Switch Theme:

Iron Warriors vs Imperial Guard - 1,500 points  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Tower of Power






Cannock

Went to my mates house last night and took my tournament list to try out; first time using the Greater Daemon too! Lets see how it rolls!

Sorry no pics! http://www.imperiusdominatus.com/2010/05/battle-report-iron-warriors-vs-imperial.html

Iron Warriors " Siege Breakers" - 1,500 points

HQ

1 x Daemon "the mask" Prince - wings, mark of nurgle & warptime

1 x Daemon "the dead" Prince - wings, mark of nurgle & warptime

1 x Greater Daemon


Troops

10 x Chaos Space Marines w/ Rhino - 2 x meltaguns - champion - Rhino w/ havoc launcher

10 x Chaos Space Marines w/ Rhino - 2 x meltaguns - champion - Rhino w/ havoc launcher

10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - champion - Rhino w/ havoc launcher


Heavy Support

2 x Obliterators

2 x Obliterators


Total: 1495


Imperial Guard

HQ

1 x CCS w/ Chimera - 4 x plasma guns

1 x CCS w/ Chimera - 4 x plasma guns

Troops

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x flamers


Fast Attack

1 x Hellhound

1 x Hellhound


Heavy Support

1 x Leman Russ

1 x Leman Russ



Total: 1495


Game: pitched battle & anniliation

Deployment

Guard rolled to go first but decide to go second. I deployed putting my obliterators in ruins on one side of the board and in the centre. I then deployed each daemon prince behind the melta CSM units and the plasma supporting one of those units.

Guard deployed the chimera car park with the CCS squads at the back and the russ tanks at the front blocking all the important armour units.


Tactical Plan

Target priority it take out the melta vets chimeras and then destroy the melta vets, they cannot pop my armour then and won't threaten my princes. Both CCS are high threats against my princes, but I can get cover from behind my rhinos. So destroy the chimeras with melta shots from my rhino hatches and then drop plasma templates from the obliterators onto them. I'll use melta or even plasma if I have to to open up the CCS chimeras so my princes can assault them and wipe them out also.

The hellhounds can be annoying but I get saves from them, they'll be next in line. The leman russes will threaten my infantry if they've busted out the transports but at least I can get cover, but the will have to wait for a bit.


Turn 1

I moved out all units except the obliterators and popped smoke on all tanks. One unit of melta marines end up in the centre ruin.

Shooting the obliterators fire lascannons at some chimeras but do nothing.


In guards turn the tanks roll out and majority pop smoke with two units of melta vets getting out the tanks.

Shooting I fail ALL my cover saves on my rhinos and end up losing the plasma squads rhino. Some the plasma marines get shot by other stuff but they hang around and pass morale. The rhino which the dead prince is hiding behind suffers immobilised and crew stunned result, the other rhino the mask prince is following has a crew shaken result.


So far 1 point to the guard.


Turn 2

Greater daemon fails to come on; would have been nice here. Both princes cast warptime, the mask prince moves over in terrain (passes test ok) towards a hellhound. The other prince moves towards a unit of melta vets. Both squads of melta marines bail out there rhinos in the centre ruin and eye up targets.

Shooting oblits manage to stun a chimera. The melta vets which actually popped the chaos rhino get blasted by bolt pistols hoping to assault next turn, only three left and they fail morale and leg it - should have gunned them down TBH with bolters. Melta squads don't do anything to any chimeras :(

In assault the dead daemon prince assaults the melta vets and slaughters them all, scoring me a kill point. The mask prince assaults the hellhound but at best only scores weapon destroyed - I would have liked that result and then some way of it not moving.


Guard shuffle round pulling vulnerable chimeras out of my melta range and roll up both plasma CCS and the last unit of melta vets. The melta vets falling back are nearly off the board, about a inch away. CCS squads bail out the chimeras along with the last melta vets units.

Shooting the first CCS issues bring it down on the mask prince but rolls double 1, no more orders for you! They kill the mask prince though :( The dead prince takes heavy fire from the other CCS but survives, but not for long as everything else fires at it and kills it also! Some CSM take damage from leman russ fire and hellhound attacks but nothing major.


3 kill points to guard and only 1 to me.


Turn 3

I am hoping to bring some punishment to the followers of the corpse god this turn; I need to wipe out the hellhounds as they wound on 2+ and take out both CCS.

Luckily the G.D appears, I blow up the champion with the plasma squad so it can assault the melta vets just standing there. The plasma marines move onto a large rock aiming at the rear of the stunned chimera. Both melta CSM units hold position.

Shooting the plasmas fire at the chimeras rear; one plasma gun blows himself up and the chimera is stunned again. Oblits fire at another chimera and score immobilised on it, the other unit of oblits fire at one of the CCS chimera and pop it. Both CSM melta squads fire at both CCS, one squad suffers damage fails morale and falls back off the board, the other squad has only the commander left with 2 wounds.

In assault the greater daemon charges the melta vets and kills them all in sweeping advance.


Catching up now and over taken, I have 4.


In the guards turn the wounded commander jumps back in the chimera and hot tails it behind the other lot of armour. I don't think much more movement.

In the shooting phase the G.D suffers a wound after a shotgun to the face from some flamer vets in the chimera hatch; though passes all other saves fine. Both melta units suffer damage but not enough for them to force morale. The plasma unit loses all but one man; the solo marine fails morale and legs it. The commander issues order to the falling back melta squad which luckily passes; they move into terrain and stay hidden.


So drawing at 4:4.


Turn 4

Targets now are the dual hellhounds which are annoying me, I get cover from the russes and they're out of melta range anyway.

Greater daemon moves to assault one of the hellhounds. One unit of melta CSM with a working rhino jump back in and move along side a chimera. The other melta squad holds position.

Shooting the obliterators don't do a lot, the meltas in the rhino pop a chimera, the meltas on foot pop the broken turret hellhound.

In assault the greater daemon wrecks the other hellhound.



The guard are running out of options and guns now, little movement again. The flamer vets back their chimera up out of melta range and bail out.

Shooting the flamer vets unleash shotguns at the greater daemon and score a wound, though still 2 left. I think that's about it.


Kill points are now 7:4 to me.


Turn 5

Un-surprisingly my greater daemon moves towards the flamer vets. The meltas on foot move up towards the leman russ tanks. The meltas in the rhino move up towards the flamer vets chimera. The solo marine falls back but isn't off the board, yet.

Shooting the obliterators finally do something and pop a chimera. The melta vets in the rhino score crew stunned on the chimera.

In assault the greater daemon charges the flamer veterans but rolls poorly; the vets lose combat but break off ok.


Due to time and me winning by 8 kill points we call it a day.

Iron Warriors win! Death to the False Emperor!


Summary

The obliterators didn't do well this game for some reason. I didn't deploy them right either, I should have put them on the ground so they can move forward and use other weapons or deep strike in. I paid 150 points twice for 2 lascannons, really. And in the entire game they only managed to score crew stunned, immobilised and wrecked on enemy tanks - not a lot. I think next time I'll try marching them forward, perhaps run them first turn to get them closer, maybe.

I cannot believe none of my tanks make cover saves after popping smoke but I guess that's just luck. I was gutted my daemon princes fell in the same turn, however they asborbed fire power which left a way for the greater daemon and with both CCS vulnerable they became easy targets.

I also think instead of charging I'll just bolter guard down - it's enough to kill them, I don't need to charge plus they get armour saves. I could have got another kill point there.

I think though the game went well and my plan paid off. Imperial guard with mass tanks is annoying but target priority and luck helps, but once those tanks are popped the guard are easily to slaughter!






This message was edited 1 time. Last update was at 2010/05/17 14:24:17


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Hardened Veteran Guardsman






Just a typo there is no way that IG army was 2000 points unless your missing something

Imperial Guard 1500 mech vet W-L-D
4-1-0
Tally-, , ,
 
   
Made in gb
Tower of Power






Cannock

Yeah, typo, well spotted. A internet sweetie for you!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in pt
Tea-Kettle of Blood




mercer wrote:Shooting the first CCS issues bring it down on the mask prince but rolls double 1, no more orders for you!


Just a minor point but, double 1 when rolling for orders gives a extra order to that CCS, it doesn't prevent further orders. A double 6 on the other hand, will make the order fail and prevent any more orders.
   
Made in gb
Tower of Power






Cannock

Aye, someone on another forum mentioned. It was double 6, my mistake!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Tough Tyrant Guard





My own little happy place

WingsofCadia wrote:Just a typo there is no way that IG army was 2000 points unless your missing something

it wasn't it was 1495pts

I tried being normal but it's boring so now I'm back to being insane
http://www.heresy-online.net/daemons/adoptables/10375-flamminggaunt.htm

Level up Adoptable!












 
   
 
Forum Index » 40K Battle Reports
Go to: