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LVGT Game #4 Blackmoor’s Witch Hunters vs. Sean's (dvdhawk) Imperial Guard  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

The start of the LVGT day #2.

I knew that things were not going well when everyone I know came up to me at the start of the day and asked me if I was doing ok. As a general rule, when everyone asks you if you are doing ok, you are not doing ok. The night before I went to the Bellagio with a bunch of the guys and we ended up at the buffet there. We all paid $45 for it and the one big problem with paying $45 for a buffet is that you want to eat $80 worth of food. I must have gotten some bad seafood or something because that night I did not sleep well, and the next day at the GT I was not feeling well at all.

So after 3 games I find myself with 20+13+7 battle points for a total of 40. I am not doing very well, and I need to get 2 massacres if I am going to equal last year’s total.

I find myself at table #20 and I am playing against Sean's (dvdhwk) drop troop IG.

Son’s of Sek
HQ
Command Squad[Drop Troop]
Junior Officer w/Honorifica Imperialis, Carapace Armor, Bionics, Reactor Field, Power Weapon, Iron Discipline
3 Guardsmen w/Vox Caster
Standard Bearer

Special Weapons Squad
6 Guardsmen w/x2 Flamers, Demo Charge

Special Weapons Squad
6 Guardsmen w/x2 Flamers, Demo Charge

Elites [Drop Troops]
4 Hardened Veterans w/3 Melta Guns
1 Sergeant

4 Hardened Veterans w/3 Melta Guns
1 Sergeant

4 Hardened Veterans w/3 Melta Guns
1 Sergeant

Troops [Droop Troops, Close Order Drill]
1st Infantry Platoon
Junior Officer w/Power Weapon
4 Guardsmen
Infantry Squad
9 Guardsmen w/Vox Caster, Flamer
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant

2nd Infantry Platoon
Junior Officer w/Power Weapon
4 Guardsmen
Infantry Squad
9 Guardsmen w/Vox Caster, Flamer
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant

3rd Infantry Platoon
Junior Officer w/Power Weapon
4 Guardsmen
Infantry Squad
9 Guardsmen w/Vox Caster, Flamer
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant
9 Guardsmen w/Vox Caster, Plasma Gun
1 Sergeant

Fast Attack[Drop Troops]
Sentinel w/Heavy Flamer, Smoke Launcher, Improved Comms
Sentinel w/Heavy Flamer, Smoke Launcher, Improved Comms

I will say that Sean had a great painted army with a lot of nice conversions. If you want to see some more pictures of it, check out his blog:
http://runningfromthelaw-dvdhwk.blogspot.com/


Mission: Seize Ground (5 Objectives)
Deployment: Spearhead Deployment


Points:
Player A achieves 2+ Objectives more than Player B- A scores 17, B scores 3
Player A achieves 1+ Objective then Player B- A scores 13, B scores 7

Players achieve an equal number of objectives refer to victory points
If Player A scores 175+ more Victory Points than Player B- A scores 11 points, B scores 9
If the scores are less then 175 points difference then the result is a draw, then Player A scores 8 points and Player B scores 8 Points.

Bonus Points:
+2 for killing the highest point enemy unit
+1 if your highest point unit is still alive

I think he won the dice roll and deferred to me.


Objectives:
I wanted to place the objectives out in the open so when he comes out to hold them I can blow him off of them. I am pretty happy with the placement.


The set up:
Since he was dropping down, I deployed in my standard anti-drop formation. I turtled up in a corner, and had my Inq squad in the middle to keep Deep Strikers at a reasonable distance.


Witchhunter Turn #1
I clean my guns and load up on ammo.


Imperial Guard Turn #1
*Crickets chirping*


Witchhunter Turn #2
Waiting…


Imperial Guard Turn #2
It’s raining men! He tried to keep as many squads off the table as possible off with Improved Comms, but he still gets his Command Platoon, a Hardened Vet squad, 2 Infantry Platoons, and a Sentinel.
His Sentinel drifted too close to my Inq and was destroyed by the Mystics on the Initial drop. 3 Infantry Squads had Deep Strike mishaps and one died, 2 others went back into reserves.

One of his Infantry Jr. Officers scattered into rocks at the top.
3 Infantry Squads dropped around my WH Inq and shot her and killed some of her retinue. They were to far way from my DH Inq.
A Hardened Vet Squad dropped to the far right and shot their Melta Guns at my Rhino and they stunned it, and blow off its Storm Bolter.


His Command Squad came on in the upper left as far away as possible.
A Special Weapons squad scattered way back to the upper right.
A Special Weapons squad dropped in front of the Chimera terrain piece.
The First Platoon Jr. Officer drooped to the far left in the middle.
The last Infantry Squad dropped below the ruin in the middle of the table.
There is an Infantry squad behind the chimera terrain piece.


Witchhunter Turn #3
Time to get to work, so I get out and unload on them.
An Exorcist killed the Hardened Vets on the far right (with some minor help), my DH Inq killed a squad, and my WH Inq and the SoB killed squads down to one guy each. Also in the bottom left my Storm Troopers with my Chimeras killed the Infantry squad below the ruins. I also take some shots with an Exorcist at the Special Weapons in front of the ruined Chimera team and knock them down to one guy, and my last exorcist shot at the Jr officer in the rocks knocking them down to one guy. So he ends up with 4 solo guys running around and does not fail any tests.

Right Side

Left Side

Imperial Guard Turn #3
He does not get much on, and everyone runs for cover!!!

Right Side

He gets one squad that got sent back to reserves on and drops it below the ruins to shoot and kill my Storm Troopers.

Left Side

Witchhunter Turn #4
It is starting to get late so I move out to head for the objectives. The SoBs on the far right are in the rhino. I kill the squad that killed my Storm Troopers, and pick of the solo stragglers.

Right Side

Left Side

Imperial Guard #4
Now everyone comes on. It rains down IG. He damages my Chimeras, but does not do much.

Right Side

Left Side

Witchhunter Turn #5
I run forward and grab as many objectives as I can. I try to kill as many of them as I can, and even though they are dropping like flies there are thousands of them.

Right Side

Left Side

Imperial Guard #5
All he has to do is run for the objectives.



He knew it was going to be the last turn because we ran out of time. That is what made it a little bit easier for him. Even though we really did not start till the bottom of turn #2 we still only made it to turn #5. Just to see if the game could have gone on he rolled, and the game would have ended, so we did play a full game.

At the end of the game he held 2 objectives, I held 1, and 2 were contested giving him a minor win. I think both of our highest point units were alive so he ended up with 14 points, and I ended up with 8 points.

Sean was fun to play, and is from Tucson, and now that I am living in Mesa I have a feeling I have not seen the last of him. I think I will see each other at least in the ‘Ard Boyz semi-finals.

After thoughts.
I am still stuck in 4th edition. I kill guys like crazy, but 5th edition is only about the objectives. I should have moved out earlier to be in position to take or contest the objectives on the far side of the board. He really did not have the army to beat me since he lacked a lot of anti-vehicle fire power. Perhaps I should have set up in the middle of the table rather than in a corner.

Also when you are playing against a Deep Striking army the dice roll to go first is huge. If I had gone second, that would have given me an extra round of shooting at him, and he would have had nothing left.

Talking about bad match ups, I get to play against the small, hard as nails ork army in Kill Points, and a million guys raining from the sky in objectives? If they could have been reversed, I could have been on my way to glory, now I am at 1-2-1 and need to win my next game just so I do not have a losing record.

This message was edited 1 time. Last update was at 2008/09/16 02:30:06



 
   
Made in us
Spawn of Chaos




Tucson, AZ

Hey Allan,

Great write up. Like I told you, this was a very hollow victory. I got shot to pieces, but I had enough single dudes running around to grab objectives. You're absolutely right, if this were a KP mission, you would have had a massacre easily.

Though I will say that I feel like I had plenty anti-tank. With 13 meltas and 13 plasmas I can pop vehicles pretty easily. It was just your mystic that kept me from putting those weapons where I needed them. That mystic completely shut me down.

It was a good game and you will see me at the ardboyz semis. Thanks again for the game and the great write up.

Sean (dvdhwk)

 
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

Your melta gun squads were a threat to vehicles...everything else, not so much.

Plasma guns at BS3 should hit once, and then have about a 50% chance of doing any damage (and that is to side armor). These days of 5th edition vehicles are a lot more durable so i do not think that you had enough firepower to come close to killing all of my vehicles.


 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

So the only thing I've really noticed in your bat reps so far is, you never put your inquisitors inside vehicles then ran forward against the deep strike armies.

Why not?

It's even more of a shutdown on them than my army was.

   
Made in nz
Tough-as-Nails Ork Boy




Wellington, New Zealand

Purely out of interest, how do you manage to get short for time in a game that is only 3 and a half turns long? I'm guessing that being ill as you were would slow things down considerably :(

Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com  
   
Made in us
Spawn of Chaos




Tucson, AZ

proximity wrote:Purely out of interest, how do you manage to get short for time in a game that is only 3 and a half turns long? I'm guessing that being ill as you were would slow things down considerably :(


That's probably my fault. DS'ing 169 models, and then moving the survivors in subsequent turns takes some time.

 
   
Made in us
Fixture of Dakka






on board Terminus Est

Wow! Those are some nice looking Marines in proximity and dvdhwk's avatars!

So it is looking like the almighty Mystic is more almighty than I gave it credit. Good on you mate.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

Stelek wrote:So the only thing I've really noticed in your bat reps so far is, you never put your inquisitors inside vehicles then ran forward against the deep strike armies.

Why not?

It's even more of a shutdown on them than my army was.


I am not very aggressive because I have a bad habit of rolling bad (see my SoB in game #3) so I play it very close to the vest. When Centurian99 and I play together at the Adepticon Team tournament we have radically different play styles where Centurian99 is very aggressive, and I am very cautious.

And I said that I was not feeling very well and my unfamiliarity with 5th edition caused a lot of the problems with not knowing what to do when setting up first and my over reliance of trying to kill the opposition instead of just going for the mission objectives. In hindsight I can see that if I put my Inq into those ruins in the middle of all of the objectives markers might have been a good move.

One thing that I did not say is that I did have a lot of chances at shooting about 4-5 more squads of deep strikers but I kept rolling just 1" short.


 
   
 
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