Went to my mates house last night and took my tournament list to try out; first time using the Greater Daemon too! Lets see how it rolls!
Sorry no pics!
http://www.imperiusdominatus.com/2010/05/battle-report-iron-warriors-vs-imperial.html
Iron Warriors " Siege Breakers" - 1,500 points
HQ
1 x Daemon "the mask" Prince - wings, mark of nurgle & warptime
1 x Daemon "the dead" Prince - wings, mark of nurgle & warptime
1 x Greater Daemon
Troops
10 x Chaos Space Marines w/ Rhino - 2 x meltaguns - champion - Rhino w/ havoc launcher
10 x Chaos Space Marines w/ Rhino - 2 x meltaguns - champion - Rhino w/ havoc launcher
10 x Chaos Space Marines w/ Rhino - 2 x plasma guns - champion - Rhino w/ havoc launcher
Heavy Support
2 x Obliterators
2 x Obliterators
Total: 1495
Imperial Guard
HQ
1 x
CCS w/ Chimera - 4 x plasma guns
1 x
CCS w/ Chimera - 4 x plasma guns
Troops
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x flamers
Fast Attack
1 x Hellhound
1 x Hellhound
Heavy Support
1 x Leman Russ
1 x Leman Russ
Total: 1495
Game: pitched battle & anniliation
Deployment
Guard rolled to go first but decide to go second. I deployed putting my obliterators in ruins on one side of the board and in the centre. I then deployed each daemon prince behind the melta
CSM units and the plasma supporting one of those units.
Guard deployed the chimera car park with the
CCS squads at the back and the russ tanks at the front blocking all the important armour units.
Tactical Plan
Target priority it take out the melta vets chimeras and then destroy the melta vets, they cannot pop my armour then and won't threaten my princes. Both
CCS are high threats against my princes, but I can get cover from behind my rhinos. So destroy the chimeras with melta shots from my rhino hatches and then drop plasma templates from the obliterators onto them. I'll use melta or even plasma if I have to to open up the
CCS chimeras so my princes can assault them and wipe them out also.
The hellhounds can be annoying but I get saves from them, they'll be next in line. The leman russes will threaten my infantry if they've busted out the transports but at least I can get cover, but the will have to wait for a bit.
Turn 1
I moved out all units except the obliterators and popped smoke on all tanks. One unit of melta marines end up in the centre ruin.
Shooting the obliterators fire lascannons at some chimeras but do nothing.
In guards turn the tanks roll out and majority pop smoke with two units of melta vets getting out the tanks.
Shooting I fail ALL my cover saves on my rhinos and end up losing the plasma squads rhino. Some the plasma marines get shot by other stuff but they hang around and pass morale. The rhino which the dead prince is hiding behind suffers immobilised and crew stunned result, the other rhino the mask prince is following has a crew shaken result.
So far 1 point to the guard.
Turn 2
Greater daemon fails to come on; would have been nice here. Both princes cast warptime, the mask prince moves over in terrain (passes test ok) towards a hellhound. The other prince moves towards a unit of melta vets. Both squads of melta marines bail out there rhinos in the centre ruin and eye up targets.
Shooting oblits manage to stun a chimera. The melta vets which actually popped the chaos rhino get blasted by bolt pistols hoping to assault next turn, only three left and they fail morale and leg it - should have gunned them down
TBH with bolters. Melta squads don't do anything to any chimeras :(
In assault the dead daemon prince assaults the melta vets and slaughters them all, scoring me a kill point. The mask prince assaults the hellhound but at best only scores weapon destroyed - I would have liked that result and then some way of it not moving.
Guard shuffle round pulling vulnerable chimeras out of my melta range and roll up both plasma
CCS and the last unit of melta vets. The melta vets falling back are nearly off the board, about a inch away.
CCS squads bail out the chimeras along with the last melta vets units.
Shooting the first
CCS issues bring it down on the mask prince but rolls double 1, no more orders for you! They kill the mask prince though :( The dead prince takes heavy fire from the other
CCS but survives, but not for long as everything else fires at it and kills it also! Some
CSM take damage from leman russ fire and hellhound attacks but nothing major.
3 kill points to guard and only 1 to me.
Turn 3
I am hoping to bring some punishment to the followers of the corpse god this turn; I need to wipe out the hellhounds as they wound on 2+ and take out both
CCS.
Luckily the G.D appears, I blow up the champion with the plasma squad so it can assault the melta vets just standing there. The plasma marines move onto a large rock aiming at the rear of the stunned chimera. Both melta
CSM units hold position.
Shooting the plasmas fire at the chimeras rear; one plasma gun blows himself up and the chimera is stunned again. Oblits fire at another chimera and score immobilised on it, the other unit of oblits fire at one of the
CCS chimera and pop it. Both
CSM melta squads fire at both
CCS, one squad suffers damage fails morale and falls back off the board, the other squad has only the commander left with 2 wounds.
In assault the greater daemon charges the melta vets and kills them all in sweeping advance.
Catching up now and over taken, I have 4.
In the guards turn the wounded commander jumps back in the chimera and hot tails it behind the other lot of armour. I don't think much more movement.
In the shooting phase the G.D suffers a wound after a shotgun to the face from some flamer vets in the chimera hatch; though passes all other saves fine. Both melta units suffer damage but not enough for them to force morale. The plasma unit loses all but one man; the solo marine fails morale and legs it. The commander issues order to the falling back melta squad which luckily passes; they move into terrain and stay hidden.
So drawing at 4:4.
Turn 4
Targets now are the dual hellhounds which are annoying me, I get cover from the russes and they're out of melta range anyway.
Greater daemon moves to assault one of the hellhounds. One unit of melta
CSM with a working rhino jump back in and move along side a chimera. The other melta squad holds position.
Shooting the obliterators don't do a lot, the meltas in the rhino pop a chimera, the meltas on foot pop the broken turret hellhound.
In assault the greater daemon wrecks the other hellhound.
The guard are running out of options and guns now, little movement again. The flamer vets back their chimera up out of melta range and bail out.
Shooting the flamer vets unleash shotguns at the greater daemon and score a wound, though still 2 left. I think that's about it.
Kill points are now 7:4 to me.
Turn 5
Un-surprisingly my greater daemon moves towards the flamer vets. The meltas on foot move up towards the leman russ tanks. The meltas in the rhino move up towards the flamer vets chimera. The solo marine falls back but isn't off the board, yet.
Shooting the obliterators finally do something and pop a chimera. The melta vets in the rhino score crew stunned on the chimera.
In assault the greater daemon charges the flamer veterans but rolls poorly; the vets lose combat but break off ok.
Due to time and me winning by 8 kill points we call it a day.
Iron Warriors win! Death to the False Emperor!
Summary
The obliterators didn't do well this game for some reason. I didn't deploy them right either, I should have put them on the ground so they can move forward and use other weapons or deep strike in. I paid 150 points twice for 2 lascannons, really. And in the entire game they only managed to score crew stunned, immobilised and wrecked on enemy tanks - not a lot. I think next time I'll try marching them forward, perhaps run them first turn to get them closer, maybe.
I cannot believe none of my tanks make cover saves after popping smoke but I guess that's just luck. I was gutted my daemon princes fell in the same turn, however they asborbed fire power which left a way for the greater daemon and with both
CCS vulnerable they became easy targets.
I also think instead of charging I'll just bolter guard down - it's enough to kill them, I don't need to charge plus they get armour saves. I could have got another kill point there.
I think though the game went well and my plan paid off. Imperial guard with mass tanks is annoying but target priority and luck helps, but once those tanks are popped the guard are easily to slaughter!