Sanctjud’s
SM Bikers vs. Imperial Guard 2000 Points.
I dropped by a new (for me) Hobby store and had a scrap.
SM Biker Army:
-Captain, Bike, Relicblade, Stormshield.
-Libby, Bike, Null Zone, Avenger.
-9 Assault Terminators (3 Claws, 6 Hamminators).
-8 Bikers, 2 Meltas, Fist, Hvy Bolter Attack Bike.
-8 Bikers, 2 Meltas, Fist, Hvy Bolter Attack Bike.
-8 Bikers, 2 Flamers, Fist, Hvy Bolter Attack Bike.
-3 Multi-Melta Attack Bikes.
-3 Multi-Melta Attack Bikes.
-3 Hvy Bolter Attack Bikes.
1985/2000.
It’s my standard list + termies and the libby.
Imperial Guard Army: (From what I remember, I’m sure I’ve left some stuff out).
-Company Command Squad, Officer of the Fleet, Power Weapon and Plasma Pistol on
CC, 4 plasma guns on the rest.
-Psycher Primarius…or how ever you spell it.
10 Vets, 3 Plasma Guns, Plasma Pistol, Chimera (Laser, Stubber)
10 Vets, 3 Plasma Guns, Plasma Pistol, Chimera (Laser, Stubber)
10 Vets, 3 Melta Guns, Chimera (Laser, Stubber)
10 Vets, 2 Flamers and Hvy Flamer, Chimera (Laser, Stubber)
2 Leman Russ (Squadron), Sponson Heavy Bolters, Front Hvy Bolter.
2 Leman Russ (Squadron), Sponson Plasma Cannons, Front LasCannon.
2 Bassys (Squadron), Hvy Bolters.
Pretty killy force across from me.
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I rolled the 2 Objective Mission with Spearhead deployment.
I win the roll off and make my opponent deploy first.
Deployment:
I have no outflankers so the Bassies nestle in the corner.
The russes take a strong central position with nice clear lanes of fire.
One Scoring unit camps the objective, while the others look to take mine by setting up closer.
My deployment was a bad idea in general.
I strung out the termies to sit there and take it, hopefully keeping his army back, but he’s not really in a rush and is happy to shoot the crap out of them.
I should have deepstriked the Termies really, or just reserve them.
One foolish mistake lead to two more with the addition of having both
IC’s joined to the squad to help mitigate the incoming damage.
Everything else, as you can guess, went into reserves.
It is only after the game starts I realize there was an Officer of the Fleet…in which case I Cheered
Imperial Guard Turn 1:
The chimera wall moves up with the Company Commander Chimera upfront.
One Vet squad is in the back camping the objective.
The chimera wall pops smoke, but my opponent forgets I don’t have anything coming in yet.
Shooting phase… everything opens up on the sole target on the field. 3 Hamminators and 2 Claws go down. The libby is sniped and the Captain has 2 wounds on him. They pass morale.
Bikers Turn 1:
Well…the termies move forward…I forget to run, but it doesn’t matter.
The Captain turbos just…because he could.
Imperial Guard Turn 2:
The Chimera Wall moves a bit closer to my lines, weary of my board edge.
Anyway, everything else that’s on the board that’s mine dies.
But, I do have one thing going for me.
One squad of vets had all three plasma gunner overheat and die.
Bikers Turn 2:
My stuff comes in on 5’s… wonderful… seriously. 1
MM Attack Bike Squadron and 1 Melta Bike squadron comes in.
The Melta Bike bikes turbo down my right flank very spread out to put some future pressure.
The
MM Attack Bikes come in and Explode the lead
CCS Chimera killing one member of the unit while the Psyker takes a wound and pass pinning.
Imperial Guard Turn 3:
The
CCS moves into the forest and opens up on the
MM Attack Bikes and wipe them out. Not before the Psyker blowing up his own brain with Snake-Eyes on the cast.
6 Pie plates, 4 smaller pie plates, 6 hvy bolters, 4 multilaser/stubbers, flashlights, etc, etc, etc, afterwards, the bike squad on the right flank are left with 1 Melta, 1 Vet, and a wounded Attack Bike. Not too bad.
Bikers Turn 3:
Only the Hvy Bolter Attack Bikes came into the game.
The moved up to the sheltering
CCS squad, didn’t hurt themselves with dangerous terrain and charged in. They killed 1-2 after some whiffing, but the
CCS whiffed in combat, but made his leadership, which is good for me.
The mauled biker squad moves left and tries to take something out before they are killed.
They explode a Chimera and killed 3-4 in the squad, sadly, they broke and ran as they failed their morale…which means I couldn’t combo-charge them and another Chimera…anyway, I charged them as they fell back, they make their test…both sides whiff…but then the fist sealed the deal and the bikers were left out in the open…
Imperial Guard Turn 4:
The two remaining Chimera’s make their dangerous terrain checks and bulldoze their way to my objective.
As you can easily see, all the Hvy Support tanks train their weapons on the exposed bikers and paste them.
The Attack Bikes and the
CCS don’t whiff. I killed some, but the
CCS was able to wound one. With only a -1, the
CCS makes his check, not good for me.
Bikers Turn 4:
I get the last
MM Attack Bike Squadron and the Flamer Biker Squad.
The Hvy Bolter Attack Bikes take two wounds from the
CCS !! Everyone around the
CC is cut down, but he manages to runaway.
The
MM Attack Bike Squadron moves in and explodes one of the chimeras, charges the contents and kills them all (takes one wound back) and consolidates from what looks like a sort of trench-line of Chimera Craters.
The flamer Bikers combat squad. (2 Flamers and 3 joes in one squad, the Vet, Hvy bolter, and 2 joes in the other). The Flamers turbo boost into the left flank, hoping to flame something next turn and still be ‘durable’ for now. The weird support squad with hvy bolter takes a side shot at the last chimera in my side of the board and manages to wreck it. The Vet squad piles out and is PINNED!
Imperial Guard Turn 5:
The Company Commander runs a bit more, turns around and takes a shot at an attack bike with the plasma pistol and kills the wounded one, the last biker makes his check.
All the Russes target the
MM Attack Bikes behind the trench and kill them.
The bassies lob 2 shells at the turboed Flamer squad and manage to kill 2 of them, they make their check.
Bikers Turn 5:
Automatic Reserves
FTW! The last melta squad comes in. I combat Squad so that the Vet and 2 meltas with 2 joes come in on the right flank powering down to distract my opponent…basically, you have to deal with these guys.
The Support squad hangs around the objective.
The last wounded Hvy Bolter Attack Bike moves through terrain and kills himself…
I position the remaining hvy bolter attack bikes in the Support squads to both claim my objective and get side armor shots on the Leman Russ… but I had a Brain Fart as I thought the Russes were 11 on the side….durrr.
Anyway, my favorite part was being able to position my remaining flamer to wipe out the Vets that were at my door step.
The game would be a draw if it ended here.
My opponent rolls a 3, so the game continues.
Imperial Guard Turn 6:
Sadly, no pic.
Basically… everything on his side opens up on the 5 man biker squad that boosted to his side. He killed all but 2… in a dice toss of awesomeness I made nine 3+ cover saves against all the plasma, lascannon, earthshaker, battlecannon shots going their way.
They JUST barely make their morale test as well.
Bikers Turn 6:
On my objective, I did more repositioning so that I had 3 separate squads claiming my objective.
My superstar bikers on the other side of the board, snake their way around the forests…they shoot the chimera that’s camping on the objective and as I called it, missed. I declare a charge that gets me 6” into contact, I was able to rip off a weapon, but that was not the point. I was on the objective as well.
I roll for game turn, and I roll a 3 as well.
The game ends.
Victory to the ‘Nurgle’
SM Bikers (Scored own objective, Contested my opponents’). If it not for that crazy saving it would be a draw, to maybe even a loss as that many pie plates would catch a lot of the bikers huddled around my objective.
Unit Rundown:
-Captain-
-Libby-
-Terminators-
I’m not gonna go into these guys too much… they didn’t do a whole lot and was a poor decision to begin with. Throughout the game it did feel like I was using less and making a lot of trades… but as it turns out with what I had left, I made some great trades.
I still am experimenting with the terminator wall, but this is not a good example of using them, I have not played in some time and was rusty enough to completely miss the whole… one target on the field for essentially 2 turns of Guard shooting…yes, this is a great example of what NOT to do

.
-Melta Bikers, Flamer Bikers-as usual, I generally keep one squad at full and decide to combat squad later in the game (cause reserves were used).
I guess combat squadding was useful in that it provided more targets for the Guard army that started losing their chimeras. The Hvy Support section was all squadroned, so at most they could target 3 squads (though scatters could catch more than one squad).
Coming in piece meal is generally bad, but getting stuff later is pretty powerful and having the whole board edge to apply what I needed where is why I love the biker list.
So…they were reliable…even if quite reliable in this game with the saving throws from getting nothing to doing the Matrix moves on a bike moving at a ridiculous speed.
-Hvy Bolter Attack Bikes-
I believe they had first blood… in combat

. I like them. They generally end up in combat and don’t disappoint in the role of just locking something down…they prevented 4 plasma guns from shooting at me for 2 rounds…if I had shot… I don’t know…with cover saves and my rolling, something would be around to shoot at me most likely.
-Multi-melta Attack Bikes-they die…but they most often than not do something with a giant Boom. They didn’t make their points back, no way in hell. But they did their job of blowing up a tank (the limo of a scoring unit no less). So it’s not always about making points back.
After some time away from
40K, it was a refreshing game. It was looking bleak to begin with, especially with the stupid deployment of mine, but I held in and just threw bikes at my opponent and telling him to deal/roll dice

. It worked out in the end

.
I have to say it was down to those 2 baller Bikers that said ‘no’ to a wall of death heading their way.
I’d have to say it was Karma/Averages…they took what 5 Assault Terminators and both my
HQ choices couldn’t
-Sanct.