Hey there guys, here is a batrep from yesterday. I am trying to nail down my ultr-competitive
IG list, and Somnicide is still in the 'trying everything' stage with his space marines. He swung by the house and borrowed my roommates dark angels. What happens next is probably the worst string of bad luck I've had in my 7 years of wargaming. But has a happy ending
Here is my list...
CCS 4x melta fleet officer astropath in chimera
overseer + 8 psykers in chimera
overseer + 8 psykers in chimera
veterans 3x meltas in chimera
veterans 3x meltas in chimera
veterans 3x meltas in chimera
banewolf with heavy flamer
leman russ executioner with plasma cannon sponsons
leman russ demolisher with heavy bolter sponsons
3x hydras
Here's his list (Som help me get this right)
pedro
tigerius
10x sternguard 2x combi-meltas in drop pod
10x sternguard 2x lascannons with laserback
dreadnought with multi-melta in drop pod
10x tactical missile flamer in rhino
10x sniper scouts
whirlwind
vindicator
We roll up a 5 objective seize and the 4 corners get objectives, along with one on the left side of the table between the two corners. Dawn of War is the deployment. This is what the table looked like post objective placement.
I won the roll and I see drop pods so I let Som go first.
He deploys his scouts in the forest, easily in reach of a 12" moving banewolf, and another scout unit on an objective on the left side of the table. I don't deploy anything.
Turn 1 space marines
The dreadnought drop pod lands close to my table edge but central. He pops smoke. He combat squads everything, drives his laserback and rhino full steam, move his 2x lascannon sternguard mini
devs and the 5 man missile launcher unit and runs them into their firing positions. He moves his vindicator up as far as he can on the right extrme table edge.
Turn 1
IG, my demolisher only manages to move 7" but the executioner makes a full 12" move, the
CCS chimera moves 12" as does one of the veteran chimera, right across from the dread. The two other veteran chimeras move 6" on either side of that formation, hoping to light the dread up with spotlights for the hydras. The psychic choirs tucked themselves in behind the russes, and the banewolf went hellbent for leather for the forest with the scouts. The banewolf kills 4 of the 5 scouts, and i didn't bother weaken resolving him thanks to
ATSKNF. I finally manage to spotlight the dread after my third and final try, and the hydras kill him.
Turn 2 space marines
he moves his laserback up again, but the rhino parks on an objective with its 5 marine unit. He shoots his whirlwind at my hydras, I think he shakes one. He shoots his laserback at my banewolf and kills it (I will regret that HUGELY later) and his mini
devs at a partially exposed (barely) psyker chimera he also shoots his vindicator at the same chimera i make 3 of 3 cover saves (the last good luck i'll have)
Turn 2
IG
I kinda shuffle around a little bit, but not really as I wanted to fire to full effect. I kill a 5man missile combat squad with the executioner. The demolisher blows the twin linked lascannon off of the razorback. i kill 2 of 5 sniper scouts over near the left side objective, I destroy the rhino guarding the objective near his deployment zone. I try to soulstorm the vindicator but fail to hurt it, I weaken resolve the scouts, kill off the lone scout in the bushes, and weapon destroy the drop pod. At this point in the game it looked like I was going to be able to just knock out two of his scoring units a turn, and his ability to kill tanks was really low, and it was bound to be a quick concession.
Turn 3 space marines
The scouts auto-regroup, move and run back into place, the razorback moves cruising speed right up into my face on the right side, the vindicator slips as far forward hugging the table edge to get side shots on russes and hopefully side shots on psykers. Still no sign of the last drop pod. The mini-
devs stun the executioner (that was huge) The vindicator is accurate again and shakes a psyker chimera. The whirlwind shoots again at the hydras but doesn't do anything.
Turn 3
IG
Time for me to just go ahead and wrap it up. I crack my knuckles, calm and relaxed, and reach for the tape. I shuttle my chimeras up a little bit to position for later objective acquisition. I throw a soulstorm at the squad of 5 behind the dead rhino and get an ap2 shot, I kill 3 of them with it I think, then I shoot my hydras at them, and finish them off. the rest of my shooting happened to be in transit or shaken/stunned, so I didn't really do anything else. Although i finished off a scoring unit there. I got a strange feeling like that turn was not quite enough.
Turn 4 marines
here comes the drop pod with two special characters and 10 sternguard, I help Som out by reminding him to at least try to land drop pods within 3" of objectives so that they have to kill them for them to score the objective. He does, and scatters towards my tanks, effectively getting a hit near my closest objective. He combat squads and places one special character in each half, and shoots at my chimeras. he crew shakes one, and kills one. The whirlwind shoots at the unit that falls out killing only two after a scatter, but manages to pin them. (start counting the pins now. You'll need both hands) the vinidactor kills a psyker chimera, and the unit falls out, then gets pinned (there's 2) The mini
devs shake the executioner, then the 5man squad in the laserback gets out and sets up to charge the other psyker chimera that I had moved ahead of the tank wall. they couldn't hit it.
An excellent turn for the space marines, but looking at the table, it shouldn't really matter, i just clean up that 5 man unit that charged the psyker chimera, take a couple of turns to kill off the new sternguard unit, maybe even one turn will do it.
Turn 4
IG
Meltdown. Only thing I can think of to describe this turn. I move my chimera that was shaken backwards because i need to get out in order to shoot my meltas, I move my
CCS chimera over to melta one of the combat squads. So the plan formulated instantly in my head and it seemed pretty easy, put 11 BS4 meltaguns into one of the combat squads, finishing or just about finishing the squad (they wont get cover) Put 2 wounds on the other combat squad with the hydras, move the psykers into range of that squad, but not close enough to get hooded, weaken resolve them, then put the demolisher into the combat squad on my right flank, then accept Somnicide's concession.
I kill a single space marine with 11 meltas, I kill 2 space marines with the hydra battery setting up the weaken resolve, but I fail my psychic test on a 10, then, my demolisher, while shooting at the combat squad scatters its cannon backwards with an 11 roll, landing on my executioner, killing it. Hmm. that was uhh, a bad turn.
Turn 5 space marines
With little left, this went pretty fast, the pedro stood still to call in a strike, his squadmates charged a veteran squad, tigerious gated away from certain death and then machine cursed my psyker chimera and shook it, shutting down yet another soulstorm for a turn. The vindicator hit again, and killed off my demolisher. Ther was my first uh oh moment. I had boasted earlier that that combat squad on my right flank had about zero chance of scoring over there. never say stuff like that while there is still dice to be thrown. Since I had to get out of the chimera and had one dead chimera, the whirlwind had a target rich enviroenmt. It killed some more veterans and re-pinned them. (number 3) The 3 man sniper unit casuses a single wound and pinned my other veteran unit (there is 4) The ordnance barrage from pedro scattered and was uneventful.
Turn 5
IG
"No big deal, I'll just use get back in the fight on both my pinned units and then kill off pedro and the drop pod with my 10 meltaguns." WHY DO I SAY THAT STUFF OUT LOUD?! haha

Movement phase I get out with my
CCS and move towards the drop pod and pedro, I can't block the scouts with my chimera because the close combat with the veteran squad and the tiny sternguard unit hasn't broken open yet, so i maneuver to block them or kill them on 6. I move my psyker chimera over to set up a soulstorm or a weaken resolve on his now scoring 5 man unit, with the help of my hydras, I almost get out to do that, then realize that I'd be betting on the game ending on 5. I think i need to take the loss if the game ends but play for a win on 6 or 7, so they don't get out, and since their chimera is shaekn, they wont be doing anything.
Ok, orders... "get back in the fight soldiers!" "No, we don't want to." on a 10. Ok, fine. "You get back in the fight then!" "We don't want to either boss." on a 9. I almost threw my dice at that point. I was certainly totally hulked out big time and not having fun. I was making it non fun for Som by osmosis. My
CCS killed pedro, but the drop pod was alive to block my objective. the scouts were still scoring after going to ground and taking zero wounds from my hydras, and the mini-
devs were holding just fine after both my russes evaprated.
But ther was going to be a 6!
Turn 6 space marines.
Whirlwind fires and finally scatters. 5 man tactical squad gets in position to charge the psykers if their chimera dies, and tigerious gets his hood into position against the psykers and then lobs a vortex at the chimera. It kills the chimera, and the psykers fall out. Pin test? You know what i do when that happens. They are pinned. The space marine combat squad just finishes the last of the other psyker squad that was loitering nearby and laughs at the other unit. The mini-
devs use the laser back and some movement to completely block
LOS to the hydras. Another short and easy turn for the marines.
Turn 6
IG. All my tools are blocked or tied up or something else frustrating. I shoot everything I have (hydras, 2 chimeras, a veteran unit at the scouts) and kill 2 of 3! No psykers around to weaken resolve, so they are going to score still! I melta'ed the drop pod and managed to score my own, and was totally set up and just praying there would be a turn 7. As it stood, I was losing again! My
CCS charged into that slap-fight that was down to one of my veterans and one of the sternguard. They killed off the sternguard and jailbroke a single veteran model.
I roll a 6! The game continues and I finally breathe a sigh of relief.
Turn 7 space marines. the combat squad that i said never had a chance of scoring that objective wipes out the psykers, and then scores. The mini-
devs score thanks to pedro making them scoring, the whirlwind tries to kill off my vets, but even a failed pin test has no effect on their scoring status (yes that was 6 out of 7 failed pin tests this game)
Turn 7
IG.
I move the veteran unit that embarked in a chimera the turn earlier up another 12" and score the objective nearest the enemy table edge. I move 6" with the lone veteran from the close combat and issue him a 'move, move, move' which he actually passes. he gets a 6" run off of that and easily scores the middle objective. My pinned vets near the dead drop pod just lay there, scoring the third.
I look up at the sky, shake my fist to the heaven's and scream "Is that the best you can do?!?"
My man of the match: hydras. simple and effective, it just kept putting wounds on things in the late game, and in the early game it took apart the marine armor. The executioner was expecting to be the MVP yet again versus space marines, but a little 'collateral damage' kept him out of that spot.
I really like the list I took, except I think the demolisher is pretty crappy in comparison to the exectutioner. i think I might drop the astropath and shuffle somethings to get that upgraded asap.
I really, really blew it when i went after those scouts with the banewolf. Scouts do NOTHING to me, and I should have just let them shoot their sniper rifles at me. If that banewolf did what I put it in the list to do, then my demolisher doesn't take that "risky" shot, and BOTH of my russes end up alive. My eyes got big when i saw that ridiculous deployment Som had, and I went for it. Of course the laserback was gonna get a kill shot.
I owe Som an apology. I hate when someone bemoans their luck in front of me while I'm in the process of beating them. It marginalizes their generalship and the choices they are making to put the bad luck on you. Som, you played very well, but your list was completely wacky. I had gotten that big lead early, and wasn't really prepared for the bad luck string that followed. We were laughing almost the whole tie, I wasn't totally flipped out, but I was truly flabergasted at times, and I could have been a better opponent.
He did agree that it might have been the worst string of luck he'd ever seen. maybe just to placate the beast that was growing inside me.
Really fun game. The
IG list felt REALLY powerful. Like 'big boy pants' powerful. After the game, Som said "I want to play against this list with my demons" Which I can't wait for. I'll feel a little bit better if i lose to them, than an army he's just getting acclimated with.
Thanks for reading, Somnicide should be along shortly to add and subtract.