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![[Post New]](/s/i/i.gif) 2010/06/26 18:04:29
Subject: [PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (Finished)
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Boom! Leman Russ Commander
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My list:
HQ - 135
Colonel Hans von Lück, Regimental Command Staff, 3x meltagun
- Chimera APC, ML, HF
135pts
Elite - 135
Psyker Battle Squad, 2 extra psykers
- Chimera APC, ML, HF
135pts
Troops - 410
Lieutenant W. Payne, Platoon Command Staff, 4x flamer
- Chimera APC, ML, HF
105pts
1st Infantry Squad, autocannon, plasma gun
75pts
2nd Infantry Squad, autocannon, plasma gun
75pts
24th Panzergrenadiers, 3x melta
- Chimera APC, ML, HF
155pts
Fast - 320
Vendetta, heavy bolter sponsons
140pts
Vendetta, heavy bolter sponsons
140pts
Sentinel, heavy flamer
40pts
Heavy - 500
2x Hydra, hb
150pts
Manticore, hf
160pts
Leman Russ, plasma sponsons, hf
190pts
1500pts
The list is geared to cripple the opponent in the early turns with long range fire, especially his long range anti-tank or fast moving/very hard-hitting units, and then overwhelm the survivors at close range. Pitched/spearhead + first turn = terrifying prospect for my opponent, as he will either have to reserve most of his army (which is just fine with me in most missions), or he will loose some important units to either meltavets in vendettas or the pbs (or a combination). Most units can also do both anti-tank and anti-infantry work, so while I have little direct redundancy (spamming is boring  ), it is still very hard for my opponent to take out all threats early. The sentinel is in because I really want something to be able to outflank, just to make my opponent think at least somewhat about hanging too close to the flanks. Against some units, he can be outright dangerous for a mere 40pts. (S3/4 units without fists/kraks, 4+ armour units). I also like to have some squads on foot, they can hold objectives in my zone for cheap (10/20 men in cover is hard to take out for many armies), or they can do duty as bubblewrap. IMO, most IG armies should have some normal infantry squads simply to hold objectives (vets don't want to stay still), and to protect your tanks.
Game 1:
Pitched Battle
Primary mission: 4 objectives, at least 12" apart
Secondary mission: KP's
I was paired against the same guy I played in round 1 in the Arcon 9 tournament. Last time, I almost wiped him off the table with a worse list than what I brought this year, but at the same time, he was a great opponent, so I was not too worried and I knew that this would be a great first game. He brought his orks this year too, but a very different list.
His list: All lists are approx, don't remember everything my opponents had, and I didn't get any copies
HQ:
Warboss, megaarmour, powerklaw
Big Mek, KFF
Elite:
15 Lootas
Troops:
5 Meganobz, bosspole
-Battlewagon, red, rolla, riggers
12 Orks, pk
- Trukk, red, riggers
12 Orks, pk
- Trukk, red, riggers
1 Dreadnought, riggers
Heavy:
3 Kanz
3 Kanz
I'm not too worried about this list. It seems to have an identity-crisis between the trukks + BW and the kanz + dread. Target priority vs this list is very easy: Take out battlewagon + trukks, which I can easily do, take out lootas, then wipe all troops before it is cleaning up the tinkans.
- My deployment. Russ and hydras are further down, out of the picture. Both infantry squads are on objectives.
- My opponent's deployment. Battlewagon with nobs, mek and warboss in the middle, trukks on each flank and kanz spread out between.
I get first turn, CCS goes in one vendetta. The vendettas scoutmove up, the one with the CCS 12" in front of the BW, the other in a position to get sideshots on it or to take out a trukk if needed. He fails to sieze.
I dump off the CCS within melta-range of the BW, but my plan hits a bump when they totally fluff. They fail their order, they hit once and fail to even glance it. Luckily, my flanking vendetta makes up for it and blows it up. My army then focus on the meganobz and HQ's, eventually taking out the two needed for a test. Weaken resolve is cast, and off the board they run. I also take out a trukk, and because he got the side with very little area terrain, my manticore has a fieldday against his lootas, getting 3 shots on target and wiping them out.
- First turn moves. Vendetta has scout-moved up and dropped off the CCS, other vendetta has scout-moved into the side-arc of the BW
- End of my first turn, BW destroyed, nobz, warboss and mek chased off the table, lootas are gone
With that brutal turn, the game is already won for the imperial broadsword, but my opponent takes it in stride and does the orky thing, storming forwards. He wipes out my CCS with killakanz and both vendettas with a dreadnought and the dismounted trukkboys.
- My opponent get's some revenge at least, taking out both vendettas and my CCS
In my turn, I take out the other trukk, then take those trukkboys to under half strength and WR them, off the board they go. The other trukk boys are reduced to the nob. One squadron of Kanz is taken down to one kan.
- The trukk boyz are dismounted and weaken resolve is cast
- A lone dread taking on my entire army
The rest of the game consists of him charging forward while I take out his tinkans. The single nob manages to hide for another turn, almost getting to one of my infantry squads who are holding an objective, but he get's distraced when I send my sentinel in against him and turns around to take out that one instead. Then he is wiped by half my army. and in the end, a single dreadnought with no weapons left is all that is left of his army. He manages to get it into combat with an infantry squad. I throw my vets in for fun, and they manage to immobilize it with kraks. The two squads and the dread stays locked for the rest of the game.
Win: 10-1
Not too much tactics to be extracted from this game. Everything went pretty much as planned, I had to dedicate a bit more firepower to certain thing than anticipated (battlewagon/lone nob/ dreadnought), but it didn't really matter. I had a list that had all the right tools to take him out, he had very little of the right tools to take me out. Pitched battle + me getting first turn meant it went from a probable win to a sure thing. After that first turn, with almost half his army dissapearing and his mobility crippled, he just didn't stand a chance.
Next games will be added pretty soon, here's an exclusive pre-view of my next opponent's list, just for you (yes you  )
(taking bets on result now  )
Opponent 2:
HQ:
Warboss, megaarmour, powerklaw, squig
Big Mek, KFF
Troops:
5 Meganobz, scorchas, bosspole
- Battlewagon, rolla, red, plank
20 Orks, pk
- Battlewagon, rolla, red, plank
20 Orks, pk
- Battlewagon, rolla, red, plank
19 Orks, pk
- Battlewagon, rolla, red, plank
Mission 2:
Spearhead
Primary: 2 objectives, at least 30" apart
Secondary: Kill opponent HQ before he kills yours
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This message was edited 6 times. Last update was at 2010/07/03 22:34:27
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![[Post New]](/s/i/i.gif) 2010/06/26 21:45:03
Subject: Re:Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 1 added - pics coming later)
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Sneaky Sniper Drone
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He'll (probably) get secondary but you'll destroy 2 or 3 BW's first turn and will probably get close to tabling him if you get a good first turn alpha strike. If you go second then he will have a lot more of a chance as even if you wreck his mobility he'll be in charge range meaning you'll be in more trouble but you'll still have an edge. If he survives first turn mostly unscathed then you're toast though.
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And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it. |
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![[Post New]](/s/i/i.gif) 2010/06/27 20:53:52
Subject: Re:[PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 2 added)
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Boom! Leman Russ Commander
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Opponent 2:
HQ:
Warboss, megaarmour, powerklaw, squig
Big Mek, KFF
Troops:
5 Meganobz, scorchas, bosspole
- Battlewagon, rolla, red, plank
20 Orks, pk
- Battlewagon, rolla, red, plank
20 Orks, pk
- Battlewagon, rolla, red, plank
19 Orks, pk
- Battlewagon, rolla, red, plank
Mission 2:
Spearhead
Primary: 2 objectives, at least 30" apart
Secondary: Kill opponent HQ before he kills yours
I place one objective in the extreme left corner. He puts the other about 40" away, close to the other table-egde. He wins the roll-off and takes first turn, choosing the quarter with the objective I placed. He lines up his four BW's and hold 19 boyz in reserve to come in later and grab the objective. He places the mek alone in a wagon. Warboss goes with nobs in another. All wagons are within KFF range.
- Deployment
In return, I set up my entire army in the opposite corner, far away from the objective in my zone. My infantry squads go into reserve, and my sentinel outflanks. The vendettas scoutmove towards his table-egde, ready to take on the side-armour of his wagons. The vets and PCS are on my other flank, ready to move towards my closest objective if needed. With this set-up, my opponent has to make a difficult desision. He either has to charge straight into my line, and away from the objective in my zone, or he can go for the objective, but have to take all my firepower for the rest of the game.
I fail to sieze, and my opponent does the orky thing, charging 13" straight towards my line. In my turn, the vendettas continue the flanking manouvre. I purposedly put the pretty close to the table-egde, hoping to trick him into throwing his reserved boyz in to kill them, and thereby giving up his own objective. The rest of my line backs up a bit, do deny him a turn 2 charge. My shooting is decent, I put a lot of glances and pens on him, but he saves every single one. After my first turn, I have done NO damage.
He goes another 13" straight ahead with three wagons and contemplates charging. He might be able to reach a chimera or two if he uses waagh, but he wisely decides that trading 20 boys for a chimera is a bad trade and stays in his wagons. The fourth wagon with 20 boyz stay a bit behind the others, hiding in a wood, in a position to charge anybody on the objective in my half.
- End of his second turn. I kinda need those wagons AND their content dead now
In my second turn, I get all my reserves. The infantry squads enter near the objective, while my sentinel enters near his in the corner, careful to stay out of charge-range.
I send in my vets against the wagon-line, disembarking right infront of the line. My CCS also move up and my vendettas continue flanking.
I start my turn by taking advantage of my opponents mistake. He should never have placed the mek alone in a wagon. Maybe he thought I wouldn't waste shots on an almost empty BW, but when that wagon is giving coversaves to the rest, I would hardly call any shots thrown it's way wasted. My vets open the ball, exploding the mek-wagon. The PCS chimera, having moved into a flanking position, then put's the little green blighter out of action. No more coversaves for you!
The vendettas go next, taking down both of the other wagons. Then my manticore launches a couple rockets at the last one and explodes it too. Four dead battlewagons in one turn
- All wagons gone. My opponent hasn't placed the last boys squad in the forest to the left.
I then focus on the nearest boys-squad, taking it under half. Weaken resolve goes off, and they are out of the game. The other boy-squad takes a couple of casualities, and I think I got a wound on the meganobz.
- One boy-squad is gone.
My opponent has lost a lot this turn, but he is in a good position to hit back, and secondary objective is within reach. He get's his reserved boys in and place them on his objective. He sends his warboss alone towards my CCS chimera, while the meganobs go after the vets. The other boys walk towards my infantry squads, but isn't in range to charge. The warboss takes out my chimera, and my CCS looses a man and get's pinned. The meganobz wipe my vets and their chimera. The reserved shoota-boys unload on my sentinel, but amazingly, the little bugger survives unharmed.
I need to wipe that warboss now to take secondary, or else he will wipe my CCS next turn. Both vendettas line up to shoot him. My PCS chimera moves 6" and is in range to lay down templates on the boys squad. My infantry squads also close the distance to rapidfire range, while my sentinel closes to flamer range on the newly arrived boys. I begin the turn with my vendettas. One fails to do anything, but the other puts three wounds on the warboss. He fails all invulnerable saves, and I can claim secondary. My PCS then lay down their template, getting about 7-8x4 orks under it, and the unit dissapears in a puff of smoke. Then it's my manticore's turn. It goes for the orks on his objective, get's three rockets off, and 12-ish boys die. The sentinel takes down another 5, he fails both his morale tests, and the unit runs of the table.
The field after my third turn. He has one unit left.
- Another view of his surrounded meganobs.
He decides to go for a draw by trying to contest my objective. I have no troops that are able to go all the way to his. His nobs charge and take out my PCS chimera.
I move everything to the best fireing-positions available. My entire army opens up on the nobs, and when the smoke settles, they are all gone.
Win 10-1
@O'shovah: Good guess, although you missed a bit
Sneak-peak at my next game, new round of betting is up  :
Opponent 3:
HQ:
Dante
Elite:
2x Sanguinary Priests
Troops:
5 Sanguinary Guard, 5x meltapistol
10 Assault Marines, 2x melta, pf, meltapistol
10 Assault Marines, 2x melta, pf
10 Assault Marines, 2x melta, pf, meltapistol
5 Assault Marines, powersword, combat shield
Game 3:
Spearhead
Primary: KP's
Secondary: Have most units in opponent's DZ
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![[Post New]](/s/i/i.gif) 2010/06/28 06:43:01
Subject: [PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 2 added)
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Agile Revenant Titan
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Interesting report. As an Ork player, it is very difficult to play against the IG psycher unit w/ Scouting Valks combo. Open vehicle, lower morale and lose a unit immediately. I've learned no matter what the mission, I need to go first and try to get after the psycher Chimera quick. It' s a very tough matchup.
I think the BA army willl give a bit better game, although some poor reserve rolls will utterly ruin the BA player's chances.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2010/06/28 15:20:26
Subject: Re:[PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 2 added)
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Boom! Leman Russ Commander
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After the first two rounds, only me and another player has managed to get 20/20 points.
Opponent 3:
HQ:
Dante
Elite:
2x Sanguinary Priests
Troops:
5 Sanguinary Guard, 5x meltapistol
10 Assault Marines, 2x melta, pf, meltapistol *priest here (red thirst)
10 Assault Marines, 2x melta, pf
10 Assault Marines, 2x melta, pf, meltapistol *priest here
5 Assault Marines, powersword, combat shield (red thirst)
This is not a bad list. He has 14 meltaweapons, and over 40 fast marines with feel no pain and furious charge. He can also deepstrike pretty close to my lines with confidence, and he will get most of his army in on turn 2 if he chooses to reserve. I think I would throw some flamers in there, like on the 5-man squad, but overall, quite a threatening list. He also get's a couple of red thirst roles, very valuable for him against my PBS.
Game 3:
Spearhead
Primary: KP's
Secondary: Have most units in opponent's DZ
He wins the roll-off and takes first turn, denying me the quarter with a nice little wood in it. (over here, woods give 5+ cover to vehicles in or behind it, regardless of actual obscured status - makes them useful again). He states that his entire army will deepstrike. In hindsight, I think he should have given me first turn if he was planning to deepstrike anyways. Yes, I would have gotten a coversave on some vehicles, but would loose two rounds of shooting instead of one, and I wouldn't know for sure if he was going to deepstrike everything or not, and as such, I would have to consider both a normal set-up and an anti-deepstrike set-up. As he took first turn however, it made my set-up easy.
I set-up in a deep-strike denial position. With my two infantry squads and my vets set up to act as bubblewrap, placing him outside of melta-range. There is no place for him to place his units inside of my bubblewrap (alhough I left a couple of holes that might fool him to try). The first turn passes by, then in his second turn, he gets all but one of his squads. The one squad that does not arrive also has a priest. My opponent really want's to drop his forces on both my flanks, but he also wants FNP on everyone. He also wants to drop close to my tanks, but my bubblewrap effectively stops him from getting to them, so he decides to drop into and behind the forest just ahead of my lines and rather launch a turn 3 attack. He get's everybody in without mishaps or anybody getting killed by dangerous terrain. He runs them to spread them out and passes the turn to me.
I have to reduce his power quickly, or else he will quickly overrun my position and start racking up the KP's. Sadly, only one of the squads that has arrived isn't fearless, and sadly, it's not the one with the priest. I decide that it is better to make that squad run away, and live with his FNP for another turn, than trying to take out the squad with the priest. Besides, if I take out the priest now, he will just drop the next one down the next turn, and have FNP again.
The squad to the right is the one that is not fearless.
I open up on the non-fearless squad. My shooting is pretty bad, but I do manage to kill enough for a test. My PBS tries for a weaken resolve, but fail  In all, a pretty dismayal turn. I think I killed 4 marines all together.
He get's in his last squad, and drops it ontop of the wall in the bottom left corner. Knowing that he can't get through my bubblewrap this turn, he chooses to only send in Dante and the sanguinary guards. The rest of his troops walk around a bit, spreading out more and getting ready to charge in next turn. Dante and his friends wipe out my front infantry squad, and the newly arrived assault marines take out my other infantry squad with bolt pistols. 2-0 to him, and my bubblewrap is quickly dissapearing.
In response to his move, I move my PCS chimera to flamer-range of his newly arrived (and clumped together) squad. All others prepare to take out Dante and his friends.
After the shootingfase, Dante and his guard are gone. The squad I tried to WR last turn is taken down to a single guy. My PCS get about 9-10x4 hits on the newly arrived squad, and 5 assault marines bite the dust. This time, weaken resolve goes off without a hitch, and the marines fall back. (and are witin 6" of my PCS chimera) The score is now 2-2
With my bubblewrap almost gone, he launches his attack. Both remaining squads jump forwards (one squad loosing 3 guys to dangerous terrain  ). The fleeing squad continues to flee, while the lone assault marine left from the right squad tries to find a place to hide to conserve a KP. Score: 3-2 to him
The 5-man squad charges into my vets, while the other squad multi-assaults into my hydras and vets. He wipes the vets and take out one of the hydras, while the otherone is stunned.
I send my empty veterans chimera after his fleeing assault marines, easily getting it with-in 6" of them. My sentinel enters and joins the rest of my army in trying to take out the assault marines. The 5-man squad is reduced to two men, while the other squad is reduced to the priest. Score: 3-3
His fleeing squad continues to flee, one more turn, and it's off the board. The sanguinary priest decides to play KP denial (and try to secure secondary) and assaults into my sentinel, getting locked down. The other two assault marines try their luck against my CCS chimera, but does nothing. His lone assault marine from earlier jumps infront of the chimera that is chasing the fleeing squad.
In my turn, I declare a 12" tank shock through his lone marine, which will also end me within 6" of his fleeing squad, effectivly pushing them off the table. He declares a DoG, preparing his krak grenade. I grin at the thought of collecting two KP's at once. Then he rolls. Pen roll: 6... ok, he still needs a 4 or a 6... damage roll: 4. Damn it! Fortune really favours the bold. Now, his fleeing squad will rally next turn, I didn't get to run over the lone marine, and a chimera is sitting still near some soon regrouped meltaguns and powerfists
The other two remaining marines are killed, while the priest stays locked with the sentinel. Score: 4-4 (he killed my PCS at some point, can't remember when)
He regroups his marines and retaliates against my empty chimera, taking it out and taking cover inside the crater. The lone assault marine almost makes it into a building that would block quite a bit of LOS, but he forgets to run him. Priest stays locked.
Score: 5-4
As this is the last turn, I turbo-boost my vendetta into his quarter, at least ensuring a draw on secondary if the priest survives. My PBS and CCS disembark near the ongoing priest-sentinel combat, while the rest of my army get's ready to at least take out the remaining marines, securing primary for me.
My shooting goes as planned, and all remaining marines are taken down. The score is now 5-7. I can end it here, and walk away with 8 pts with primary and a draw on secondary, or I can charge my PBS and CCS into the priest-sentinel combat, and risk a total draw if they fluff and run away.
I decide to go big and charge in both my PBS and my CCS. His priest goes first, chopping down 2 psykers. The psykers go next, and totally fluff. Oh-oh. -2 on the Ld might not work out too well...
My CCS + Sentinel go next, putting a combined 4 wounds on the priest. He rolls saves, 2 wounds go through, rolls FNP.... it goes through!
Win 10-1
My castle-tactic worked out. Stopping him from getting some easy early kills, and turning the battle into a slugging match where we exchanged unit for unit.. a battle he couldn't win. In hindsight, I think my opponent made one big mistake, taking first turn. If he had given me first turn, I think it might have worked out differently. I made a mistake by putting my sentinel in charge-range of the priest. It was the one place where he could be safe from my shooting forever, and it almost cost me secondary, and if the dice had been very unkind, it could have cost me primary too. His red thirst rolls made this game a bit harder than it could have been, as I couldn't easily remove his FNP. (his priests were the last two surviving models actually)
After three rounds, I'm in the lead with 30/30 pts. The guy in second place has 26/30, with quite a few a couple pts bellow that. As long as I can get at least a draw in the final round, I will tie with the TO and win the tournament. I will get the price, but I will have to share the glory with the TO (who is the 4-time in a row Arcon champion).
Last round opponent:
HQ:
CCS, 3x melta
- Chimera
Troops:
PCS, 3x melta
- chimera
Squad, flamer, AC
- chimera
Squad, flamer, AC
- chimera
PCS, 3x melta
- chimera
Squad, flamer, AC
- chimera
Squad, flamer, AC
- chimera
Fast:
Vendetta
Heavy:
Demolisher
Demolisher
Manticore
Mission 4:
Dawn of War
Primary: Three objectives, one in the centre, the others 18" from eachother and the table egdes
Secondary: Control most table quarters (have most units in each quarter)
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![[Post New]](/s/i/i.gif) 2010/07/02 14:57:13
Subject: [PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 3 added)
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Fresh-Faced New User
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Nice battlereports.
When will you post the last one?
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But why is the rum gone? My Deathwing. www.photobucket.com/albums/h283/KaldCB/ |
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![[Post New]](/s/i/i.gif) 2010/07/02 23:14:06
Subject: Re:[PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 3 added)
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Boom! Leman Russ Commander
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I'll try to get it up tomorrow
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![[Post New]](/s/i/i.gif) 2010/07/03 22:34:03
Subject: Re:[PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (game 3 added)
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Boom! Leman Russ Commander
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Opponent 4:
HQ:
CCS, 3x melta
- Chimera
PCS, 3x melta
- chimera
Squad, flamer, AC
- chimera
Squad, flamer, AC
- chimera
PCS, 3x melta
- chimera
Squad, flamer, AC
- chimera
Squad, flamer, AC
- chimera
Fast:
Vendetta
Heavy:
Demolisher
Demolisher
Manticore
Game 4:
Dow
Primary: 3 objectives, one in center, others 18" apart
Secondary: Table quarters
I've played against this guy twice before, and lost both, so I know this will be a challenge, and also a fun game. He is using pretty much the same list as he used the last time I meet him, only scaled down to 1500 pts. It is a hard list, it has tons of vehicles and tons of scoring units. He is a bit light in long range firesupport though. My rough plan against his list is to knock out the vendetta and manticore as fast as possible, and then start reducing his mobility so he will struggle to reach the objectives with enough men in time.
I get first turn. I blob my two infantry squads, as he has no close combat threats, and place the blobsquad on objective to the left. My empty CCS+ PCS chimeras are placed near the table centre, ready to light up any of his units that deploy too close. He decides to have everything move in on his turn.
In my turn, everything moves into fire-positions, keeping quite central to threaten the two objectives I do not control, while the vendettas unload the CCS + PCS near their chimeras
He rolls in, and chooses to split his force in two halves. 4x chimera + vendetta on my left flank, rest of his army on my right flank. This is just fine with me, I decide to try to stop his left flank attack, securing me the left objective, and giving me the egde in the middle. I'm also glad that he didn't outflank his vendetta. There is very little chance that it will survive my next turn.
His right flank force.
His left flank force
I follow my plan and take out his vendetta, and weapon destroys his manticore. The rest of my shooting is somewhat dissapointing, and I only stun some chimeras
He has quite a lot of ground to cover, so he moves up, and only does some pretty light damage because most of his long range firepower is gone, and the infantry squads need to remain stationary to add their firepower.
Unfortunatly, my camera died here, so no more pics, and as it was last fight of the day, I was pretty spent. The detail of the rest may suffer somewhat.
In my turn, the sentinel comes charging in on the left, flames two chimeras and then kicks a chimera into immobilization, I also immobilize another, wreck a third and weaken resolve the PCS meltasquad inside so it runs off the table. My vets move into melta-range of a demolisher, but totally fluff. I also take out one chimera on the right. By turn 3, his left flank attack has already failed, as his chimeras are all halted or destroyed, and he has already lost one of the squads inside too. Without the chimera heavy flamers, there's no way he can push my blob off the objective either.
He focusses on taking out some of my firesupport, and manages to take out both my manticore and my russ, he also keeps the vendettas shaken quite often, but I generally just speed away and fire next turn.
On his turn 4, he makes a big mistake. A demolisher had a shot at my last mobile scoring unit, my PCS in their chimera. Instead, he choose to take a shot at my PBS. The shot scattered far anyway, so it didn't really matter, but if he had managed to take out the PCS, it would have been a draw at primary, as I had little that could contest the right objective.
In the last turn, the score is 1-1, and neither of us can contest or clear out the other's objective. I make my move, and my PCS chimera plows into the wood in the centre with the objective and pops smoke. There is a demolisher within contesting range, and my CCS moves in and disembarks right infront of it. There is also a manticore and a chimera that are hovering in a possible turn 5 contesting range, so they should die too if I am to be sure that I will hold the objective.
My CCS starts, getting a BiD order off and getting three hits. The first one fails, but the other two goes through and it is blown up. Then the rest of my army opens up on the chimera, and it blows up too. The remaining firepower is spent on the manticore, and it bites the dust. He now has nothing that can contest the objective in turn 5, and as long as the PCS survives, I have much more firepower left than him, and I should be able to keep him off it in the later rounds too.
He fails to do anything to the PCS chimera, and the game ends on turn 5. I have two objective, he has one, so I get primary. We draw on secondary mission, with two controlled table quarters each.
Win 8-2
The battle went pretty much as planned, his long range firesupport went down fast, and I quickly stopped his left push. I made a mistake by committing my vets too early, as my list is a bit light on scoring troops, but luckily, my PCS weathered all fire and were fit and ready to make a last turn objective grab.
With 38/40 BP's, I end up in first place of the tournament.
Top 3 placings:
1. Imperial Guard (me)
2. Chaos Space Marines (last year Arcon winner)
3. Orks (My second round opponent)
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This message was edited 1 time. Last update was at 2010/07/03 22:37:06
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![[Post New]](/s/i/i.gif) 2010/07/04 00:37:05
Subject: [PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (Finished)
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Rough Rider with Boomstick
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Nice report..another one for the guard!!!
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40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1
40K 6th ed W/L/D
1/0/0
WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 |
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![[Post New]](/s/i/i.gif) 2010/07/04 21:28:57
Subject: [PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (Finished)
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Beast of Nurgle
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Nice report - light hearted and interesting, glad to see the Guard doing well too
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![[Post New]](/s/i/i.gif) 2010/07/05 22:56:39
Subject: Re:[PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (Finished)
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Boom! Leman Russ Commander
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Thanks for the comments
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![[Post New]](/s/i/i.gif) 2010/07/07 01:31:44
Subject: Re:[PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (Finished)
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Guard Heavy Weapon Crewman
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Good battle report and pics. Go guard
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2500pts |
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![[Post New]](/s/i/i.gif) 2010/07/07 02:39:36
Subject: [PICS] Illumini @ Arcon 10 - 1500pts IG Tournament Report (Finished)
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Decrepit Dakkanaut
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Nice job. I especially like this scene:
I like how you were able to trick your opponent into doing just about the stupidest things possible every game. Whether it was getting orks to ignore your objectives so they could charge your vehicles, or suckering a BA player to play a footslogging game over open ground (!), you were able to really get your opponents to play the dupe every time.
Congrats on the many victories.
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