|
His turn 1
His psyker battle squad to my left moves 2 guys out as does the squad on the right while the rest stay hidden. His demolisher rumbles forward.
Demolisher pens vindicator and rhino on my left although I make both cover saves. His lascannon snap shots a hull point off my vindicator.
His manticore fires one shot knocking a hullpoint off my left rhino.
Colossos misses scouts.
First psyker squad drops my scout LD to 5 then hits them with soulstorm causing 4 wounds, killing 1.
His autocannon in the command squad kills a second scout. Scouts run 2, regroup back to original position.
My turn 1
My vindicator misses his demolisher
My speeder jumps into heavy cover, not in 12 of his demolisher so it hides out of sight.
My quad kills 2 exposed psykers on my right, he goes to ground and saves 1 with a 6. His Command squad is right behind to get them back up.
My whirlwind lands a hit on his command squad / right psyker squad, killing the autocannon, a psyker and a plasmagun – huzzar!
My sternguard gun down another psyker from the fire points in the rhino and my TFC kills another psyker on the right – the right psyker squad has not been whittled down from 6 to 2. Happy with that.
His 2
Marbo, vendetta and vets in chimera all come on (+1 reserve rolls from a dude in his command squad)
Marbo appears on the building roof right above my sternguard rhino. Hmm..
Meltavets facing my tac squad and vindicator roll forward 6 and deploy 6 then explode my rhino killing 1.
My quad takes a hullpoint off his vendetta (one pen but only rolls 1 on vehicle damage, damn!)
Detta then explodes my sternguard rhino, landing 2 of the 3 snapfires from its lascannons getting 2 pens. The explosion kills a sternguard.
Marbo then throws his bomb into my sternguard, killing all 6 of the survivors from the explosion. Librarian escapes via 3 look our sir rolls onto sternguard but he is now alone.
His left psyker squad puts weaken resolve onto my squad freshly exploded out of their rhino dropping their LD to 5.
He has separated out his primaris psyker who then hits them with psychic shriek killing 6 and leaving only the multimelta alive.
His demolisher kills my vindicator.
His colossus kills another scout, leaving me with the SGT on the quad and the heavy bolter.
Manticore turns my whirlwind into a statue (weapon destroyed and immob)
My 2
My terminators deepstrike in accurately way back in the far right of his deployment zone, between his command squad and the chimera mounted vets (on objective) with manticore – I have the multimelta who can run to my second objective, my unmolested plasma squad on a second objective, he has squads sitting on the other three – if I can chase one off then I can draw and maybe even win.
My terminator CMLs hit the chimera side, only taking off a hull point and the SBs only take another hull point! Damn.
My dread puts 3 hits on his vendetta which does nothing
My speeder destroys his demolisher
My TFC opens up on the melta troop that exploded my tac squad rhino killing 6, including all 3 meltagunners.
My two remaining scouts then look at the primaries in cover – the heavy bolter fires normal rounds putting down 2 wounds and then the sniper blows his head off – all cover saves are failed! Warlord dead.
My libby has moved next to Rambo, er sorry marbo, and hits him with avenger but rolls 1 to wound. My plasma squad finished the job and bolters him down.
His 3
His vendetta now moves across the board and immobilises my speeder
The chimera on my left moves a vet squad from left rear objective to take on my terms – the chimera puts down 7 wounds and I lose a term.
The chimera the terms shot at puts another 5 wounds on them and I lose a second term
His command squads shooting bounces off them
His vet squad however kills 2 more, leaving only a standard tac termi alone. His remaining 2 psyker battle squad take his LD to 8 but he passes because he is epic.
My turn 3
My term bolters the vets that dismounted near the objective and kills 1
My TFC kills another 4 – I really needed this TFC round to work for me to have a hope of chasing the guys off the board but alas 2 of the 4 airburst scattered off their target, including a wound off the terminator!
I then try and charge my terminator into the remainder of the vet squad – if he can win combat and they fail morale they could easily run off the board.
I roll my charge distance, through cover, and I roll three 1s.
We call it here. My plasma squad is stuck where it is to hold an objective
My speeder cannot move
My librarian is hiding behind a building to avoid the massive open area killzone between him and the guard
My dread and TFC can cause damage and its possible I could still win the game however with the store closing in 30mins I concede and call it a loss.
Post game analysis
Wow indirect fire is excellent. The whirlwind proved its value – a better target, particularly hordes, and this piece of kit would be MVP alongside the TFC. Benefit being you cannot hide from the WW.
Terminators again were awesome. A large part of his list reoriented to take down 4 of them and had my shooting of been more effective (exploding the chimera) or even my charge better, they could have still won the game for me. As it was they gave most of my army a turns breathing space.
The MM speeder was excellent. He is a true glass hammer however at 80pts the damage he can inflict makes it worth the KP. Aside from pod sternguard with combi and MM Abs I think the twin MM speeder is up there for vehicle hunting in our arsenal.
Marbo is just amazing. I need to chew over how to combat him going forward – his AP2 bomb which he can throw 6, and reliably appear anywhere within 3 of your unit means he could take down honour guard, terminators, sternguard, just about any elites really – all he needs is them all huddled up, so an exploded vehicle is perfect. I would have been better walking spread out.
The psyker battle squads are nasty. Their special rules make for a tough matchup – if the guard player was able to force the fall back after the LD, removing my ability to rally, these guys plus some shooting could have walked whole units off the board. As for psychic shriek, that is absurd, especially combined with Psy battle squad.
This is my first game vs guard and I found them a touch match up. Ideally I needed to be able to hit armour hard, ie the demolisher (MM speeders/pred destructor/LR phobos), take down fliers (quad/storm talon), project force onto the colossus/manticore (conversion beamer/ML devs/pred destructor or LR phobos, pod sternguard with melta, rifleman dread when not tasked with antiflier backup) plus take marbo (?) and rain fire on copious grunts (whirlwind, TFC, sternguard, HF speeders)
All in all the perfect antiguard SM list starts to feel something like this
HQ
MoTF with beamer
Elites
Sternguard in pod
Fast Attack
MM/MM speeder
HF/HF speeder
Storm talon
Heavy Support
TFC
WW
Pred destructor
Fortifications
Something with skyfire, I like quad due to interceptor
I actually think this thinking has some merit – would require doing away with the termies, and the vindi (thus you need your AP2 in the tac squads via PCs or from other sources) however a list built around these units I think would be reasonably solid.
Would welcome thoughts on this?
|