Adolescent Youth with Potential
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First of, I am new to these boards, so comment/critique post style and game as you see fit.
The cold wind tugged at Colonel Delmar's greatcoat, the greatcoat of a commissar. He sighed, then turned to his column and yelled out, "You won't make it out of this wind huddling there on you rear, get moving." The assembled troops grumbled slightly, but promptly moved to begin marching. They all knew what happened to those who crossed Delmar, all they had to do was remember their old Colonel.
Delmar was walking towards the armor that he commanded when a vox officer ran up to him, "Sir, an urgent message."
"Turn the vox on, then, and lets hear it, or do I have to guess what the message is?" Delmar snapped.
The man intoned a brief prayer to the vox's spirit and then pressed the rune of activation, turning the dial to pick up the signal. "This is Thaddeus Station, -Fzzt- signs of heavy activity in -Fzzt-. Do you copy?"
The ground began to shake before the vox operator could answer, and Delmar looked up to see two land raiders roaring towards his contingent, weapons beginning to target his men.
I was trying out some things from the guard codex that I had never used, so my army might look a little odd to some of you.
Guard
HQ - CCS
plasma pistol
Officer of fleet
Astropath
Lascannon
Vox
Troop - PCS
vox
bolt pistol
Infantry Squad
commissar
vox
Lascannon
Bolt pistol
Infantry Squad
Lascannon
Bolt pistol
Infantry Squad
Lascannon
Bolt pistol
these three infantry squads blob up
Troop - PCS
Commissar
plasma pistol x2
Meltagun x4
Infantry Squad
commissar
vox
Lascannon
Infantry Squad
Lascannon
these two squads form a mini blob
elite - Psker Battle Squad (full)
Riding Chimera w/ ML and HF
elite - Guardsman Marbo
Fast - Scout sentinel x3
all with missile launcher and HK missile
Fast - Scout sentinel x3
all with missile launcher and HK missile
Fast - Rough Riders x10
Meltagun x2
Meltabombs
power weapon
Heavy - Russ executioner
Lascannon
plasma sponsons
Heavy - Russ Vanquisher
lascannon
Heavy - Basilisk x2
Marines
HQ - Pedro Kantor
HQ - Librarian
epistolary
Null zone and force dome
Elite - Sternguard x10
powerfist
Elite - Sternguard x10
Elite - Ironclad
Drop pod
Troop - Scout squad x5
snipers
missile launcher
cammo cloaks
Troop - Scout squad x5
snipers
missile launcher
cammo cloaks
Fast - Scout bikers x4
powerfist
Heavy - Land Raider crusader
multimelta
extra armor
Heavy - Land Raider crusader
multimelta
extra armor
Heavy - Vindicator
Siege shield?
All descriptions will be from my side of the table.
Deployment was table quarters
Mission had an objective in each deployment zone
the table had almost no area terrain, the left side had some barricades set up in an arc from corner to corner, then there was a small hill in the center of the map. on my side of the hill was a ruined building, and to its right was a huge wall that nothing could see over, pretty much impassible terrain. His side of the wall had some large crates and my side of the wall had a weird smokestack type assembly.
I won the roll and chose to go first.
I deployed my rough riders on the line nearest his deployment, behind them the big blob wrapped around my CCS to give them cover. The CCS was in the center of my deployment and to their left was the smaller blob. Behind all this was the Vanquisher and the basilisks were in my corner.My two PCS each took a side, the meltas were in the building and the others were out by the smaller blob. I hoped to run a PCS to his objective. Behind the building, on my table edge was the PBS in chimera. My Executioner was in reserves, my Sentinels were outflanking, and Marbo was, well, marboing.
He deployed his two Raiders on thr front line, one directly across from me and the other to its left. the Vindicator started to the Central Raiders right. He reserved his Bikes, and had the Sternguard in the raiders. the Center Raider had the fist Sternguard and the other had both HQs. His scouts infiltrated into the open 18in north of my big blob, and consequently my rough riders.
Guard turn 1
My friend did not seize the initiative, so I was off. I moved the riders 6 towards his scouts, hoping to multi-charge. My chimera poked around the building to shoot the psykers. The two PCSs moved, the meltas moved to cover my blob and the other moved towards the scouts.
Bring it down saw the vindicator dead to a single lascannon, my PCS ordered my Riders to move,move,move, and they ran 4 towards the scouts.all my other shots, 3 lascannons, vanquisher tank, two basilisks, and the psker soulstorm, saw a single crew shaken result on one landraider.
the Riders multicharge, and I get 6 in combat. unfortunately 2 of those are my meltaguns, so only 9 hunting lance attacks. I kill two in both squads, and only lose two, but stubborn from Kantor keeps them in combat.
Marine turn 1
He drops his Iornclad in a gap along my deployment zone, next to the vanquisher. Lucky rolling keeps him from scattering off the table. His raiders move 12 towards me, one on each side of the hill.
Shooting both Assault cannons yields 4 deaths total on my melta squad, leaving the Srg. and a melta, which pass leadership. His Ironclad whifs its only shot of the game at the side of my Vanquisher.
The scouts and my Riders tie combat, 2 deaths on each side.
Guard turn 2
Behold the glory of having an Astropath, my reserves rolls come up 4, 2, 2, 1, netting me a Russ executioner. I move it on near the psykers chimera. My one melta moves 6 towards his closest raider and my other PCS moves closer to the combat between scouts and riders.
Shooting sees a bring it down order on the big blob unit, which destroys the Ironclad. Everything else focuses on the Raiders. My melta is about an inch out of range to the six inches. Again, the only damage is crewshaken/crew stunned.
My riders fail to do anything to the scouts this turn, and lose combat by 2, the two scout squads, both reduced to a Srg. and missile chase and kill my riders.
Marine turn 2
His scout bikers do not come on. One Raider continues towards my mass of troops, dumping Kantor, librarian, and 10 sternguard on my doorstep. The other takes off the other way, towards my deployment edge, dumping the ten sternguard with a fist.
The scouts shoot my unheard PCS, frag missiles and sniper fire kill all but the Srg, who stands his ground. One raider shoots its Assault cannon and Multimelta at my vanquisher, doing nothing, the other is stunned and shoots the assault cannon at my chimera, destroying its heavy flamer. The sternguard do not shoot.
Assault sees one Kantor’s squad charge my blob unit, getting 40 regular attacks, 4 force weapon attacks, and 4 powerfist attacks, all hitting on threes. The regular sternguard wound 15 times, and 10 guardsmen die, the power weapons kill off another about 4. My return attacks are limited because I could not get the whole squad into combat, but my 22 attacks yielded 5 wounds and 2 dead sternguard. Thanks to the commissar, I stayed in combat. His powerfist sternguard charged my executioner, because he hates that tank, and sees it wrecked.
Guard turn 3
My reserves yield both squads of sentinels, marbo rolls a 1. The sentinels both roll my left side for the outflank, which is fine with me.I move themon in a line that reaches from about his table edge to about my deployment zone. The melta PCS moves towards the land raider again, and the lone Srg moves towards his scouts. My Psyker chimera rolls back a little bit, showing its front to the raider.
Basilisk fire direct hits both shells on the sternguard that wrecked my executioner. Due to poor charge moves, I get 10 hits per shot, causing 18 wounds. We leave the models there lying next to my tank, which is flipped over. The CCS shoots the drop pod for fun, and explodes it. My sentinel squad closest to his table edge unloads 6 missiles onto a scout squad, obliterating the remaining two scouts. The lone Srg shoots his BP at scouts, and fails to do anything. In an act of amazing die rolling, my other sentinel squad shoots his Raider that is near my men, and manages to immobilize it. The rest of my fire shakes it. My meltagunner misses his other raider, having made melta range.
The lone Srg charges the scouts, and they all whiff or make saves. Kantor and friends have nearly cut through all my ablative wound guardsmen, but I kill 2 more sternguard. We stay in combat this turn.
Marine Turn 3
Still no scout bikers. His movement is to reposition his moveable raider to better shoot at me.
His shooting does next to nothing, but in assault he wipes out my remaining models in the blob, consolidating 2. His scouts also win and consolidate away from my sentinels.
Guard turn 4
Marbo finally decides to join the fun, now that it is too late. I drop him behind the scouts. My psyker chimera moves to face the sternguard.
I frfsrf his squad with my little blob, getting 34 las shots, 2 lascannons, and a bolt pistol. Only lasguns hit, but they cause an amazing 10 wounds. He puts 8 of the on the 6 sterguard, rolls saves, and 5 die. Kantor and the librarian both take 2 wounds from my other shooting, leaving a single wound Kantor in the middle of my forces. Marbo demo charges the scouts for fun, killing them both.
Marine turn 4
He finally gets scout bikers, which move on and shoot my sentinels, then charge them. I make the mistake of letting him melta my chimera and then use the same raider to shoot my PBS, the I forget that they get cover from the crater they are in when the chimera blows up. Final result, dead PBS.
His bikers do kill on sentinel and knock the ML off another.
Turns 4-7
First I unload on Kantor, finally killing him with my basilisks shooting their hvy bolters at him. The game goes to turn seven, during which I cannot hurt his Land Raiders beyond a single weapon destroyed result and a few shaken and stunned results. Over the 3 remaining turns his raiders kill all my troops remaining, and kill my CCS. Marbo does get to charge the last scout biker after my sentinels had a few turns to weaken the unit. He slaughters it, causing 4 wounds.
Final result – tie.
He had me on kill points, because I could not hurt those stupid Land raiders, otherwise I could have tabled him.
I do like the rough riders, but they have to kill the first thing they charge, so they will often be left out of combat. I wish I did not have to use the hunting lance the first time I charge them, as they all have krak grenades and the Srg can take meltabombs.
Sentinels die easily.
Stubborn is wonderful.
Marbo deserves more trials before I decide if he is worth taking.
If you read all that, thanks for sticking with it, and please tell me what you think.
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