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Made in ph
Rough Rider with Boomstick






Due to the volume of pictures I have decided to start a separate thread for games 5-7 of the league. You can follow my first 4 games HERE:

http://www.dakkadakka.com/dakkaforum/posts/list/275485.page

I basically missed the 4th week scenario since I was on travel for 2 weeks. So its on to week 5!

As it is Valentines week, we had a funny bonus point condition!

Week 5 Scenario - Valentines Day Ceasefire?

Deployment: Dawn of War

Game Duration: 5 Turns Only

Special Rules:

Infiltrators and Scouts
Reserves
Deepstrike
Night Fighting (1st Turn Only, as indicated in Dawn of War Deployment)

Psychic Storm - All psychic tests are resolved at 3D6, discarding the lowest die roll. Any double 1's or 6's before the discard suffers a "Perils of the Warp" attack

Victory Conditions:

Total VP determines the Winner

Bonus VP:

+200VP for destroying opponent's most expensive unit
+200VP each for destroying opponent's HQ
+100VP each for destroying opponent's Special Character/s

(Im sure somebody will ask this, but yes the points are cumulative. Meaning if your opponent's HQ is part/is also the most expensive unit, you get +400pts for destroying it)

Bonus Points Conditions:

If gamed is played or witnessed with loved one / special someone: +2pts! (Awarded once only)

If game is played or witnessed with a DIFFERENT loved one / special someone: -20pts! (Can be awarded multiple times)

Game 5 Week 5

This game pitted me versus Clarence's Beautiful Blood Angel Army. He fielded this list:

BLOOD ANGELS TASK FORCE SANGUINE INVICTA

Headquarters:

Brother Corbulo

Elites:

Blood Angels Death Company Furioso Dreadnought "Morikar"
2 Dreadnaught CCW with Storm Bolter and Meltagun/ searchlight, smoke launchers
Dedicated transport: Dreadnought Drop Pod

Blood Angels Death Company Furioso Dreadnought "Malakhai"
2 Dreadnaught CCW with Storm Bolter and Meltagun/ search light, smoke launchers
Dedicated transport Dreadnought Drop Pod

The Death Company
5 man squad armed with CCW and boltguns, power armour, frag/krak grenades
Dedicated transport: Death Company Rhino/ stormbolter

Troops:

10 Man Blood Angels Tactical squad led by Brother Sergeant Angelo
Vet Sergeant Armed with Power Sword
One marine equipped with meltagun
One marine equipped with Lascannon
All others have bolters, krak/frag grenades
Dedicated transport: Blood Angels Rhino

5 Man Blood Angels Assault squad led by Brother Sergeant Seraphian
Vet Sergeant equipped with Power Fist
All others have Boltgun/CCW, frag/krak grenades
Dedicated transport: Blood Angels Rhino

5 Man Blood Angels Assault squad led by Brother Sergeant Cheras
Vet Sergeant equipped with Power Sword
All others have Boltgun/CCW, frag/krak grenades
Dedicated transport: Blood Angels Rhino

Fast Attack:

Blood Angels "Tempest" Land Speeder "Skull 1"
One Assault Cannon and Typhoon Missle launcher

Blood Angels "Tempest" Land Speeder "Skull 2"
One Assault Cannon and Typhoon Missle launcher

Heavy Support

Blood Angels "Baal" class Predator
Twin linked Assault cannon, stormbolter and sponson mount heavy bolters

Blood Angels "Baal" class Predator
Twin linked Assault cannon, stormbolter and sponson mount heavy bolters

Clarence won the toss, and decided to give me the first turn:

I deployed 1 squad from the 1st platoon, an empty chimera from the platoon, and also the HQ chimera. My penal legionaires got the "gunslinger" ability.

Clarence decided to combat squad his tac squad Angelo, and only deployed the combat squad with the lascannon.


Deployment, with lascannon squad Angelo in the middle level on the ruin on the opposite side.

IG turn 1

Most of my forces enter, except the chain gang and Capt Sidewinder's platoon. My devil dog and the PCS1 chimera curl to the left of first squad, while the leman russ and griffon enter in between the squad and the 2 initial empty chimeras, in which the 1st platoon meltagun SWS as well as the CCS soon enter. The second squad enters then later uses "run,run,run" to position itself along an area with a tank trap and barricades. I decide to use the basilisk as a bait unit and position it to my extreme right.

Shooting has the melta SWS chimera fail it's night fight roll, but the Leman Russ roll's 2 6's and illuminates the lascannon squad Angelo! As a result everything that can shoot does and only the lascannon marine is left, and he promptly vacates his position and runs behind the ruin!


End of IG turn 1 (left view)


End of IG turn 1 (right view)


IG turn 1: The lascannon gunner (the ML is a proxy) legs it as 4 of his squadmates die!

BA turn 1
The lascannon marine knows no fear and regroups, while all BA tanks enter the game. Baal 1 moves 12" to the left of the ruin and pops smoke, with the rhino of assault squad Seraphian plus the rhino of combat squad Angelo behind it. Towards his left, Baal 2 does the same thing with the rhino of Squad Cheras behind it. On his extreme left, the 2 speeders "Skull 1" and "Skull 2" goes flat out towards the basilisk, while the death company rhino with corbulo entering some distance behind them. The lascannon targets the Leman Russ easily due to the searchlight, but misses the tank.


BA reinforcements enter the center


The death company rhino pops smoke as the Skull 1 and 2 moves flat out towards the basilisk.

IG turn 2

Reserves show only the "Chain Gang" penal legionnaires show up, and they outflank from my left. The basilisk tucks itself behind the ruin in order to have cover versus the speeders. The other tanks redeploy slightly.

Shooting is below average. While the long range lasguns of the chain gang finishes off the lascannon marine of squad Angelo, all other shooting does nothing except shake the speeder "Skull 2", while the griffon manages to stun Baal 1.


The chain gang finishes off the lascannon marine of squad Angelo


IG shooting is tepid as only Baal 1 is stunned and speeder "Skull 2" is shaken

BA turn 2

Clarence decided to separate the deployment of his Furioso Morikar from its drop pod. Thus, it dropped empty in a crater near my first platoon's second squad (Clarence forgot the drop pod models, we were forced forced to improvise using glue bottles), and Morikar entered play beside the Chain Gang.

Baal 2 manages to overcharge its engines, as well as rhinos for squads Cheras and Angelo. The Death company rhino moves normally, but Rhino Seraphian stalls right behind the stunned Baal 1!

Baal 2 moves 6" forward, and Rhino Cheras moves farther and pops smoke. Rhino Angelo makes a move toward the Chain gang. Speeders Skull 1 and 2 move forward, with Skull 2 turbo boosting, towards the Basilisk. The Death Rhino moves into beside a ruin, trying to seek cover.

Shooting sees Morikar and the Rhino Angelo kill 3 chain gangers, who promptly flee out of Morikar's assault range! Baals 2 unleashes the TL Asscan, 2 HB, and a storm bolter, but only manage to cause 2 casualties plus a wound on the autocannon team on my second squad, as they went to ground to avoid the worst of the fire. Skull 1 misses the basilisk badly with the multimelta.


The penal legionnaires flee out of the grasp of the Furioso Morikar


The basilisk dodges fire from Skull 1.

IG turn 3

With a regularity common so far in the Gladiator cup, Captain Sidewinder and his platoon arrive right just where they are needed. His chimera makes a move right behind the speeders, and the flamer SWS surrounds the Death rhino and protects the right side of the chimera. The blob squad enters near the speeders, grenade launchers and frag grenades primed for lobbing at the skimmers.

The Penal legion rally, moving 3" farther away from the Furioso. The other IG tanks make a move to face towards the right, as the bulk of BA forces are at the center and right of the IG line.

The IG forces seemed to recalibrate their sights, as shooting proves much more decisive. The Cheras rhino explodes, taking 1 BA marine with it. The death company rhino is wrecked by Sidewinder's squad, while Baal 1 is stunned again. The flamers from the SWS take down a death company lunatic, while not even the Exsanguinator prevents a wound to Corbulo. The multilasers, autocannons, and ordnance wreck Skull 1, while Skull 2 is immobilized and shaken. The blob assaults Skull 2 with grenades, shaking it again. The basilisk is thus saved from
immediate threats!


Sidewinder's Platoon to the rescue!


Skull 1 Falls, Skull 2 is immobilized and shaken, and Rhino Cheras explodes


The IG tanks redeploy to face the threat on the IG right. Baal 1 is stunned.

BA turn 3

Signals must still be fuzzy, as the drop pod of the Furioso "Malakhai" fails to appear.

Enraged, Morikar is forced to move only 3" into the ruins towards the closest enemy, the Chain Gang. Rhino Seraphian again rolls a 1 and thus it's engine is stalled, while Baal 2 and Rhino Angelo get normal results.

The survivors of squad Cheras move from the crater of its rhino, avoiding wreckage in order to seek cover in the nearest ruin. Corbulo guides the death company towards the flamer SWS, while Baal 2 moves besides the crater of the Cheras rhino, it's guns aiming for the side armor of Sidewinder's chimera. Shooting sees the chimera shaken. Assault sees the Death Company and Corbulo predictably tearing the SWS to shreds, the BA consolidating behind the ruin of it's rhino.


Baal 2 shakes Sidewinder's Chimera, as squad Cheras hugs the ruins. Corbulo and the death company eviscerate the Flamer SWS team.

IG turn 4

The chain gang, devil dog as well as the PCS chimera make aggressive moves closer to the BA center, targetting the side armor of Baal 1. Sidewinder's shaken chimera moves at cruising speed and pops smoke, away from the death company. The basilisk moves slightly in order to aim at the BAs from squad Cheras.

The Furioso manages to shake off autocannon rounds. However, side armor shots gets through cover and wrecks Baal 1, and similarly Rhino Angelo is wrecked, the squad getting out in good order. The blob squad manages to bring down Skull 2, and moves "like the wind" away from the marines due to a successful order. Multilasers, autocannon and ordnance shells kill all but 2 marines from squad Cheras, who flee away the pounding. The Griffon manages to bring a heavy mortar shell on Baal 2, stunning it.


Skull 2, Baal 1, and the Rhino of Squad Angelo is wrecked


The griffon stuns Baal 2, survivors of squad Cheras flee. The drop pod (bottle) remains unharmed.

BA turn 4

Poor rolls continue to hound Clarence, as the Malakhai fails to show up again, and Rhino Seraphian rolls a 3rd 1 in a row to continue having it's engine stalled!

Morikar moves out of the ruin towards the chain gang, and pops smoke. The last 2 marines from squad Cheras rally, then move and huddle right behind the rhino of the death company, while the death company makes a move towards the Chimera of Capt Sidewinder, 1 marine impaling himself on the wreck of the rhino, despite "feeling no pain". Combat squad Angelo moves forward into the ruins. Shooting does nothing except kill another penal legionnaire.

IG turn 5

Last turn, so time for me to go all out. The PCS 1 chimera moves 12", pops smoke, and discharges Lt. Sherard's squad, 4 flamers at ready, in front of BA squad Angelo. The chimera of the melta SWS does the same, this time beside the stunned Baal 2. Capt. Sidewinder's chimera moves 6" in front of the Death Company, and the Leman Russ spots a window near the ruin where it can spot the death company too. The devil dog stays put and lines it sights on the Furioso Morikar.

Shooting proves devastating. The devil dog removes the meltagun arm of Morikar, and flamers, lasguns, and multilasers destroy squad Angelo. the meltaguns of the SWS team explode Baal 2, shrapnel taking down a guardsman. The CCS destroys the drop pod with an autocannon round. Finally, the death company and squad cheras gets shot at by lasguns, autocannons, a flamer and heavy flamer, multilasers, a plasma pistol, and meltaguns, but a death company marine and corbulo (down to 1 wound) as well as both marines from squad cheras survive! However, the Leman Russ sends a battle cannon round as well HB shells through the window, and after the smoke cleared only the PF sergeant from squad Cheras survives, vowing revenge!!!


Squad Angelo is wiped out


Baal 2 explodes, taking a guardsman with it


Corbulo and the death company are destroyed, only the PF sergeant of squad Cheras survives

BA turn 5

Finally the drop pod containing the Furioso Malakhai enters, with the dreadnought disembarking with a clear LOS to the rear of the Leman russ. Morikar continues to move in a vain effort to come to grips with the chain gang. The rhino Serpahian finally clears it's engine, manages to turbocharge it, and in an act of spite moves through the ruins in order to tank shock the PCS 1 (who manage to pass Ld and move aside) as well as ram the rear of it's chimera, shaking it. Malakhai sends a multimelta shot through the engine of the Leman Russ, exploding it. Sergeant Cheras assaults Sidewinder's chimera with a shout, and his power fist tears the tank into a wreck, with the Captain managing to fall out in good order. Too little too late though, as the 7th Galen carry the day versus the Blood Angels.


Malakhai explodes the Lemar Russ, while Rhino Seraphian tanks shocks the chimera


The PF sergeant wrecks the chimera!

What a game! And what poor luck with Clarence's reserve and turbocharge engine rolls! This caused his forces to come at me piecemeal, thus enabling me to deal with his forces separately instead of having to handle a red tide of angry blood angels! The end result was a 10-1 win (including the +2 for the valentine's bonus, as I brought my wife to the gaming place earlier in the day).

Unit of the match has to be again Capt. Sidewinder's Platoon. The other unit that did very well was the griffon, as it kept on shutting down 1 of the Baal predators thus denying Clarence the bulk of his fire support. The LR and Bassie were so so, but the last turn shot of the LR versus the death company was ace, despite shooting through cover!

A 4-1 record so far, with this win giving me a shot to be in the top 2 of our sector. 2 more games to go!!!

This message was edited 1 time. Last update was at 2010/02/16 14:27:07




40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in gb
Jealous that Horus is Warmaster





London, UK

Nice batrep, as ever.

Those Poor Blood angel rolls! Still, them's the breaks!
   
Made in ph
Rough Rider with Boomstick






Before I continue, I would like to post the objectives of players who had the highest votes among players in our sector.......


Clarence's excellent Blood Angel markers



Sunny's tyranid markers



Kent's CSM markers (for some strange reason many voted for the 2 nurgle "shrines")



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in bg
Cosmic Joe





Bulgaria

Holy $hit!... literally.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in ph
Rough Rider with Boomstick






It's on the week 6, with a scenario reminiscent of earlier editions of 40K!

Week 6 Scenario - Leaving ones fortunes to Fate...

Deployment:

Each player declares their reserves and one HQ as General, prior to rolling off who gets to deploy first.

Each player takes turns deploying one unit within 18" of his table edge and no closer than 24" from any enemy unit previously deployed. Order of deployment would be all the non-reserve units in the following order:

Heavy Support
Troops
Elites
HQ
Fast Attack

Infiltrators and Scouts to be deployed and resolved afterwards. If both sides have Infiltrators and Scouts, roll off to determine who would want to deploy first.

Place one objective marker on open terrain per quarter.

Game Duration: 6 Turns Only

Special Rules:

Infiltrators and Scouts
Reserves
Deepstrike

Fate Over Tactics - At the start of each turn both players roll off to determine who plays the top of turn. So... there MIGHT be cases where the player playing the bottom of one turn may be playing the top of the next turn.

Victory Conditions:

Total VP determines the Winner

Bonus VP:

For destroying opponent's General: +200VP
For claiming objective markers: +200VP
For destroying Troops and their Dedicated Transports: Count corresponding VP as DOUBLE

Bonus Points Conditions:

If Opponent's Total Troops pointage has been reduced to LESS than half while Player's Total Troops pointage have not been reduced to LESS than half: +2pts

If both Players' Total Troops pointage have been reduced to less than half: +1pt each

If both Players' Total Troops pointage have not been reduced to less than half: 0pts each

The Fate over Tactics rule is going to be extremely funky! And shall prove to be fun as well!!!

Week 6 Game 6

My opponent is Carlo and his Daemonzilla list...

HQ
bloodthirster 250
-unholy might 20
total 270

Great unclen one 160
-cloud of flies 5
-instrument of chaos 5
total 170

total 440

Elites

3 flamers of tzeetch 105

total 105

troops

5 plague bearers 75

5 plague bearers 75

7 bloodletters 112
total 262

fast attack
3 screamers of tzeentch

Heavy support

Deamon prince 80
-Mark of nurgle 30
-iron hide 30
-demonic flight 60
-noxious touch 10
-cloud of flies 5
total 215

Deamon prince 80
-Mark of nurgle 30
-iron hide 30
-demonic flight 60
-noxious touch 10
-cloud of flies 5
total 215

Deamon prince 80
-Mark of nurgle 30
-iron hide 30
-demonic flight 60
-noxious touch 10
-cloud of flies 5
total 215

total 645

With the Fate over Tactics rule, I have to think 2 turns ahead, as there is a real chance he gets to deep strike on a bottom turn, then go first on the next turn, allowing him to assault me if he gets in range!!!!

We roll the dice, and he wins it, and predictably gives me the first turn!

IG turn 1
My penal legionnaires go crazed, thus get furious charge, counterattack, and fleet...with this I decide to set them up on the board instead of outflanking....I use my fuel drum plus weapon's cache objectives, and he uses 2 greenish things as objectives, and set them up on each quarter on open terrain.

The board was setup as a sort "moonscape/crater landscape" with a "Camp Big Falcon" type fortress on 1 end, and craters as well as ruin on the rest of the board (Carlo actually set it up, so it's fine by me)....I spread out my infantry a bit, with 1 squad claiming the fuel drum, and corner deploy my basilisk, with the CCS chimera roughly behind and in between the infantry. The other tanks spread out. The chain gang scout moves in the direction of the weapon's cache.

My first turn sees the chain gang continue to the weapon's cache, and all my tanks (except the bassie) make sure to move over 6", just in case the daemon player steals to go first on turn 2.


End of IG turn 1 position, with the fuel drum, weapons cache, and 2 green objectives on each table quarter...

CD turn 1
Carlo's wave divisions were simple..all 5 big guys in the preferred wave, all the rest in the second wave. His prayers to the chaos gods were answered and the big nasties come in this turn. He decides to select the empty area on my right side, and his rolls are good enough so much so the pink and green daemon princes and the bloodthirster all land more or less in good positions behind the ruin. The red DP scatters some distance from that same area towards the middle line of the table, and the great unclean one (GUO) lands in the front of my PCS chimera.....he then has his guys run towards my units...


The daemonic monsters emerge from the warp!

What I feared comes to pass. Carlo gets to go first in turn 2! Dang!

CD turn 2
His second wave starts to emerge. The Screamers and both plague bearer units come in, with Plague bearer unit 1 near the objective on his left corner. He runs both plague bearer units, with PB 1 spreading out a bit.


The second wave immediately follows the monstrous daemons!

The big daemons converge on the IG tanks. The pink and green DP's leapfrog the ruins, with the bloodthirster flying over the large crater. The Red DP swoops beside the GUO, who readies to charge the PCS chimera. The assault phase sees the Red and Pink DP and GUO charge the PCS, while the green DP assaults the Devil dog. The blood thirster gets a poor difficult terrain roll despite 3 dice, die to the ruins, and fails to reach the Dog. My decision to move at cruising speed in the first turn proves wise, as the Green DP misses the dog, and only the PCS chimera is wrecked, the PCS filing out in good order.


End of CD turn 2: Only the PCS chimera is wrecked as the daemons attempt to get in among the IG tanks....

IG turn 2

Capt. Sidewinder's platoon emerges from my right flank, and I decide to put them closer to my table edge as the bulk of the daemon forces are there.

With most of the CD forces committed, I move the tanks (including the griffon but not the basilisk and CCS chimera, which stay put), away from the monsters, except the melta SWS chimera, who moves closer in order to fire the meltaguns. The PCS moves back a bit, but makes sure all 4 flamers can hit both the Pink and Green DP.

The bulk of Sidewinder's platoon manages to banish 4 of the plague bearers, leaving 1 left, as cover saves as well as feel no pain did their job. The chain gang shoots at the screamers, but the creatures make their saves. The rest of the infantry as well as the tanks focus their attention on the pink and green DPs. The result is that the pink DP is banished, the green DP reduced to 1 wound, and a scattered earthshaker round causes a wound to the bloodthirster.


Sidewinder's platoon fails to finish off the plaguebearers


The Pink DP is banished while the Green DP is reduced to 1 wound. The BT is wounded by a stray earthshaker shell.

We roll again for turn 3, and hurrah I win!

IG turn 3

I move the LR, the melta SWS chimera 6", while the devil dog moves at cruising speed. The PCS moves in order to bring their flamer templates to hit both the GUO and Red DP. Sidewinder's chimera moves laterally 6", getting within meltagun range of the Bloodthirster. The Flamer SWS and Blob starts to move 6" towards Carlo's side, but within range of the last plaguebearer.

I was expecting my shooting to wipe out the Green DP as well as the BT and the last plaguebearer, but fate balances out me winning to go first as the Green DP manages to absorb a huge amount of firepower from my tanks and infantry squads before going down, as it makes a huge number of armor and invulnerable saves!!! The lone plaguebearer survives 3 flamers and 3 lasguns shots, but plague squad 1 loses 1 deamon from the blob, with the blob also moving "like the wind" after their shots. A plasma pistol round and 3 meltaguns only cause 1 more wound to the Bloodthirster. The chain gang however manages to shoot down 2 screamers. Damn! I miss with my haymaker punch and hit with a jab instead, and his next turn sees 3 very angry daemonic monsters hitting my lines again!!!


Nurgle blesses the Green DP with a lot of successful saves before it finally goes down! The BT is wounded by Sidewinder's squad.


Plague 1 loses 1 plaguebearer, but the lone daemon in Plague 2 survives!


The chain gang shoots down 2 screamers

CD turn 3

The bloodletters emerge from the warp, managing to teleport in a blank area to his left from Plague 1, and they later run 2" and spread out towards the blob.

The Bloodthirster does a double take and flies back towards the blob squad. The last screamer turboboosts straight towards my side, promising to chew up my tanks if it survives. The Red prince flies over the wrecked chimera, while the GUO bulldozes through it. Plague 1 stays put, but in the excitement so does the last plaguebearer from Plague 2!

The assault phase sees the Red Prince charge the melta chimera, while the GUO assaults the PCS. The BT attacks the blob squad. the Red prince only stuns the chimera, the GUO only kills 1 flamer guardsmen while getting no wounds in return, just enough for the squad to flee a short distance without getting swept. The BT causes 3 wounds without getting hurt, but Commissar Sherwin ensures the squad does not break.


The Red Prince and GUO achieve results in close combat close to the green objective marker!


The Bloodthirster and Blob are tied up in assault!



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in ph
Rough Rider with Boomstick






Turn 4 will be critical, and even the die roll to go first is a battle, as we get tied with 6's, then 5's, before I manage to win and thus go first!!!

IG turn 4

The PCS rally. The stunned chimera pops smoke, and the melta SWS is forced to disembark. The penal legion moves closer to the last screamer, while the LR continues to move up. The devil dog moves 12" and courses round the ruin towards the right. On my right flank, sidewinder's chimera continues to moves laterally to the left, while the flamer SWS moves a bit in order to deal with the last plaguebearer.

In the shooting phase, the Red Prince is finally brought down. The GUO however shrugs off all hits and not a wound was caused. The chain gang fails to kill the last screamer as it was moving too fast, and it was only a heavy bolter shot from the griffon that brought it down. The last member of Plague 2 laughs off the flamers and lasguns from the SWS again, and only the plasma pistol and meltaguns from Capt Sidewinder's squad barely manage to wipe it out...the basilisk manages to send an accurate earthshaker shell in the midst of the bloodletters, sending back 5 to the warp, with only 2 surviving.

The BT slaughters 4 more guardsmen, but a power weapon manages to penetrate it's iron hide to give it 1 wound, and the blob keeps on fighting.


The Red Prince and the Screamer is shot down, but the GUO laughs off everything thrown at it....


5 Bloodletters and Plague 2 fall, while the blob manages to wound the BT despite losing more guardsmen...

CD turn 4

Finally the flamers of tzeentch turn up, right beside the penal legion. The GUO decides to turn its attention to the meltagun SWS, while the bloodletters move towards the big melee, but only runs 1".

Shooting sees the flamers breathe warp magic at the chain gang, killing 6 and causing them to flee! The GUO kills off 4 guardsmen from the melta SWS, then manages to crush the survivors as they attempt to escape. The BT kills 3 more guardsmen, but the blob refuses to flee under Commissar Sherwin.


The flamers arrive and burn and cause the chain gang to flee


The GUO goes after the meltagunners!


The blob keeps on fighting as the bloodletters close in!

We roll off, and I again go first!

IG turn 5

The penal legion fall back a bit. The devil dog moves within flamer range of the bloodletters, with the flamer SWS trailing behind it. The now functional SWS chimera moves back within flamer range of the Flamers of Tzeentch. Sidewinder's chimera moves within melta range of the GUO, while the LR continues to move laterally towards the center of the board.

The CCS manages to issue a successful "Get back into the fight" to the Penal legion, who then moves 3" into assault range of the flamers.

Shooting sees the GUO suffer 3 wounds, feel no pain making it ignore many wounds. 1 bloodletter is left after being flamed and hit by some lasguns. The 1 Flamer of Tzeentch falls to shooting, but the rallied chain gang go crazy and wipe them out in hand to hand combat. meanwhile, the bloodthirster kills 4 more guardsmen, as the blob refuses to quit!


The chain gang finish off the flamers in assault.


More guardsmen continue to fall as a bloodletter dissipates into the warp.

CD turn 5

The GUO moves towards the flamer PCS, while the last bloodletter finally gets into assault range of the blob.

The GUO charges into combat, causes 3 casualties, causing the squad to flee of board, but not before a bayonet causing it 1 more wound. The greater daemon of nurgle consolidates towards the IG squad in the crater.

The Bloodthirster and bloodletter kill off Commissar Sherwin and the 2 platoon sergeants, and deal 1 wound each to the heavy weapon teams. The bloodletter however is sent back to the warp by the survivors, who are then slaughtered to a man by the Bloodthirster. The Khornate greater daemon then consolidates towards the flamer SWS.


The bloodthirster is triumphant as it sweeps the blob, but the bloodletter falls!

We roll off for the final turn, and Carlo wins, thus getting a consecutive turn!!!

CD turn 6

With nothing much to do, the GUO assaults the infantry squad, and the bloodthirster attacks the SWS. The GUO predictably sends off the squad towards the table edge after killing 3 men. The bloodthirster swoops in, kills 3 guardsmen, but the surviving men slip a bayonet into a crack in it's iron hide, sending it back to the warp with a howl!!!


The badly wounded GUO pursues the fleeing guardsmen


The SWS finishes off the BT in close combat, losing 3 guardsmen in the process!

IG turn 6

Last turn! The infantry squad flees off board. The penal legion moves and claims the weapons cache, while Capt. Sidewinder in his chimera move and claim the green objective. The devil dog moves towards Plague 1.

Shooting sees the last infantry squad "Bring down" the GUO with a successful order. The rest of my turn has my tanks zero in on Plague 2, but Carlo wisely goes to ground in the crater and together with "Feel no Pain" only 1 plague bearer is killed, and thus I am 3 plague bearers short of tabling him by game's end!!!


The GUO finally falls!


My 2 controlled objectives, and end game positions


Plague 2 survives the game and claims an objective

After tallying the points I have a score of 2100+ to his 1200+ pts....so I win the game with a score of 10-2! Despite the score it was a tense and extremely fun game!!! Great job Carlo!

I have now a record of 5-1. I need to win big in my last game since I have not massacred anyone so far, and I feel I need to win big next week to have a chance to be in the top 2 of my sector in order to qualify in the finals. So far only Paulo and his Nidzilla army (old codex, as we started before the new Nid dex came out) is unbeaten and is a sure spot for the top, while Gelo and his horde ork (who beat me) has a score close to me, but he is 1 game behind. So it's a close fight for number 2!

This message was edited 2 times. Last update was at 2010/02/19 17:50:12




40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Fresh-Faced New User



Phoenix, AZ

I've lurked almost all the bat rep threads and I must say that its armies like yours, and reports like these, that have convinced me to go back to 40K.

My mind loves trying to put everything to a narrative, and every unit in your army, besides being well painted, also have a distinct personality to them, so it's not just reading battle reports of you at tournaments, it's witnessing the history of the 7th Galen Rockhounds. You should really put them up in the Imperial Guard section of the Army List here, I was surprised I didn't find them.

Congrats on the great results in the tourney. And I must say, that penal legion always seems to make for an interesting battle. I think my favorite visual images from your reports has to be when they rolled knife-fighters and just murdered that Obliterator from way back when.
   
Made in ph
Rough Rider with Boomstick






@SetheloniusBunk

Thanks for the comments! I'm glad my reports get to inspire other players and I hope they convey the fun I get from playing 40K, win or lose!

I really haven't looked into that section yet, partly because in my mind the army isn't done yet (what IG army isn't?), but maybe it is the right time to do so. Thanks for the advice, and if you see the 7th Galen there it's because of your tip!



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in ph
Rough Rider with Boomstick






Here it is...the last game of the elimination round....

By week 6 I hold a narrow 2 pt. lead in 2nd place, over Gelo's Orks, who I overtook when he suffered a loss versus Donel's Space wolves....I have to make this last scenario count!

Speaking of the last scenario, here it is, a hodgepodge of rules from the previous weeks:

Week 7 Scenario - One Good Turn Deserves Another...

Deployment: Standard Pitched Battle

Game Duration: 6 Turns Only

Special Rules:

Infiltrators and Scouts
Reserves
Deep Striking

Warp Shift (As previously played in Scenario 1) - All deepstriking units MUST deviate (ie. all "Hit" deviation rolls will be re-rolled wink.gif ) Mishap rules still apply.

Psychic Storm (As previously played in Scenario 5) - All psychic tests are resolved at 3D6, discarding the lowest die roll. Any double 1's or 6's before the discard suffers a "Perils of the Warp" attack

Fate Over Tactics (As previously played in Scenario 6) - At the start of each turn both players roll off to determine who plays the top of turn. So... there MIGHT be cases where the player playing the bottom of one turn may be playing the top of the next turn.

Victory Conditions:

Total VP determines the Winner.

Bonus VP:

NONE

Bonus Point Conditions:

Players who would be able to finish 7 games in 7 gaming weeks or less - +2pts

Players who wont be able to finish 7 games in 7 gaming weeks or less - 0pts


Game 7 Week 7

My last game has me fighting Riza's (yes she's the only Rose among us thorns) gutsy Dark Angels army. This is her list:

HQ
Sammael, Master of the Raven Wing (Jet Bike) 205
Belial, Master of the Death Wing (T. Hammer/S. Shield) 130
Troops
Ravenwing Attack Squadron 360
*additional 3 Bikers (+100)
*Sgt. With Power fist (+25)
*1 Biker with Plasma gun (+15)
*1 Biker with Melta gun (+10)
*1 Biker upgraded to Company Standard Bearer (+25)
*1 Biker upgraded to an Apothecary (+15)
*Attack Bike with Multi-Melta (+50)
Ravenwing Attack Squadron 360
*additional 3 Bikers (+100)
*Sgt. With Power Sword (+15)
*1 Biker with Plasma gun (+15)
*1 Biker with Melta gun (+10)
*Landspeeder with Heavy Bolter and Assault Cannon (+100)
Deathwing Terminator Squad 235
*Sgt. Armed with T.Hammer/S.Shield
*1 T.Hammer/S.Shield upgraded to Apothecary (+30)
*1 T.Hammer/S.Shield
*1 Dual L.Claws
*1 P.Fist/S. Bolter
Fast Attack
Ravenwing Support Squadron 75
*Multi-Melta upgrade (Free)
*Typhoon Missile Launcher (+10)
Heavy Support
Vindicator 125

I win the roll off, and decide to give her the first turn. She decides to reserve her first Ravenwing squadron (to outflank) as well as do a regular deep strike of her deathwing squad. She combat squads her 2nd Ravenwing squadron (Ravenwing 2A has the melta and plasmagun, Ravenwing 2b has the sarge with the power weapon). She then spreads out Sammael, the 2 speeders, as well as the vindicator.

With my chain gang rolling gunslingers, I decide to outflank them. I then set up my first platoon on my right, among the ruins and crater, together with the CCS chimera and the basilisk. The griffon and LRBT and melta SWS behind the chimera set up roughly in the center, and the devil dog on my left, well hidden behind a ruin...

Riza scout moves the ravenwing squads plus sammael, with RW 2A going the full 12". I try to seize the initiative but fail...


Deployment left view

Deployment right view

The bikers scout move

DA turn 1
Riza aggressively moves RW 2a forward, in melta range of the melta SWS chimera. The other units also move forward. Shooting sees the plasmacannon, melta, and plasmagun shots from sammael and RW2a splatter on the barricade in front of the SWS chimera, while the vindicator only manages to kill 1 guardsman.


1 guardsman dies to the vindicator's big gun....

IG turn 1
The devil dog moves 12" to the right behind the barricade. The meltagunners enter the chimera which then moves forward toward RW2A. The LRBT moves forward making sure both RW bike squads are in sight.

The shooting phase sees successful "bring it down" orders shake the vindicator (despite AV13). The typhoon is brought down in a fiery explosion. On the IG left, the meltaguns from the SWS and other shooting wipe out RW2A, but the heavy ordnance from the basilisk and LRBT only manage to bring down 1 biker from RW2B.


The Ravenwing are savaged by IG shooting


The vindicator is shaken by the first platoon while the typhoon explodes.

With fate over tactics in play, we roll off for turn 2, and I win the roll off!

IG turn 2
Capt. Sidewinder's platoon outflanks to my left, in a perfect position versus the LS tornado as well as RW2B. The chain gang continues to stay in reserve.

The melta SWS moves forward to be in range of Sammael's bike. The LRBT also moves a bit to the right. The devil dog moves along the barricades.

Shooting sees the autocannons still get good rolls, stunning the vindicator again. However, the large ruin in the center prevents the vehicles from seeing targets beyond. The GL from the blob shake the LS tornado, while Capt Sidewinder's unit kill the last of RW 2A. Sammael however is made of stern stuff as he only takes 1 wound from the remaining shooting.


RW 2B is destroyed, Sammael is wounded, and the vindicator and LS tornado are shaken.

DA turn 2
Belial and the deathwing deep strike slightly in front of the crater to the right of Sammael. The shaken tornado moves backward, and the vindicator also makes a move towards a ruin to it's rear left. Sammael repositions slightly for better shots.

The Deathwing run forward, while Sammael's plasma cannon again proves ineffectual versus the chimera.

We roll off and I again get to go first!

IG turn 3
The chain gang outflanks to the right, despite the astropath's effort to ensure they come out on my left. With the deathwing in front, I move the devil dog 6" forward, and pivot the melta SWS chimera in order to bring the deathwing into heavy flamer range of both tanks. Sidewinder in the chimera as well as the flamer SWS move towards the hiding tornado, with the blob staying put in order to shoot better. The LRBT moves back a bit, trying to deal with the vindicator, while the PCS chimera moves forward, making sure it's multilasers are in the side arc of the vindicator, confident the chain gang can cover the flank of the basilisk in case RW1 outflanks in that side.

Shooting sees a successful "bring it down" order from sidewinder to the blob cause autocannon and GL rounds explode the LS tornado. The LRBT battlecannon blows the vindicator's cannon off. However, the Deathwing manage to shrug off the remaining shots from the rest of the army, as only 2 terminators fall.

DA turn 3
Ravenwing 1 finally arrives in a cloud of dust, managing to outflank the outflanking blob!

Belial and the deathwing move forward in perfect position to assault the 2 tanks in front of it. Sammael moves also forward to support them. The vindicator moves at full speed towards the rear ruin to its left.

Shooting sees the Ravenwing kill off more than half of the blob, who are prevented from fleeing when Commissar Sherwin executes the last sergeant. Sammael, Belial and the deathwing then assault the devil dog and the chimera, and the chimera is wrecked while the devil dog has the melta cannon ripped off and is also stunned. The melta SWS file out of the wreck in good order.


Ravenwing 1 finally arrives and outflanks the blob!

Bolter drill savages the blob!

The deathwing damage the devil dog and wrecks the chimera!

We roll off for turn 4, and Riza goes first this time. The Deathwing and Ravenwing gets a consecutive turn to do more major damage!

DA turn 4
The vindicator manages to park securely behind the ruin. Belial makes a decision to go after the melta SWS, and leads the deathwing over the wreck of the chimera. However, 1 terminator steps on a live wire and is disabled. Sammael uses the wreck for cover and maeuvers slightly in order to shoot. The Ravenwing move closer to the remnants of the blob squad.

Sammael successfully shakes the griffon with a plasma cannon shot, while the Ravenwing totally wipe out the blob in another orgy of bolter shooting. Belial and the deathwing then predictably beat the entire melta SWS to pulp.


The Deathwing wipe out the SWS, but lose a terminator to the wreck of the chimera!

IG turn 4
Capt. Sidewinder disembarks from the moving chimera, RW1 within range of the squad's weapons. The flamer SWS tucks tight within the ruin, ready to counterattack in case RW1 goes within range. The recovered devil dog moves 12", ready to use the heavy flamer, while the griffon moves 12" to the left and pops smoke. The LRBT maneuvers in order to bring RW1 into it's sight. The PCS1 chimera as well as the chain gang move to the left in order to add weight to the fight on the center and left.

Sidewinder's squad and ordnance bring down most of the Ravenwing, as the attack bike also suffers a wound ("Like the wind" making sure the squad moves behind the barricade after shooting), while massed shooting from the first platoon and the CCS finally bring down Sammael's Jetbike. The deathwing manage to survive the heavy flamer plus other guns with no wounds at all.


Sammael is brought down, and Capt. Sidewinder and the LRBT and basilisk get revenge on RW1

We roll off again, and I go first....

IG turn 5

The DD moves 12" and swings over to the left of the deathwing, still within HF range. Sidewinder's squad as well as the flamer SWS move forward towards the remaining RW bikes. The chain gang and the PCS chimera continue to move to the left.

The elements from Capt Sidewinder's platoon finish off the Ravenwing bikes. The basilisk tries to gun for the vindicator but misses. The rest of the army focuses their fire on Belial and the deathwing, and while the 2 terminators continue to survive Belial suffers 2 wounds from wounds allocated to him!


Belial suffers 2 wounds while the last RW are gunned down.

DA turn 5
With nothing much to do Belial and his termies go for the Devil dog, but they miss everything as the tank moved at cruising speed!

We roll off, and I AGAIN win priority!

IG turn 6

The PCS chimera moves towards the vindicator, making sure the multilaser can hit the side armor. I then proceed to shoot EVERYTHING except that chimera and the basilisk at Belial and the deathwing, and by the time only the chimera, basilisk, and LRBT are left, only Belial was left standing. The LRBT manages to cause 3 wounds with it's battlecannon and HB, and finally Belial goes DOWN! (I literally leaped up and down, glad to get rid of those dang terminators!). 1 more job to do to finally get the wipeout, and I fire the chimera at the side armor, where nothing happened. I again use the basilisk, and AGAIN the round scatters off board. Damn!


The terminators are taken down only after taking a HUGE torrent of fire from the 7th Galen


The basilisk manages to miss again, and the vindicator survives the game!

DA turn 6
With no way to influence the game, the vindicator decides to go back to HQ and report the defeat to Azrael.

I again fail to get the wipeout, but still win with a score of 11-1, as I get the +2 since I finish this last game before this gaming week is over.

Despite the seeming lopsided nature of the game, I credit my winning the priority rolls for most of the turns to be the critical factor in my win. Great game Riza!

My final score in 7 rounds is 57 points, which SHOULD put me solidly in second place to Paulo's unbeaten Nidzilla army. I will now await the formal announcement of the Grand DIC (short for dictator), as I expect to be included in the finals where we have the showdown among the top 2 winners in the 3 sectors, plus 2 wildcards, in a winner advance-loser go home format.



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Policing Securitate





I must say, I love your reports for many reasons. They are short and clear, as not to overwhelm. They have some character, pics that really help tell the story and most of all, your armies are a lot like mine.

But I must say, the current list you are using for the 7th is just great, it appears to have so much flavor, between outflanking blobs, all different tanks, SWS teams and all, what a fun army to face up against. And I love seeing it played well and played successfully.

Now, I'd love to see you do a write up on general IG tactics and unit summaries, it seems you really have a great grasp of how to play the army in all its forms....
   
Made in ph
Rough Rider with Boomstick






@ Dainty Twerp: I totally agree with you when it comes the IG variety. I find spamming the same unit over and over again damn boring. While effective, using a plethora of units is just much more fun.

Even now I am already thinking what other units to test in a competitive situation. I am going in the way of Ogryns and/or Ratlings, the LR Executioner, as well as the PBS unit..if I find a big enough mortar maybe also a Colossus...

Which brings me to your request. I would love to do so, BUT only if and when I have tried out more units in actual competition. I do not like to damn a unit based on hearsay or opinions on paper, but from experience with the unit on the sharp end of the stick....since maybe some units are damned by people who just do not know how to play them well...



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Fresh-Faced New User



Phoenix, AZ

I would love to see how the 7th Galen would work with a unit of Ogryns. A mob of 3-wound models that can only be one-shotted by S10 weapons with 3 attacks at S5 sounds pretty killy. But then again, that might just be the Ork player in me talking.

Also, I finally read the new Guard dex and would also like seeing how a Leman Russ Punisher would do in battle. Again, it's probably the Ork player in me talking, but an automatic 20 S5 shots (not counting the inevitable mounting of 3 heavy bolters), with or without an AP, is scarier to face than something chucking the small pie plate around.

This message was edited 1 time. Last update was at 2010/03/01 20:40:51


 
   
Made in ph
Rough Rider with Boomstick






I've already played with Ogryns (4-5 models strong) and they have done much better than expected. They are excellent in finishing off weakened units (they have killed a talos, a wraithlord, the old version of the carnifex, and also a 6 man gray hunter squad with a fist) and are good tank busters in assault (especially against raiders, but I bet they also will do well versus anything with a rear AV of 10).

I'm confident they will do well in a competitive environment..hence their inclusion in my next build after this league is over...I just can't make an IG without a decent counterassault element..have been doing so since 3rd ed (with RR as well as CC oriented command squads) and will continue to do so in 5th ed...



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in lk
Rough Rider with Boomstick






Just an update folks! I have cut and pasted this from our forum:

Grand Dictator Announcement - List of Gladiators Advancing to the Final Rounds...

Hail, Gladiators!

As agreed, the top 2 gladiators for each sector will advance along with 2 wildcard entries from the rest of the field for total of 8 players. Basis for selection will be the scores accumulated during the gladiator gaming. In addition, another 2 players will serve as alternates in case there will be a need to fill in any of the slots in case a player from the Top 8 will not be available to play on the date of the Finals.

I apologize for the slight delay in the release of scores, as a few of you might already know that some careful clarifications had to be done with the Small Dics as well as some personal events I had to attend to.

So without further delay, here's the Top 2 players per Sector that will advance:

Galleria-North

1. Pat Chua : SM Salamanders - 64pts
2. Ian Siongco : Tyranids - 61pts

ATC-South

1. Paulo Lapa : Tyranids - 66pts
2. Freddie Yu : Imperial Guard - 57pts

Bunker-North

1. Arvin Tan : CSM World Eaters - 59pts
2. Jay Estaris : Dark Eldar - 56pts

The Wildcard Entries that will also advance are as follows:

1. Wiley Peralta(Galleria-North) : SM Ultramarines - 59pts
2. Francis Lohongko(Bunker-North) : Space Wolves - 55pts

The Alternates that will be on call to play should the need arise are the following:

1. Ronald Benedicto(Bunker-North) : Space Wolves - 54pts
2. Sunny Yu(ATC-South) : Tyranids - 53pts

Finals Date is set for Saturday, March 20, 2010. Above mentioned players have until that time to have their respective 1500pt armies PAINTED in time for this event. With the Finals just a couple of days away, I guess some of the Gladiators will be busy with their painting, practicing, etc.

I am IN! The final 8 (I am discounting the alternates) compose the ff armies:

3 SM armies (space wolf, ultramarines, vulkan)
1 CSM army
1 IG army (me)
2 nid armies (please note this is the OLD codex! Paulo's nidzilla and Ian's genestealer spam!)
1 dark eldar (surprise surprise!)

Finals on Marcch 20 folks..as my Galen 7th is fully painted already I shall kick back and relax and enjoy the finals, which is an ELIMINATION event, meaning losers go home!)



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in bg
Cosmic Joe





Bulgaria

Sweet lookin forward to your reports from the finals.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in ph
Guard Heavy Weapon Crewman




freddieyu1 wrote:
Finals on Marcch 20 folks..as my Galen 7th is fully painted already I shall kick back and relax and enjoy the finals, which is an ELIMINATION event, meaning losers go home!)


It's win or go home. Excluding your army, 4 out of 6 are honestly bad matchups for me. DE with the 21 lance salut, Hestan Marines, and Long Fangs/Rune priest spam wolves will give my Nids a really hard time. So I'll consider myself lucky if I reach 2nd round. And I really want our sector to win, so go give em' hell.
   
Made in us
Stealthy Warhound Titan Princeps







+1 for a great style of batrap. Enough fluff and flavor to stir the imagination, not enough to bore. And I enjoy seeing the army from both a modeling and batrap perspective.
   
 
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