This was the first round of a long day, it looked like I would have stiff competition the whole day, and a good anti-troop force could ruin it for me.
If you want to read the report and see the pictures, please follow through to
http://sistersofbattle.org/?p=719 and check it all out.
The list I ran was:
x1 Librarian: Jump pack, sanguine sword, and shield of sanguinius
x2 Sanguinary Priests: Jump Pack, hand flamer
x1 5 man Sanguinary Guard: Banner, x1 Infurnus pistol
x6 10 man Assault squads w/ Jump packs: x1 power weapon, x2 melta guns
x3 5 man Vanguard Veteran units w/ Jump packs: x1 Power fist, x2 infurnus pistols
My opponent:
x1 Lelith
x1 Haemonculus Ancient Liquifier, archangel of pain
x1 Haemonculus Huskblade, Liquifier, shattershard
x1 Haemonculus Huskblade, Casket of flensing, crucible of malediction
x1 3 Kabalite trueborn darklance x2
x1 7 Harlequin troupe 2kiss, 2 fusion pistol, death jester, shadowseer, troupe master
x1 6 Incubi, Klaivex
-Venom splinter cannon x2 + nightshields
x1 8 Wyches 1 hydra gauntlet, haywire grenades, hekatrix, agonizer
-Raider + nightshields, flickerfield
x2 9 Wyches 1 hydra gauntlet, haywire grenades, hekatrix, agonizer
-Raider + nightshields, flickerfield
x1 10 Kabalite warriors
-Raider + nightshields, flickerfield
x1 Razorwing + nightshields, flickerfield
x2 ravager + nightshields, flickerfield
x1 3 Reavers, arena champion, bladevanes, heatlance
I won the roll off and decided to go first. I wanted to be able to get into hi lines by turn 2, which should be more than easy to do. I Deployed everything in the center of my deployment zone, behind a building in case he was able to seize the initiative. I chose to reserve the traitor and 3 units of vanguard veterans to deal with the late game. My opponent put the traitor out in the raider that had Lelith in it.
Turn 1
I start the top of round 1 jumping to my left flank. I wanted to be able to deal with his long range threats on that side of the board, so I dedicated 2 units to dealing with them. The rest of my force jumped forward enough to get backed up on the building, but not to far that he would be able to get the charge off on me. I wanted to deny him his strongest area since his tanks were built for anti-armor, and he only foot slogging killing power was in his wyches. One of my units of assault marines jumped off to the right flank to kill of 3 bikes speeding across the board.
His turn 1 saw him move a few vehicles around to get a better view of my units. He attempted to shoot with most of them, but was unable to get the distance needed on all but 1 raider, which he shot, and I failed a cover save and lost an assault marine from my screen unit.
Turn 2
This turn, I was able to get 2 of my vanguard veteran units in, and I did not get my traitor. I chose to heroic intervention them. The first unit I attempted to drop in miss-happed, and luckily I rolled a 5 on the miss-hap chart and they would go back into reserves. The other unit landed right behind one of my opponents raiders with barely an inch between the unit and the raider, narrowly avoiding a miss-hap. I continued to push up the left flank, and meltaed a venom and exploded it. The Incubi inside dropped out, with the loss of one of them to the explosion. My next unit fired everything into them and finished them off so that the incubi would no longer be a threat. My unit going onto the left flank was in range and fired everything at the bikes, only managing to kill 1 of them with a melta shot, the others lived through the volley of bolt pistols. My center block of units jumped on top of the building at which point they meltaed a wyche raider, and subsequently assaulted the ones left inside with 2 full units of assault marines. They did not wipe the unit, but got them low enough that they broke and would be followed off the board.
At this point it was my opponents turn. He moved the harlequins and a wyche raider in range to assault my red assault marines on the right middle flank. He shot them and was able to deal enough wounds to force them to make a leadership check. I chose to fail that check and ran 14 inches away to deny him the charge on that unit, and force him into the open for my sanguinary guard/libby/priest death star. On the left flank, he shot all 4 moonsythe missiles at my 2 assault squads, only managing to deal 3 wounds, which were saved. On the right flank, the jetbikes jumped forward again and shot at my assault squad killing 1 of them. He also shoots everything he can and kills down to 2 men the vanguard veteran squad in his backfield.
Turn 3
This turn, the last of my reserves arrive. The 2 remaining vanguard veterans and the traitor. The traitor walks in on the bottom right of the board and gets behind some ruins there. I drop vanguard vets in between a raider and ravager, the other lands to the right flank of the ravager with Lelith and the traitor. My unit that I intentionally broke rallies and takes their obligatory 3 inch move. They get within range of the units that intended to charge them the turn before. All of my units left in the center move to the right getting 2 units in charge range of everything there, and a third unit going up and around the top in order to melta the raider carrying Lelith. The group that is up with the Lelith raider hit, and explode the raider. Everything piles out with 2 of the wyches inside dying, and no loss for me. I forgot to declare I was going to heroic intervention, so my vets sat there with thumbs up their butts for this turn. The other vet squad proceeds to assault a ravager and takes a gun, and stuns it for a turn. The raider next to it gets shot at and assaulted by an assault squad, who…do nothing to it as it had moved 6 inches. The 2 remaining vets from the first assault move into the Forrest to deal with a unit of trueborn, but miss the assault. I melta, and he makes his flickerfield saves on the razorwing, preventing me from finishing it. I do end up taking the cannon in assault though. In the center of the board, I assault 2 squads into the wyches and harlequins. We swing at the same time, and I end up wiping them on my go. I consolidate in a position to deny Lelith access to my main squad without dealing with a unit of assault marines first. My unit on the right flank finishes off the bikes and consolidates toward to large combat in the middle.
He starts off by moving the razorwing closer to his board edge and positioning for a shot at my traitor. He moves the raider that was stuck in close combat, but leaves everything else as it was. He shoots and kills his traitor. He keeps trying to dwindle down my sanguinary guard with shots from the other ravager, killing none of them because of shield. He uses a liquifier on the big block in the middle, but only gets a 6 for the
AP, which I promptly save. He assaults the veterans and the assault squad in front of Lelith. She kills all but the power fist, who kills off the traitor, the unit of assault marines in combat with her as well stay, and she consolidated into them combat. . The trueborn blase the unit of 2 assault marines off the board with 2 lance shots.
Turn 4
The final round for us. I move the unit on the right flank up to the middle, the unit that stopped retreating last round as well. The both took shots at the raider and finished it off. A unit of veterans moves over to finish off the last ravager, and succeeds. A unit of assault marines kills a raider and assaults the unit inside, and breaks them. They proceed to run off the board. My unit on the left flank goes for the razorwing and finally kills it with 2 melta shots. The unit of sanguinary guard go after Lelith. My librarian with sword active gets in base to base and destroys her. The sanguinary guard finishes off the rest of the unit, except 1…who runs but is surrounded and has no where to go.
My opponents turn, the unit of wyches from the 2nd turn finally run off the board, the trapped wyche dies as well and that is where the game ended.
23points to 1, with me getting 2400
vp, and my opponent only getting around 1100.
Thanks for reading, I should have the next 2 rounds up in a day or two.