Storm Trooper with Maglight
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First, my thanks to the event host (GMI Games) for putting on a great event. This is the 2nd RTT I have been to at GMI, and I enjoyed both thoroughly.
Thank you for your well-wishing as well HiveJive. I was actually quite surprised myself to find out I had won on account of being behind on Battle Points, but painting/sportsmanship/comp seem to have swung my way.
Report as requested:
Total players: 8
Armies:
Space Marines-Lysander with mixed supporting elements--Best Sportsman
NidZilla + Gaunt swarm hybrid
Imperial Guard-me (you can see my list at bottom)
Imperial Guard-mechanized or deep striking (spmusubi on Dakka)
Space Marines-jump packers with static fire support, dual Whirlywinds
Chaos Space Marines-some Rhino squads, some fire support, Daemon Prince, possessed Vindicator--Best Appearance
Mechanized Orks-trukk squads, 6 Ork Dreads--Best Composition/Theme
Tyranids (the composition slips my mind)
There were two past Adepticon scenarios from 2007 in use-Round 1 was The Hunted, and Round 2 was Secure and Control. Round 3 was a mission rolled by the tourney organizer from the back of the book (Seek & Destroy, Omega.)
The day started off with me realizing that my dice box was at home with my BattleTech things—so a nice new box of Chessex dice it is. Fortunately I was able to borrow a scatter die from the store.
My opponent designated my three Heavy Support choices as The Hunted (Demolisher, stock Russ, Basilisk.) I decided to pick on a Dev squad, a tac squad, and a Landspeeder.
I won the roll to choose sides and picked a corner with some woods to take advantage of the cameleoline. The Marines ended up with a Dev squad (Plasmacannon, Heavy Bolter, x2 Missile Launchers) in 4+ cover near the center of the board, a tac squad out towards the far back holding a corner with the Landspeeder, and a 6 man las-plas starting in a Razorback with heavy bolters.
He ended up going first-the tac squad in the Razorback disembarked into some cover, the speeder moved up. Night fighting handicapped his shooting.
My turn 1-some things moved around, I killed a few Devestators but they did not run, and my Hellhound wiped out 4 Marines in the las-plas squad; they promptly ran off the board.
Turn 2 saw the arrival of a 10 man tac squad with a flamer, in a drop pod. They came down next to one cluster of troops-wiped out most of one squad and made another run away. They certainly made their points back right there.
The Devestators bounced off the Demolisher.
I killed some more Devestators, killed most of the Tac squad, and blew up the drop pod.
Turn 3 saw Lysander's arrival. He had pretty varied squads, with weaponry that definetely worked for them (assault cannon in one, 2 heavy flamers in another, cyclone in the squad with Lysander.)
The heavy flamers dropped down near one woods cluster where they would make short work of elements of three different squads hiding there.
In my turn 3, my Demolisher completely missed the large cluster of Terminators next to it, while my return fire generally seemed ineffectual (silly BS 3.)
This set the tone for the rest of the game-he would walk around and kill things, while I generally had little they did not ping off. Most of the Terminators were still on the board by Turn 6 (although one squad was running) and I was down to a few half-strength line squads.
He ended up with 18/19 VP's and got 1. Yay!
My next game was the aforementioned Seek and Destroy against jump packers + fire support Marines. I was dreading the two Whirlwinds, but at least they were not cover-save ignored types. He had four las-plas squads, two big Assault squads, a Veteran squad in a Rhino, a Chaplain, a Librarian (Fear of the Darkness,) and the aforementioned Whirlwinds.
He won the roll to choose sides, and took the deployment zone I wanted (easy access to a couple of markers.) Most of my troopers managed to end up in a forest or in cover, while the Sentinels and Melta gunners were able to drop (major props to my opponent, who pointed out to me that the mission special rules included Deep Strike-I completely missed that part.)
He won the roll to go first, causing terrible terrible dread in my, as a wave of Assault Marines moved forward en masse. The Marines with the Rhino got in, and it zoomed forward. Continuing a pattern from the prior game, Marines with lascannons rolled a lot of "1's" to hit (too bad for them that they cannot buy Sharpshooters)-absoulutely nothing hit home on the first turn. We had deployed our respective forces more than 24" apart, so no bolter fire to pepper the ranks. The Whirlwinds proved unable to connect, killing maybe one or two Guardsmen between them.
My turn 1 proved to be the most decisive of the game-I took out most of the Librarian's command squad, and he promptly ran off the table with them (two games in a row for the tourney!) Some of the Chaplain's Assault troops died too, but not many.
His 2-the Rhino Veterans bailed out behind the Rhino, near one marker controlled by the Russ. The Chaplain detached and joined them. As before, shooting was pretty ineffective. The squad he was with assualted the Demolisher, immobilizing it and taking the gun, but still alive with a lascannon!
My 2-two Sentinels came in, did not die, but hit nothing.
I killed most of the remaining Assault troopers, and the remaining two ran away. The Basilisk picked off one of the Whirlwinds. Some more sniping away at the las-plas squads without much effect.
His 3-the Chaplain detaches to assault some troops in cover. The veterans pile onto the Russ-two powerfists kill it dead. The Chaplain kills a few Guardsmen, but is locked in with the squad. Also, his Rhino runs up and tank shocks a Command Squad off the board.
My 3-I shoot at the Veterans, not much effect overall. The stormies come in a meltagun and the remanants of the last assault squad. Sentinel comes in and does little.
The game pretty much continued in this vein. At the end, I held two objectives to one to seize the primary, had many more victory points, and held more cover.
The game was a little bit more even than the last time we played at a Game Empire Pasadena RTT (Dark Eldar Wyches with blasters and Agonizers are very bad news for those with 8 monstrous creatures Tyranids, before factoring in This 'Is Heavy Doc,) but on the whole the outcome was fairly decisive. This time I picked up 19 VP's to his 1.
Round 3 came, and it was time for some Guard-on-Guard loving against spmusubi! Mechanized versus gunline is always a fun exploration of opposing tactics.
He was taking pictures again (following up on his Tau's massacre of my Guard at the Guild in December) so you can expect to see a detailed report in the future.
He had a Demolisher, a Russ, two Hellhounds (very scary to me!) three Grenadier squads in Chimeras (HB+HS+ML,) some dropping veterans squads (one with plasma, one with melta,) a multilaser Sentinel, and three heavy weapons squads (two lascannon, one autocannon) attached to the Command platoon. The command squad itself was an HSO with the flag. I may be missing one or two items, but that about sums it up.
Basically, Escalation hurt him tremendously as he nothing on the table at the beginning, and his reserve rolls were mostly haphazard. He did win the turn roll-off, so I ended up going first. That worked out a bit nicely, as my footsloggers were able to occupy some cover in the center of the board, in addition to one building and some woods in my rear. In turn 2 I had a pair of Sentinels, a Hellhound, and a Leman Russ come onto the table.
His first wave was a pair of Chimeras, the Demolisher, a Sentinel, the meltagunner veterans, and the command platoon. The tanks advanced in a solid wave out of one corner of the board (we were playing with being able to come on at the 15” mark on the sides), while the command squad dropped behind some woods. The three weapons teams dropped around it, into some woods and hard cover. The tanks smoked themselves, so there was not much shooting. His Sentinel dropped behind my Hellhound and in an impressive display managed to shake it quite badly. The meltagunners executed a near perfect drop next to my Russ, and managed to take out the main gun.
For my 3, my Basilisk, meltagunners, and the last Sentinel came in. The Sentinel dropped in to join its friends in the table center. The Stormtroopers came down next to his Sentinel, while the Basilisk took up the far table corner.
His Sentinel was flambéed nicely (I realized that if it got in amongst one of my squads, bad things would happen) while about half of his heavy weapons troopers died. Some ran away, although they would later regroup. I also wiped out his meltagun veterans.
On his three, he got pretty much everything except for his Hellhounds. He continued to form a solid wall in the back field, mostly concentrating on my vehicles (3+ cover save for Guard infantry is mean in that department.)
This tempo continued for the rest of the game. Some highlights included his Demolisher blowing up mind, and his Russ shooting at my Basilisk and missing, only to be destroyed in turn by their trained use of the big gun. One of his Hellhounds did manage to destroy most of two squads, while I had a rump of a missile squad weather an insane volume of his (from one salvo alone I made all 7 3+ cover saves . . .) and survive until the end of the game (Turn 7 with Escalation.)
At the end of it all, I had lost my Stormtroopers, my Sentinels, my Demolisher, and 2 ½ squads of Guardsmen. He had a Demolisher, his command squad, one Grenadier squad, and two immobilized vehicles (one Hellhound, one Sentinel.)
Another nice victory that netted another 19-1 battle points.
As usual, all of my opponents were great fun to play, and I look forward to facing them again.
1,750 Points Imperial Guard Infantry
Command Platoon
Junior Officer with Heavy Bolter, Iron Discipline, Cameleoline
Sentinel Squad: x1 with Lascannon
Elites
Stormtrooper Squad: 5 Stormtroopers with x2 Meltaguns, Deep Strike
Troops
Platoon 1
Junior Officer with Iron Discipline, Heavy Bolter, Cameleoline
Infantry Squad with Missile Launcher, Cameleoline
Infantry Squad with Missile Launcher, Cameleoline
Infantry Squad with Missile Launcher, Cameleoline
Platoon 2
Junior Officer with Iron Discipline, Heavy Bolter, Cameleoline
Infantry Squad with Lascannon, Cameleoline
Infantry Squad with Missile Launcher, Plasmagun, Cameleoline
Infantry Squad with Missile Launcher, Plasmagun, Cameleoline
Infantry Squad with Autocannon, Plasmagun, Cameleoline
Infantry Squad with Autocannon, Plasmagun, Cameleoline
Fast Attack
Sentinel Squad: x1 with Lascannon
Sentinel Squad: x1 with Lascannon
Hellhound with Extra Armor, Rough Terrain Modification
Heavy Support
Basilisk with Indirect Fire Upgrade
Leman Russ with Hull Lascannon, Rough Terrain Modification, Extra Armor
Demolisher with Hull Lascannon, Rough Terrain Modification, Extra Armor
Doctrines: Iron Discipline, Close Order Drill, Drop Troops, Stormtroopers, Cameleoline
Total: 1,750 Points
I should also add that between some side projects I have been working on and my winnings I will be able to field a 193-model horde at the next 2,000 pt. RTT . . .
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