Foul Dwimmerlaik
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Here is a story and a couple army lists. Played a game last night with my buddy who has been collecting DW for awhile (The old metals) and is jazzed about mixed squads again. So we read over some stuff, and made some approximate assumptions based on a PDF codex I have. *Termies to be 43 points *Assault cannons to be 30 points *Apothecary to be an additional 25 points (so 68 points armed with stormbolter and reductor) *dw std to be 25 pts, and gives +1 attack to termies in squad. *No vet skills *one heavy weapon *5 man max *deathwing assault with half, rounding up, showing up on the table turn one, no reserve rolls *Termies are fearless *dreadnought w/ TLLC and ML costing 160 His list for Deathwing: Master w/ twin lightining claws 180 his attached squad of 5 termies (1 normal sgt, 2 LC, 1 AC, 1 apothecary, std bearer) 300 Termies w/ (1 normal sgt, 1 ac, 3 stormbolter, PF) 240 Termies w/ (1 normal sgt, 1 ac, 3 stormbolter, PF) 240 Termies w/ (1 normal sgt, 1 ac, 3 stormbolter, PF) 240 Termies w/ (1 sgt w/ LC sgt, 1 ac, 3 LC) 240 Termies w/ (1 sgt w/ LC sgt, 1 ac, 3 LC) 240 Dreadnought w/ TLLC and ML 1850 ish points My Lysanderwing (yeah this is looking grim already) Lysander w/ furious charge Command squad w/ 1 sgt with combiflamer, pw, 1 stormbolter, PF, 2 AC's, furious charge 1 epistolary w/ FW, MoH, FotA, furious charge Command squad w/ 1 sgt with combiflamer, pw, 1 stormbolter, PF, 2 AC's, furious charge Termies w/ (1 normal sgt, 2 AC, 2 stormbolter, PF, furious charge) Termies w/ (1 normal sgt, 2 AC, 2 stormbolter, PF, furious charge) Termies w/ (1 normal sgt, 2 AC, 2 stormbolter, PF, furious charge) Scouts w/ (1 vet sgt w/ teleport homer, sniper rifle, 3 sniper rifles, 1 HB) Scouts w/ (1 vet sgt w/ teleport homer, sniper rifle, 3 sniper rifles, 1 HB) Scouts w/ (1 vet sgt w/ teleport homer, sniper rifle, 3 sniper rifles, 1 HB) 1850 points. You'll notice at this point that there are four more assault cannons in the lysander list, and all have furious charge. Suprisingly, the assault cannon (or lack thereof) didnt make any difference, but the furious charge was a rather HUGE benefit. Game: CityFight Level: Omega (dusk in this case) Scenario: Maximum Attrition DW strategems: Preliminary bombardment, medicae facility, power generator Lysander strategems: Power generator, Infiltrate, master snipers Deployment: DW wins the diceoff for deployment, choosing the quarter with the best ruins for field of fire. Lysander deploys a unit of scouts in ruins outside of the DW deployment zone, forcing the DW dread to deploy very near its rear corner of its zone. I then sprinkle the other two units around for spreading my forces out when comes time to DS. DW won the diceoff to see who goes first and opted to go second. (wise choice as usual) *Lysander turn one: I move my scout for a better position finding good avenues of fire. End. *DW turn one: DW drops his master and a his attached squad near one squad of scouts, fires and takes out one more scout. He drops two other units of shooty termies down (thus bringing the total to 4 squads out of 7) near the other two scout squads and opens fire, killing nothing. DW started the game with only the dread on the table to attempt to push back a couple units of scouts. This was somewhat effective, as I didnt bring missile launchers on my scouts, so it could stay there and harrass my scouts for a a couple turns. But he didnt have a great avenue of fire for his dread, so he moved it to a better spot and took a couple pot shots, taking one scout out of the game. Preliminary Bombardment was also ineffective. *Lysander turn two: Roll for reserves! Nothing! Fine by me! Open fire upon the DW! It was good to bring the HB along (torrent of fire), as anything that makes a termie take more saves is a chance to make the armor fail. It worked. 3 termies from the command squad fell (after the apothecaries help), a severe blow. The other two scouts only dropped one more termie though. *DW turn two: Roll for reserves! The rest plops down on the table! Lucky %$@#$#! After last turns bad saves with his command squad, I thought he deserved this. He drops each of the three remaining squads down on each squad originally on the table, reinforcing them quite well. Long story short, he wipes one squad of scouts out (ouch!) and takes out two more one from each scout squad. The dreadnought plods along taking ineffective pot shots. *Lysander turn three: Roll for reserves! Lysander (being yellow) is like the R Kelly of space marines as his forces pissses down on the DW! laugh.gif Payback time! I drop next to the two remaining scout squads. This is difficult as the DW have been closing in quite close, but have not yet assaulted, thankfully. (DW are still over 12" away from the scouts at this point) I move the scouts away from the nasty battle that is to come, hoping to keep them scoring in cover. I make my FOTA roll and take out 2 more termies. I open fire and take out 4 more termies total, in three squads. Woe unto the DW! DW turn three: All said and done, between his termies and dread, he takes out 6 termies. He moved back so as to avoid assault with his shooty squads. After this point, I am not going to describe the remaining short shooting phases as it turns into melee. Suffice to say, Furious Charge was enough to destroy the remaing DW. VP at end game: Lysander 2645 DW 1055 I will leave it up to you to feel as you will concerning how the DW match up to lysander. But do keep in mind, that the DW were at a distinct disadvantage when it came to playing, as this was a new codex for him to use Even then, he didnt do to damn badly, atleast, not as badly as I would have thought.
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