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Made in gb
Fresh-Faced New User




UK

Hello Everyone on the New Dakka Forums,

As there is a combat patrol league being set up in my area i thought it would be a good idea to record all the games and post the battle reports here--

So far the competitors involved have-
Imperial Guard (516th Recon Detachment)
Genestealer Cult (Tide of the Father)
Space Marines (Octarine Brotherhood)
Alpha Legion (Bringers of the new beginning)
Daemonhunters (Inquisitor Draemus' Tac Unit)
Witch Hunters (Repent!)

Games are drawn from random with everyone playing each other twice, the lists are not allowed to change once selected, unless there is an outstanding circumstance and every other player agrees.

GAME ONE-- GENESTEALER CULT VS DAEMONHUNTERS

The terrain on the shortened board was sparse in the middle with two barricades on both centre edges and several pieces of terrain to the left and right of these- so almost a ring of terrain around the board with nothing in the middle.



Genestealer Cult-
Genestealer Magus- Boltgun, power weapon and Carapace Armour
5 Brood Brothers- Lasguns, Lascannon Team, Hybrid Acolyte
8 Brood Brothers- Lasguns, Heavy Bolter Team
6 Genestealers
6 Genestealers

Daemonhunters-
Inquisitor- Lasgun
5 Stormtroopers- Hellguns, Grenade Launcher
5 Stormtroopers- Hellguns
5 Stormtroopers- Hellguns, Plasma Gun
8 Stormtroopers- Hellguns, Plasma Gun
Callidus Assasin

Daemonhunters set up first unit and most units were behind cover of some sort, with one unit of 5 stormtroopers exposed but behind the barricades which gave a 5+ cover save, also the largest unit were set up on the right (if we imagine looking at it from the side of the Cult player) which was facing the two units of genestealers. On the other flank was the Inquisitor and another 5 stormtroopers, the last unit was to the side of the barricades. The broob brothers were all huddled behind the barricades on their side along with the Magus on the left flank. Daemonhunters went first----

DAEMONHUNTERS TURN ONE-
A short and sweet turn as there was no movement of any kind and only 3 Hellguns from the 8 man unit were in range of the fromt Genestealer Unit, all 3 hit but no wounds caused


GENESTEALER CULT TURN ONE-
Both genestealer units moved forward as fast as possible towards the 8 man Stormtrooper unit and that was it for movement, although the Genestealers managed to fleet of foot 6" and 5" in the assault phase.

The Heavy Bolter and the Lascannon both fired at the Stormtroopers behind the Barricades, killing one of them with the Bolter, the lascannon hitting but failing to wound.


DAEMONHUNTERS TURN TWO-
The Callidus Assasin turned up at the earliest chance and was positioned right next to the largest brood brother unit.
The inquisitor and a 5 man stormtrooper unit moved out of cover and towards the brood brothers who were soon to be otherwise occupied.
The remaining Stormtroopers opened fire on the Genestealers- One killed by a plasma gun, another with a frag grenade and 4 killed by Hellguns.
The Callidus assasin fired her odd template weapon at the brood brothers, killing 4 and then assaulting the survivors, getting 3 hits but no Kills! The combat was drawn


GENESTEALER CULT TURN TWO-
The one remainging genestealer passed his morale checks and both units moved towards the stormtroopers again.
In the shooting phase the lascannon failed to hit and that was it!
After fleet of foot moves the genestealers were able to assault the large stormtrooper unit- 3 kills by rending right away and another 3 kileld after- No hits in return and the stormtroopers comfortably failed their morale check and were cut down.
The callidus assasin got 2 hits but yet again faled to kill anything and the combat was drawn again.


DAEMONHUNTERS TURN THREE-
The inquisitor and stormtrooper unit moved away from the genestealer threat a little and so were out of range of shooting at the lascannon unit.
Two units fired at the genestealers, with one genestealer saving wounds from a krak grenade and 3 Hellgun shots, although 3 stealers were killed by the second unit
The Callidus assasin yet again scored 2 hits but no kills ad the combat was drawn yet again!


GENESTEALER CULT TURN THREE-
both stealer units passed the moral tests and moved to assault the next unit of stormtroopers.
The lascannon team and the Magus fired at the stormtroopers with the inquisitor, causing 4 wounds with the Lasguns- all saved! And the lascannon hitting but failing to wound.
The genestealers only managed to kill 2 of the stormtroopers, recieving no wounds in return but the Imperials passed the moral check and, perhaps against their better judgement remained locked in combat with the genestealers.
Then came the so far incompetent Callidus assasin and she yet again proved to all she had been given toy weapons, failing to kill anything yet again and recieving a wound in return!


DAEMONHUNTER TURN FOUR-
The stormtroopers behind the barricades moved away from the genestealers and out of the cover.
The Inquisitor and his unit took aim at the brood brother lascannon unit, the Plasma gun overheating and killing the owner although the remainder killed 3 brood brothers.
The genestealers wiped out the remainder of the unit they were in combat with and consolidated 6" towards the retreating unit.
The Callidus was finally shamed into doing something, killing three brood brothers, although the survivor passed his morale check, being so close to the Magus.

GENESTEALER CULT TURN FOUR-
The genestealers, having swept over the flank of the daemonhunters prepared to yet again assault more stormtropers.
The lascannon team managed to kill a stormtrooper and another was killed by the flashlights.
The Stealers managed to kill 2 imperials with rending but all the ordinary wounds were saved and the unit managed to pass its morale test.
The callidus FINALLY wiped out the brood brother unit and consolidated towards the Magus

DAEMONHUNTERS TURN FIVE-
The callidus moved inbetween the Magus and the lascannon unit, so she would have a choice what to assault after the results of the shooting.
Her choice was made easier by the remainder of the lascannon unit being wiped out by shooting from the inquisitor and the stormtroopers.
The callidus failed to kill the Magus by shooting so assaulted him- back to her original form she promptly failed to kit with all her attacks and then recieved two power weapon wounds back, one unsaved and she was killed!
The genestealers killed one stormtrooper and in return lost one of their number, meaning the combat was drawn.

GENESTEALER CULT TURN FIVE-
Fairly Short turn now with no movement, the Magus managing to kill a stormtrooper with his Boltgun and the Genestealers managing to wipe out the stormtroopers and consolidate towards the Inquisitor.

DAEMONHUNTER TURN SIX-
The one remaining stormtrooper in the battle failed his man alone test and fled the field and the inquisitor rapid fired at the genestealers, killing one, there was still a chance of both units fleeing so all was not lost.

GENESTEALER CULT TURN SIX-
That chance dissapeared when both units passed the morale checks and assaulted the inquisitor, taking a wound off him with rending, although he passed his morale test

DAEMONHUNTER TURN SEVEN-
There was a glimmer of hope when the inquisitor managed to save 5 wounds from the genestealers and remained in the fight.

GENESTEALER CULT TURN SEVEN-
The battle came to a bloody end as the Inquisitor failed one of 4 saves and was killed by the genestealers

GENESTEALER CULT WINS GAME ONE OF THE LEAGUE!

To watch it was a very interesting battle, it looked at different points as if the battle was all but over for one side, the callidus arriving for one, then the stealers managing to reach combat and the stromtroopers having several opportunities to destroy the stealers before they reached combat again. All in all a good game for the spectator!

Next Game in the League is Space Marines vs Witch Hunters

Wargaming needs a womans touch- Matching curtains on a Land Raider?? Space Marines with Eye Liner? 
   
Made in gb
Fresh-Faced New User




UK

Second Match in the League-- Space Marines vs Witch hunters

Terrain was a lot denser this time around with a large mountain area on the left, several boulder pieces scattered around and two barricades used in the last battle at either end.

Witch Hunters Force-

10 Sisters of Battle- 8 Bolters, 2 Melta Guns
5 Seraphim-3 t/l Bolt Pistols, 2 Inferno Pistols
Immolator
Immolator

Space Marine Force-

5 Tactical Marines- 3 Bolters, plasma Gun, Missile Launcher
5 Tactical Marines- 4 Bolters, Missile Launcher
5 Assault Marines- 3 Bolt Pistols, 2 Plasma Pistols
Land Speeder
Land Speeder


The Witch Hunters had the first turn and set up first, with the two immolators providing a shield for the advance of the sisters and the seraphim set up behind cover on the left flank

The space marines were mostly behind cover from the start, and one Tac squad in the open but behind the barricade

Witch Hunter Turn One-
- The 2 immolators provided a wall of steel by moving to the left and right of a piece of rubble terrain 12" with the Sisters moving up behind them slowly, the Seraphim jump packed in the middle of this formation and that was it for turn one

Space Marine Turn One-
One of the tactical squads moved to the base of a piece of terrain as did the assault marines, the Land speeder moved on top of the terrain ready to fire at the side armour of the immolator, then realised he couldn't damage it!

Witch Hunter Turn Two-
The immolators moved either side of the Marine defensive position, one moving 6" ready to fire and the other 12".
The Seraphim again jump pack in front of the exposed Land Speeder and the sisters again move 6" straight ahead behind the cover of the tanks.
In the shooting phase, the 1st immolator managed to burn two tactical marines and the seraphim inferno pistols brought up two immobilised results, meaning the Land Speeder was destroyed.

Space Marine Turn Two-
The damaged tactical squad passed its morale check, the assault marines jump packed over terrain ready to fire and assault the seraphim and the remaining Land Speeder moved right behind the first immolator.
In the shooting phase, the land speeder managed a crew stunned result against the Immolator.
One plasma pistol with the assault marines overheated but didnt kill the owner, the second pistol killing a Seraphim, with another falling to bolt pistol fire.
The first tac squads missile launcher fired at the already stunned immolator and managed another stunned result, with the second missile launcher missing the second immolator and the plasma gun failing to penetrate the armour.
In assault the combat was instantaneous, with the marines wiping the Seraphim out and taking no wounds in return, the consolidate move was only 1" though which left them within rapid fire range of the Sisters of Battle.

Witch Hunters Turn Three-
The second Immolator moved towards the barricade tactical squad 6" and the sisters moved slightly to make sure all models were within rapid fire range of the assault marines.
The resulting rapid fire from the sisters killed 4 of the assault marines, two with bolters and another two with the melta guns

Space Marine Turn Three-
The lone assault marines passed his moral check and readied himself for a suicidal charge at the sisters, given some supporting fire by the land speeder which moved to the rear of the sister unit.
The damaged tactical squad fired the missile launcher at the previously glance immolator, getting a glancing hit and rolling a 6, destroying it!
The second tactical squad fired the missile launcher and plasma gun, the launcher missing and the plasma gun getting a crew stunned result.
The landspeeder managed to kill two sisters with its heavy bolter and the suicidal assault marine missed completely, charging into assaault, missing with all his attacks and then being killed by return attacks.

Witch Hunter Turn 4-
The sisters stood and fired at the land speeder, 2 melta guns getting 2 penetrating hits, downgraded to glancing, but both came up as immobilised meaning it was destroyed!

Space Marine Turn 4-
No movement at all- the damaged squad fired a krak missile, hitting, penetrating and destroying the second Immolator!
The second squad plasma gunner could just see one Sister and managed to kill her.

Witch Hunter Turn 5-
The sisters of battle squad moved directly behind cover and that was the very quick turn over!

Space Marine Turn 5-
The damaged Tactical squad moved onto a piece of terrain to get a view of the sisters and rapid fired at them, causing 3 wounds, all of which were saved.

Witch Hunter Turn 6-
Rapid firing in return, the Sisters managed to wipe out the tactical squad, 1 killed by a melta gun and 2 with bolters

Space Marine Turn 6-
The last tactical squad moved from the barricade, attemtping to lure the sisters into a last firefight, the plasma gun managed to kill one sister and two more were killed by rapid firing bolters.

Witch Hunters Turn 7-
The sisters passed the morale check and rapid fired back at the marines, killing 2 with melta guns and causing no wounds with the bolters.

Space Marine Turn 7-
A krak missile was shrugged off by one of the sisters,so then she was killed by the plasma gunner, again the bolters causing no wounds.

Witch Hunters Turn 8-
Both melta guns hit, and just as it seemed victory would be in the sisters grasp, both rolled ones to wound! The last bolter sister managed to kill a marine.

Space Marines Turn 8-
Another krak grenade was shrugged off by the armour of the sisters, but the plasma gunner again killed her anyway.

Witch Hunters Turn 9-
Still in with a chance the melta guns steady their aim and fire- bith missing! a disaster!

Space Marine Turn 9-
No such mistakes with the marines as a krak missile sees off one sister and the last member of the witch hunters force being killed by the plasma gunner.

SPACE MARINES WIN GAME TWO OF THE LEAGUE

This game was just as exciting as the previous, with victory being uncertain throughout, although i really did think with the two melta guns and larger numbers the sisters would managed to wipe out the 5 man tactical squad and win!

Next game in the league- Imperial Guard vs. Alpha Legion

Wargaming needs a womans touch- Matching curtains on a Land Raider?? Space Marines with Eye Liner? 
   
Made in us
Troubled By Non-Compliant Worlds






thats why i prefer small point games, its most often a close game and can be decided by the littlest of actions. sounds like a fun tournament.
   
Made in gb
Fresh-Faced New User




UK

I think i should also point out, to avoid confusion that the league is not using a turn limit for the combat patrol games, which is why they are going over the 6 turn limit- There is a points bonus if a player manages to wipe out his opponent before the 6 turn normal limit is up.

Rach xxx


Wargaming needs a womans touch- Matching curtains on a Land Raider?? Space Marines with Eye Liner? 
   
Made in us
Dakka Veteran





I played 4 Compat Patrol Missions yesterday winning 3 of them.  Its fun but I showed up at GW with my Necrons not knowing there was a tourny it was supposed to be Veterans Night.  Necrons aren't built for patrol.  10 Warriors minimum is 180 points.  I can't use an HQ because the Lord has 3 wounds, no Swarms either, no swarms means Spyders aren't so effective.  So it was Destroyers and Warriors.  It turned out to be somewhat effective as I made some good WWB rolls but strategically Heavy Destroyers and Necrons can't do much.  In 4 games I moved my Warriors once to avoid a massacre range by about 20 Spine gaunts. I managed to snipe all but 1 synapse creature by the time a Heavy Destroyer got assaulted.  The Heavy Destroyer held them all up for 2 turns and then lost on his turn.  I then rapid fired 12 Warriors into the Gaunts killing all but 1.  While the Gaunts were tied up I killed the remaining synapse creature of some sort, can't remember its name and made another swarm of something or other buzz off.  It was an interesting game.  He has about 50 models and by turn 2 was in charging range.  I had 15 Warriors and 2 Heavy Destroyers.  I wish I remembered the details in their entirety but cover saved me.  I lost 1 Warrior and 1 Destroyer.  But back to my point.  After the compulsory 180 points spent in Warriors I have 220 to spend on either Immortals, Flayed Ones, Destroyer variants or Pariahs.  The Heavy Destroyers served me well allowing me to assassinate powerful enemies but in reality the choice if not Destroyers would be Immortals.  
   
Made in us
Been Around the Block




I also really enjoy combat patrol - it's all my fiancee will play.

However, that SoB list is simply not that effective.  The marine list is 10x better, with 2 tac squads, etc.  The genestealer list is interesting, and I wouldn't even consider using DH in a combat patrol - no termies would ruin it for me, IMO, but that list is pretty neat.  I'm stunned at the underperformance of the Callidus.

I'm very interested in seeing how the guard performs, as well as the Alpha Legion - I bet they are going to be tough to beat.

 

In my experience, the best thing to do for Combat patrol is to max out the number of small squads you take.  For IG, take a platoon and either Vets or possibly sentinels.  I tried IG Stormtroopers and have had no luck with them, particularly vs. marines.

 

Cheers,

Reodd

   
Made in gb
Fresh-Faced New User




UK

Yes the Callidus was a surprise to all, leading to the conclusion that she must have been kitted out with paper weapons.

The Alpha Legion- Imperial Guard game should be happening either saturday afternoon or failing that monday so i'll post the result then

Rach xx


Wargaming needs a womans touch- Matching curtains on a Land Raider?? Space Marines with Eye Liner? 
   
Made in gb
Fresh-Faced New User




UK

Hello again guys!

GAME THREE- IMPERIAL GUARD VS ALPHA LEGION (This game was given the nickname of 'How many saves does it take to get you to fail one!')

Imperial Guard Force-
Junior Officer- boltgun, power weapon & 4 veteran guardsmen with ccw and laspistol.
Squad One- Lascannon Team and Plasma Gun
Squad Two- Heavy Bolter and Grenade Launcher
Chimera- Multilaser & Heavy Bolter
6 Ratling Snipers

Alpha Legion-
5 Chaos Marines- MOCU, Missile Launcher, Infiltrate
5 Chaos Marines- MOCU, Missile Launcher, Infiltrate
10 Cultists- MOCU, Infiltrate, Daemon Icon
10 Daemonettes

There was quite heavy terrain again on this table, although to the left and right of a central terrain piece were decent fire lanes for the Guard Player. The rool to deploy forst wasnt important as the entire starting force for the Alpha Legion infiltrated. The Guard were mostly set up in a line of firepower, with a squad either side of the Chimera and the HQ behind one squad. The ratling snipers were positioned on a small hill overlooking the board.

After the Guard had set up, the Alpha Legion were all placed mostly on the left flank, all out of sight (or so they thought) with the exception of the first 5 man unit who took up position on a hill, ready to fire from turn one.

IMPERIAL GUARD TURN ONE-
The Heavy Bolter unit on the right flank was moved closer to the centre of the board as they were out of the way where they currently were. After spotting a mistake in the cultists deployment the Chimera moved from one terrain piece to hug the central one, out of sight of the enemy but in clear sight of 4 exposed cultists.
The ratlings fired first, all hitting, causing 3 wounds and managing to kill one of the Alpha Legion on the hill. The the Chimera opened up on the cultists managing to kill all 4 of the exposed cultists with the Heavy Bolter and Multi Laser. If they broke and ran they would also stop the very expensive Daemonettes from taking part in the battle at all! The plasma gunner attempted to fire at the Marines on the hill but the weapon overheated and killed the firer, with the lascannon from the same unit missing entirely.

ALPHA LEGION TURN ONE-
The cultists managed to pass their leadership test and remained in the fight, making sure to keep out of sight this turn. The second Alpha Legion unit moved from cover to fire at the lascannon guard squad. They opened fire, 3 wounds were caused but because the unit was behind a barricade, one was saved by the cover save of 6+, leaving two dead. The first unit also fired at them, the frag missile failing to kill anything but another two guardsmen falling to bolter fire.

IMPERIAL GUARD TURN TWO-
The crippled guard squad passed their leadership test thanks to the presence of the HQ unit, with the Heavy Bolter squad moving up behind the cover of the Chimera, which itself shifted slightly to fire on the ground level Alpha Legion squad. This is where things started to go very very wrong for the Guard player in regards to armour saves. Firstly the Chimeras weapons managed 4 wounds on the Marines, all of which were saved. The Lascannon guard unit opened fire, causing one wound with a lasgun, which was saved, then the lascannon hit but failed to wound. Finally the snipers took aim at unit on the hill, causing 4 wounds, ALL SAVED.

ALPHA LEGION TURN TWO-
The Daemonettes turned up from the warp and moved very close to the already doomed HQ Unit, everything else stayed put.
The two Alpha Legion units between them managed to wipe out the remainder of the first Guard unit, killing one with a frag missile and the rest with rapid fire bolters.
The close combat with the Daemonettes and the HQ was very very quick and bloody, the whole HQ being wiped out before they had a chance to even blink.

IMPERIAL GUARD TURN THREE-
The bad luck continued again this turn, as nothing moved ready to fire upon the very exposed daemonette unit, after all a 5+ invulnerable save wouldnt do much good against all that firepower would it?
Firstly the snipers fired at them, causing 3 wounds, all saved. Then the heavy bolter unit- the heavy bolter itself causing 2 wounds- both saved, the grenade launcher missed and another wound caused by the lasguns was also saved- 6 Invulnerable saves made!
The chimera at least managed to kill one Chaos Marine from the ground level unit with its heavy bolter.

ALPHA LEGION TURN THREE-
The daemonettes moved closer to the ratling snipers but it was discovered they were out of assault range! The cultists decided to follow behind the daemons, ready to get stuck in if the daemons were ripped apart by fire next turn.
The Chaos marine units both fired krak missiles at the Chimera, one missing and the other getting a crew stunned result.

IMPERIAL GUARD TURN FOUR-
More extremely bad luck this turn, with yet again no movement- The snipers caused another 2 wounds on the daemonettes, The guards heavy bolter caused another wound which was of course saved as well and then 4 rapid fire lasgun wounds, 3 of those 4 wounds saved by the Invulnerable daemonettes, then finally a frag grenade killed one of them. In total 11 consecutive 5+ invulnerable saves made by the daemonettes! Although it was too little too late as the guard were well and truly doomed now

ALPHA LEGION TURN FOUR-
The daemonettes charged the ratling snipers and again wiped them out before they had a chance to react, then the consolidate move meant they got into combat with the last guard unit.
Two more krak missiles at the Chimera had no effect.

IMPERIAL GUARD TURN FIVE-
No less than EIGHT guardsmen were killed instantly by the daemonic talons with the other two being cut down shortly afterwards. The Chimera, now the only thing left opened fire as a last act of defiance on the Alpha Marines on the hill, managing to kill two of them.

ALPHA LEGION TURN FIVE-
That was a very very small glimmer of hope that was quickly snuffed out however as two penetrating hits from the Chaos Marines missile launchers quickly crippled the Chimera and the Alpha Legion had won, with a bonus point for wiping the enemy out in less than 6 turns!

This game was a very clear example of when the dice gods decide to completely abandon somebody- Firstly the cultists passed the leadership test by ONE otherwise they would have fled the board and taken the daemonettes with them. Then the daemonettes survived two turns of fire almost unscathed- The result could have been very different!

Next game- Imperial Guard vs Genestealer Cult

Rach xx


Wargaming needs a womans touch- Matching curtains on a Land Raider?? Space Marines with Eye Liner? 
   
Made in us
Been Around the Block




Citrus Heights, Ca

Those small (500 or so) patrols are always alot of fun. They're almost always decided on the smallest little mistake. It sounds like everyone in the league is having fun.

In those small games I usually take two 10 man squads (Marines). I'll give one of the squads a vet sgt. just to say; "That Sgt. is in command".
   
Made in be
Imperial Recruit in Training



Belgium

I don't own an 40k army (or any other) but I sure feel like buying myself a small 400pts IG army to fight combat patrol battles once in a one. they sound like a lot of fun and 400pts can't be too expensive, can it?
   
Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Just wondering, what rules are being used for the genestealer cult?

   
Made in be
Imperial Recruit in Training



Belgium

I just noticed this topic was 3 years old. Sorry for posting in it and bringing it back to the top of the list in the forum index.
   
 
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