Sure Space Wolves Land Raider Pilot
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Ok, did a little warmup game for Ard Boyz coming up this weekend tonight.
My list consisted of;
Big Mek w/KFF
Warboss- Big Choppa, combi-skorcha
9xNobs 3 w/PK
1 Painboy
Battlewagon - RP, Armor, Boarding Plank, RP, Grot Riggers, Kannon
Truk Boys Mob -Nob w/PK
Truk Boys Mob -Nob w/PK
14 Lootas
14 Lootas
2x Deffcopta w/Buzzsaws
2x Deffcopta w/Buzzsaws
2x Deffcotpa w/Buzzsaws
9x Kan w/Grotzooka
27 Slugga Boys/Nob w/PK
26 Slugga Boys/Nob w/PK
His list, more or less;
Khan and a big 8-9 man Bike squad with attack bike
4x Rhino w tac squads
8x Biker squad, w/Attack bike
Land Raider
5x Terminators w/Assault cannon
3x Land Speeders
Table quarter 1= My deployment
Table quarter 2= quarter to my right, down the long edge
Table quarter 3= His deployment
Table quarter 4= quarter straight across from my deployment zone
Terrain- Quarter 1- Big clump of woods right in the middle of the quadrant, not much else.
Quarter 2 - 2 sets of ruins - Also objective 1
Quarter 3 - Another big clump of woods/forrest
Quarter 4 - Building, and some more ruins- Also objective 2
I won the roll to go first, and since it was night fight, I chose to go first. This was a mistake, as since he was outlfanking, it really didnt matter. This is part of my game I really need to work on. Anyway, I deployed with the Kans leading the Boyz mobs to the right, toward Objective 1. The Battlewagon and 2 Truks were on the upper side of the woods, heading towards objective 2.
Turn 2. I move more foot sloggers toward Obj 1, and the mounted stuff moves 13 inches just to make sure I am well out of range of assault from the table edges. The Deffcoptas hover around the middle of the table.
His half of turn 2- He rolls reserves, and everything except the Khan squad of bikers and the Land Speeders comes in. The worst thing, was that for all but 1 unit (the other bike unit I believe) he rolls a 5-6, so he can choose where he wants to come in. He rolls all 4 Rhinos into Table quarter 2. The Bikers come into Table Quarter 4, and so does the Land Raider.
The Rhinos spin around and deploy all the Marines, who take some shots at a big boys unit, and some Deffcoptas they were barely in range of, doing very little damage. The bikes in Quarter 4, immobilize one of the Truks.
I had deployed my Lootas in an L shape, covering most of my table quarter, to keep him from moving into my backfield. That would force him to come in on Table Quarter 4, instead of 1, so my mounted stuff could get there to back me up. So his Land Raider moved in from Table Quarter 4, down to Table Quarter 1, and deployed his Terminators in front of the Loota unit there. He shoots and kills around 6 Lootas, so i pull them from near him so he can't assault. I pass my break check, and so now, its my turn 3.
My turn 3- I move the still mobile Truk up, and deploy the mob inside out to charge the biker unit(in retrospect, I think he only had 6 Bikers in this unit, not 8). I also move the Battlewagon over and drop the Boss and Nobs out to deal with the Terminators, and my boys mob in Table Quarter 2, moves toward his now deployed Tac Marines. The Kans and Deffcoptas follow suit and get closer to his 4 Rhinos full of Tac Marines.
So, the 2nd Unit of Lootas immoblizes a Rhino. The now wounded unit of Lootas has but 2 Targets, the Termies, or the Bikers, and in both cases, I wanted to make sure I got to assualt, so I chose not to fire them. I also declared my Waagh this turn. I failed to repair my immobile Truk(stayed stuck the entire game of course). Then moved on to assault.
The Warboss and Nobs wipe the Terminators out, losing 2 of their own in the process. The Truk Mob hits the bikers and wins combat, but he rolls well on his break check and we stick in combat. The Slugga boys mob in Table quarter 2 wins combat, but again he passes his morale and we continue the fight.
His turn 3- The Speeders show up, but still no Khan. He embarks a squad of Tac Marines back into a Rhino, sends another Tac squad to deal with one of the Deffcoptas, the Land raider moves to get a shot on the Battlewagon, and the Speeders move into position to shoot at Kans.
He has 2 Lascannon hits on the Battlewagon, one on the side armor, one on the front. The one on the front misses, but the one on the side hits, and promptly rolls a 2 for Armor Penetration. The Speeders gang up and kill 1 Kan, out of the leading unit. In assault, the Tac squad that went after the Deffcopta kills it. The Tac squad that was fighting the boys mob sticks in combat for another turn, and the Biker squad in Table Quarter 4 stick for another round.
My turn 4- Ok, at this point, I'm feeling good about my chances. Ive piled up some kill points, and I control both objectives, to his none, and none. So I just need to bear down and finish the game. So the Kans and Deffcoptas move closer to the table edge in Table Quarter 2. The Nobs and Warboss move to assault the now empty Land Raider. The Lootas near the middle of the table wipe out 2 of the 3 Land Speeders in shooting. The Kans closest to the table edge in Table Quarter 2, shoot some Grotzookas and kill a bunch of Marines. In the assault phase, the Nobs immoblize the Land Raider. The truk mob in Table quarter 4 kills a few more bikes, but doesnt wipe them out. FInally the big mob in Table Quarter 2 finishes off the Tac squad they were engaged with. On to his turn 4.
His turn 4- Finally Khan shows up with his Biker buddies, and he chooses to bring them into Table Quarter 2. The long Land speeder moves 24 inches away from the fight, and a couple of the Rhinos that can still move shuffle around. In his shooting phase, Khan and bikers shoot the leftover Boyz unit pretty much dead. I think he did assault the Nob and 2 boys to finish them off, but they all died in the end.
My turn 5- Ok, mop up time. 5 Kans move up to get a bead on Khans squad. 3 more move down toward the Rhinos, followed by the Big Mek and another Boys mob. The Deffcoptas move over to help clear them out. Nothing spectacular in the shooting phase. I think the Grotzookas kill a couple of Bikes. When the assault comes though, it gets a bit more messy. The Truk boys finish off biker squad 1 in Table Quarter 4. The Nobs and Warboss take a weapon or 2 off the Land Raider. Then, 2 Kans and 2 Deffcoptas attack Khan's unit and kill 5 bikes. The bikes do 1 effect back, fail their morale, and lose everyone but Khan an 1 biker. Then they hit and run, and get the heck out of dodge. The other 3 Kans kill the last Rhino carrying marines in Table Quarter 2, so they bail out.
His turn 5- He runs with the one mobile Rhino, the 2 Bikes, and the 1 Speeder towards objective 2, near the Truk boys units and Warboss/nobs and Battlewagon. His last Tac marine squad that just got their ride blown up, charge around the Kans and hit the other big boyz mob, and actually win combat by 3, so I lose another 3 from being fearless.
My turn 6- At this point, I charged 3 Kans into the last Tac squad, move the boyz up and surround the objective in Table quarter 2, and start to figure out where I want to start combat. My opponent basically threw in the towel before I could finish turn 6, so the game ended.
I had put the Truk and Battlewagon right on top of the other objective, so he couldnt have contested, or controlled it anyway, so he gave up.
I lost exactly 1 Kill point, and i controlled both objectives, so the game was a Massacre victory for me.
Couple of things to note. I feel like he should have brought his 4 Rhinos into Table Quarter 1, or 4, and tried to overwhelm my mounted and my Loota contingent, instead of choosing Quarter 2. There has been some question about fielding a mixed force of mounted and ground pounders, and I have to tell you. It felt very flexible. I will get another practice game in tomorrow evening, but this one went well.
This is my first battle report here, so please excuse the format, I will try to get better as I go.
Any feedback is appreciated.
Clay
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Sure Space Wolves Land Raider Pilot
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I remember thinking when I saw his force, that it looked pretty good. Then I remember thinking when he got all those good rolls for deployment that I could be in serious trouble, but it never happened.
1. I'm sure after that game, that outflanking your whole army isn't as good as holding some of it, and deploying the rest.
2. He certainly should have pushed the rhinos onto the other flank, there was just no way 40 Tac marines could hold out against 60 Boyz, 9 Kans, and 6 Deffcoptas. I mean, they could, if it would have taken me another 2 turns to get there, but I charged them the turn after they came in. I had to use my Waagh, but I figured that it was the right time. Once I got in hth, all those Bolters that should have been killing boyz were worthless.
3. He also relied on his bikes for HTH, and from what I saw, that doesnt work. They are a shooting force. Even 1 Truk mob killed one without dropping below half of its own models. They just don't get enough attacks.
4. I would have started all the Tac squads, and the Land Speeders on the board. Keep in mind, I have never played that force, but thats what I wouldn't have wanted him to do as his opponent, so it sounds like it might have been better. Maybe someone who plays a Khan outflanking force can chime in here with why you should/shouldn't bring everything in outflank?
Clay
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