Stalwart Ultramarine Tactical Marine
Madrid, Spain
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New game, again at 1500 points. My pure GK built against a Guard + Inquisition army.
Level omega, with escalation, mission to get units to the enemy deployment zone + victory points
My list, the same than on my last battle report
- GK Grand Master plus 5 GKT's, 2 psycannons, psyhood (kept to deep-strike)
- 5 GK's + 2 psycannon (loaded on LR1)
- 5 GK's + 2 psycannon (loaded on LR2)
- GK Dreadnought - TLLC, DCCW
- GK Land Raider - extra armour
- GK Land Raider - extra armour
Guard List
nice Valhallan models painted using a snow cammo pattern
also snow cammo painted tanks
nice match up for my GK that are based using fake snow over a codex grey dry brushed sand.
- Great Inquisitor with 2 mystics and 1 familiar
- Senior Officer with HQ squad including a commissar.
- Callidus
- Infiltrating veterans with lasscannon and plasma gun * 2
- Infantry platoon, with JO command squad (plasma), and 3 * infantry squads with lasscannon and plasma gun
- Armoured fist squad with multilaser chimera
- Leman Russ (sponson-less)
- Leman Russ Demolisher
- Basilisk
Lots of cover this time
most of it 5+ cover forests
thats good for my because due to their height they will offer LOS cover for my LR
. Also some ruins (5+) and bunkers (4+) evenly spaced
after placing all the cover I have separated the table in 2 zones left and right denying LOS between them
something like this
. F are forest
. R are ruins and
. B are bunkers
BBBBFFFFF
RRRRRRBBBBFFF
RRRRRRFFFFF
RRRRRRFFFFFFFFFFRRRR
RRRRRRFFFFFFFRRRR
RRRR
FFFRRRR
FFFF
FFF
RRRFFFFBBBBB
RRRFFFFBBBBB
Due to escalation I was not deploying anything
so he wasted the points used in infiltrating his vets and the word in your ear power of the callidus. His deployment was from left to right
Inquisitor and retinue covered in the ruins of the big building, accompanied by the infantry squad 1. Infantry squads 2 and 3 huged the forest cover closer to the center. Command squad and HQ squad occupied the central bunker. Infiltrating vets went to the right most ruins. All vehicles and the callidus waited as reserves
Won first turn and happily gave it to my opponent
(That meant two full turns of guard shotting less I will receive)
.
Guard 1st Turn
- mainly stayed put
redeployed in cover to get better fire positions for coming turns
(I think that was his first error
big guns are not effective if there have nothing to shot at
he must have tried to occupy the central forest
from there he may have shot against both table halves
he was giving me the chance to use my full army against half of him
I was quit pleased to comply)
- shooting
big gross zero
nada
nothing
. niet
GK 1st Turn
- skipped
Guard 2nd Turn
- Good reserves rolling
in fact good for me, because all his reserves came but the bassie, so I can react to their deployment and they still have no one to shot at. Armoured fist got the open space at the left. Normal leman Russ came just to the left of the bunker. The Demolisher came behind the building occupied by the vets. Having nothing to fight of, the callidus hid in the left most forest
- see Guard 1st turn
GK 2nd Turn
- Got the GM and GKT from reserves and one of the LR with his full compliment of GK. Went fully for the right half of the table. GM and retinue deep-striked and deviated almost in the enemy deployment zone, and in plain LOS and RANGE from the demolisher. LR entered, advanced his full allowance blowing smoke
GK debarked for a shootout against the vets.
- SO and his HQ squad suffered a rain of psycannons and storm bolter shots. Just the officer and their commissar survived. GK put their fire against one squad of vets
6+6 ..12 shots
10 hits
8 wounds
and 6 cover saves failed
vets 1 promptly failed their LD test and made a run of it
- no charging this turn
Guard 3rd Turn
- My opponent still yet to realise how far from position he is. He advanced full the AF squad chimera, going for my deployment zone. Normal Leman Russ advanced diagonally to the support of his right flank, but couldnt reach LOS to anything this turn. Bassie still on reserve. The JO and his squad was joined by the SO and de commissar, and they closed range into rapid fire range for their plasma weapons against the GKT. Callidus closed to the termies, but still to far away
.
- I was hoping the LR will fulfil its fire magnet role absorbing the fire from the demolisher and the vets
my opponent only accepted half the gambit
.firing with the vets and failing to penetrate av 14. They should have rapid fired against the GK
better chances to make damage
Demolisher fire went for my termies, but deviated and only killed one. Command squad fired lots of plasma into the termies, but achieved nothing but a couple of overheat losses (dice gods were on my side
I passed 2 5+ invulnerable saves)
GK 3rd Turn
- GKT closed on the command squad, LR advanced only 15 cm training its guns at the demolisher and giving LOS cover for its GK squad, who closed on the squad of vets. Second LR with its GK cargo and the dready failed to appear.
- LRs twin-linked lasscannon shot blown away the demolisher. GK put to the run the second vets squad after killing 5 of them. The fire from the termies thinned the command squad, reducing it to the trio of guard officers (SO, commissar and JO), that were now in the receiving end of a fearful termie nemesis charge.
- Gran Master I5 wounds were saved by the invulnerable save of the SO, commissar power weapon killed a termie, and the rest of the termies attacks killed all guard officers. Consolidation put the termies into a forest 5+ cover, but still out of LOS from half the enemy army
Guard 4th Turn
- Time for my opponent to realise his predicament. His entire flank was blown away or running, and the other half of his army was totally out of position. His counterattack forces were limited to the Leman Russ, that went though the forest training its battle cannon at the LR (S8 vs AV 14!!! 6+ to just glance!!!
once chance in a million baby)
again, there were better targets. Calliduos closed on the termies. The AF squad chimera reached my deployment zone an d unloaded their cargo on the central forest. The rest of the guard army started to footslog through difficult terrain hoping to make some kind of impact late on the game. They were 3 las-plas infantry squads plus de inquisitor and retinue. Bassie failed to appear (again)
- Callidus neural shredder attacks removes all the termies but the grand master. Leman Russ shots bounces harmlessly on the LR armour. Chimera got LOS to the rear of the GK squad, but multilaser and heavy bolter fire failed to kill anything.
- Callidus barely pass its difficult terrain test (rites of exorcism) to charge at the GM
failed horribly to put a scratch on the grey knight armour.. and was killed outright by nemesis force weapon. Now its time to some VP denial, so GM uses his consolidation to put even more terrain between him and the incoming guard reinforcements. From now on he will act as a psicannon sniper, making the best of uses of his BS of 5.
GK 4th Turn
- Dready and second LR+GK came from reserves. Dready came close to AF squad, training its incinerator at them. Second LR came again on the right side of the table. There is no tiem for it to try to reach enemy DZ, so it only advanced 15 cm and trained its guns at the Leman Russ. Its associated GK squad disembarks using the tank as LOS denial. First LR embarked its GK squad and moved 30 cm closing on the enemy DZ. Grand Master got a covered position on the enemy DZ but has no one to shoot at.
- Second LR shots failed to glance or penetrate the Leman Russ. Dready incinerator fire killed outright (on 2+ to wound
without cover or armour saves
) up to 7 infantrymen from AF squad and it ever glanced the chimera armour, being lucky enough to destroy it. Lasscannon shot vaporized the eighth member of that squad
leaving only a bewildered sergeant reading himself for the charge of the dready.
- Dready charged and stomped the AF sergeant, but then immobilized itself while trying to hide in the forest using the consolidation move.
Guard 5th Turn (last due to time restrictions)
- For first time in the battle my opponent half army has anyone to shoot at
so the 3 las-plas squad stayed put to fire at the immobilized dready. Bassie failed again to came from reserves. It means 100 vp for me, as it count as destroyed. Leman Russ Stayed put to get an optimum battle cannon shot at the LR that is closing on his DZ
- Dready destroyed after a glance and a penetrating hit. Leman Russ got a hit and a lucky glance on the LR. This dieroll may decide the final outcome because whatever result that will deny the LR the chance to get to his DZ next turn will get me just a minor victory. Got Lucky
he only achieved a 3 (stunned) downgraded to shaken due to extra armour
so my LR will be able to move on my turn
GK 5th Turn (played at fast pace due to shop closing!!!)
- Second LR stayed put to fire full effect at Leman Russ. First LR moved another 30 cm and getting into the guar DZ and deployed therir GK cargo, so it will be bonus points for 2 units.
- Second LR shots. Two hits, only one penetrating but getting a 4 to destroy the guard tank.
No time for maths, because we were being pushed out of the shop, so we agreed without summing it that it was a huge massacre on my favour. My opponent t was disappointed at the outcome of the battle
moreover because he saw his errors by himself, was it was to late to change anything. Very bad luck on his reserves rolling
first he get everything when they have nothing to shot at, and then the missing bassie.
Hope you all enjoyed the reading as much as I enjoyed playing this game.
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