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Made in us
Regular Dakkanaut




Chino, CA, USA

RTT Game Empire Pasadena 07/12/08

And here's my first report for the new 5th edition environment. Since I've been slugging away with the Guard at the end of 4th edition, what better way to carry on then to bring them to a 5th edition game? I've gotten a few games in with them, but still nowhere as comfortable as I'd like. Fortunatley, nobody out here today should be really experienced with the rules either, so maybe it'll even out.

HQ1 - Heroic Senior Officer w/ Standard Bearer, Chimera w/ Multilaser, Heavy Bolter, Heavy Stubber
2 Lascannon Antitank Squads

TR1 - 5 ten man squads with Plasma Gun, Junior Officer with Honorifica
TR2 - 5 Grenadiers w/ 2 Meltaguns, Chimera w/ Multilaser, Heavy Bolter, Heavy Stubber
TR3 - 5 Grenadiers w/ 2 Meltaguns, Chimera w/ Multilaser, Heavy Bolter, Heavy Stubber

FA1 - Hellhound
FA2 - Hellhound

HS1 - Russ w/ Heavy Bolters
HS2 - Demolisher w/ Heavy Bolters
HS3 - Demolisher w/ Lascannon and Plasma Cannons

All squads have Cameloline, Drop Troops, and Close Order Drill where appropriate. Grenadiers doctrine taken and Officers have Iron Discipline.

In playtesting, I was unhappy with the las/plas infantry squads remaining stationary to fire their lascannon and making it difficult to claim objectives. Hopefully, by treating the line grunts as disposable objective grabbers, I'll get a bit more utility out of them. Cameloline should allow me to suck up heavy fire with them and the plasma gun gives them some sort of offensive punch. The las/plas Demolisher is just there for fun and to see how well the sponson weapons work.
   
Made in us
Regular Dakkanaut




Chino, CA, USA

Game One (Seize Ground/Pitched Battle) vs. Ray playing Chaos Space Marines

Our local game club showed up today with 4 players, and of course the awesome "randomizer" pairs me up with one of my friends. Oh well, at least I've seen his army before.

Flying Lash Prince
Bike Lord w/ Daemon Weapon
10 Marines (las/plas) w/ Rhino
10 Marines (las/plas) w/ Rhino
10 Plague Marines w/ Rhino
10 Khorne Berserkers w/ Rhino
5 Lesser Daemons
8 Havocs w/ 4 Missile Launchers
8 Havocs w/ 4 Autocannons
3 Obliterators


Ray wins deployment option and first turn. We roll up 4 objectives and place one in each corner. Both sides have a building (AV12, 4 fire points). Havoks and Lascannon teams set up in each one.








Turn One - Chaos

The main advance on the Guard lines consists of both Cult Marine squads and HQs. Both Chaos Marine squads set to defend their objectives while the Havoks provide fire support. A nice large building makes a good place to hide behind, and the entire advance ducks behind it. Long range fire clangs off the Guard tanks, but the Obliterators Shake the building containing a lascannon support team.






Turn One - Guard

With the Chaos advance screened by terrain, the Guard hunkers down and volleys battle cannon shells into the defending Havoc squads. Even in cover, 7 Marines fall to long distance fire and the unshaken Lascannon team burns down 2 Obliterators. On the right, a Hellhound and infantry squad set up to speedbump the Chaos HQs.






Turn Two - Chaos

Both Cult Marine Rhinos empty out their cargo in the center building and promptly move to block the tank advance. The Bike Lord and Lash Prince rocket over the center bulding and promptly assault both infantry speedbump squads. The lead Russ is hit three times by Missile Launcher fire and Ray rolls 3 6s (!!) on the penetration rolls. Sadly, the damage rolls are not kind and the Russ makes it away with a Shaken result. In assault, both Chaos HQs maul their targets, but the Daemon Prince's squad passes their morale test on a 3 (!!). The Bike Lord's squad flees in terror and is promptly run down though, stranding him in front of many guns. Mind, you that was supposed to happen to BOTH commanders. :(






Turn Two - Guard

I find out unhappily that vehicles may no longer Tank Shock other vehicles out of the way. I could ram, but decide instead to drop a Demolisher shell on one of the Rhinos, which clears the way nicely. Meltaguns disintegrate the Bike Lord and my infantry begins to move up behind the armour. The other Demolisher's weaponry slams the building the Missile Havocs are in and Shakes them. On the right side of the board, with no visible Daemon Prince to shoot, the lascannon teams blow away the last Obliterator. The Daemon Prince slaughters the last of the infantry squad and moves on (see, that's what happen when you don't run away when you're supposed to!)


   
Made in us
Regular Dakkanaut




Chino, CA, USA

Turn Three - Chaos

The Berserkers make two good difficult terrain rolls and slam into the lead Hellhound, destroying it. In front of them, the Daemon Prince charges another infantry squad, focusing on the Troop choice rather then the lascannon team. Infantrymen die, but again they decide to hold their ground. Uhhhhh.






Turn Three - Guard

Movement doesn't go so great as I manage to immobilize both Demolishers (with Dozer Blades even!) trying for a shot at the Plague Marines sneaking up behind the Berserkers. The regular Russ vaporizes about half of them regardless and massed Chimera/Hellhound fire whittles down the Berserkers and remaining Chaos Marines. In assault, the Daemon Prince slaughters all but two men, who then promptly hold their ground again!




Turn Four – Chaos

Recovered from their building coming down around them, the Havoc squad launches multiple Frag Missiles in to the lead Guard squad, shredding most of them in a nice example of the new Blast rules. The Plague Marine squad attacks the forward Demolisher, but it survives both the meltagun fire and the power fist attacks. On the right, the diminished Berserkers charge the lascannon support team and wipe them out. The Prince kills the last two Guardsmen and consolidates.






Turn Four – Guard

Guard weaponry pounds the left objective, killing the Tactical Squad and leaving a single Havoc left contesting the objective. The Berserkers are taken down to a single Marine holding the right objective. Chimera squads move forward heading for both objectives.






   
Made in us
Regular Dakkanaut




Chino, CA, USA

Turn Five – Chaos

Ray’s last Tactical squad rockets forward from behind cover accompanied by an empty Havok Rhino heading for the right objective. On the left the Plague Marines explode the Demolisher and advance on the left objective. The Prince moves to support them, but Lash only rolls 3 inches and the Guard squad can’t be moved into CC. They do end up pinned though, which bodes bad for them next turn.






Turn Five – Guard

This game better end on this turn. I take the left objective as a Chimera-borne squad runs right up to the last Havoc and guns him down in a volley of flashlight power. On the right, the single Berserker is charged and killed in CC by the Guard Command squad. I own the 2 left objectives, contest one on the right, and Ray owns 1 with his Lesser Daemons which have been hiding behind a rock formation the entire game.










Anddddddddddd….the game doesn’t end. Off to Turn 6! L



Turn Six

Slight lack of pictures, but suffice to say the left objective gets opened up as the Plague Marines + Daemon Prince kill the defending Guard squads. In return, the Demolisher vaporizes the remaining Plague Marines and nobody gets this one.



On the right, the Tactical squad runs in but can’t kill the Grenadiers mounted in their Chimera. I tank shock, but don’t break them. Contested objective.





Game ends with both of us owning a single objective, so that’s a draw. Off to Round 2.

   
Made in us
Regular Dakkanaut




Chino, CA, USA

Game Two (Capture and Control/Dawn of War) vs. Mike playing Tau

1 Fireknife (Plasma/Missile) Commander w/ Fireknife bodyguard

3 Fireknife Crisis Suits
3 Fireknife Crisis Suits
3 Stealth Suits w/ 2 Marker Drones

6 man Fire Warrior team w/ Markerlight
6 man Fire Warrior team w/ Markerlight
6 man Fire Warrior team w/ Markerlight
20 Kroot
20 Kroot

1 Hammerhead w/ Railgun
1 Hammerhead w/ Railgun
3 Sniper Drone Teams


With Dawn of War, deployment is rather quick and easy. I win first turn and place a single Lascannon support team. Mike sets up his commander and a pair of Fire Warrior teams.




Turn One – Guard

I elect to Deep Strike my infantry platoon, and everything else rolls onto the field. Night Fight means there’s really nothing for me to shoot.




Turn One – Tau

Most of the Tau army zooms onto the board, with both Kroot electing to Outflank. The Railheads have Blacksun filters, but Russ armour and cover proves too tough for them and I get away unscathed.




Turn Two – Guard

Infantry doesn’t show up this turn. I start an armoured advance forward, figuring that I can cut off his objective with a wall of steel and then drop infantry in to secure it. Weapons fire is mostly ineffective as Disruption Pods keep the skimmers safe and cover protects the battlesuits.




Turn Two – Tau

A Kroot squad shows, but on the opposite board edge from my army. Piranhas boost to cover them and set up flank shots on my tanks. Incredibly, shooting doesn’t do anything as Railguns, Missile Pods and Seeker Missiles bounce off the front armour and side shots are stopped by cover.




Turn Three - Guard

Well, that was pretty darned lucky. To make up for it, the platoon still doesn’t show up. My Russes take up position in the center of the board and begin volleying pie plates into the Tau line. All three Chimeras split off and rush the Tau objective to weaken them before the infantry arrives. Lascannon fire immobilizes a Hammerhead, meltaguns destroy a Piranha, and a battlecannon round blows away a Crisis Suit. The squad then fails their morale check and runs off the board. Not too bad a turn.




Turn Three – Tau

The second Kroot pack arrives, but again is on the wrong side of the board. On the left side, Fire Warriors and a Crisis Suit team run up and over the hill pouring fire into the Chimeras. I end up w/ multiple Weapon Destroys and Shaken, but all three are still alive! In the center a Railgun slug immobilizes a Demolisher, but nothing else.




   
Made in us
Regular Dakkanaut




Chino, CA, USA

Turn Four – Guard

I throw a “1” for the Reserve roll. Right. At least I know they’re coming in next turn! The command Chimera tank shocks into the Tau-held hill, breaks a Fire Warrior squad and the Crisis Team, both of which run off the board. The remaining team is incinerated by the support Hellhound. Stormtroopers move forward to engage a Hammerhead but only Stun it with meltaguns and Krak grenades. The Crisis HQ squad takes a battlecannon round to the face, but the bodyguard takes the hit instead of the commander and dies.




Turn Four – Tau

Kroot finally make it to the hill after trudging through the water for the past couple of turns. They can make it to the objective, but there’s 3 Russes in the way, as well as a Hellhound. On the left, the Stormtroopers fall victim to a Railgun submunition.



Battle Overview




Turn Five – Guard

The Infantry Platoon finally decides to show up (probably because they have no choice) and drop onto both objectives. Two squads mishap and end up being sent by Mike to Siberia and the command unit ends up back in reserve. Both Kroot packs are ripped up by concentrated fire, but in the left the Hammerhead parked on the objective survives another volley of close range melta and plasma fire.




Turn Five – Tau

Both Piranhas fly over the hill and set themselves on the objective. Weapons fire is mostly ineffective, but both objectives are contested by skimmers.






And the game ends!?!?!?!?! With no chance to take either contesting unit down, I’m out of luck. Good game, with vehicle survivability (on both sides) being crucial to the end.

   
Made in us
Regular Dakkanaut




Chino, CA, USA

Game 3 (Annihilation/Spearhead) vs. George playing Ultramarines

And with two games done, I end up playing another member of my game club! Well, it’s not that bad considering none of us have loads of experience with 5th ed.

1 Master w/ Lightning Claws and Command Squad in Rhino
1 Librarian attached to Command Squad

1 Venerable Dreadnought w/ Assault Cannon

10 man squad w/ 2 Plasma in Rhino
10 man squad w/ 2 Plasma in Rhino
5 man squad w/ 2 Melta in Drop Pod
5 man squad w/ 2 Melta in Drop Pod

8 man Devastator w/ 4 Missile Launchers
8 man Devastator w/ 4 Heavy Bolters
1 Vindicator w/ Power of the Machine Spirit


I win first turn and setup a nice castle in my corner of the board.



George sets up in a battle line facing my castle.




Turn One – Guard

Both Demolishers move up on top of the hill and fire cannon rounds at the Devastators killing a few of them. Lascannon fire proves ineffective and it’s a pretty short turn for me.




Turn One – Ultramarines

The line rolls forward blowing smoke, attempting to reach the Guard lines before they take too much damage. In shooting, the Vindicator lands a perfect shot and destroys one of the Demolishers!




Turn Two – Guard

Well, that was mildly disconcerting. The Command Rhino takes the brunt of the Guard fire and blows up, killing a few of the Command Squad. The Devastators are hammered by long range fire and lose a few more.




Turn Two – Ultramarines

A single drop pod shows up and heads for the second Demolisher. Meltaguns fire, but only immobilize it. While one Rhino and Dreadnought continue to advance. I’m not paying attention and the other Rhino-borne squad disembarks and charges an infantry squad. They get mauled, but hold on an “Insane Heroism” roll.






Turn Three – Guard

With Marines now presenting targets, mass fire burns down the command team, wounds both characters and destroys the 5 man meltagun team and their Drop Pod. The Dreadnought and remaining Rhino escape injury though.





Turn Three – Ultramarines

The other Pod touches down and Marines flood into the forest, setting up for assault next turn. In shooting, Fury of the Ancients rips through the Guard lines, inflicting few casualties but crucially pinning 2 squads.




   
Made in us
Regular Dakkanaut




Chino, CA, USA

Turn Four – Guard

Both Hellhounds start working on the Devastator remnants with their Inferno Cannons, while the Guardsmen in the forest desperately try to whittle the approaching Marines down before they hit. The Master is mowed down by lasgun fire, but most of the Marines survive. This will be bad.




Turn Four – Ultramarines

This would be payback time for all the shooting. Two Marine squads and the Dreadnought charge into the clustered Guardsmen and begin wreaking havoc. Fury continues to lock down supporting squads, allowing the Marines to selectively make their charges.




Turn Five

Not much to say here. I’m rather behind in Kill Points and unless I can kill every single Marine unit, I can’t win this game. Knowing this, George runs the last of his Devastators to the far corner of the board, out of LOS from my Hellhounds. In close combat, the Marines kill multiple squads, which pretty much ends the game.



And that’s it for the tournament. I come in with 2 draws and a loss, but pick up the Best Army award as a consolation prize. Definitely still learning with the army, so hopefully next time I’ll have a better showing. Thanks for reading.

   
Made in us
Longtime Dakkanaut





Florida

Nice try, playing with guard is not easy and with a new ruleset it will take some time to get adjusted.

I do want to say great job on the detailed photos of each turn and the play by play. Overall what do you think needs to be room for improvement for your guard army?

Comparing tournament records is another form of e-peen measuring.
 
   
Made in us
Ancient Chaos Terminator




South Pasadena

Yeah great report. I was hoping to get matched up with you but it was not to be. The first RTT I ever played in, I played GK's against Spmusubi's Tau and he tabled me. I was hoping for some revenge. You definitely deserved to win "best army" Maybe next time we will get paired up.

Congrats

 
   
Made in gt
Awesome Autarch






Las Vegas, NV

great report an a beautiful army too.

   
Made in cn
Regular Dakkanaut




vancouver bc

man you army is phenomenal looking!! congrats on best army!
And kudos for taking pix each turn. I always forget

As for your army, I found it really interesting how 5th ed changed the gameplay simply by being so objective based, and with the survivability of tanks being altered just enough to affect results.

I like how 5th ed is so much more objective based than 4th ed. In 4th ed I always felt like I was setting up to destroy my opponents army, and then get the objectives when the dust had settled. Most games were just VPs anyway...

Thanks again for the batreps!

Samurai Eldar, Coming to a Croneworld Near You.

Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
Attack-X Best Overall
WGWB Best Overall
Tanksgiving Best Overall, Best Painted
22-2 for 2015 
   
Made in us
Regular Dakkanaut




Chino, CA, USA

Thanks for the comments all!

thehod: Having the stripped down infantry squads just didn't seem to work out as well as I was hoping. Either they just sat in position, where I could have given them the lascannon, or they rather tentatively crept forward trying to stay out of sight. All my objective grabbing was pretty much done through Chimera rush instead. My next build will probably use a third Grenadier unit + a Basilisk to hit those units that hide and contest at the end of the game.
   
Made in us
Ancient Chaos Terminator




South Pasadena

Do you think mech guard is the best build for IG in 5th?

 
   
Made in us
Regular Dakkanaut




Chino, CA, USA

You mean with my many years of Guard experience?

Obviously no definite answer, but IMO standard line 'em up, shoot them down infantry heavy Guard isn't the answer. It fields awesome firepower w/ mass Heavy Bolter/Autocannon to sweep infantry away, but it's still got to claim objectives, which means it's got to move. The anti-tank fire is much less effective due to cover saves and a more forgiving vehicle damage chart.

Traditionally, the Guard infantry gunline stops enemy shooters by having too many bodies to matter and assaulters by speedbump/suicide drop units. Kill Points makes this a horrible proposition, as you can mow down the enemy and still lose because there's one man hiding behind a hill.

Mixed infantry/armour Guard is a better prospect, but my list I took had 21 Kill Points. That's a lot that can be lost considering they're only Guardsmen. At least in this one, you can anchor your home objectives w/ infantry and go claim objectives w/ Chimeras. This will probably work just fine w/ a better general.

Mech Guard will get my next test. All vehicle armies could be tough in 4th, and being to take cover makes them tougher in 5th. I've seen some pretty impressive players w/ them here on Dakka, so I'm thinking this might be the way to go.
   
Made in us
Omnipotent Lord of Change





Albany, NY

Fantastic report, play by play + so many pics makes for a great read

I do wonder at the new missions and more draws happening in tournament games.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot



Whitebear lake Minnesota.

cool reports.

2500-3000pts
1500pts
750pts

2500pts Bretonnians 
   
Made in us
Ancient Chaos Terminator




South Pasadena

@Boss Salvage, the only mission that will have a high probability of draws is the one with one objective in each deployment zone. That one will be figured out pretty soon though. Bring a couple of fast units, go second and fly one in on turn 5 to contest your opponents objective. If the game goes 6 turns, do it again. Then as long as you defend your own objective you should win.

 
   
Made in us
Angry Blood Angel Assault marine





New Jersey

Nice army, nice game, nice report!!!

I like it!
   
 
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