Mission and Board
This was a spearhead deployment with annilation as the objective. My opponent won the roll to go first, and he chose to deploy and go first.
The board is shown below. This is a 'Mars Board' built by our
FLGS, and was a pleaure to play on. There was limited cover for both sides.
Army Lists 1500
I brought the following army. We both had to proxy a little bit, but not much.
Marine Army
Captain w/Relic Blade and Bike
2 Squads with 2
PG, 1
MM and Seargent with Power Sword (9 models total)
1 Squad with 2
MG, 1
MM and Seargent with Power Fist (9 models total)
1 Squad of bikes, 1
HB, and Seargent with Power Fist (6 models total)
3 Attack
HB Bikes
1 Landspeeder with
MM
Chaos Army
Ahriman
2 Squads of 1k sons in a Rhino
6 Oblits
1 Defiler
In hindsight, I believe he used 4 heavy support choices in his army, as he had his oblits in 3 squads of 2 each, instead of having 2 squads of 3 each. As it was a friendly game, I am OK with this error.
Turn One
CSM
The traitor legion deployed in the back corner of their spearhead, trusting in their long range weapons to kill the marines before they could get close.
This strategy is very imperial guard, and I think this is what cost him the game. He moved into the mindset of 'pillbox firing', instead of using his defiler offensively when I was close. Were I him, I also would have strove to get Ahriman into the fray.
Marines
The marines stayed in reserve, and did not enter the battle. The sound of roaring engines filled the air.
Turn Two
CSM
The chaos player did not move his army at all.
Marines
The marines began coming onto the board. 3 full bike squads and the attack bike squad rolled their reserve rolls and roared onto the board. I used the congo-line method to limit the number of target the battlecannon would get. This worked very well, as the plasma cannons were getting 1 target under the template, and the battlecannon was only getting 3 under the template.
Turn Three
CSM
The chaos player began firing. His obliterators opened up firing plamsma cannons into the marine bikers, and the defiler fired a thundering battle cannon shot at the bikes. As the marines were relying upon their speed to protect them, only 3 were killed by the heritical forces. One plasma cannon overheated, causing a wound to an oblit.
When I rolled the morale test for the squad that was hit -- the middle squad -- they failed their break test. Falling back
3d6 inches caused the entire squad to race off the board! In one round of shooting, I lost over 300 points of troops due to a failed morale test.
Marines
The melta gun squad turbo-boosted closest to the chaos players, giving my other squads cover.
The landspeeder dropped from the sky in a deep striking tactic with the goal to take out the defiler. The landspeeder missed its shot.
The final bike squad turbo-boosted onto the board.
The attack bikes and one bike squad fired into 2 oblitrators. They killed one of them, and delivered a wound to the other.
Turn Four
CSM
Ahriman drew the powers of the warp around him in a warptime effect.
The chaos player fired his weapons again. Two oblits used twin-linked plasma guns to shoot at the landspeeder, and failed to even penetrate the armor. The lone defiler shot a las-cannon at the landspeeder, and shook the crewmembers. Desperate to get another
VP, the final 2 oblits shot lascannons at the landspeeder, destroying it in a ball of flame.
Ahriman fired 6 shots at the speeding marines, killing one of them. The rest of the thousand sons fired their bolters at the bikers, but to no avail.
Marines
The marines pushed their luck even more, and the
MG squad moved forward another 12" closing on the defiler. The other bike squads moved forward. The attack bikes stayed hidden behind cover.
The remaining bike squad with plasma guns killed the 2 oblitrators. This goes to show that 2 plasma guns under 12" range, combined with a
MM attack bike can provide a very dangerous prospect. This earned the first
VP for the marine army.
The 3 heavy bolters fired into the last oblit, inflicting 5 wounds on the target. The lucky oblitrator saved every single hit. The small bike squad also fired into this oblit, who made another 4 saves. Against the odds, that last oblitrator just refused to die.
The bike squad that rushed forward fired its meltas into the defiler, destroying the battlecannon.
Turn Five
CSM
The chaos player moved his thousand sons troopers into 'double tap' range. Both Ahriman, and two squads of 1k sons fired into the
MG squad killing 5 of them. The surviving oblitrators fired into the other bike squads to no effect. Due to overzealous shooting, the 1k sons killed all the bikes that were in assault range of the defiler, preventing it from getting into the assault this turn.
The bike squad passed it's morale test with flying colors.
Marines
The damaged bike squad turbo boosted away from the battle to prevent the chaos player from gaining any mor
VPs.
The plasma squad decended on the thousand sons squad and opened fire on them. It's impressive what 14 bolter shots, 4 plasma gun shots, and 1 multimelta shot can do to a squad of 1000 sons. 5 of them were killed in shooting, leaving 3 left.
The smaller bike squad closed on the last defiler. Suprisingly the defiler lived through another volley of attack biker fire, yet finally fell to massive bolter fire from the small squad -- giving a second victory point to the marines.
The captain and his bike squad assaulted the 3 remaining 1000 sons and killed them to a man.
After a dice roll the game ended on turn 5!
Game Summary
He got 2
VPs, one for the squad he routed on turn 3, and the other for the landspeeder.
I got 3VPs, one for the squad of 1k sons, and two squads of oblits. Had he not made the error with his oblit squads, it would have been a tie game.
All in all, it was a very enjoyable game, and my opponent was a pleasure to play with.
Game Thoughts
* He should have moved his defiler more -- especially after the battle cannon was knocked off. He got into his mind that the defiler was stationary firing platform that he forgot to fleet it forward and assault my marines with it.
* Were I him, I also would have been more aggressive with my 1k sons troops, as the AP3 weapons are deadly. Of course, seeing how easily that one squad was wiped -- maybe he played it right keeping them in cover.
* The chaos player should have moved his defilers up a little bit. On turn five, he was unable to fire 2 defilers because he blocked their
LOS with a rhino.
* As in my other games, the plasma gun bike squads have proved very worthwhile. Its hard to bring more melta guns than plasma guns when I have multimeltas already in the squad. I think Ill be moving to a 50/50 ratio.
* Marine bikes are built horde tough. That T5 and turbo-boosting really goes a long way to preventing casualties.
* The congo-line pattern worked very well with bikers. I was able to deliver the special weapons where needed, and minimized hits from plasma cannons and battle cannons.
* The landspeeder's performance was lackluster at best. I'm not sure if I will keep them in the army.