on his knee (I keep a running tally there)! The squad with the chaplain get their re-rolls to hit and massacre the GHs, and consolidate apart as far as they can to avoid the inevitable shooting casualties from the nearby whirlwind.  At least I killed his leader, even if I lose, I have bragging rights.

SW TURN 4

His OBELs scouts come on, but have nothing to shoot at.  So he decides to try to leave them there to get some extra VPs for them.  The LR moves up, and blows my other dread sky-high... maybe they should be venerable? I just don't know.  His LFs, Ven Dread, & Whirlwind kill 4 Marines (he missed with his PC, whew!), and the GHs move up to get ready to charge.  Mistake.  He forgets that with the chaplain I can choose what unit to move towards, so I move towards his GH pack which is only 5" away (the Long Fangs are about 3" +/-), I roll a 3, and reroll a 6!  He he he, denied a charge once again.  He's a bit frustrated at this point, but whatever.  As I didn't charge, no rerolls, but the PF & PW combo unit does wonders, and I kill 3 of his GHs, to his killing of 2 Initiates (with his PF).  He loses the combat, and checks leadership: 12!  He beaks away successfully and he falls back 4" almost into cover.  I consolidate and wait for my charge...

BT TURN 4

Reserve rolls: 1, 2. Well, at least I don't need anything higher than a two this turn.  A pred annihilator comes on.

I move my pred on at the corner of the board where i should be able to kill off 4 scouts and not get shot at in return (they get no armor saves against any of the tank's weapons), and then race up the board for 2 turns to get into his deployment zone.  I shoot with the pred:  1,2,1, 1, 3, 3, 1... the one is rerolled for the TLLC for a 3. Yeah, I do wound on all 3 hits though.... killing 3, but not making then non-scoring yet.  He passes his leadership with the scouts.  I open fire with the remaining infantry, and kill 2 of the 3 remaining GHs (and the DP helps again!) and then charge.  The EC and one remaining initiate w/ PF(who has been rolling great LMS tests) shoot and charge the LF pack, wiping them out, and then consolidate towards the dreadnought. The chaplain and his men kill the one Grey Hunter and consolidate into cover for protection.

SW TURN 5

The OBEL Scouts move to try to get into range of the tank (no luck), and the dread opens fire on the closest target (not too sure why), killing the PFed initiate.  My opponent tries to tank shock the squad in cover, but fails a Dangerous terrain test before even getting there... Big explosion, but no one in the squad dies.The land raider moves to get into my deployment zone.

BT TURN 5

Reserve rolls: 2.  At least all my vehicles come on this game (I had 2 out of 4 last game not come on).

So my other pred comes onto the board to try to stop the LR from getting into my deployment zone.  I shoot at the LR (who is obscured)and get an immobilized result! Whatever... I  guess it is sometimes better to be lucky than good.  After much debate and thinking about which would give me more VPs (killing the scouts or getting VPS for having the tank in his DZ), the other tank moves 6", and turns to fire at the OBEL scouts (as they are, in a way, worth 2x their point value for killing them, if you follow what I'm saying as they are in my DZ).  I move my chaplain's squad and EC to get ready to try to desperately destroy the Ven Dread in CC if the Meltagun doesn't work. Well, it works... Really Well.  I hit, roll 5 & 6 for a pen hit, and roll a 5 on the table.  He makes me reroll and I get a 6!  Which actually isn't all that good, because every one of my BTs are within 6" of an annihilated vehicle.  I fail one save and a neophyte named "Bob" dies (long story about the name, but he's a hero, and first in line for advancement to Initiate).  But, as that's the first time I actually killed his Ven Dread in battle, I'm happy.  And one neophyte (even Bob) is a great exchange for his Ven dread. 

There is another turn of shooting where his LR hits my Pred, but doesn't do anything.  I race my Pred towards his edge, but I am about 4" too short of getting into his DZ.  I shoot at his immobile LR, and don't do anything, and then we total up VPS.  While I lost most of my army (I guess he did, too), I win by about 500 VPs! I'll take it as I feel I made a couple of tactical errors here and there.  It's a bit of revenge, as he massacred me last time.  But it was a fun game, and I'm a little torn about the dreads in their drop pods.  I'll give them another chance or two before making a decision about taking them out of the list. 

Feel free to comment on our playstyles and gaming decisions if you want to.  I want to add a story next time, with some fluff.  Think that will help?

   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

It's the Battle of the Red Xs!!!

Seriously, you have to host the images on the 'net to put them in a post.  Those are linked from your hard drive, and don't show up for anyone else.


As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Fresh-Faced New User




OK, edited above.  I'm going to have to figure out how to do that...
   
 
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