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![[Post New]](/s/i/i.gif) 2010/03/21 03:49:40
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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Finally March 20 comes and we get down to the business of settling who is the last man standing!
As a review of the elimination round, you can view them at these links:
http://www.dakkadakka.com/dakkaforum/posts/list/275485.page
and
http://www.dakkadakka.com/dakkaforum/posts/list/279456.page
The venue was our club's Battle bunker, all maintained and funded by our Warhammer "Godfather" Lito.
For the finals, Jay and his dark eldar could not make it on time, thus the first alternate Ronald and his SW took his place. No funky stuff for the final day. The rules are simply pitched battle setup, deployment sides and who sets up first determined by the draw of cards (Kings set up first, and are on the outer edges of the tables). The winner will be determined by the old VP system, including half points. Even a 1 point advantage = a win.
We draw cards, and the first round pairings are:
1. Me vs Pat's Vulkan list
2. Wiley's ultramarines vs Arvin's Chaos world eaters
3. Paulo's nidzilla vs Ian's stealer spam (nids vs nids yuck)
4. Ronald vs Francis, both Space Wolves (Dog vs dog!)
For the finals I asked some buddies to be my camera grots. As there was 2 hr time limit I didn't want to waste time taking pics (it turned out this was still not enough to save time!)
Game 1
Pat had the following list:
HQ
Vulkan
Troops
2 teams of 10 man tac squad with meltagun, combi melta, and mulit melta followed by a hbolter razorback
Elites
5 man terminator assault squad armed w/ TH& SS riding a LR crusader w/ Multi melta
Dreadnaught armed with M melta and Hflamer
Heavy Support
2 x thunderfire cannons
1 x predator destructor pattern
He deployed first, he had his tacs deploy in combat squads, with the combi-melta sarge+meltagunners in the razorbacks...I deploy next, and decide to deny his thunderfire cannons good targets by reserving all my 1st platoon squads in addition to Sidewinder's platoon + the knifefighting chain gang. After deployment we roll the dice, and I get first turn....
My deployment
Salamander deployment, not seen is the predator and his 1st Multi melta combat squad on his far right on top of a hilly forest.
IG turn 1
The devil dog scoots 12" on my left, the predator in it's sights. My PCS chimera moves forward and pops smoke, acting as cover for the melta SWS behind. The LR moves to the right.
Shooting is tepid, however. The devil dog shakes the predator, while a razorback is also shaken. The griffon manages to kill a marine from multi-melta tac 2 behind the forest, but they remain fine.
The IG tanks maneuver
Salamanders turn 1
The LRC and dreadnought advance, ready to shoot. Multi-melta tac 2 moves, then runs into the woods in the middle. The razorbacks follow behind them. The predator pops smoke but remains still.
Shooting sees him focus on my chimeras. Assault cannon rounds rip into the melta SWS chimera, shaking it. The thunderfire cannon manages to fire a tremor round which affect the 2 chimeras and the Leman Russ, meaning they have to do a dangerous terrain check on my turn if I want to move them. Multi-melta 1 fails to do anything to the devil dog.
IG turn 2
The chain gang outflanks right behind the hill where the thunderfire cannons are. The devil dog moves forward again, this time in sight of the predator's side armor. The shaken melta SWS chimera cruises around the side of the forest, and pops smoke. The PCS chimera drives down the throat of the Salamander advance, and the PCS disembarks, ready to flame Multimelta squad 2 in the forest.
Shooting sees only 1 tac from the melta squad 2 fall despite being hit by 4 flamers. Smoke saves the predator from another melta cannon blast. Cover also protects the dreadnought and razorbacks from fire from the rest of the army. However, an accurate earthshaker round is lobbed over the hill, and it explodes the LRC, and Vulkan and the termies remain in the crater!
I then remember at this point that I completely forgot to roll for the 1st platoon squads to come in! Nuts!
The chain gang fail to reach the thunderfire cannons!
An earthshaker round explodes the LRC, Vulkan's squad piles out...
Salamanders turn 2
Vulkan and the termies curl around the flank of the PCS chimera. Multimelta squad 2 advance to the edge of the forest vs the PCS. The dreadnought curls around the edge of the forest on his side, facing the SWS chimera.
Shooting first sees 1 thunderfire cannon eradicate the chain gang for their insolence. The tacs kill 3 members of the PCS, then Vulkan's heavy flamer wipes them out, as well as burning through the chimera's side armor and wrecking it. The dreadnought and thunderfire pout into the SWS chimera and it explodes, leaving 2 meltagunners in the crater still ready to fight. The predator and multimelta 1 squad fail to do anything to the devil dog again.
The thunderfire cannon wipes out the penal legion!
Vulkan flames the PCS and the chimera!
IG turn 3
The 1st platoon squads still remain lost, but Capt. Sidewinder's platoon emerge from the same spot as the penal legion, right behind the thunderfire cannons.
The 2 meltagunners climb out of the crater to bravely facedown the dreadnought. The devil dog moves slightly facing the flank of the predator. The LR continues its move sideways.
Orders sees a succesful "like the wind" issued, as the blob fires pistols and grenade launchers at a thunderfire cannon, with no effect, then move closer for a better assault position. The flamers and sidewinder's unit then kill the techmarine of the TF closest to it. On my left, the devil dog finally explodes the predator, and the meltagunners bring down the dreadnought. Remaining fire focuses on Multimelta 2, who go to ground for better saves, but still only 1 tac remains alive.
Assault sees the blob reach the last TC cannon, and while 1 guardsman dies the rest hack down the techmarine, and the blob then dismantles all the cannons and consolidate on the firing positions of the TLCs.
Sidewinder and his gang wipe out the thunderfire cannon!
Melta action. The Devil dog explodes the predator, while the meltagunners wreck the dreadnought.
Salamanders turn 3
The melta combat squads rush back in order to deal with the horde of guardsmen in their rear. Vulkan and the termies rush forward, too far for any action at this point.
Multimelta squad 1 manages to immobilize the Devil dog. Bolter and melta fire from the 2 combat squads kills a few guardsmen, but they hold.
The tacs rush back to tackle Sidewinder's platoon
Guardsmen fall, but the blob holds!
At this point time is called. With all the action it didn't feel 2 hours had passed! We tally points and I come out the victor! Great game Pat!
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 05:15:37
Subject: Re:The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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Alright! After noodles, pizza, and beer, we go to round 2!
The remaining players draw, and the 2nd round pairings are:
1. Me vs Ronald's SW
2. Wiley's Smurfs vs Ian's stealer spam
Game 2
Ronald (who is a veteran gaming buddy in both WHFB and 40k) had the following list:
midnight's wolves
wolf guard battle leader; frostblade, ccw; meltabomb
wolf guard battle leader; frostaxe, ccw; wolftooth necklace
dreadnought/ ccw w h flamer/ tl-lascannon/extra armour
drop pod
dreadnought/ ccw w h flamer/multimelta/extra armour
drop pod/deathwind ML
6 wolf guard pack/2 power weapon+stormshield/2 terminators PW+ SB/2 powerfist+ CCW
drop pod/deathwind ML
10 grey hunters/2 melta's/1 PW
drop pod/deathwind ML
8 grey hunters/1 melta/1 PW
rhino/extra armour
8 grey hunters/1 melta/1 PW
rhino/extra armour
4 drop pods! As Ronald also had first turn I decided to reserve everything (this ended up a mistake I think. My chain gang became gunslingers for this game.). He had his 2 WG BL's join the GH in the rhinos, and that was all his deployment!We also played on the Fenris table...home ground for him!
SW deployment
SW turn 1
His 2 dreadnoughts turn up, and he moves his rhinos forward. Ho hum..
Pods away! Clunk!
SW turn 2
The 10 GH arriving screaming from the sky in their pod, to find the battlefield empty...however I noticed Ronald was tightening up my entry points with threats all over the place. Hmmm....his rhinos continue to advance, and he pops smoke anticipating my entry the next turn.
The wolves build up their beachhead.
IG turn 3
Alright! I roll for reserves AND....I get the CCS, Sidewinder's platoon, the chain gang, and all heavy support. Now my mistake hits me, as without the astropath I have less control over my outflanking units, and Sidewinder comes out on my right, when I wanted them on my left since I didn't want to deal with the smoke of the rhinos, and the GH were all already exposed there. Anyway, I rush the griffon forward and pop smoke, putting it in between the GH and my LR in my left corner, and I do the same with with my CCS chimera, making it a barrier b/w the rhinos and the basilisk. The penal legion outflanks left, sidewinder to the right.
The shooting round becomes one of THOSE kinds of turns. Smoke really saves the rhinos, and it shrugs all the fire from my right and the rhinos only get shaken! Similarly, Only 2 GH from the pod fall, despite getting hit by battlecannon and earthshaker rounds, due to cover. Damn, the next round is going to hurt!
Sidewinder outflanks behind the rhinos
The chain gang flanks left.
The IG and HS come in, far from the dreadnoughts...
Cover protects most of the GH from fire, and only 2 fall!
SW turn 3
The Wolf guard pod thunders in, and arrives close to the 2 rhinos. GH all disembark, and their rhinos move forward and seal off the corner to prevent the basilisk from escaping! The 2 Battle leaders separate from their units and move back together with a GH squad to deal with the outflankers, while another moves forward to tackle the CCS chimera. The lascannon dreadnought moves toward the LR, while the multimelta one moves towards the bassie. The 8 surviving GH get ready to tackle the smokescreened griffon.
Shooting sees the CCS chimera explode, taking 1 GH with it, and the survivors hunker in the wreck. The griffon is wrecked by the GH, while LR shrugs off a lascannon round from the dreadnought. The melta misses sidewinder's chimera.
With a howl, the wolves move in to assault. The GH which shot the CCS chimera then assault the CCS. The 2 BL and the GH assault the flamer SWS as well as the chimera of Sidewinder. Incredibly the CCS survive except for Capt. Fernando and the Autocannon team, which is wounded. In the other assault, the chimera is shaken, and despite all the attacks 1 flamer guardsman manages to escape being swept by the ravening SW, and he falls back.
The wolf guard arrive, and angry SW spill out from their transports!
The rhinos seal off the corner, and the CCS is attacked!
Sidewinder is swarmed, and the surviving IG flamer buggers off!
IG turn 3
My remaining reserves enter the game. I move the devil dog forward to the rear of the lascannon dreadnought, and I do the same with the melta SWS, who enters the chimera from a squad. The PCS and another IG squad then move forward to handle the wolf guard squad. I move the leman russ up 1 side on the left, and I move the chain gang to make sure the GH are within range of their assault 2 lasguns.
Sidwinder's chimera moves up a hill and pops smoke, and Sidewinder disembarks. the blob moves forward ready to shoot and assault.
The shooting phase starts with failed orders from sidewinder...not good....on my left, the GL and lasguns from the 1st squad and the chain gang prove extremely accurate, as they cause 5 SW to fall! The wolf guard prove especially resilient, as they shrug off heavy flamer, flamers, and lasguns and not a single 1 falls (Ronald made a TON of saves!) I attempt to shoot the rear of the lascannon dread with the devil dog, but ronald points out I moved move than 12". We remeasure, and he is right! Damn! The melta SWS manages to hit the dreadnought, but only gets a stunned result which is downgraded to shaken due to the extra armor. Not good! The Leman russ, however, has clear sight to its rear, and finished the job with a battlecannon round, wrecking it.
On my right, 4 GH fall to shooting from Sidewinder's unit and the blob. They hold, and get assaulted by him and the blob, with the trailing guardsmen also managing to contact the lone Battle Leader. The wolves pass their counterattack ld test, and they strike hard, dealing 8 wounds to both the blob and Sidewinder's unit. Sidewinder then targets the WG BL with the GH squad, hits 2x, but fails to wound (and thus cause instant death due to the special sword). Power weapons cause 2 2 marines to die, and the other Battle leader is reduced to 1 wound. The guardsmen lose, and sidewinder flees. The commissar executes 1 sergeant, and prevents the blob from fleeing. In the other combat, the GH squad predictable wipes out Capt. Fernando and the CCS.
At that point time was again called. 2 hrs already! That was too fast!
Sidewinder and the blob get ready for payback!
Lasguns make a difference! The GH are whittled down by the 1st squad and the chain gang!
Bloody combat! Marines are cut down and the Battle leader wounded, but Sidewinder flees!
We tally points. I thought I was a goner since the fleeing sidewinder and the flamer SWS counted as destroyed. However, I was shocked to find out I had 435 points to his 420, thus winning by 15 points! Bringing the 2 GH squads to below half, wounding the WG BL, and destroying the dreadnought, all on the 3rd turn, counted, as well as the fact that all 4 of his pods (3 which had deathwind upgrades) counted as immobilized, so each gave half points as well....Wow and whew!
End of game dispositions! The 7th Galen win by the skin of their teeth!
In retrospect I should not have reserved everything, but rather castle up on my left corner. In that way I could have focused fire on his pods while the rhinos had a long way to catch up. Ah well, learning experience. Great game Ronald, as always!
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 05:31:13
Subject: The 7th Galen goes Gladiator! Final round!
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Committed Chaos Cult Marine
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Great games, taking drop pods that auto lose half points doesn't seem to fair.
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And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.
Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole |
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![[Post New]](/s/i/i.gif) 2010/03/21 06:38:53
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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The previous round was intense! But after a break of beer, noodles, and coke, it was time to find out who will be the last man standing!
My opponent for the last round is Wiley and his shooty smurfs, who I had also faced in last year's GT. His list is similar, with the following elements:
HQ
Chaplain in termie armor with combi-melta, melta bombs = 140
Elites
5 man Terminator Squad TH/ SS in LRC with multi-melta (200+260) = 460
Dreadnought with Assault Cannon, Heavy Flamer = 125
Troops
10 man tactical squad, missile launcher, melta, combi-melta = 220
10 man tactical squad, missile launcher, melta, combi-melta = 220
5 man scout squad, missile launcher, camo cloaks = 100
Heavy Support
Predator Destructor with Heavy Bolter Sponsons = 85
5 man Devastator Squad, missile launcher x 4 = 150
Game 3
As this was the only game remaining, thankfully the 2 hr time limit was removed, and we play until 5 turns. Strangely, this ended up my fastest game, as we finished in around 2 hrs and 15 minutes..weird....And we played on the gorgeously painted Lava table....fantastic!
Anyway, Wiley set up first, and he elected to have his tacs in assault mode and thus ride in the rhinos. He deployed the dreadnought, LRC (with the chaplain and termies), and 2 rhinos line abreast in the middle. On his extreme left, he placed his dev squad spread out in 2 levels in a ruin, and on his left corner his predator. He later infiltrated his sniper scouts in a ruin on his right side.
As usual, my penal legion (knife fighters) and sidewinder were outflanking. I then deployed 1 squad and the basilisk on my extreme right, with my bassie on the lowest level with a solid wall in front, and the squad on top of it. My LR deployed on the hill on my left corner in the open, and the rest clustered around a central ruin in the middle, with the devil dog screening the units behind.
UM central deployment, with the dev squad and predator on his left unseen
My deployment, and you can just make out the bassie and the 2nd squad on my far right corner.
We roll dice, and Wiley goes first....
UM turn 1
Knowing from experience from out GT game last year that shooty his marines may be, they cannot outshoot an IG army. He therefore rushes his central vehicles forward. 1 rhino he moves out extreme front and pops smoke, and the LRC moves behind it, with the dread following. His other rhino uses a central ruin as cover. The pred he moves to his left, so that it drew LOS to the side of my bassie through a window (however, since it was in the bassie's front arc, I get a 3+ save vs shots to my side armor).
UM shooting is good. Despite a 3+ cover save the predator galnces the bassie, and it is shaken. The Devil dog is again the flavor of the game, as it absorbs assault cannon rounds, missiles, and sniper shots, luckily escaping with shaken without it's melta cannon. The dev squad fails to do anything to the griffon behind the ruins.
The UM rushes forward in a tight bunch
The devil dog bears the brunt of shooting, and the meltacannon is destroyed and the tank shaken
IG turn 1
The devil dog moves flat out 18" in the direction of the scouts. The PCS chimera moves forward 12" and pops smoke, again acting as cover for the SWS chimera behind it.
The shooting phase yields minimal results. Cover prevent the direct fire shots affecting the rhinos. However, the griffon manages to lob it's mortar shell over the ruin where 1 rhino was hiding, exploding it. The surviving marines pile out. 1 scout also falls to shooting.
The chimeras and devil dog advance
SM turn 2
With his forces mainly intact, Wiley decides to commit his infantry and the LRC and last rhino rush forward and disgorge their passengers in front of and beside the 2 lead IG chimeras. The dread continues forward and Tac 1 moves into the ruin.
Shooting first sees the predator hitting and penetrating the bassie. I promptly fail the 3+ cover again and it explodes. Bummer, at this point I am being outshot and soon out assaulted by the ultramarines.
The scouts try to take out the onrushing devil dog, but fail. Meanwhile the chimeras absorb a HUGE amount of firepower, but survive albeit missing heavy flamers and immobilized. The termies and chaplain then do a combined assault and wreck the PCS chimera, and explode the SWS chimera. 1 SWS guardsman falls, but so does 1 termie! They then consolidate 1 inch. Both the PCS and SWS units file out in good order and are ready to fight the next round.
Tac 1 takes shelter while the others advance
The bassie explodes from an accurate autocannon shot from the predator
The lead chimeras are destroyed, but the guardsmen continue to fight!
IG turn 3
The chain gang outflanks from the left. The PCS moves into flamer range of the disembarked Tac 2, while the SWS makes a dash right in front of the termies and set their sights to the LRC. The Leman Russ moves left along the edge, and the devil dog moves into heavy flamer range of the scouts.
Orders see a successful FRFSRF from IG squad 1 to the terminators, but they shrug it off. The melta SWS shoot true and the LRC blows up leaving a nice crater. The hull heavy flamer of the devil dog kills 2 scouts (which fall back), while the leman russ, griffon, and the rest explode the last rhino, and leave just 3 marines from Tac 2 standing, who then elect to use combat tactics and fall back out of assault range of the knife fighting penal legion.
The SWS gets revenge by blowing up the LRC, and the penal legion outflanks.
The last rhino explodes, and Tac 2 and the scout flee from the intense fire from the 7th Galen
UM turn 3
The scouts know no fear and rally. The Tacs still continue to fall back, which is fine for them since it brings them within 6" of the devil dog, full strength melta range. Tac 1 rushes out of the ruin and makes a break towards the central ruin firebase. The predator stays put in order to fire all it's weapons at IS 2. The dreadnought moves right in order to support the hard pressed marines on that side. The termies move into the ruins in order to assault the IG units there.
Shooting sees Tac 1 miss with the meltagun. The predator fire it's autocannons and sponson HB at IS 2, but due to cover only 2 guardsmen fall. The dev squad attempts to shoot the CCS chimera and manages to shake it. The dreadnoughts kill 3 penal legionnaires with the assault cannon, but they hold.
Assault sees the chaplain and his squad do a combined charge on both the PCS and SWS, and predictably both units get wiped out...
The SWS and PCS are pulverized by the assault terminators and chaplain
IG turn 3
Capt. Sidewinder again comes to the rescue as his entire platoon outflanks from the left. The devil dog moves 12" right beside the last 2 scouts.
Seeing the tightening noose the CCS chimera moves 12" to the right in the open, and pops smoke. The Leman Russ moves on the hilltop in order to get good LOS to Tac 1.
Shooting sees 1 terminator fall. Sidewinder successfully issues "like the wind" to the blob, who wipe out Tac 2. Sidewinder fluffs "bring it down" on his own squad, and as a result only the CCW and the heavy flamer is ripped off. Long range shooting brings down 1 ML marine from the dev squad, and ordnance from the Leman russ and griffon leave only 4 marines standing from Tac 1, who hold.
Tac 1 is whittled down...
Tac 2 and the scouts are wiped out, and the dreadnought loses its CCW.
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 06:57:49
Subject: Re:The 7th Galen goes Gladiator! Final round!
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Spawn of Chaos
Vancouver, Canada
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learn to play faster, all of your tourney wins aren't as clean as they could be since many of the games don't go beyond turn 3
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![[Post New]](/s/i/i.gif) 2010/03/21 11:27:36
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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Noted Luigi....next time I will bring a stopwatch...but at least the last game we managed the 5 turns in 2 hr 15 minutes..weird...
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This message was edited 1 time. Last update was at 2010/03/21 11:39:50
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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 12:01:28
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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UM turn 4
The marines continue to bring the battle to the 7th Galen. The dreadnought sees Capt. Sidewinder, recognizes his importance, and barrels his way at the exposed squad. Tac 1 finally crosses no man's land and reaches the central ruin of the IG firebase, and the chaplain detaches from the terminators in order to assault the other end of IS 1's line. The terminators make their way towards the griffon.
Shooting sees the dreadnought kill a couple of members from Sidewinder's squad, who (unfortunately) hold (I would have preferred they run away from the assault range of the dread, then rally next turn). The predator and dev squad doesn't do much.
In the assault phase, the chaplain climbs to the second floor to reach the leftmost guardsman of IS 1, while Tac 1 successfully manages to reach the other side of tac 1 despite the difficult terrain. The Termies first assault and totally destroy the griffon, and the resulting explosion kills 5 guardsmen (who I remove from the side touching the chaplain, stranding him) as well as another termie! IS 1 is then butchered to the last man by Tac 1, who consolidate towards the CCS. Finally, the dreadnought assaults Capt. Sidewinder's squad, but since the CCW was destroyed only 1 guardsman dies, and the squad holds.
The central firebase is overrun with ultramarines...
IG turn 4
The penal legion gets ready to throw themselves into the dreadnought combat, the chain gang ready to look for weak spots in the walker's armor. The CCS chimera pivots in order to bring all it's weapons to bear on the remnants of Tac 2. The other chimera moves towards the dev squad, and the devil dog moves flat out also towards that unit. The LR moves in order to get LOS to both Tac 2 and the predator.
Shooting sees the sergeant and meltagunner of Tac 2 die, but a missile gunner plus a tac marine survive the multilaser, heavy flamer, autocannon, and lasbolts from the CCS and it's chimera! Cover saves the predator from a battle cannon round, and the dev squad shrugs off autocannon and multilaser shots from the blob and the chimera.
Assault sees the the penal legion charge into the fray versus the dreadnought, but both sides do nothing, and the combat is a draw.
The dread is locked in combat!
UM turn 5
Wiley's last turn! Movement involves tac 2 readying to attack the CCS chimera. The chaplain and termies realize they can contribute nothing to the game, and stay put.
Shooting sees the dev reduce the devil dog to a useless immobile weaponless vehicle. The predator unleashes all its weapons again at IS2, but only 1 guardsman falls as the squad goes to ground.
Assault has the last 2 marines successfully wreck the CCS chimera using krak grenades! The CCS pile out in good order. The dreadnought battle yields nothing from both sides, so the combat is a draw again.
The marines wreck the CCS chimera!
IG turn 5
My last turn! The LR moves so that it has a clear unobstructed LOS to the predator's side. Shooting sees the CCS kill 1 marine, and the last Tac legs it, and the squad is considered destroyed as this is the last round. The predator is also reduced to a wreck by a battle cannon round, but the dev squad again emerges unscathed.
Assault has the dread finally killing Sidewinder's meltagunner, but the penal legion find a weak point and immobilizes the dreadnought, and the combat is a draw again! Sidewinder lives!
End of game dispositions, with the dev squad and IS2 not seen in their respective ruins on the right side of the battlefield.
Points are tallied, and I end up with a healthy 300 point VP difference. the 7th Galen is the last army left standing on the battlefield!
The use of VP's for the finals proved to be advantageous to me. If it was KP's I would have lost all games, but the Glad cup has always about VP's and wiping the enemy off the map, so VP's it has always been.
For the finals, the units which did well was definitely the Leman Russ, and in addition I give credit to the Devil dog for being such a fire magnet in games 1 and 3! I have noticed that good looking models get a lot of heat from opponents! The entry of Capt. Sidewinder's platoon also proves to be decisive in most cases, and I will definitely consider his services again for other competitive occasions. The penal legion though is so so. Their ability is too random, but when they work they really work.
The entire tourney was a blast! I had excellent opponents and there were no issues throughout! Special thanks to sir Lito for sponsoring the entire event, and to Romy for doing a great job with the scenarios and organizing it! Thanks too to Jun and Paulo for being my camera grots during the finals!
Till next year! The 7th Galen will always be ready!
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 12:52:47
Subject: The 7th Galen goes Gladiator! Final round!
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Resentful Grot With a Plan
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Awesome mate! I had a blast reading your reports.^^
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![[Post New]](/s/i/i.gif) 2010/03/21 13:48:28
Subject: The 7th Galen goes Gladiator! Final round!
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Spawn of Chaos
Vancouver, Canada
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freddieyu1 wrote:Noted Luigi....next time I will bring a stopwatch...but at least the last game we managed the 5 turns in 2 hr 15 minutes..weird...
Maybe it was the drink, or perhaps cuz you played 3 marine armies in a row lol
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This message was edited 1 time. Last update was at 2010/03/21 13:49:05
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![[Post New]](/s/i/i.gif) 2010/03/21 14:04:20
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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@Scarella
With Pat I think the setup took too long. Romy complained that it took 20 min..which was funny since the only thing setup were mostly vehicles...I think the both of us were extra careful especially with LOS stuff..I have shots Jun took of us during each of our turns looking down the barrels of our guns...too much thinking I think here...no rules debates either...not enough booze as you said...
With Ronald it definitely was NOT the setup..hell I set up nothing....but once things moved on the board everything slowed down....both Ronald and me maybe were too familiar with each other and the atmosphere was competitive yet relaxed...too relaxed maybe! Maybe to save time I should have not let him rolled all his armor saves on the wolf guard..that unit made everything anyway. Hahahaha! But lots of dice rolling and wound allocation in both shooting AND close combat was the culprit here I believe..
The last game was curiously played quite businesslike and by the numbers, despite all the onlookers. You are right, maybe it was the beer!
But I do have to play faster with my horde IG. This is the reason also why IG mechvet lists are popular for tourney lists..it plays the fastest. Still, I will challenge myself on timed turns even on friendly games...now where is that digital timer?
It's a good thing Gelo didn't make it then. His footslogger ork list would never have made past turn 2. His average time during the eliminations per game was 3-4 hrs each! His game with Sunny and Clarence was 4.5 hrs each!!!
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This message was edited 1 time. Last update was at 2010/03/21 14:08:06
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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 14:17:06
Subject: The 7th Galen goes Gladiator! Final round!
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Spawn of Chaos
Vancouver, Canada
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freddieyu1 wrote:@Scarella
With Pat I think the setup took too long. Romy complained that it took 20 min..which was funny since the only thing setup were mostly vehicles...I think the both of us were extra careful especially with LOS stuff..I have shots Jun took of us during each of our turns looking down the barrels of our guns...too much thinking I think here...no rules debates either...not enough booze as you said...
With Ronald it definitely was NOT the setup..hell I set up nothing....but once things moved on the board everything slowed down....both Ronald and me maybe were too familiar with each other and the atmosphere was competitive yet relaxed...too relaxed maybe! Maybe to save time I should have not let him rolled all his armor saves on the wolf guard..that unit made everything anyway. Hahahaha! But lots of dice rolling and wound allocation in both shooting AND close combat was the culprit here I believe..
The last game was curiously played quite businesslike and by the numbers, despite all the onlookers. You are right, maybe it was the beer!
But I do have to play faster with my horde IG. This is the reason also why IG mechvet lists are popular for tourney lists..it plays the fastest. Still, I will challenge myself on timed turns even on friendly games...now where is that digital timer?
It's a good thing Gelo didn't make it then. His footslogger ork list would never have made past turn 2. His average time during the eliminations per game was 3-4 hrs each! His game with Sunny and Clarence was 4.5 hrs each!!!
To speed up ork horde armies, some players started making 40k movement trays or use mini ones that hold 5-8 models. It really speeds things up.
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![[Post New]](/s/i/i.gif) 2010/03/21 14:23:57
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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good idea..you have pics of those?
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/21 14:33:55
Subject: Re:The 7th Galen goes Gladiator! Final round!
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Spawn of Chaos
Vancouver, Canada
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It was alright the player used LOTR movement trays, so you got the idea... there are some nice ones at GF9
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![[Post New]](/s/i/i.gif) 2010/03/22 02:06:57
Subject: Re:The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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PS There was a correction in my last game with Wiley. It was pointed out that in my last turn his Tac 2 should not have ran away since it succumbed to fire from my IS2, which actually shouldn't have fired in the first place due to it going to ground.
And the final difference should thus have been 127.5 pts....
Thanks Wiley for the heads up!
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/23 00:33:10
Subject: The 7th Galen goes Gladiator! Final round!
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Slaanesh Chosen Marine Riding a Fiend
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Thank you for the reports, both good reading and some really classical miniatures you have there. I was painting some of those Orlocks earlier today :-)
A tool for moving horde armies: The measure card. Take a piece of plasticard and cut it into a sort of rectangle that is 6" along one long side, 2" along one short side and then whatever distance you feel is a proper coherency on the second short side. I usually go for 1.25" coherency. Any shorter and large blast markers will get free bonus hits. Mark the sides properly and make sure they are slightly shorter than actual measure to make your opponent happy.
Then move the models with the 6" side as a measure. Use the 2" side and the 1.25" side to keep track of coherency as you do so. This and some movement training has really speeded up my games.
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![[Post New]](/s/i/i.gif) 2010/03/23 00:46:31
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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Thanks Mellon that is a fantastic idea!
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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 |
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![[Post New]](/s/i/i.gif) 2010/03/23 12:32:00
Subject: The 7th Galen goes Gladiator! Final round!
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Oozing Spawning Vat
Philippines
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Mellon that seems like a good idea... by any chance you have some pics?
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![[Post New]](/s/i/i.gif) 2010/03/23 12:54:26
Subject: The 7th Galen goes Gladiator! Final round!
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Slaanesh Chosen Marine Riding a Fiend
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Sunny wrote:Mellon that seems like a good idea... by any chance you have some pics?
Actually, I made you a picture in paint :-) It's not to scale so make sure to measure your own. If you want some action shots that can be arranged as well, but I don't keep my gaming things at home. The 3" edge is rarely used, I just put it there to do something out of that side. The sides are a bit shorter than actual measure, just to make sure noone can accuse me of cheating. I also measured everything by using the red GW-sticks, because their "inch" is only 2.50cm, and not 2.54cm as a proper imperial inch is. Mine is made from the bottom layer of an old pizza carton. Eventually I'll get around to making a proper one out of plasticard.
Enojoy. And sorry for hijacking your thread freddieyu1
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![[Post New]](/s/i/i.gif) 2010/03/24 18:16:15
Subject: The 7th Galen goes Gladiator! Final round!
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Sniping Gŭiláng
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Hey, gratz man. I've been reading your batreps like a book from the very beginning,and wished You best luck. Mostly because I'm new Guard player.
Also I'm rookie, new to the whole grimdark stuff, so thanks for some tactical tricks, I've learnt from 7th Galen fights.
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"Any problem caused by a tank, can be solved by a tank." - Peter Griffin
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![[Post New]](/s/i/i.gif) 2010/03/25 04:44:37
Subject: The 7th Galen goes Gladiator! Final round!
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Rough Rider with Boomstick
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@Kubik...glad I could be of help....remember there is safety in numbers.....
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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 |
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