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![[Post New]](/s/i/i.gif) 2010/04/04 07:59:48
Subject: All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Awesome Autarch
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So this was kind of a fun game between a buddy and I. After Adepticon I wanted to play an IG army with all Infantry and my friend wanted to try out his newly assembled Kan Wall list. We were playing 2500 with one extra slot in any category but HQ.
Guard:
HQ
CCS OoF, Creed, Kell 6 255
Inquisitor Lord P.Hood, E.Tarrot, Mystics x 2, Sage, P.Cannon 4 130
Troops
PCS Flamer x4 5 50
Squad 1 A.Cannon, P.Gun 10 75
Squad 2 A.Cannon, P.Gun, Comissar 11 105
Squad 3 Flamer, P.Weapon, M.Bomb 10 70
Squad 4 Flamer, P.Weapon, M.Bomb 10 70
Squad 5 Flamer, P.Weapon x2, M.Bomb x2, Comissar 11 120
Heavy Weapons Squad 1 Mortars x3 3 60
Heavy Weapons Squad 2 H.Bolter x3 3 75
Heavy Weapons Squad 3 M.Launcher x3 3 90
Heavy Weapons Squad 4 L.Cannon x3 3 105
Heavy Weapons Squad 5 L.Cannon x3 3 105
Special Weapon squad Demo Charge x 3 6 95
Special Weapon squad P.Gun x 3 6 80
Veteran Squad L.Cannon, P.Gun x3 10 135
Veteran Squad L.Cannon, P.Gun x3 10 135
Veteran Squad L.Cannon, P.Gun x3 10 135
Penal Legion 10 80
Elites
Ogryns 6 250
Ratlings 10 100
Marbo 1 65
Callidus 1 120
Orks
Big Mek: KFF, Klaw, Grot Oilers x 2
Big Mek: KFF, Klaw, Grot Oilers x 2
Troops:
Dread: 4 x DCCW
Dread: Flamer x 2
Slugga Boyz x 20: Klaw, Pole, Rokkit x 2
Slugga Boyz x 20: Klaw, Pole, Rokkit x 2
Truk Boyz x 12: Klaw, Pole, Rokkit, Truk, Red Paint, B.Shoota
Truk Boyz x 12: Klaw, Pole, Rokkit, Truk, Red Paint, B.Shoota
Elites:
Nobz: Klaw x 2, Cybork Bodies, Pain Boy, WAGHH! Banner, Trike, Red Paint, B.Shoota
Fast Attack:
Deff Koptas x 5: Rokkits x 5, Buzz Saw
Deff Koptas x 5: Rokkits x 5, Buzz Saw
Heavy:
Kans x 3: Grotzooka, B.SHoota x 2
Kans x 3: Grotzooka, B.SHoota x 2
Kans x 3: Grotzooka, B.SHoota x 2
Mission was Spearhead Secure and Control.
I won first turn.
I deploy everything apart from the Penal Legionaries which I outflank, and Marbo and the Calidus who are in reserve. The Orks deploy everything.
My opponent turbo boosts his Deff Koptas towards me.
The initiative is not seized.
Guard Turn 1: My dice were hot and Creed and Kell as a combo are fantastic. Fire on my Target (forcing my opponent to reroll successful cover saves) wastes one squadron of deff koptas. I destroy a Kan in addition.
Ork Turn 1: My opponent flubs some difficult terrain rolls, runs his kan wall up. The two boyz squads hang out near his objective. Truk Boyz zoom up to set up next turn charge, remaining Deff Koptas advance to shoot at a Heavy Weapon Squad.
Guard Turn 2: Penal Legionaries come in next to the Orks' objective, rolled extra attack and rending for their ability. Dice stay hot, orders make my guns far more effective, I weaken the remaining Deff Koptas then kill them with a charge from the 30 man blob squad, drop another kan with shooting and a Deff Dread. Legionaires charge weakened Ork Boyz and kill a few, taking a few casualties but stay in the fight with stubborn.
Ork Turn 2: My opponent rolls poorly again for difficult terrain and so runs the Kan wall and Dreads again. Charges my blob squad with his Nobz and one Truk Boy Squad, obliterates them. Other Truk Squad advances on other flank.
Guard Turn 3: Marbo and the Callidus come on. Marbo appears next to Nobz, Callidus goes to help out the Penal Legionaries. Marbo and the 3 demo charge special weapon squad obliterate the Nobz in spectacular fashion with 4 demo charges. Callidus jumps into fight, helps to wipe out Boyz Squad engaged with Penal Legionaries. I pop the last Truk and charge the boys with Ogryns, wiping them out. Shoot every gun I have at the Deff Dread near the Ogryns, but fail to destroy it.
Ork Turn 3: Remaining Kans move into position to charge my gun line next turn. Remaining Deff Dread charges Ogryns, beats them in combat and runs them down when I fail my morale check. Big Mek charges my PCS and wipes them. This Takes away my best chance to contest my opponent's objective. Remaining Truks shoot me to little effect.
Guard Turn 4: Shoot up a few more Kans, a Big Mek and the last Dread, prepare to take a Kan Assault. Move Callidus and Penal Legionaries into position to make a dash for the enemy objective.
Ork Turn 4: Kans hit a Heavy Weapon Team and my Ratlings. Dumb ass Ratlings pass their leadership test against all odds and allow the Kans to stay safe for another turn.
Guard Turn 5: Callidus and Penal Legionaries make a dash for the objective but are outside of Charge range. Kans kill Ratlings and prepare to assault again.
Ork Turn 5: Callidus takes a Rokkit to the dome and dies, Penal Legionaries are shot down, the best I can hope for now is a tie. Kans Charge my second blob squad, are tied up with them for the rest of the game as the commissar keeps them in the fight. Last Kan squad shoots my mortar team on my objective, they break, run off the board.
Game does not end, thankfully or I would have lost.
Guard Turn 6: I re secure my objective, kill the last Big Mek, the last few Kans out of combat and fire everything I have at the Orks sitting on my opponent's objective, but fail to kill enough for the break test.
Ork Turn 6: My opponent chews up a few more guard in combat, does little else.
Game ends.
So, we tied, but the Guard Infantry Army puts out stupid fire power. combined with orders, the army just pumps out dice in crazy volume. The weakness was the lack of ability to reach out and grab objectives. I used some funky stuff which was a lot of fun, like Penal Legionaries who actually were really useful. Their ability to outflank and their stubbornness was really nice. In a list like this, they definitely have a place.
The Ratlings did well, pinning units and causing a fair number of wounds. Plus I just like the little fat bastards!
The Demo Charge special weapon team as a counter assault unit is bad ass. They just walk out and obliterate any that kills the screening unit.
The Ogryns have never disappointed me. They got pwned by a Dread this game, but the Dread should have died, it was just a fluke that it didn't get destroyed. They took out a threatening unit and had the Dread not survived longer than it had any statistical right to, they would have gone on to kill the Boyz squad and win me the game (I have had Ogryns just walk through Ork boyz with ease). On paper Orgyns seem a poor choice but in every game I have used them, they have performed really well, which surprises the hell out of me every time.
Kell and Creed, while too expensive for a smaller game, rock the house. 4 orders at 24" passing on a 10, makes all of my heavy weapons teams lethal. Definitely a fun combo.
The Ork Kan Wall is lethal, no surprise there. If they had not flubbed two difficult terrain rolls early game, it would have been a lot bloodier for me. As it was I killed far more Orks than they killed of me, but that would not have been the case had they been able to get to me sooner.
Great game though, I always love Guard on IG, it just feels right for some reason.
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![[Post New]](/s/i/i.gif) 2010/04/04 09:26:20
Subject: Re:All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Boom! Leman Russ Commander
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Thanks for the good report, infantry guard is very cool. One minor nitpick with your list - the commissar doesn't get meltabombs.
An Al'rahem platoon might be the answer to far-flung objectives for foot guard.
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![[Post New]](/s/i/i.gif) 2010/04/04 15:46:05
Subject: Re:All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Fixture of Dakka
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i have an opposite guard army:
2 squads of veterans with commissar,
priest with eviscerator, CCS,
The iron saint, leman russ squadron, bassilisk, sentinel squadron,
The forterss of arrogance.
That's only 3 guardsmen for each tank! Automatically Appended Next Post: p.s: instead of so many infrantry squads, have commissar yarrick. his iron will special rule owns! have one platoon acting as one squad, led by him.
or have him lead the penal legion.
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This message was edited 1 time. Last update was at 2010/04/04 15:47:55
DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. |
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![[Post New]](/s/i/i.gif) 2010/04/04 17:50:15
Subject: All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Awesome Autarch
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@Illumini
Ah, I never noticed that! Thanks for pointing that out.
Al Rahem is awesome but then I would need two platoons as all the heavy weapons are in the one platoon. However, that is not a big deal as a PCS is only 30 points. That is a good idea for the 30 man blob squad as they can come on and do some serious damage.
@Shrike
Yeah, Yarrick is great, I use him often in 30 and 50 man blob squads or with Ogryns and he is great.
This game was fun just because I used so many units that I normally never take.
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![[Post New]](/s/i/i.gif) 2010/04/04 18:08:34
Subject: Re:All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Stern Iron Priest with Thrall Bodyguard
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The one thing that brings a devious smile to my face when facing Orks comes in the form of 2 Colossus Mortars: Kustom Force Field giving you issues? Just place that sucker over the Boyz and watch as anywhere from 15-20 Boyz disappear and that Big Mek reconsider his willingness to fight.
Al Rahem with anything Outflanking makes me nervous, specifically with Infantry. An Imperial Guard player could literally deploy an Army on my flank and have me crying in one turn...
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"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"
"If all else fails, empty the magazine" |
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![[Post New]](/s/i/i.gif) 2010/04/04 18:20:23
Subject: All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Awesome Autarch
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Yeah, I will try that next time. I have not used Al Rahem in ages. But being able to bring a squad of 30 Guard on a flank means you have a serious scoring threat.
And yeah, a colossus mortar or two are high on my wish list. I just have not bought one yet. I have too much stuff unassembled and unpainted right now, but I definitely want a colossus....and 3 Griffons, and every turret optin Forgeworld makes, and a Manticore, executioner....you get the picture! haha.
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![[Post New]](/s/i/i.gif) 2010/04/04 18:31:35
Subject: Re:All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Stern Iron Priest with Thrall Bodyguard
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Haha, you sound like Santa Claus' worse nightmare...
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"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"
"If all else fails, empty the magazine" |
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![[Post New]](/s/i/i.gif) 2010/04/04 19:11:04
Subject: All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Awesome Autarch
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Yeah no joke. More like my wallet's worst nightmare!
I have a flippin Revenant Titan I bought a year ago and still haven't even taken it out of the bag! I have a moratorium on buying any more stuff until I at least assemble all that I have now.
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![[Post New]](/s/i/i.gif) 2010/04/08 05:50:11
Subject: Re:All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Trigger-Happy Baal Predator Pilot
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You have 4 elites...
Edit: Nevermind, Im a dumbass and didnt read the whole thing... Sorry. Looks like fun.
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This message was edited 1 time. Last update was at 2010/04/08 05:50:58
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![[Post New]](/s/i/i.gif) 2010/04/08 08:10:01
Subject: All Infantry Guard vs. Ork Kan Wall, 2500pts.
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Awesome Autarch
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Yeah, we like to play 2,500 in my local and we use a floating slot in anything but HQ. We like it as we all have giant armies.
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