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Made in us
Fresh-Faced New User




Dawn broke and Walleh's Boyz meet up with Joe's Blood Angles.



TURN 1: Dawn of Roll and Seize ground was rolled for the game type. I deployed idiotically and threw Dok up at the front lines, I figured, "Hell, it worked last time." Of course this was before Joe came out with his new list, that SMASHED me this past Sunday. So of course, I deploy and bring my units on the table, half of which (4 Koptas and Snik) where held in reserve for flanking.

Oh, my looted wagon (The gray Vindicator) rolled a one as soon it was on the table so it went careening to the other side of the table, in the most Orky maneuver I have ever seen.

Anyways, back to my inane deployment. This was the result of putting Dok (out of his Wagon -Proxied by the painted Trukk)



WTF? Turn one assualt by Three squads. DeathCompany, Assualt Squad, and Vindicators ala Dante.



If you squint you can see Dok interupting a Space Marine Team meeting. I get one swing in...after all of my boys get destroyed. Oh and Dok went splat.



Also some marines, slightly confused to see one of their own wagons attacking them,

took out the ONLY weapon (Edit: Found out I had two big shootas left...oops) on my Looted Wagon, they disabled it already , but still I didn't get to fire the Boom. :(


Turn2:



I pilled in the shoot boyz in Dok's Battle Wagon with Zzap gun, and rushed them into the marines that obliterated Dok's squad, mostly to slow them down, to try out the Zzap gun (which rolled S10 but missed it's shot with a 4), and cause I wasn't really thinking about what I was doing.

Snik and the Koptas chilled on the side lines not coming in this turn, still leaving me at a huge disadvantage. I managed to move the Lootas into cover and contesting one of the objectives though, and moved the Warboss' Trukk behind some cover, to come out and assault the following turn.

So...about that shooting phase

...Yeah...Not the best idea I've ever had. BUT the enemy tank missed! But the wagon was still popped by Dante's Melta pistol. Damn. I lost a few boys from the resulting blast. And the rest of them in the Assault.




Turn 3
:



Snik and the Koptas finally came in. The Koptas, with the help of the Lootas, ran off the jump pack squad from the table that disabled, and eventually destroyed my Looted Wagon. Warboss and his nobs, obliterated the Tatical Squad that was holding the Space Marine controlled objective, while Snik and his Boys tied up the other squad.



The Warboss and Nobs consolidated atop of the Talisman to have the Death Company (Bloodlust is a bitch ) devert their attention from the shoota boys holding the objective on the other side.

Joe kind of worried about the nobs, decided to open fire on them with his Predator.

Taking out one nob.

Turn 4-5:
Turn 4 and 5 comprised of joe bringing in his vindicators and assault squad into scoring range of my objective. They cleared out the boys holding it and opened themselves up to my Lootas. The Termies, finally came out of their redeemer and helped the squad that was locked in combat with my Kommandos. Alas, it was to no avail because I quickly destroyed the last of that scoring unit with my Koptas, who where in turn destroyed by the Predator.
The Termies then engage the Warboss' squad and where locked in combat until the Boss finally fell at the end of Turn 5.

Turn 6:

Turn 6 was my last stand and I tried to destroy the last scoring unit in Joe's army with my Lootas...and got them to run unfortunately, and they rallied to take the point out of my line of fire.

Now, if I was intelligent. I would should have moved my Trukk to at least contest the other objective, course I didn't realize it till I was told kindly by my opponent, at his turn.

Dante's squad made my Lootas ran, and the Termies finally popped the Trukk after tons of misses from the previous squad. And thus the game ended.


What I learned. Looted wagon may be super useless, but charging in head strong into the enemy ranks, is hilarious and awesome. I need to be thinking way more tactically from the get go and not turn 4.

I'll be re tweaking the army list and distributing some more points. I'm not sure if I will keep the two squads of Koptas, but I will definitely get rid of the Mek with Kustom blaster, cause he didn't do a damn thing ever.

This message was edited 1 time. Last update was at 2009/01/16 03:32:24


 
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

Strange things are done in the heat of battle, especially when the anticipation of said battle is a factor. I prefer to combine HQ with units to protect them, but it may also make them into attack-magnets.Maybe next time make the talisman box into some sort of special terrain that projects an aura of power or something, to distract your enemy.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

I think we've all done this kind of stuff before. And as far as only thinking tactically by turn 4, I have come up with a reason that makes me sound smart

(*ahem)

I'm not that good at initial planning, but I am very good at exploiting my opponents mistakes

people like this usually don't start doing well until the 3rd round or so, the key, is reducing the amount of casualties you take until then.

This actually works for me... so yeah, you might try it, but you seem to have realized your mistakes already

I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are 
   
Made in us
Fresh-Faced New User




warpcrafter wrote:Strange things are done in the heat of battle, especially when the anticipation of said battle is a factor. I prefer to combine HQ with units to protect them, but it may also make them into attack-magnets.Maybe next time make the talisman box into some sort of special terrain that projects an aura of power or something, to distract your enemy.


Haha, we joked around that the Talisman box was a secret objective. To pass the portal of Fire and Take the Crown of Command. xD It was really just a convenient terrain piece to hold down the foam boards that I'll be turning into modular terrain soon.

All my HQ where surrounded by boyz (aka cannon fodder. ) However my poor planning was the death of them.


Shrike78 wrote:I think we've all done this kind of stuff before. And as far as only thinking tactically by turn 4, I have come up with a reason that makes me sound smart

(*ahem)

I'm not that good at initial planning, but I am very good at exploiting my opponents mistakes

people like this usually don't start doing well until the 3rd round or so, the key, is reducing the amount of casualties you take until then.

This actually works for me... so yeah, you might try it, but you seem to have realized your mistakes already


I do realize my mistakes, but this is all hind sight so yeah all clearer now and stuff. I think I will try out your method though, and try just to be more aware of my moves all around. thanks!
   
 
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