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After buying, assembling and starting to paint for 2 months, I went to the LGS to do some more assembly without the distractions of home and managed to get enough togther for a game. Of course i'd forgotten my Deff Dred Body at home so my list was more than wonky and put togther on the fly and WYSIWYG to make it easy
Me
12 slugga boyz with PK/Pole Nob in a Trukk
10 nobs, WB and KFF in a Trukk, 1 with Kombi/Flamer, 4 cybork PK, 1 Big Choppa, 1 PK/Banner and the rest just PK
5 Deff Koptas with TL Rockitz
20 shootas inc 2 BS, 1 Nob with Pole and PK
16 or 18 Sluggaz with 1 BS and Nob with pole and PK
20 Stormboyz with the boss (can't ever rembmer his name)
10 Lootas (actually 8 + 2 Meks, didn't have time to put the other 7 gunz i got from Apokabitz on bodies)
Him
Bunch of hoomies that I didn't know enough about to distinguish. There were two guys with 2 wolves he used to die spectacularly. I think 1 dev squad cause i saw missles, laz cannons. There was a big squad with "blood claws" or the like. Inc the two (1 man 2 wolf) tiny squads, i think there were 7 units all told.
We played a Spearhead/Cap the Base scenario
My mistakes
I took the wrong side, forgoing the perfect high ground Loota spot that he put his own long range guys into.
I placed my own lootas in a bad spot behind cover and didn't shoot one turn because I thought it was useless.
Didn't waagh because I didn't think I had a good use
Moved Trukkz to close together, leading to wonky disembarks
Vulcha placement was too conservative so the 10 inch deviation was rolled, I couldn't assault anything. I'f I'd put them behind my target, I'd have been in like flynt.
Turn 1
Bases on opposite ends of the board. Mine was on my left, his on his right. Moved Deffkoptas 18 for cover so they could tie up his base defense the next turn, moved the trukkz 12 in case they got blown up so i didn't lose everything. Nothing spectacular
Turn 2
Disembarked near their base, some decent fire. Stormboyz end up useless and in the open. Lose some shootas and 1 kopta. Not bad. 2nd of the wolf units gone now, only real squads to deal with. I think the Stormboyz completely knocked out. 1 trukk immoble and the other explodes on my guys. No damage.
Turn 3
Some decent CC. I take his base with most of my trukk boyz alive but am too noob to spread them for what becomes a nasty template attack. Nobz perform well in CC. Opponent says that it is the best anyones done against that squad. Cybork/Feel no pain rule. Nobz mostly gone, only a few guys on his base left for scoring.
Turn 4, I concede as its late and my back and feet are killing from 6 hours standing in the store hanging out and playing. We determine that I get tabled on 4 or 5. His ICs take my lootas and the squad takes my base. Boyz on his base have a lot of fire and CC to deal with.
Overall, I did well for a new player with a junk list and am happy with where I see my Waagh going. The only thing I didn't like was the huge deviation possibility on my deep strike. It seems 2d6 is just too much of a variance.
Does anyone notice any stupid glaring mistakes in my notes?
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