Death-Dealing Devastator
Salem Oregon
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I am calling this a report/summary because I did not take pics or write the turn by turn actions of each player. Once the game game got going, I decided it wasnt really going to be an issue.
My List.
1999 points.
HQ. Pedro Cantor.
Troops.
7 sniper scouts with Telion
10 Tac marines with Plasma cannon in a rhino combat squaded
Elites.
10 Sternguard with 2 combi-melta Drop pod
10 Sternguard bare with Drop pod
6 TH/SS Terminators
Fast attack
10 assault marines bare
5 Bike marines, Flamer, Combi-flamer
Heavy Support
Land Raider Crusader
Thunderfire Cannon
Aegis Defense line, Quad gun.
His List.
Eldar
Farseer (? phsyker) on jet bike
Troops
all of his troops were in Wave Serpents. 4 groups of 5. that I think includes an elite unit. I think. I never saw them.
3 guys on jet bikes (with the hq)
2 groups of 5 Warp Spiders
3 Warwalkers with tl Bright lances outflinking
a unit of Swooping hawks deep striking
Fire prism
Night Spinner . (called the flamer tank)
I apoligize for the bad write up of his list, I will make sure to get a better idea of what my opponent has next game.
We played on a short table, as there wasnt any other full tables clear. So it was Dawn of War deployment, the Scouring. 4 objectives. Night fight turn 1. Both warlords got the Trait to increase the difficulty of reserve rolls of the other by +1. Fair there.
Eldar win the die roll to go first. Marins attempt to seize....not on a three.
Deployment. I am sorry there arent any pictures, I will take some next time when my phone doesnt die.
He deployed his tanks basicly in a line with the Fire Prism in the back near a hill. Behind the hill he put his HQ unit, 4 total jet bikes. His warp spiders got split one unit to each side of the board, near the edge of his deployment zone.
I deployed my ADL and quad gun around a building, that we decided was an actualy building not a ruin, wand put my scouts around that area and manning the gun with Telion (Mistake). My bikes were sorta out in the open behind a bit of low area terran on the right flank (Mistake to not use cover). My Jump marines were behind the building next to Pedro. Beside them was my Land raider with my termies waiting to embark. The rhino with embarked squad was screening for the terms and land raider. The thunderfire and Tech marine was on the left flank behind a hill. My Sterguard squads were out in reserve.
Eldar Turn 1. (the start of the death of the Eternal Brotherhood)
He goes first. His HQ casts guide on the Fire Prism. He moves his Wave serpents up to get within Scatterlaser range. He also advances his Warp Spiders. Rolling a single double and killing a Spider in the process. Onto shooting. He fires his Wave Serpents. The one on the right flank fires at my bike squad, hitting and killing one biker ( we goofed here) Then he fires his sheild....rolls a 6. for 7 twin linked sheild shots. Poof there goes the bike squad. Between his good rolls to hit and wound and my horrible rolls for saving throws, the bikes are First Blood. Next Wave Serpent. He moves up and fires on the scouts and Telion, who I screwed up and had in front of his squad.( I forgot to scout move them forward the 3 inches to put him at the rear). Once again, Scatterlasers then sheild.Rolling a second 6 for sheild hits. I lose all but 3 scouts. The dead include Telion. All with 3+ cover saves.....man I was rolling like crap. His third Wave Serpent attacks my Thunderfire cannon. Scatter lasers then Sheild. Outcome? He rolls another 6 and I lose my Thunderfire, but the Techmarine survives. Then the 4th Wave serpent fires. This one shoots at the Rhino full of my Tac squad. The Rhino becomes a navigational hazard. This time though his sheild hit roll was only a 5!! YAY getting better. During his assault phase he moved his Warp Spiders closer and backed his Serpents off. Leaving one unit of Spiders in the open near a ruined building. Along with his other tank thing. It used it flamer all game but was only really effective on turn 2+.
Space Marine casualty list for turn one. Thunderfire cannon, Rhino, 5 Scouts, 4 with sniper rifles, and SGT Telion., 5 Bike marines.
Space Marine Turn 1.
The first thing I have to do is do a Drop Pod assault. 1 of my 2 pods comes in carring a combat squaded unit of Sternguard. I drop them near the Flamer tank and the warp Spiders. Once the guys are deployed, they are within Rapid fire range of both. Movement phase. One of my Tac combat squads advances to try to find some cover. The second spreads out so the Plasma cannon can stay put. My assault Marines shifted to man the Quad cannon. The terms and Cantor embarked into the Land Raider. Since it was a Heavy choice, I couldnt embark them at the start of the game. The land raider then moved up 6 inchs.
Shooting phase: My only real victory came this shooting phase. My 2 5 man Sternguard squads from the drop pod shot at 2 different tageerts...yay combat squads!! ( although I think I was wrong there) Unit 1 shot their combi meltas at the flamer tank thing...I missed horribly. Unit 2 shot at the 4 Warp Spiders. I used the ignores cover special ammo. Blew them out of the water in one shooting phase!!!!! Yay Eternal brotherhood is getting revenge...or just pissing the eldar off..... The assault marines shot the Quad gun at a wave serpent, 1 glance..then cover saves...no glances. Plasma cannon marine shot at another Wave serpent....I hit him, it just cleaned his paint job off though, not even a glance. Other then that, not alot of moving or shooting on the marines part.
Eldar turn 2 or the begining of the end.
reserve rolls fail to bring in his Warwalkers or his swooping hawks.
He casts guide on the prism again.
Movement. He moves his Wave serpents up again to get into position. He disembarks 5 troops with a heat weapon. His first Serpent takes out 5 of the Sternguard, the basic troops take out 4 more. The Wave Serpent on the left side takes out 3 of the 5 advancing Marines, causing them to break and run, 5 inches. The second one in from that side hits and takes out the other 5 from that tac squad. The final one takes out the scouts that are hiding. The flamer tank flames and gets 6 of my Assault marines, but they pass leadership so stay put. Assault phase brings the surving unit of Warp Spiders closer still to my lines.
Space Marine turn 2...Preying for drop pod rain.
Reserve rolls....2.. damn, no drop pod.
Movement. My Land raider picks up the tech marine, then advances 6. The assault marines shuffle to get ready to assault and man the quad again. (goofed here too). The land raider shoots its Multi melta and the assault cannon at the Wave Serpent directly in front of it...17 inches away. Not even a hit. The quad gun, shoots at the Wave serpent that disembarked its troops, nothing doing there either. The single lonely little sternguard who was so brave and passed his leadership, he shoots Hellfire round and gets 3 hits. onto wounding..hey so far this sternguard is doing pretty hot, 4 kills then next turn 3 hits from one guy? not shabby. Wounding...1. ok so I get one kill of three hits, not great, but hey its one guy. I can deal with that!!!
End of turn 2
Eldar turn three.
More positioning to wipe out my remaining guys. The flamer tank advances on my quad gun manning assault guys, the fire prism gets in line to shoot at the land raider. The Wave serpent goes and gets his little troopies back.
Shooting phase.
The single Sternguard gets gunned down in a mass of blood by a serpent sheild and scatter laser combo. The assault marines get whacked by the flamer tank. The land raider takes a glance, a pair of glances or a glance and a pen? It had 2 points gone at one point this turn. It prompted my move. Oh and to top it all off, his swooping hawks arrive in my backfield. Yay giving him linebreaker.
Space marine turn 3.
Reserve roll....nothing
Movement. Move 6 for the Land raider. Shoot at the Wave serpent, disembark the 6 terms. fail the charge..end of turn. No hits, nothing spiffy to report. :(
Eldar turn 4 The ending of the Space marines
Reserve rolls.....the war walkers come in. Outflank roll...they come in on Space marine right side. He brings them in even with the Land raider on its right side. good tactical move.
He casts misfortune on my Terminators....wait, isnt this entire game a misfortune?@! Oh well. I try to deny the witch....nope not on a 4. GRRR my dice hate me!!
Shooting phase. The 3 warwalkers with twin linked Bright lances decide to make my pretty land raide into a pile of scrap. It doesnt explode, just is wrecked. So out goes Pedro and the Techmarine. (i know we cheated here however, i didnt chatch it till writing this up lol) He then starts shooting his Wave serpents at my terminators. With misfortune cast on them, they are required to reroll armor saves OR they can take the 3+ invul save from the Stormsheild. I elect to use this and do my saves one at a time. The 2 ic's that were in the lrc got lumped into this unit when they bailed out, which again oops. It ends up taking him all 4 Wave serpents to kill off everything I have left on the table.
So tactical Thoughts....
#1 MORE MELTA.I realized what I though was enough Melta was sadly lacking in the anti-tank department.
#2 More cover. I very much misused my cover and didnt use enough of it this game. I hope I dont have to use it as badly next time, but we shall see.
#3. Make sure I have all of my Sgt's in the back portion of their respective units. No more losing the 50 point Telion on the first turn.
I like the Sternguard, however depending on how the new Codex works out, I may be Podding in a MM/Flamer Dreadnaught instead of a second Sternguard. Since I didnt get the chance to even use the bikes or the Thunderfire, I dont know how they will workout against other players. Against my son, they are ok, but frankly the only real threat he has is a Necron transport set up for shooting. Thats always target 1 then he cant touch the TFC. We will have to hopefully get one more game in pre-codex change and see if I am loving some of these units or not still. Seriously thinking of rewriting the loadouts to get more melta capabilities
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