Conflict
GT 2011 Game 2
Other Games
Game 1
http://www.dakkadakka.com/dakkaforum/posts/list/341106.page
Game 3
http://www.dakkadakka.com/dakkaforum/posts/list/0/342265.page#2370769
Game 4
http://www.dakkadakka.com/dakkaforum/posts/list/0/342942.page#2382688
Game 5
http://www.dakkadakka.com/dakkaforum/posts/list/0/343595.page#2393337
Asgard 501st 1750 pts
HQ
Company Command Squad w 3 Melta Guns Astropath Chimera "Odin"
ML+
HF 165
Elite
Psyker Battle Squad w 6 Psykers + Overseer in Chimera "Eir" 135
Troops
Veteran Squad w 2 Plasma Guns Lascannon in Chimera
ML+
HF "Hodur" 175
Veteran Squad w 2 Plasma Guns Lascannon in Chimera
ML+
HF "
Tyr" 175
Veteran Squad w 3 Melta Guns in Chimera
ML+
HF "Hermodr" 155
Platoon Command Squad 4 meltas in Chimera
ML+
HF "Heimdall" 125
Infantry Squad w Flamer 55 (goes in Vendetta or used as bubble wrap)
Infantry Squad w Flamer 55 (goes in Vendetta or used as bubble wrap)
Fast Attack
Vendetta "Hirst" 130
Vendetta "Lenneth" 130
Vendetta "Silmeria" 130
Heavy Support
1 Manticore HHF "Freya" 160
1 Manticore HHF "Frei" 160
Pictures of my Army
close up
Game 2
Vs Alex Fennel
Blood Angels
HQ
Librarian, Shield of Sanguinius, Unleash Rage
Elites
Terminator Assault Squad 4 Thunder hammers 1 Lightning Claw in Land raider Redeemer with multi-melta and extra armor
Terminator Assautl Squad 3 Thunder hammers 2 lightning claws in Land Raider Redeemer with multi melta and extra armor
2 Sanguinary Priests
Troops
10 Assault Marines 2 melta guns, power fist, melta bombs
10 Assault Marines 2 melta guns, power fist, melta bombs
5 scouts 4 sniper rifles 1 missle launcher, camo cloaks, melta bombs
Picture of Alex's army
Mission parameters
Terrain: Roll off for terrain, highest roll chooses 1st piece. Switch off deploying terrain, scattering the terrain
3d6 after each placement. Terrain may not be within 6” of the center of the table or 6” from another piece of terrain.
Deployment: Pitched Battle.
Game Length: At the end of turn 5 a player must roll a dice. On a 1-2 the game ends immediately, on a 3+ the game continues for turn 6. If this is the case a player will roll another dice at the end of turn 6. On a 1-3 the game ends where as a result of a 4+ the game continues for turn 7. The game ends immediately after turn 7.
Victory Conditions: See special rules
Special Rules: “Go Go Go!”: Opponents must attempt to gain control of their enemy’s Table Half (24”), all the while by taking the least amount of casualties. After deployment each player will give each of his SCORING units a Favored marker. The player whom has the most Favored markers in his enemies table half at the end of the game wins. If a unit is removed as a casualty the marker is removed with it. If both sides have an equal amount of Favored Markers at the end of the game, the game is a draw. Units must be fully within the opposite table half to count as a scoring Favored Marker.
Battle Points:
20 Win
10 Draw
5 Loss
Bonus Modifiers: Even if you score all five modifiers only a +4 may ever be given!
+1 Point for having more kill points than your opponent.
+1 Point if your opponent has zero markers in your own table half.
+1 Point for Killing the enemy (Squad/Vehicle/
HQ/Monster) with the Highest
VP cost.
+1 Point if you have a scoring unit in all four table quarters.
+1 Point If your opponent has been “Tabled” (If you have slain the entire enemy force)
Terrain
He wins the roll for terrain and places the big peice in the middle. Rest of terrain is placed fairly evenly with a peice in each corner which scatters.
Deployment
Alex wins the roll to go first and deploys both his land raiders with terminators inside while reserving all of his jump pack infantry who combat squad.
I split my forces with some on the left and right corners and the company command and platoon commmand across from his land raiders ready to intercept his land raiders when they drive up 12. The psykers are in the middle so they can reach anywhere with their 36 inch range. I reserve and outflank the Vendettas with infantry squads in 2 of them.
I forget to turbo boast my Vendetta that I start on the board forward but it doesn't really matter much.
Alex's Turn 1
Alex drives both of his land raiders forward 12 and smokes using the machine spirit to fire his assault cannons. On the left he fire at my Company Command Squad Chimera destroying it and the command squad hops out the back. On the Right he fires at my platoon command but fails to do anything.
My Turn 1
I move the left most scoring troop chimera up 12 and smoke since I need to get on his half. The Vendetta moves up 6 and targets the land raider. Psyker squad moves over to the right. Platoon command drives 12 and hops out right next to the land raider. Platoon Command meltas the right land raider. The two Manticores destroy the other land raider. Remaining shots go into the terminators on the left killing one.
Alex has these cool flame and smoke tokens from Gale force 9. I have to order myself some.
Alex's Turn 2
Alex's scouts come in on my left side and all his jump pack troops drop in on my right side in front of my Chimeras.
Terminators on the left move out of the crater of their land raiders Terminators on the right move up to the
PCS that wrecked their land raider. The melta shots from the jump pack guys on the right blew off a weapon off the las
plas vet chimera and left the manticore and
pbs stunned. The right terminators assaulted my platoon command and the chimera wiping them out and immobilizing their Chimera. On the left the scouts assault and take the flamer off the las
plas vet chimera and blow up the Manticore.
Oops forgot to move my Manticores.
My Turn 2
Both my Vendettas with infantry squads come on. I bring them on the left so I can shoot one at the scouts if I need it and one at the termies. The Vendetta already on the board repositions to get a shot at an assault squad. Vet squad chimera turns around to burn some scouts. Company command moves to fire on an assault squad. The las
plas vets chimera on the right move up so it can burn the assault squad in front. Vet squad Chimera toasts 2 scouts. Between the Vendetta and the las
plas vets shooting the scouts get knocked down to one man because they went to ground. Vendetta and Company command fire into assault squad but take it down to one man so I have to use the las
plas vets on the right to finish it off. The flamer on the las
plas vets chimera kills no marines from another aassault squad. in assault the terminators on the right hit the chimera taking off both weapons.
Alex's Turn 3
Alex seperates his priest from the terminators on the left and moves towards my company comand and has a assault squad jump pack over and join him. Terminators on the left move towards my Vendettas. Assault squads move up to assault my
PBS and las
plas Chimeras. Terminators on the right move through terrain towards my Chimeras on the right. Terminators on the right and left run. Assault squads shake and stun the
pbs and las
plas chimera on the right Assault squad with priest assaults and kills my company command and then consolidate towards the wreck of the Company command chimera.
My Turn 3
Vendetta close to me positions to fire on that last scout. Far vendettas move to fire on his assault squad hiding by the company command chimera. las
plas on the left stays still to be able to fire at termies. Close vendetta finishes off the scouts. far vendettas, vet chimera all fire into the assault squad hiding by the command chimera killing a couple. las
plas vets and their chimera fire into the the terminators on the left killing none. Nothing much happens in the assault phase I lose a weapon on the psyker chimera.
Alex's Turn 4
The terminators on the left move towards my far vendettas. The terminators on the right move to assault the psyker chimera. terminators on the left run. Terminators on the right assault my psyker and las
plas chimeras along with the assault squad destroying both and killing the psykers and las
plas vets inside because no room to disembark.
My Turn 4
I position all 3 vendettas, melta vet chimera, las
plas chimera all to fire into his left terminators and fire everything that can into his terminators on the left killing 3 and leaving one by himself.
Alex's Turn 5
His lone terminator on the left assaults my vet chimera immobilizing it.
My Turn 5
I move the las
plas vets 12 to try and get them to Alex's table half. Vendettas target the assault squad hiding in the wreck of the command chimera killing 1 since he went to ground. Forgot about the lone terminator and he wrecks my veteran chimera. Should have focused on the terminator since only need to kill him.
roll the die and the game continues
Alex's Turn 6
He covers up his last assault squad guy with his terminators on the left. His lone terminator assaults my veteran squad kills a couple but I stay.
My Turn 6
I move my las
plas squad chimera onto Alex's side of the board. I shoot the Vendettas into the terminators hiding his assault squad guy and kill one. his lone terminator kills two of my vets in assault and they run.
roll the die and the game ends.
we both have 3 scoring units on each other's table corners so the game ends in a draw.
Results
Draw.
I get 11 points since I killed his land raider which had the highest
vp cost
Alex got 12 because he killed my highest
vp cost unit the manticores and has more kill points then I do.
Gave Alex full marks for Sports for an enjoyable game.
We finished with a decent amount of time and I think my longest turn took about 15 minutes.
MVP
Manticores + Melta Platoon Command killed his land raiders early.
Oops it was useless.
Psyker battle squad didn't do much. I was in hood range quickly anyway Should have moved them 12 to the left side.
Game Analysis.
The big mistake I made was not killing his single terminator which ended up killing my chimera and the vet squad. Other then that forgot to turbo my vendetta early but the scouts ended up not doing anything to it. Forgot to move my Manticores so one got destroyed. Possibly Psyker squad should have moved away from the Chimeras on the right side. I was thinking Alex wouldn't get all 4 assault squad and I would be able use the template or flame though.