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Made in us
Rough Rider with Boomstick





Philadelphia

I had a very fun experience over at the Adventurers Guild in Harrisburg PA this weekend. They had a two day, 5 game 2250 pt 40k tournament with super heavies allowed. I was surprised that the turnout was so light as only 7 player attended and only one of them brought any superheavies ( a shadowsword ) but we all still had a great time and I had some very interesting game experiences.

I took pictures mainly for my own reference in writing the reports but I will try to include the ones that did not come out too poorly. By the end of the two days I was a bit tired so I did not get any good ones of the final game.

I was playing a very spur of the moment list as I had driven to the tourney planning to play my fully painted Vulcan marines with a single squad that I was going to borrow from a friend so my entire army would be painted, but when I arrived I found that due to the point size it was going to be ok to play your army not entirely painted, and I had brought my Battlefoam 1520 along with my full IG army in it, so decided to give them a try.

I am still waiting on a large number of bits and pieces to build my standard list and the one rule for the tourney was that the models had to be wysiwyg so my 20 meltagun list with two plasma sponson executioners was out.

Playing just what I had in my case, here is the list I ran.


1x CCS with 4x meltaguns, Chimera, HB,ML,HS 145pts
1x CCS with 4x meltaguns, Chimera, HB,ML,HS 145pts
1x Inquistor w/ 2x Mystics 32pts
1x Veteran Squad with 3x Plasmagun, Chimera, HB,ML,HS 170pts
1x PCS with 3x flamer, 1x heavy flamer , Chimera, HB,ML,HS 130pts
2x Infantry Squad with Flamer, Krak Gren, MB, Cimera HB,ML,HS 270pts
1x PCS with 3x flamer, 1x heavy flamer , Chimera, HB,ML,HS 130pts
2x Infantry Squad with GL, Krak Gren, MB, Cimera HB,ML,HS 130pts
(These squads rode in the vendettas)
1x Valkyrie with rocket pods 130pts
1x Vendetta 130pts
1x Vendetta 130pts
1x LRBT 150pts
1x LRBT 150pts
1x Vanquisher Squadron, 2x Vanquishers, 2x hull LC, 1x Pask 390pts

So I had 7 scoring units, 7 chimeras, 4 AV 14 vehicles but only 8 meltaguns and No plasma Sponsons on anything. I expected to have fun but get pummeled by some hard lists. I was surprised that no truly hard lists showed up.

Game 1 Mech Chaos.

My first opponent was typical of the weekend, a great guy who was tons of fun to play against and took his bad luck in stride.

He ran the following list ( basically only one opponent had a copy of his list for me to keep so this is from memory )

1x Chaos Lord with daemon weapon
1x Daemon Prince with Wings and other nasty stuff
10x Khorne Berserkers, with maxed out aspiring champion in Land Raider
10x CSM with Maxed out aspiring champion in Land Raider
10x CSM with mark of Nurgle and maxed our aspiring champion in Rhino
10x Raptors with fisty champ
8x Terminators with 2x Reaper, and a mix of claws and chainfists
2x Obliterators
1x Obliterators

I took pictures of each of our deployments below. The mission was two objectives, table quarter deployment. My objective was the big tower and his was the bunker.



My opponent had obviously never faced 5th ed mech vet guard as he won the die roll and chose to go second. I even asked him if he was sure, but he seemed to have a plan in mind. I’m sure it was not what happened.

IG Turn 1
I took my scout move and brought the two vendettas across the board straight at his land raiders. As I only had basic infantry squads in them I was not expecting much other than to keep them busy for a turn and possibly lure him in to bringing his marines out of the raiders where my battle cannons could get a shot at them.


On my movement phase I moved the Chimera Phalanx out in two attacks One CCs and the plasma vet squad moved out towards the Raptors, while the rest of the phalanx moved towards the cluster of woods in the board center. The infantry squads in the vendettas both disembarked and prepared to charge the Land Raider closest to my lines. The vendettas pulled back 6” to get a little distance from the chaos lines.

My shooting phase was short but possibly the best single shooting phase of the entire tournament. The vendettas destroyed the rhino and then killed three of the CSM that spilled out of the wreckage. Pask blew up the Land Raider closest to the Deamon Prince and the Leman Russ Battle Cannons blew up nearly all of the CSM that came out of the Land Raider. Then, even worse my two infantry squads charged the stationary Land Raider, one meltabomb Blew it up killing 9 guardsmen, all but the sergeant who planted the fateful charge. (that sergeant ran away, but I have since named him and will model him with a piece of chaos land raider spiky bits hanging from his backpack.)

I felt bad for my opponent as he had been pretty much taken out of the game before ever having a chance to move his forces. He just was totally unprepared for the scout moves of the Vendettas, and the bad luck he suffered with his land raiders.

Chaos Turn 1
His turn had very little movement. He chose to keep the Raptors close to his objective and tried to even the score with his Obliterators but his luck did not change and he only managed to shake one of my vendettas and a couple of chimeras with all of his shooting. Seeing my wall of chimeras running right at him he was not sure how to react and stayed put other than to finish off the survivors of the infantry assault on his land raider with the berzerkers. He chose to consolidate towards my chimera wall after slaughtering the guardsmen, which was another mistake.


IG Turn 2

With the chaos lord and his Berzerkers within potential charge range of my Chimera wall they became my target priority for the turn. The Chimeras coming at him through board center had to split up to get around the woods with one PCS and one Mech Inf squad going around, and the remaining PCS, Mech Inf and CCS going straight between the two woods and right at them. All moved a stately 6” so that the ML/HS combo could fire to full effect. On my side of the board my lower flanking force moved full 12 and popped smoke to close on the raptors holding the objective.

Shooting was effective although with no vehicles left Pask spent the rest of the game rather impotently sniping marines and Obliterators. This turn his squadron killed one Obliterator. The two Russes combined fire with the vendettas to kill all but one of the Nurgle Marines and all but one of the Raptors while the Flamer PCs and Melta CCS along with 15 Multilaser shots and 15 HS shots killed all of the Berzerkers leaving only a Wounded Chaos Lord and 4 chaos marines surviving from the transport riders.

CHAOS Turn 2

My opponent continued to play on in good spirits and he was deservedly won the best sportsmanship award for the weekend. A really fun guy to play despite things just going from bad to worse for him as his Terminators failed to arrive.

He did get one bright spot this turn as the last surviving Raptor jumped straight at the Vendetta that had assisted in the annihilation of his fellows and promptly blew it right out of the sky. I had to cheer right along with him at that as it was a pretty heroic moment ( see pic below )


His chaos failed to tear open the CCS chimera although he did rip off two weapons and stun it. The Obliterators tried to drop the other vendetta but managed only to shake it due to the free extra armor. Finally his deamon prince continued to stay put as he knew it could not get into charge range without spending an entire turn staring down my guns.

IG Turn 3



This turn basically ended the game. I moved slowly forward with my Chimera Phalanx closing on the few remaining marines and the obliterators as well as the cowering deamon prince. With so much overkill firepower I had no trouble clearing the board of everything but a single Obliterator in cover and closing to within 12 inches of his objective.

Chaos Turn 3
His Terminators failed again to come in so he took a potshot at a chimera with his obliterator, immobilizing it, and that was the end of his turn. Despite this he continued to be in great spirits, I was wishing I could buy him a beer or something at that point.



IG Turn 4.

This turn was just moving to prepare for the terminators arrival. The objective claiming force reached the bunker while the rest of the force just watched and waited after finishing off the final obliterator.

Chaos Turn 4

His terminators arrived, he knew the game was well and totally lost so he just did the dramatic thing and dropped them right in front of the tanks. As I did not have my usual Plasmolisher squadron this worked out fairly well as the best thing I had to respond with was Pasks squadron who did manage to kill two terminators with lascannon and Vanquisher cannon fire. His reapers did immobilize a Chimera but that was all he could do.

IG turn 5

It did take a while but my combined army did finish off his terminator squad mercifully ending the game for my opponent. He acknowledged that choosing to go second was a critical mistake for him, but his list would have been very heavily out gunned no matter what he did. I just did not think he had a very good matchup.

Result IG Victory, 2-0

GAME 2 IG VS WITCHUNTERS

This proved to be my most challenging game of the weekend, and the most fun overall. My opponent had a truly beautiful sisters army that my poor little iPhone camera just could not do justice too. His army won best appearance by default since it was the only one that was 100% painted, but he would have won by head and shoulders even if everyone else had finished our armies to our best standards. This army was a pleasure to play against.

His army list was as follows ( this should be very close )

1x cannoness with book and eviscerator with celestian bodyguard in a rhino
1x sisters squad with VSS, eviscerator, 2x meltaguns, Rhino
1x sisters squad with VSS, eviscerator, 2x meltaguns, Rhino
1x sisters squad with VSS, eviscerator, 2x meltaguns, Rhino
1x sisters squad with VSS, evixerator, 2x flamers, Rhino
1x sisters squad with VSS, evixerator, 2x flamers, Rhino
1x sisters squad with VSS, evixerator, 2x flamers, Rhino
10x Seraphim with 2 flamer sisters and VSS with evicerator
1x Exorcist
1x Exorcist
1x Exorcist

The mission was Dawn of War, Annihilation, the worst possible combination for mech vet guard so I was very concerned going in to the game. My opponent won the die roll to go first ( I did not win once all weekend for go first ) and chose to hold his entire off the board and have me go first. Thus forcing me to come onto an empty board and loose the first turn of shooting entirely.

IG Turn 1
I moved on with one melta ccs accompanying the plasma vets followed by the rest of the army as it moved onto the board. My valk/dettas moved flat out with two moving in from my left and one from my right. My LRBTs both came in on my far left while Pask led his squadron in on my far right. My chimera wall held my center.

Sisters Turn 1
His entire force moved forward, the wall of rhinos impressive as it came over the small hill in his deployment zone and used storm bolters and spotlights to rangefind for his excorcists. His exorcists concentrated fire on my Valkyrie that I had run straight up the middle to draw fire, and he fired the two missle tanks that had range at it. Again that free extra armor and 4+ cover save proved highly effective as the Valk came through with only a pair of shaken results despite taking 5 S8 hits.




IG Turn 2
Now I was facing a massive wall of rhinos and three scary looking missile tanks. Not letting myself get rattled I did what mech vet does best. Charge right into the teeth of the enemy! All three Valks moved forward with the Valk going all out again and landing right behind the Exorcists trying to draw fire away from the Vendettas.

My Phalanx moved forward as one, but I had a serious problem with terrain forcing me into a small chokepoint between a forested hill on the left and a cluster of woods at board center. I led with one of the flamer PCS’s and the CCS followed by the Other two command squads. The Plasma vet and the two infantry squads went along the lower edge of the forest try and reach his flak. I chose to move fast with everthing except the lead two squads hoping to make up for the lost time caused by the Dawn of War deployment.

Shooting was pretty good for me with Pask taking out one of the Excorsists and a Vendetta stunning a second. My Melta Vet squad managed to pop the far right Rhino and my Russes hit the melta squad from long range but only managed to kill one or two sisters. My other Vendetta blew up another of the Melta Sisters Rhinos leaving him with only one Melta Squad still mounted.

Sisters Turn 2
Having already lost two rhinos and leaving two of his three melta squads dismounted my opponent made a very bold choice. He charged forward 12” with all of his transports and disembarked en masse. His Seraphim and the one naked infantry squad poured forward
To attack my PCS and CCS chimera while all his Rhinos Popped smoke.

On the right flank his charge paid good dividends as he got in close melta range with his cannoness and his remaining melta squad and blew it out of the air. His one functional exorcist this turn did not take the bait of the Valkyrie hovering so close to the flanks and instead fired on my melta ccs chimera doing everything but destroying it, leaving it with one heavy bolter, immobilized, and stunned. The Metla Squad that had lost its ride missed with both melta shots forcing it and the seraphim to multi charge the two Chimeras. Amazingly the CCS Chim survived but the PCS Chim was destroyed by explosion, killing one flamer trooper and two sisters.

IG Turn 3

I now had a huge number of pissed off power armored virgins with big chainsaws coming after me, it was a little intimidating to be sure. I moved my Valkyrie to take advantage of the cluster of sisters and the Vendetta to get a solid side shot one of the Exorcists dropping the infantry squad propr to movement. The Two separate Groups of Chimeras were stuck behind the immobilized CCS chimera forcing me into a slower reaction than I wanted. I took the remaining PCS Chimera into the woods on the hill to position them for flamer death, and slowly moved the rest further around the woods trying to get some good shots at the now exposed sisters.

The results were devastating. My two flamer PCS combined for nearly 50 hits on the tight cluster of two sisters squads and the seraphim. Combied with the Valkyrie and the Two Battlecannons I cleared out the area around my Imobilized CCS chim almost completely. The Vendetta popped one more Exorcist leaving just one remaining which Pask promptly finished off. My wounded PCS then assaulted the one remaining sister in their area killing her in the assault. My Air Cav Squad then assaulted the rear of one of the rhinos wreking it easily with melta bomb and krak grenade hits. ( damn if those krak grenades came in handy throughout the tournament )

Along the lower end of the woods my Plasma Vet squad supported by the three chimeras and lots of rapid firing lasguns devastated the Cannoness’ Retinue leaving only two alive.


Sisters Turn 3
Not willing to give up the fight and still packing over 40 power armored girls the sisters attacked along two avenues. One flamer squad ran down towards pask and his squadron eviscerator humming menacingly. The melta Squad attacked and another flamer squad’s survivors attacked the chimeras advancing below the woods while the cannoness and the various surviving rhinos attacked the forces at the mouth of the chokepoint.

My opponent had a solid turn here with bolter fire from rhinos slauthtering the flamer PCS while the canoness exploded the melta CCS Chimera killing all but two of its members. While the other squads exploded one of the infantry squad chimeras killing all but 4 of its passengers then slaughtering them in assault.


IG turn 4

I was quickly running out of Chimeras as but my opponent was also running low on sisters. I knew I needed to get rid of the large sisters squad bearing down on pask as that would be two easy kill points if they reached him. The combination of two battlecannon rounds, all of pasks shooting and the long range plasma fire from the vets finished them off. The Valk attacked the isolated melta squad still stuck in the crater from early turn due to bad diff terrain rolls without much result while the vendetta satisfied itself with killing another rhino.

My last melta ccs and the survivors of the firs along with the remaing flamer PCS finished off the Cannoness while the rampaging infantry squad targeted and killed yet another rhino leaving that side of the board nothing but corpses and wrecks.

Sisters Turn 4.

With small remnants of three squads my enemy managed to kill another chimera, and its infantry squad contents while using his remaining two rhinos to shield the surviving girls while the one isolated squad hunkered down in cover of the rocky hill and the crater wreckage from their rhino and prepared to sell their lives dearly.



IG Turn 5
As only three of my chimeras were left alive, only two of them mobile I did had to work hard to kill the surviving members of the sisters assault, and just could not get enough firepower past the power armor of the isolated melta squad to finish them off. Leaving my opponent with two Rhinos and 6 sisters with melta guns but far away from anything they could hit.

Sisters Turn 5, without anything he could really hurt using his rhinos stormbolters and out of range of the meltas my opponent had little to do this turn but try and position himself to keep his rhinos alive. The game ended here with a solid but very costly IG victory


FINAL RESULT IG 13 kp, Sisters 8

This was by far the closed game I had all weekend, and could have been even closer if my opponent had not chosen to get out of his transports so early. Still it was a wonderful game against an awesome opponent and gave me a good idea of how strong Mech Sisters will be against Mech Guard.



I will get to the remaining 3 games as I can, I will also post the pictures for the first two battles as soon as I get home this evening.

Game 3 IG Mech Vet VS IG Infantry +Ogryn+ShadowSword

This is the game I had been looking forward to because I had never faced the horrors of a Superheavy in a non Apocalypse game before. I had also been hearing for weeks about this guys Ogryn and how terrified everyone at the store was of them.

Here is the list he ran
HQ
1x CCS with Medic, AC, Vox, 2x bodyguards, Standard
1x Primaris Psyker (with Ogryn)
Elites
10 x Ogryn
Troops
1x PCS with Autocannon
3x Infantry Squad with Autocannon, GL
1x 20 man conscript squad
1x Lascannon HWT
1x Vet squad with 3x melta and demolitions
Fast Attack
1x Hellhound
1x Hellhound
1x Valkyrie with Rocket Pods and Hvy Bolter Sponsons
Heavy Support
1x Leman Russ with HB Sponsons
1x Shadow Sword super heavy tank.

Deployment was Pitched Battle and the scenario was 5 objectives. He won the go first roll and chose to go first.

(Pics coming later tonight)

The objectives were placed with on in the ruins on the left in his deployment zone, one on the wooded hill on the left of my deployments zone, one in the center of the board, one in the ruins on the right of my deployment zone and one in the cemetery on the far right of his deployment zone. This left the objectives well spread out and put him in position to easily control three objectives on turn one.

His deployment used the terrain to good effect. He placed his Shadowsword in the center of the board with a big tower building in the middle providing it with long range cover from most of the board. His Ogryn were along the Right flank ( all directions from my perspective) The infantry squads and PCS were placed out in the open across his deployment zone with the CCS in the building on the left and the lascannon squad in the bunker to the right of the Shadowsword. The two hell hounds and conscript squad were placed out in an open field on the far left with nothing between them and the wooded hill that anchored my left flank.

I deployed in reaction with one Russ and one basic infantry Chim along the edge of the hill on my left. The rest of the infantry chims prepared to advance along the open area to the left of the tower at board center. My two Melta CCS chims took position behind the tower itself for cover. On the right I placed Pask in position to fire on the Shadowsword and his Russ while my second Russ anchored my own far right.

My Valk took the Center while my Vendettas each prepared to advance along opposite edges to get some flank shots on the enemy armor.

Before turn 1 we each took our scout moves, he moved straight towards the objective in the woods on the hill at my left while I performed a double envelopment with my Valk running straight at his center, and my two Vendettas coming up the sides.

I failed to seize the initiative and prepared to eat some firepower on turn one.

Other IG turn 1 –

His movement was minimal this turn as he moved the hellhounds and conscripts forward, apparently intent on clearing the hill on my left and holding the objective there. His Valkyrie moved behind that same hill and deposited a Melta/Demo Vet squad right beside the objective as well as overlooking the Russ and Chimera below at the base of the hill. He also ran his Ogryn up to protect the objective there from any claim on my part.

His shooting started off well as his melta vet squad blew up the lone chimera on my far left and the Valkyrie then killed all but 5 of the surviving Infantry squad. Unfortunately for my opponent, that squad had a flamer. The rest of his shooting was less impressive with the baneblades lascannons, the lascannon squad and all his autocannons combining to simply shake my vaklyrie. My strategy here had been to use it to draw fire, and I was stunned at how much power he poured into that flyer. Even if he had killed it, it had already done its job. He then fired the ShadowSwords big gun at Pasks squadron but only managed to destroy a lascannon from Pasks squadron mate.


IG MechVets Turn 1

Having come through the first round of shooting with much less damage than I had expected I knew I had to take advantage of my opportunity quickly. I moved all of my surviving Chimeras forward at full speed, danced the shaken Valkyrie around my opponents deployment zone as a distraction while the two Vendettas moved up for a firing pass. The Valk on the left dropped off its infantry squad before movement as I intended to take a charge against the hell hounds using their Krak grenades and Meltabomb. It was a long shot, but it had worked out so well for me in game one I felt it might be worth it.

My Shooting started off poorly as both Vendettas failed to score any major damage on either the ShadowSword or the Leman Russ. My own Russes combined to kill one ogryn ( a mistake as those shots could have cleared out a lot of infantry in the open.) Pask did his job by managing to shake the gun crew on the ShadowSwords main gun. My one bright spot was the infantry squad that moved up the hill to toast the Melta/Demo Vet squad killing 7.

In my Assault phase the flamer squad continued their counter assault on the Veterans by charging the rest. In the end only the squads Sgt survived the desperate melee and moved deeper in the woods to claim the objective there. The real stars however were the Infantry squad that had deployed from the Vendetta who multi charged both Hellhounds and Destroyed both of them via explosions!!! I rolled a 6 for the Hellhound next to his conscripts, killing 12 and running them off the field of battle. My own squad lost 6 but held their ground and prepared to advance on the enemy command squad across the scorched earth surrounding them. [ Go-Go basic Guardsmen!!! ]

Other IG Turn 2

I have to admit here that my opponent suffered from some of the worst luck I had ever seen in the first two turns of this game but he was not about to give up. He had little movement as most of his mobile elements had been destroyed in turn 1 but he did zip out with the Valkyrie in an attempt to get a rear shot on my Vendetta and bring it down.

His shooting phase was very frustrating for him as his entire army managed to do nothing more than blow the multilaser off a single chimera. This left my entire army able to return fire on my turn, and this pretty much sealed the game.

Mech Vet IG Turn 2

My movement was simple as my Chimera Phalanx continued to move up, the melta chims sprinting forward while the rest escorted it with multilaser and heavy stubba fire. The two Vendettas each picked a target, the one on my left swinging around to engage his Valkyrie while the one on my right continued to focus on the enemy Russ. My heroic Infantry squad ran forward so they could be in range of the enemy CCS on the following turn.

My shooting was only marginally effective against his armor with my vendettas each blowing a weapon of their target, the multilaser from the valk and the battlecannon from the Russ. Pask managed to blow off a lascannon and do a structure point to the shadowsword. My chimeras, Russes and Valkyries combined to nearly eliminate his entire infantry platoon however leaving him with only the autocannon and two troops from one squad and two lascannons from the HW squad.
[img]
http://images.dakkadakka.com/gallery/2009/6/3/36042_md-Massed%20unpainted%20Ogryn%20along%20the%20right%20flank.JPG[/img]

Other IG turn 3

Having watched nearly his entire infantry contingent vanish in a single turn I think he was a little shell shocked and he failed to advance with his Ogryn at all. In one very dramatic and fun moment he decided to ram my Vendetta exploding his and wrecking mine in the most dramatic fashion possible. Nothing else moved so he went on to shooting.



Now desperate to stop the rapidly approaching Melta Vets he directed everything he had on the Chimera’s ( too little too late however ) he managed to immobilize one and blow off another multilaser with his remaining heavy weapons as the ShadowSword continued to underwealm us both. His Primaris Psyker tried for a second turn to shoot down the Vendetta, but once again did nothing but scratch the paint. With nothing to assault he handed the turn over to me.



Mech Vet IG turn 3

With their ride stopped my lead melta CCS squad jumped out and advanced towards the shadow sword as the other CCS followed still within the safety of their Chimera. The massed Melta Fire combined with Pasks squadron managed to Imobilize it, destroy all but the heavy bolters and leave only a single structure point. Meanwhile the Chimeras and other infantry squads finished off all but two members of his command squad and all of the rest of his infantry with the exception of a lone PCS hiding in the shadow of the Russ. The Russ was then destroyed by the Vendetta on that flank and the PCS was reduced to just an Autocannon and a commander by the Valkyrie.



Other Guard Turn 4

With only a few models left my opponent struck out with everything he had left. His lone autocannon managed to wreck the second melta CCS forcing them out into the fireing zones of the massed heavy bolter fire of the Shadow sword. Between the two squads only three of the original 8 meltagunners survived with both the Colonel and the Captain ( company commanders ) taking wounds as well. In another bright spot his Primaris Psyker managed to immobilize the Vendetta bringing it down but out of charge range for the Ogryn since he once again did not move them forward.



Mech Vet IG Turn 4

This turn was mostly just mop up as I killed everything left on the board save the Ogryn who ended the turn with 8 big guys still standing.

Ogryn Turn 5
With nothing else to do my opponent attacked with his Ogryn, moving out of the cemetery and charging the downed vendetta detonating it easily.

Mech Vet IG Turn 5
Having moved my entire army at the center to claim the three objectives in that area I was out of range with most of the army to engage the Ogryn. My plasma Vets in chimera rushed over toward the one objective the Ogryn could contest while my tanks slowly withdrew and poured fire on them killing another 4 Ogryn and the Psyker.

Ogryn Turn 6
With nothing in charge range the Ogryn could only run toward the objective in the ruins on my far right. As nothing was in range and out of a chimera they had nothing to fire on.

Mech Vet IG Turn 6

I moved my Plasma Vets into the ruins and onto the objective the Ogryn were moving to contest ( it of course was academic at that point as I controlled 4 of the 5 and the Ogryn could not score, but we wanted to play it out. ) I killed two of the last 4 Ogryn and we rolled for game end, of course it continued to turn 7

Ogryn Turn 7
The ogryn charged the Plasma Vets chimera, but failed to destroy it.

Mech Vet IG Turn 7
In a fitting end, my Plasma Vets and Vendetta combined to finish off the last two Ogryn and end the game.

Final Result MechVet IG 5, Ogryn IG 0

Game 5 IG vs Black Templars

This game was a surprise to me and helped to humble me a bit as I had grown a little overconfident through the previous days games. My opponent was a Black Templar player running an almost fully mechanized list.

His list was basically:

HQ: Marshall with Power Weapon
HQ: Emperors Champion
Elite: Terminator Assault Squad, Land Raider
Elite: Terminator Assault Squad, Land Raider
Elite: Techmarine with 3 servitors in Lascannon Razorback
Troops: Tac Squad in Rhino, Melta gun, Fist
Troops: Tac Squad in Rhino, Melta gun, Fist
Troops: Tac Squad, Lascannon
Troops:Tac Squad, Lascannon
Heavy Support: Vindicator

The Mission was Two Objectives, Pitched Battle Deployment

As always I lost the roll for first turn, and my opponent chose to go first. He deployed defensively with his rhino, razorback and vindicator behind a large hill in the center of his deployment zone on which he had placed his objective. He placed his two 5 man las/plas squads atop the hill, vulnerable but in good position to fire. His two land raiders were set up on the right side of the hill further protecting his razorbacks and Vindicator.

I had placed my objective on the far left of my zone in a forest base. But did not need to worry about claiming it for a while due to my mobility. I set up my Chimera Wall across the center with my Melta Vets hidden behind a large tower that was set in the center of the board. ( pics will follow later tonight when I get home , as usual ) My Tanks were all set up on the far right side of my deployment with my Valk and Dettas in their usual position of Vendetta center and one Valk along each opposite board edge.

BT Turn 1

As usual my opponent keyed off of the skimmer and completely ignored the Chimeras. He moved forward full with both Land Raiders moving slowly toward the chokepoint at board center between the big tower and a wood grove. His Vindicator advanced slowly toward my tanks while the razorback and rhino moved out beside them. On his left the lone Rhino carrying the Emperors champion and a full Tac Squad rushed toward my objective.

His shooting phase was focused entirely on my skimmers and he succeeded in blowing up the Valkyrie and shaking both Vendettas. I will note here that my luck during the first three turns of this game was pretty close to the luck the IG player faced in my previous game. Out of 9 cover saves for the fast moving skimmers I failed 8, and that was just the beginning.

IG Mech Vet Turn 1

With both Vendettas unable to shoot I decided to continue to use them as bait. I pulled back with the one on the left trying to draw the Emperors Champion and company toward it instead of the objective. The one on the right did a full sprint to the board corner and turned to menace the side armor of all his rhino chassis.


My Chimera Phalanx advanced at half speed and fired massed Multilaser, Heavy Stubba shots at the exposed marines on the hill. My Two Russ Battle cannons joined in and despite rolling 5 of 10 1’s for wounds on my battle cannon shots I finally reduced the tac marines to a single lascannon marine who stubbornly held his ground. Pask’s squadron managed to miss with all four shots and I let my opponent from the previous game know that karma was getting me back for the game against him in a noticeable way.

BT Turn 2
With the battle starting off reasonably well in his eyes my opponent felt confident in continuing his charge. Moving 6” forward with both land raiders, the Vindicator and the Razorback as well as the Marshalls Rhino. He also moved only 6” with the EC’s rhino taking the bait and going for a melta shot against my left flank Vendetta.

His shooting was marginally effective as he stunned one chimera, blew up the chimera containing the plasma vets, shook the right flank Vendetta and stunned one of my Russ Tanks.

IG Mech Vet Turn 2

This turn was nearly a critical error for me. Seeing his two land raiders closing on my chimera phalanx I miss judged the distance between his lead land raider and my Melta Vets thinking I would get short range shots with them. With this in mind I moved the plasma squad up in between the wreckage of its own chimera and the PCS chimera to the left. I also held all the chimeras in position to use the heavy bolters against the EC’s Rhino and the surviving Lascannon Marine. Still unable to fire My Vendetta repositioned in the very corner edge of the board on his far right side still threatening all the Rhino cassis.

My shooting was even worse this turn. Pask managed to score a cant shoot result on the Vindicator, I was out of short range with BOTH melta squads and barely managed to shake the lead land raider with 8 S8 shots. My Vendetta hit with all three TL lascannon shots, and rolled trip 1’s for penetration  The combination of 15 multilaser, 15 heavy bolter and 15 heavy stubba shots then managed to kill one marine, barely.

I could not complain given how well I had been doing so far in the tournament but I was expecting to get rolled at this point.



BT Turn 3

Things continue to look good for my opponent here. He disembarked to assault with the terminator squad closest to my chimera phalanx ( now with my plasma vets in easy charge range due to my critical misjudgment the previous turn )and moved both Land Raiders full speed along his side of the forest trying to get around it to charge my objective and flank my advancing Chimeras. .

He moved his Marshals Rhino into melta gun range of my Vendetta on the right, while the EC moved in for another melta shot of the Vendetta on the left. His vindicator moved through a brace of trees to get in range of pasks squadron and my other tanks while the Razorback set up for a side shot on my Russ Tanks.

His shooting phase was solid again, as he wrecked the Vendetta on the right with a meltagun shot, stunned another Russ with lascannon fire, blew the weapons off one of the ccs chimeras and Pasks squadron mate.

His assault phase went as planned killing all but three of the plasma squad ( the plasma gunners , shaking the PCS chim and wrecking the melta CCS chim all with the same terminator squad. My Plasma gunners fell back and the CCS set up in perfect position to get them back in the fight on my turn.

IG Turn 3

Here is where the game turned.

My plasma gunners only fell back 4 more inches leaving them within 12” of the terminators, normally a bad thing but not with Get Back in the Fight! My second CCS moved forward giving it a perfect rear shot on the second Land Raider. My infantry squad piled out of the wreckage of the recently destroyed vendetta and positioned themselves to multi charge the rear of the Marshalls rhino and the Razorback and my sole surviving Vendetta moved back to try one more time against the ECs Rhino after the infantry squad within jumped out and made for my objective, which they managed to reach with a run. .


In my shooting phase I started with FOMT on the CCS and GBITF on the Plasma Vets then fired with the flamers in the PCS. The flamers combined to kill 2 terminators and then the 6 plasma gun shots and 4 meltagun shots finished off the other 3. My Vendetta immobilized the EC’s Rhino while the other Melta CCS imobilzed the Land Raider that held the second terminator squad. Meanwhile Pask and the Tanks managed to stun and weapon destroy the Vindicator.

My Assault phase was yet another heroic adventure with my basic infantry squads. Multi Charging with Krak Grenades and one Meltabomb, they blew up the Marshalls Rhinos and shook the Razorback. I knew the Marshall would tear them apart on his turn, but hey they had already more than done their job.

BT Turn 4

My opponent chose to go as aggressive as possible here, sensing that he had one chance to keep the momentum. His EC squad jumped out of the immobilized rhino and moved toward the objective, ending up right next to one of my basic infantry squad chimeras. The second terminator squad assaulted out of the immobilized Land Raider looking for some revenge against the PCS and CCS squads that had helped kill their brethren. The marshal of course set up a charge on the hapless guardsmen who had destroyed his ride while the shaken razorback moved up so the Techmarine and retinue could get out and try to repair the Vindicator.

His shooting was unspectacular with most of the army stunned or shaken or immobilized without much fire power. The Crusaders proved unimpressive and did not damage to anything but the EC’s squad did blow up the chimera next to them killing 3 of the 10 guardsmen inside.

His assault phase blew up one PCS chimera and wreked the CCS chimera but left both squads in perfect range to respond. The marshal of course slaughtered the guard squad but was left standing in the open staring down the barrels of two battle cannons.

IG Mech Vet Turn 4

I moved my two CCS melta Squads, one foot bound PCS, and the surviving plasma gunners all into range to finish off the terminators. Moved the second infantry chimera and surviving PCS chimera over to deal with the Emperors Champion. The tanks set up for shots on the marshalls squad and the non immobilized Land raider respectively.

This turn my shooting was perfect, I slaughtered the terminators easily, blew up the functional Crusader, annihilated the Emperors Champion and his squad and killed all but the Marshal in his squad. He still had some forces left, but the tide had clearly turned.

BT Turn 5
With the Marshall and the Techmarine’s retinue the only infantry left alive My opponent could no longer claim objectives and I already had mine solidly held with three scoring units so the game was already won at this point but My opponent wanted to play on. He did manage to repair the Vindicators gun, and blow off a Vanquisher’s lascannon, but that was all he could do.

IG Turn 5
At this point it was just moping up. I ran my foot bound PCS onto my opponents Objective and killed everything on the board except for an immobilized and weapon destroyed Razorback. We rolled and the game ended.

Final Result
IG 2, BT 0


Game 5 IG vs ‘Nilla Marines ( especially appropriate since his entire army was either unpainted or painted a very light grey )

My final opponent had been getting hammerd all weekend and felt that taking pictures was just rubbing salt in the wounds so I don’t have any photos of the last game. The report will be quick as well since the game was very one sided as you will guess from his list.

Space Marines
HQ: Captain with Command squad, 4x Storm Shields, 4x Lightning Claws, 2x Meltagun, 2x Combi Flamers

Elites: 10x Sternguard in Drop pod with 10x combi flamers
Elites: 1x Dread with MM/HF
Troops: 10x Scouts with 9 sniper rifles, Telion, 1 HB
Troops: 10 man tac squad in rhino with MM/Flamer
Troops: 10 man tac squad in Rhino with ML, Meltagun
Fast Attack : 3 Speeders with Assault Cannon, Multi Melta
Fast Attack: Scout Biker Squadron
Heavy Support: Vindicator
Heavy Support: Thunderfire Cannon
Heavy Support: Whirlwind

It should be noted that my opponent is a very nice guy, he even won best player in the store league, so his attitude was really based on his having a very hard weekend. He had played the IG player from my third game previously and quit after 3 turns when he had done nothing but kill a few conscripts while his army was swept from the table.

The mission was 5 objectives with Dawn of War deployment. He set up the objectives so that three of them were concentrated in the mid board on the left side making it very easy for me to concentrate my forces toward them. The other two were both on the far just out of our respective deployment zones and in ruins.

So as usual I lost the roll to go first and my opponent set up his scout squad in a large forested hill that dominated the center of his deployment zone and his command squad hidden behind a tower in the right midfield.

I brought in one CCS and the Plasma Vets in their chim hidden behind a small hill at board center. The rest was stuck off board due to my least favorite deployment option.

SM Turn 1

On his first turn he brought everything in with his whirlwind, Vindicator, MM tac squad in rhino and the combat squad missle launcher half of the second tac squad all moving in. The missle tac squad moved into a bunker placed on the far left corner of the board and the rest moved in to the left of the big wooded hill. On the right he moved in the second half of the missle squad in their rhino, the melta half of the MM squad and the thunderfire cannon. As it was dawn of war and my only units were hidden behind the small hill in the center of the board he had no shooting.

IG Turn 1

With three tasty objectives clustered together on the left side of the board I ran right at him there. All five chims ran forward to meet the two at the hill, and popped smoke. My valks did their usual with one vendetta on each side and the vaklyrie straight up the middle. The tanks all came in on the left side as well making for a horrible miss match soon.

SM Turn 2

With very little long range firepower my opponent had no choice but to run right at my Chimera Phalanx. Everything moved forward and his command squad tried but just failed to get in short melta range of the Valkyrie at board center. His shooting was almost non existent due with so little that had any range and he managed to shake one chimera and the valkyrie but nothing more. He did get his Sternguard in from reserves but equipped so exclusively for anti hoard they really had no effect. He brought them in right behind my lines and actually scattered off the board. I made up a rule on the spot that let them not be destroyed as I just could not let any more bad things happen to him this game. Since all they had were the bolters they did nothing anyway, and at least he got to place them.

IG Turn 2

I felt bad for my opponent already as I could see that his list was simply an auto loose to Mech Vet unless the dice gods intervened on his behalf in a HUGE way. Moving forward with my entire army against half of his on the left flank I basically wiped out everything but his bunker bound tac squad in one round of shooting. The Sternguard were vaporized by the russes and the drop pod died to the chimeras. On the right I destroyed his Rhino and put my Valkyrie right in between his tac squad and command squad mainly to give him something to feel good about killing.

SM turn 3

He killed my Valkyrie and the Inquisitor, and blew the multi laser off one chim. Everyone loves to kill Valkyries so that made him feel a little better.

IG Turn 3

This turn I wiped out everything else left alive on the left side of the board, positioned troops to claim the three objectives there and turned to face the rest of his army. On the right I moved my vendetta to drop its infantry on the objective there.

SM Turn 4
With only his command squad, the thunderfire cannon and a melta gun combat squad left alive he had little to do. He did manage to pop the chimera of the plasma veterans who had annihilated the scouts the previous turn with his thunderfire then wiped them out with this command squad, but that put his command squad right in the middle of my advancing chimera phalanx with the expected results.

IG Turn 4
I killed his command squad and the thunderfire cannon. His last combat squad remained in cover on the far right corner of the board out of range of most of my firepower.

SM Turn 5
He was out of range and the game was over, we only continued as the tourney counted victory points as a tie breaker.

IG Turn 5
The last of his marines died and the game ended mercifully for my opponent.

Result IG 4 SM 0

I talked with my opponent after the game and he knew his list was not a good one for this kind of tournament, but he is also one of those players who likes to have one of everything in his list, not much you can do to make those kind of random battle forces effective against a real competitive build.

FINAL OBSERVATIONS

So after 5 games and two days I came away with a few surprising revalations

1. Fist and most of all I came away with a new respect for the basic guard squad when deployed in an airmobile fashion. They just kept kicking ass and doing everything I asked of them and more. I would never have imagined how much of a difference the 15 pts to give them Krak Grenades and a Melta Bomb would make.
2. Mechanize PCS flamer squads are second only to Ork Burna boys as an anti infantry weapon. Especially with a HF Turret . I don’t care what your save is 15(Small squads of MEQ) to 40+(any T3 infantry) wounds a turn will fry your ass!
3. The 1 Valkyrie + 2 Vendetta combination works like a charm in multiple ways. It provides nice supplemental firepower, a fantastic delivery option for any kind of trooper and an amazing distraction to keep your Chimeras safe.
4. The Chimera Phalanx is one awesome beast even in larger games. Keeping them close makes getting multiple side shots extremely difficult for your opponents and lets you deliver a hammer blow to whatever is at the top of your target priority list while throwing down a steady fusillade of ML/HS fire on anything in range.
5. Heavy Stubbas rock. The defensive weapon ability makes these things a no brainer, they are immediately going back into my 1850 list!
6. Pask+Vanquisiher is worth it but only in big games and only in a squadron. Alone he just does not bring enough to the party to justify the 220 pts. And don’t bother with him unless you are bringing the lascannon. In 5 games his big gun only hit an average of 2 times a game at the best.

The biggest thing I learned is that people will have to adjust to face Mech Vet effectively and that WILL shift the metagame! I cant wait to see what comes next!




This message was edited 13 times. Last update was at 2009/06/05 18:57:31


Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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melbourne

Is it just me or do only the army pics come up?
   
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Philadelphia

That was me, I fixed the links so all the pics should work now

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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Sword-Bearing Inquisitorial Crusader






Wonderful battle report, just one problem.

Pretty sure you're playing your squadrons wrong.

All vehicles in squadrons need to stay with-in 4 inches of each other unless specifically stated.

Check out the squadron rules secton, there's rules about them staying in coherencey, how they allocate pens/glances, and all sorts of stuff.

From my understanding though, they can't move independantly and work as one squad.

This message was edited 1 time. Last update was at 2009/06/03 02:23:10


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Philadelphia

The only squadron I was running was the two vanquishers, everything else was singleton.

The Pask Squadron did stay within 4" in all games.

Sorry if that was not clear.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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Killer Klaivex







An awesome sounding weekend! I almost wish I had been there mixing things up!

This message was edited 1 time. Last update was at 2009/06/03 02:26:55



 
   
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I must be confused on squadrons then, which is definately a possibility because I'm not a guard player myself.

I was under the impression that if you took more than 1 of a type of vehicle that it was part of a squadron automatically, otherwise it counts as 1 heavy support choice per vehicle.

In my mind this is what made taking 3 heavys as 1 heavy support choice, balanced.

Am I wrong =(?

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Mississippi

For Leman Russes and Valkyries their codex entry is for squadrons, but if you only take a squadron of 1, then it is just a normal vehicle.

From his army list his Heavy Support was:
1 Leman Russ
1 Leman Russ
2x Vanquisher w/ Pask

You are not forced to Squadron or anything like that, unless you want more than one per Force Org. slot.

This message was edited 1 time. Last update was at 2009/06/03 03:41:48


 
   
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Philadelphia

Ketara wrote:An awesome sounding weekend! I almost wish I had been there mixing things up!


The only thing that would have made it better was a few more players, they had space set up for up to 14 but I think the size of the games made a few of the local players shy away. I heard a few say they were afraid of the super heavies, too bad there was only one, and I had no real trouble against the ShadowSword once I got over the ... "Holy Crap that thing is Huge" effect that you feel when you face a super heavy without one of your own.


Automatically Appended Next Post:
Phangry wrote:For Leman Russes and Valkyries their codex entry is for squadrons, but if you only take a squadron of 1, then it is just a normal vehicle.

From his army list his Heavy Support was:
1 Leman Russ
1 Leman Russ
2x Vanquisher w/ Pask

You are not forced to Squadron or anything like that, unless you want more than one per Force Org. slot.


QFT

This message was edited 1 time. Last update was at 2009/06/03 05:08:20


Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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Victoria, Australia

Very nice reports, a great read and very nice pictures.
I was wondering how you feel about the Valkyrie, and how it has performed for you, do you think a third Vendetta would be a better alternative, or do you enjoy the template madness?
   
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Philadelphia

Foldalot wrote:Very nice reports, a great read and very nice pictures.
I was wondering how you feel about the Valkyrie, and how it has performed for you, do you think a third Vendetta would be a better alternative, or do you enjoy the template madness?


The Valkyrie is a funny beast. When I need it ( orks and guard ) it has been devastatingly effective for me and it provides a great ride for my Inquisitor and Mystics when I know there are deepstrikers on the way. In missions where the Inquisitor is of no use and I have no squishy infantry for the pods then I use it as a distraction. Rushing it with full out straight into the teeth of the enemy formation while the Vendettas slide up on opposite flanks. It is very difficult for a player to just ignore that giant scary looking Valkyrie sitting directly in front of his deployment zone. Almost every time I have done this it has been a great sucess ( as you will see when I write up the reports for games 3,4 and 5.

1 Valk and 2 Vendettas seems to be a very effective mix for me. The Vendetas almost always make a signifigant impact with thier firepower especially when facing a mech army. And the squads carried in those transports are made dramatically more effective by the ability of a fast transport to get them into places where the enemy is vulnerable. In this tournament they were carrying nothing more than 65 point infantry squads, but because of the Valk/Dettas ability to put them into critical spots using the scout move and all out sprints those pathetic little infantry squads killed over 5 games:

1 Chaos Land Raider
2 Hell Hounds
1 IG CCS
1 20 man IG conscript Squad
2 Witch Hunter Rhinos
1 Black Templars Rhino
1 Black Templars Razorback

All that on top of holding numerous critical objectives. And that is just with crappy basic Infantry units in them. If I had been able to run Plasma or Melta Vets, or god forbid GKTs (And Im slowing coming around that maybe, that might be one exception to me feeling that nothing is ever cheesey)

If said before that the only reason Im playing guard now is because I love the model for the Valkyrie so much it made me change armies. The fact that they are also highly effective units has turned out to be a surprising bonus.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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Wow, looking at the pictures of you vs the sisters player makes it pretty clear who the real winners are. GW. A wall of Chimera's at $40 a pop, with four russes at $45 a pop, supported by 3 Valkyries at $60 each, facing off against a wall of rhinos at $40 and 3 Exorcists at $50 each.

Wow, 5th Ed is mech because GW finally figured out how to really get some mileage out old tank kits.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

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Philadelphia

whitedragon wrote:Wow, looking at the pictures of you vs the sisters player makes it pretty clear who the real winners are. GW. A wall of Chimera's at $40 a pop, with four russes at $45 a pop, supported by 3 Valkyries at $60 each, facing off against a wall of rhinos at $40 and 3 Exorcists at $50 each.

Wow, 5th Ed is mech because GW finally figured out how to really get some mileage out old tank kits.


Yeah, cant argue that one, my IG army has already cost me 1000+ including the new Battlefoam case I bought for it and I still need to bitz buy another 16 meltagun arms , two demolisher kits and two forgeworld executioner turrets

total army cost including case, models, paint primer, glue ect...


1425.00 plus tax and shipping :-)

gues GW is to the bank from me anyway.

This message was edited 1 time. Last update was at 2009/06/03 18:29:38


Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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england

nice battle report and wowah *falls of chair* check that price tag dudes

i play +iron warriors  
   
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Kirkland, WA

A great pair of batreps. I'm really looking forward to snagging a valkyrie/vendetta. They look like they are a blast to use.

With regard to the cost of collecting IG armies, it sure can be costly but two things work in the IGers favor: time and used models.

Many IG players like me cannot afford to quickly build up armies so we slowly buy up their armies over many years. For instance, over nine years my $1600 sticker price of all my IG models means I've spent roughtly $7 a month on figures.

However, when you factor in the used models I bought from friends or online the price is really much less than that. Many IGers I know have scrounged up a chunk of their army by buying used models in a similar manner. So don't let the sticker price dismay ya cuz their are often cheaper used options and, as long as you have another army, there is no rush to build up your guard force.

Of course, this meant that I did a lot of proxying in my first year and also I don't think we'll be seeing used valks anytime soon. Sigh.


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whitedragon wrote:Wow, looking at the pictures of you vs the sisters player makes it pretty clear who the real winners are. GW. A wall of Chimera's at $40 a pop, with four russes at $45 a pop, supported by 3 Valkyries at $60 each, facing off against a wall of rhinos at $40 and 3 Exorcists at $50 each.

Wow, 5th Ed is mech because GW finally figured out how to really get some mileage out old tank kits.


That sister player spent way more than that. His rhino front hull plates are all forgeworld, I'm sure the rear ramps are forgeworld too. This is also not to mention each sister box set of 10 is 40 bucks because they're all pewter.

This message was edited 1 time. Last update was at 2009/06/03 20:01:50


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Philadelphia

Kreedos wrote:
whitedragon wrote:Wow, looking at the pictures of you vs the sisters player makes it pretty clear who the real winners are. GW. A wall of Chimera's at $40 a pop, with four russes at $45 a pop, supported by 3 Valkyries at $60 each, facing off against a wall of rhinos at $40 and 3 Exorcists at $50 each.

Wow, 5th Ed is mech because GW finally figured out how to really get some mileage out old tank kits.


That sister player spent way more than that. His rhino front hull plates are all forgeworld, I'm sure the rear ramps are forgeworld too. This is also not to mention each sister box set of 10 is 40 bucks because they're all pewter.


I asked the sister player about that, he was smarter than I was and apparently used uh.. "creative alternatives" to buying 7 Forgeworld Sister accesory kits. The girls and the three exorcists he got unpainted in a package deal off ebay for like 300.00
so he avoided the sticker shock that im still getting therapy for.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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Tallarn Commander wrote:So don't let the sticker price dismay ya cuz their are often cheaper used options and, as long as you have another army, there is no rush to build up your guard force.


I and most of the others on this site are probably smart enough to get mini's at a decent cost. I was more commenting on the relative financial brilliance of GW's "mech up" attitude in 5th edition.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

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I asked the sister player about that, he was smarter than I was and apparently used uh.. "creative alternatives" to buying 7 Forgeworld Sister accesory kits. The girls and the three exorcists he got unpainted in a package deal off ebay for like 300.00
so he avoided the sticker shock that im still getting therapy for.


Wow, he got quite the deal there. My Witch Hunters I bought all retail, but my Necrons I bought 2000 points worth off this meth head that works at a hobby store near me for 80 bucks.

I just realized that the sister player you went up against spent 240 on Eviserators alone. That's pretty crazy.

This message was edited 1 time. Last update was at 2009/06/03 21:50:04


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Philadelphia

I have added game 4, I will post the pics for game 4 later tonight. I will post game 5 tomorrow but sadly have no pics as my opponent for game 5 was not in the best of moods and felt that I was rubbing it in by taking pictures of his defeat. That will be a short report as the battle was very one sided.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
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Homicidal Veteran Blood Angel Assault Marine





Congrats on the win Big T!

I'm curious about how you feel about the Vanquishers/Paskquisher after using them. I know your list wasn't optimized the way you want it to be, so that may or may not alter your view of their performance.

How did your opponents want you to play the valks for things like objective holding and (dis)embarking?

I'm amazed at how effective your basic krak toting infantry squads were coming out of the Dettas too. Reading this also made me really want a 4 flamer PCS in my army lol
   
Made in us
Rough Rider with Boomstick





Philadelphia

Caffran9 wrote:Congrats on the win Big T!

I'm curious about how you feel about the Vanquishers/Paskquisher after using them. I know your list wasn't optimized the way you want it to be, so that may or may not alter your view of their performance.

How did your opponents want you to play the valks for things like objective holding and (dis)embarking?

I'm amazed at how effective your basic krak toting infantry squads were coming out of the Dettas too. Reading this also made me really want a 4 flamer PCS in my army lol


Thanks for the 'Gratz, it was a lot of fun and i had a great time ( Although now that I won that Ravenwing Battleforce im probably going to want to buy 6 more and make an Ard Boyz Sallies bike list,,,, damn you GW)

I was also stunned at the effectiveness of the basic infantry squads. I only took them because we were wysiwyg and I only have 8 melta gunners built. It really makes me consider running the semi mech platoon in my 1850 list as those sorry sons a bitches consistently over performed. The flamer PCS was just over the top. They annihilated anything they went after and when used with some melta or plasma backup they were great at killing terminators too. I never really had the chance to use them on non power armor foes but damn did they do a number on the sisters. One turn of shooting with the two flamer PCS squads turned the game around.

Now the tough one, Pask.....

I have to say I always felt he was under performing, but as I run the numbers over 5 games he kind of held his own and the fact that not once in 5 games did I loose a single tank from his squadron says something. ( possibly that my enemies did not consider him enough of a threat, or that in this melta heavy environement his ability to drop the hammer from across the board is better than you would first think)

Lets see,

Game 1 - Killed one land raider, 2 terminators, 1 Obliterator, assist on 1 deamon prince.
Game 2 - Killed one exorcist, two rhinos, 4 sisters ( when one flamer squad with an evicerator VSS tried to make a run at his squadron )
Game 3 - 2 Ogryn, Assist on Shadowsword ( without the meltas he would not have been able to kill the big tank )
Game 4 - One Land Raider, One Vindicator, Assist on second Land Raider
Game 5 - One Vindicator, Two Rhinos, One Whirlwind, 2 marines

Based on that I would have to say that he did his job in every game, and in game 3 even though he seemed to underperform it was the consistent weapon crew shaken and weapon destroyed results that he put down that kept the SS from ravaging my Chimera Line with that damn St D template.

In a big game 2000+ I can see him being worth it since you will have all your other bases already covered and he can provide long range cover for your Chimera Phalanx to help them advance. In 1850 I think he costs to much as you can only really use him in a squadron, just one even with pask would be too frustrating and unreliable.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
Made in us
Been Around the Block






Excellent write up. I really enjoyed reading your reports and congratulations on your well played games.
I only see a couple of points of contention:

1. If you advance your skimmmers as a scout move, they do not get a 4+ save. If you look at the wording on the skimmers, they only get a 4+ save if they moved in the previous movement phase.

2. His valkyrie shouldn't have been able to ram. It is not a tank, and thus cannot tank shock or perform rams.


 
   
Made in us
Implacable Skitarii






michigan

congrats on the win, a wonderful report

DQ:80+S+++G+++M++++B++I+++Pwhfb06#+D+++++A++++/mWD186R+++T(s)DM+
 
   
Made in us
Guardsman with Flashlight




Providence, RI

I've also found PCS with 4x flamers to be the premier solution to enemy infantry or as a counter-assault unit, especially when you mount them up in chimaeras so that they can run around as needed and/or use them to burn out objectives/contest them.

Trade References: TheBog, FoxPhoenix135, Iboshi2, deffskullz, Eureka  
   
Made in us
Rough Rider with Boomstick





Philadelphia

Wildeyedjester wrote:Excellent write up. I really enjoyed reading your reports and congratulations on your well played games.
I only see a couple of points of contention:

1. If you advance your skimmmers as a scout move, they do not get a 4+ save. If you look at the wording on the skimmers, they only get a 4+ save if they moved in the previous movement phase.

2. His valkyrie shouldn't have been able to ram. It is not a tank, and thus cannot tank shock or perform rams.


Everywhere I have played, including any major tournaments the ruling has been that since the scout move allowes "normal movement" the model is considered to have moved. This goes for skimmers, bikes ect... That is also the ruling of the TO/ store owner.

On RAM i know it is one of those points that has been argued but he had been having such a hard game I was not going to question him on it. besides it was a cool visual moment.


Automatically Appended Next Post:
chrisocasio wrote:I've also found PCS with 4x flamers to be the premier solution to enemy infantry or as a counter-assault unit, especially when you mount them up in chimaeras so that they can run around as needed and/or use them to burn out objectives/contest them.


The flamer PCS ( with heavy flamer if you can afford it ) is one of the best units in the new 'dex. Either on foot in a guyspam army as a counter assault or in a chim as anti horde escort to your Chimera Phalanx.

Flamers = Fun :-)

This message was edited 1 time. Last update was at 2009/06/05 17:41:49


Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
Made in gb
Regular Dakkanaut




Wales,UK

Nicely done, and thank you for writing up the report.

I do love 2 infantry squads with kraks + a PCS, never thought of giving them melta bombs, that is a great option to have since people totally forget about it =D. Wish we played more than 1500 around here so I could use them!

Great to see the valks/'dettas working out even in larger games, was worried you might be forced to keep them all in reserve just because of how quickly they can get taken down. I'm currently using 2 'dettas, tossing and turning over a devil dog with smoke launchers vs a valk (they do serve totally different purposes firepower wise, but I will mostly use them to contest objectives and such, both AT and AP are well covered in the rest of my list), now I've seen how good 3 of those beasts look on the table I think ill buy the 3rd valk-how on earth do you transport them though >_<.

   
Made in us
Fixture of Dakka






on board Terminus Est

Great bat reps Big T!

New guard = Very scary !!!

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
Rough Rider with Boomstick





Great report!

Very cool to see mech IG in action, and I completely agree that it will change the metagame.

I also loved seeing your basic Infantry Squads do so much damage, I have not tried that setup before (flamer&grenades). Do you feel that Flamer+Krak+MeltaBomb for those aggressive squads is not too much? What about just a Flamer and Meltabomb (since frag grenades can still do some damage to rear armor)?



The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Rough Rider with Boomstick





Philadelphia

Jpr wrote:Nicely done, and thank you for writing up the report.

I do love 2 infantry squads with kraks + a PCS, never thought of giving them melta bombs, that is a great option to have since people totally forget about it =D. Wish we played more than 1500 around here so I could use them!

Great to see the valks/'dettas working out even in larger games, was worried you might be forced to keep them all in reserve just because of how quickly they can get taken down. I'm currently using 2 'dettas, tossing and turning over a devil dog with smoke launchers vs a valk (they do serve totally different purposes firepower wise, but I will mostly use them to contest objectives and such, both AT and AP are well covered in the rest of my list), now I've seen how good 3 of those beasts look on the table I think ill buy the 3rd valk-how on earth do you transport them though >_<.



here are the pics of my BattleFoam set up expensive but the entire army fits with room to spare.





Automatically Appended Next Post:
BoxANT wrote:Great report!

Very cool to see mech IG in action, and I completely agree that it will change the metagame.

I also loved seeing your basic Infantry Squads do so much damage, I have not tried that setup before (flamer&grenades). Do you feel that Flamer+Krak+MeltaBomb for those aggressive squads is not too much? What about just a Flamer and Meltabomb (since frag grenades can still do some damage to rear armor)?




Hard to say, if they will be used in numbers then the MB alone should be fine but if they will be out on their own i think the krak gren might be worth it. I would normally take the flamers instead of the GL but with the two PCS squads I ran out of flamer guardsmen
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[Thumb - 002.JPG]

[Thumb - 003.JPG]

[Thumb - 004.JPG]

[Thumb - 005.JPG]

[Thumb - 006.JPG]
All of this fits in the case with room for another 72 troop tray

This message was edited 1 time. Last update was at 2009/06/07 01:16:36


Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
 
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