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Made in us
Rough Rider with Boomstick





Philadelphia

[ apology in advance for the typing, in a hurry with this last one ]

And now its time for Round 3!

This time with Mech Lash

My opponent wanted to try it with Princes, but I think sorcerers would have been a much better bet, we may try it like that next weekend.

My list was unchanged from Round 2,

His list:

1 LashPrince/wings
1 LashPrince/wings
5x Plague Marines, Rhino, 2x Melta
5x Plague Marines, Rhino, 2x Melta
5x Plague Marines, Rhino, 2x Melta
8x Berzerkers, PF, Rhino
8x Berzerkers, PF, Rhino
2x Oblits
2x Oblits
2x Oblits


We played 3 games, 1 KP, 1 with max objectives, and one with two objectives and dawn of war.

The KP game was the first, he tried to DS the Oblits in melta range which was just a bad move, two oblits just vanished as soon as the deep struck thanks to the Plasmolisher Squadron and the Mystics, they never had a chance at all. The third Oblit landed at long range and dropped the Mystic Valkyrie but it was too little too late. The Vendettas mobility allowed them to hunt down the Princes by turn 3 and without the Oblit support I just picked him apart and won an easy 12 to 4 victory.

We both agreed that the princes were just easy KPs in game one, but he wanted to try them again.

The second game was Max objectives quarter deployment. We had an objective in each quarter and one in board center. Terrain was tournament style with a few hills, two forests and one ruins in the board center that provided cover but did not fully block LOS.

He won and chose to go first, he deployed his Oblits this time rendering my mystic impotent. He set up with a wall of Rhinos in a V formation, the three PM in the van and one KB on each end. The Princes and Oblits were placed behind them.

I decided not to deploy my Valkdettas on the table putting them, my two melta vets and the now useless inquisitor in reserves. The Melta vets would ride the Vendettas and the Inquisitor could observe that battle from the Valk. The rest of Alpha Company set up in as open a formation as I could with my tanks in the center directly on the objective and a little 3 Chim V formation on each flank consisting of A CCS, an empty CHim and the PBS on the left and A CCS an Empty Chim and the Plasma Chim on the right.

The ruins provided good cover saves for all my vehicles and the left flank strike force was hidden behind a hill. (we ruled the hills to be easy up, easy down, but blocking LOS)

I tried to sieze the initiative, actually got it, but then decided I did not want to use something like that for a test game and gave him first turn back. It turned out that I made a good move as his Oblits all shambled towards the cover of the ruins as the Rhino V moved quickly down toward my right flank force and popped smoke while one PM unit disembarked to take cover in the woods and hold that quarter’s objective.

The princes followed taking cover behind the safety of the Rhinos.

In the shooting phase the Obliterators managed to explode the PBS Chimera (5 died!) and stunned the plasma Chim.

My turn began and I shifted my position, moving the CCS Chim on the right moved to within range of the advancing rhinos. The Tanks moved back 6 and the left flank force moved at full speed towards the oblits in the center and popped smoke.

I had a hard choice on what to do with the tanks here, but the threat of the Obliterators could not be ignored. Here is where I pay for the decision to Squadron the tanks. So I make one obliterator team a pile of ashes in the wind, and fire my CCS meltas on the right, immobilizing one of the PM Rhinos.

Turn two saw things get a little tight. The immobilized Rhino PM’s got out and moved toward that corners objective. The remaining Rhinos split with the Berzerkers moving at full speed toward the tanks, forming a wall and disembarking behind it. The Empty PM Rhino moved back to shield the PM squad holding the objective and the final PM Rhino moved at combat speed toward my CCS chimera, and wrecked it. The Lash Princes then pulled it into range and ate it with the charge.

The Oblits then destroyed the other CCS Chimera, again no explosion.

On My turn I rolled for reserves and wished for an Astropath as only one of my three reserve skimmer came in. And of course it was the Valkyrie with the Inquisitorial tourist squad aboard. Fortunately for me, I had a nice juicy and tighly packed target in the Berzerkers sitting in potential charge range of my tanks next turn. So I moved 12 and prepared to unleash hell on the twisted traitor marines.

My surviving CCS boarded one of the convineint empty chims and continued moved into range of the Oblits as the tanks moved back another 6” getting perilously close to as far as they could go and prepared to finish off the obliterators. The other empty chim moved down towards the Berzerkers hoping to get in Heavy Flamer Range. The plasma vet squad moved into rapid fire range of the Princes and it was time to open fire and my forgotten PBS squad fired a blast at the princes, with a whopping st 4, but ap 1 ( whee ) and managed to score a wound on one of the princes.

The plasma squad, out of range of the other ccs had no reason to leave the safety of its armored shell and pumped 6 plasma shots into the prince, hitting and wounding with 5, which along with the multi laser and stubber finished him off in one round of shooting! Go Vets!

The surviving CCS hit with all four melta guns and eliminated one of the remaining two obliterators leaving the last one to be easy meat for My Tanks.

The empty chim and Valkyrie then combined to kill 4 berzerkers and that was it for me.

His turn 3 continued to be brutal as he moved the remaining PM Rhino moved for an easy side shot on the Plasma Vets CHim and the surviving prince positioned himself to take advantage. The berzerkers, out of range of a charge, moved forward, and ran 10 and 11 inches, behind the protection of the rooter tailing rhinos. He could have charged my empty chimera had this been a KP mission, but he knew that killing those tanks was the game.

His shooting was quick and effective as his PM blew the final chimera on the right flank and his prince proceeded to eat chew into my veterans, I took the sgt as a casualty and they promptly ran and were wiped out, but left the prince easy meat in the open.

On my turn both Vendettas came in, and suddenly it was a game again.

I moved both in from my board edge, 12 and deployed both melta squads In range of the prince. My CCS moved to get in range of one of the shielding rhinos for the berzerkers and my valkyrie and empty chim moved to position themselves for some more Zerker killin’.

Everything worked out pretty much as planned In the shooting phase, The CCS blew one of the rhinos with a nice explosion removing it as cover. The Tanks, Chimera and Valkyrie finished off the berzerkrs and the two melta vet squads eliminated the remaining Prince. My problem however was that I had two scoring units available and his two objectives were too far to reach in one turn other than to contest them.

On his turn his last surviving PM Rhino moved to board center to try and claim an objective, the surviving empty zerker Rhino moved to get between it and the Tanks.

My Turn 5 saw me hop one melta squad onto a vendetta, and turbo boost to an open objective in the upper left corner, the other squad boarded another vendetta and moved 12 to get within range of the center. Both My valk turbo boosted to contesting range of the PM squad with the rhino. My CCS squad popped the PM Rhino but I could not get a clear shot with my tanks who were forced to fire into the blocking rhino, vaporizing it and getting one lucky scatter into the PMs killing one. I focused my remaining fire on the PMs but two lived and the game ended in a hard fought Draw!

This is another mission where my lack of scoring units hurt me, if I had two more scoring units it would have been an clear, if hard fought win.

The third game was not so close and My voice recorder ran out of batteries about half way through but as it was only a two objective mission I did not have the troop problem. I also went first, and that allowed me to use my Vendettas on the table, clearing out one of his obliterators while my tanks wrecked two of the PM rhinos on turn one. Without the meltas to pop my chims and with his obliterators already down to two it was a tough game for him. He did drop all three of my Valks, but that concentration on them allowed all of my vet squads to get into range where they and the Tanks ended things in a bloody flury of mutual annihilation.

I ended that game with a 1-0 win, but it was effectively a Tabling as all he had left was one weaponless rhino running from my remaining melta CCS.

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Nice report! I must say I'm a little surprised to see no Land Raider in his list. My 1750 lash list (the army I'm currently playing as I build my IG) has been playing one to great effectiveness. I suffer from only having 5 Oblits in 2 units though.

I've been pondering only having 3 troops choices in my list and to be honest I'm really starting to think that I want a 4th choice. I may cut 2 of the units of Vets for a Platoon (dropping 2 scoring units for 3), but I'm unsure if I like that idea or not yet, and I really do not want to wave goodbye to BS4 troops at all lol.
   
Made in us
Rough Rider with Boomstick





Philadelphia

Caffran, I would love to see your list to maybe use for some further test games. Do you run terminators in your lash list? I want to find a solid mech lash that will reflect what I would be likley to see at the indy
GT in philly later this year.

Mech Eldar Seer Council is the one im most interested to try though

Big Troy, The Samurai Gunslinger of South Philly

Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian

Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard 54-8-4 (local) 5-1 Ard Boyz


 
   
 
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