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Post by LizardTau on Sept 25, 2012 11:58:02 GMT -5
Ok thought i would post up my saturday games vs guy's grey knights
Played two games against them cause when we were finished the first game no one was done their games and we both had to leave early him earlier then me but still.
Game one
Tau vs grey knights
warlord traits tau got the one were he had -1 to reserve rolls his didnt matter i dont remember what it was
Deployment hammer and anvil, game relic
tau had first turn.
tau turn one
I moved up a bit. I killed a rhino first turn so i had first blood
grey knights turn one
not much some shooting that didnt do much
tau turn 2
I move closer to the relic but not there yet, some more shooting take out a dreadnought
grey turn 2
he rolls a 3 on reserve for his storm raven with crowe but since i give him a -1 he fails moves stuff up and shoots taking some hull points off a devil fish.
Tau turn 3
I move around the relic and do some more shooting taking out some grey knights and glancing anouther rhino to death.
Grey turn 3
fails reseve roll again. Takes out my one devil fish and imobilized the other. and was able to kill my fire warrior squad with the relic.
tau turn 4
i move up and try to shoot. i kill some of the grey knights and kill anouther dreadnought
grey turn 4
Raven comes in. It moves and kills a unit of pathfinders. He widdles down anouther unit of fire warriors and starts shooting at broad sides with dreadnoughts and i fail a couple saves and it insta kills a couple.
tau turn 5
i move up some more trying to get one of my last fire warrior squads on the relic. i shoot some more killing a few things but not much.
grey knights turn 5
raven moves and las cannons a broadside to death, and then multimeltas my commander and insta kills him.
goes to turn 6
tau turn 6
i shoot his raven and i blow it up and crowe takes the str 10 ap 2 hit and dies. i get my last fire warrior squad on the relic
grey turn 6
makes my last fire warrior squad flee and kills a couple things
goes to turn 7
tau turn 7
I rally and get near the relic again and i shoot his last knight squad but dont kill them all and try to take out his last dreadnought but dont do much
knights turn 7
he kills my last fire warriors but isnt near the relic
game over
I have first blood and warloard, he has warlords so i win 2 - 1
Game Two
kill points and normal deployment
again his warlord trait does nothing and i get the stealth and move through cover in ruins.
this game was fast only played 3 turns i know i got first blood again and had an early lead, but from the last game he learned to get close and assault me. I made a mistake thinking i wanted my commander and stealth squad to do something and got close with them and he was able to assault them and won combat by killing all the drones and then ran me down taking 2 kill points as well as the warlord point. this tied it up and i wasn't able to get amy kill points on turn 3 and he was able to get one more
so the game ended on turn three cause of time i may have been able to come back and win but not sure it was 5 for grey knights to 4 for me
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Post by danydaigle24 on Oct 1, 2012 13:11:38 GMT -5
Iron Hands (Dany) VS Iron Hands (Trevor)
1500 pts game normal objective with 12 inches deployment.
Dany Turn 1
I drop my Vulkan Squad right beside his scout squad and his fortified terrain. I use all my flamers in the squad to kill them all. I know my tactical and vulkan will die with the terminator but my goal is to sacrifice them to keep the terminator busy and hopefully being able to plasma cannon them. My dreadnought will kill his rhino with 10 tactical inside. 3 will die. Devastator plasma cannon will kill the rest except 1 Sgt still alive. Thunderfire cannon will kill 3 snipers in cover on objective.
Trevor Turn 1
He will move full 12 with his land raider disembark and will charge my vulkan squad in his assault phase. Thunder fire cannon will kill 3 marines in plasma cannon devastator just the right number to still have my 4 plasma cannon up. Drop Pod Ironclad will destroy my dreadnought with his meltagun and is now right into my line. Terminator with chaplain will kill all my tactical and vulkan and I will kill only 1 SS. Now I really hope he roll under 4 on his dice so I will be able to shoot him back with my devastator but he rolls a 6 so Im out of range.
After one turn Dany 1 Trevor 4
Dany Turn 2
My second tactical is coming in with Zhurkal. I drop right behind his Dreadnought with 3 TL melta gun and 1 MM. I have +3 to chart because of Zhurkal and I am in his back so in my head its impossible this dread survives. Well guess what I miss with 2 melta and the 2 other I roll a 1 and a 2 for penetrating so Weapon destroy and Immobilize. I put all the rest of my fire power to destroy that thunderfire cannon in cover.
Trevor turn 2
Hes moving back to his Land Raider and embark with his terminator. He will fire his pred to my rapier gun but nothing happen. His sgt will move in fortified ruin to take an objective
Dany 1 Trevor 7
Dany Turn 3
I need to finish off his scoring he has 1 sgt left and 2 snipers on a objective + 5 behind his pred. my rapier gun is out of range for his land raider. I will fire the Sgt and he miss his cover so no more sgt. My thunderfire will go on the sniper behind the tank and kill 2. My tactical in my zone will finish the Dreadnought. My captain will detach the tactical and start to run in his zone. Reason why Im doing that is that I think he will come back in my zone with his land raider and kill my tactical so it will be a tie if I don’t line breaker.
Trevor Turn 3
He starts to move full speed towards my zone with his land raider. He will try to kill some plasma cannon with his pred but I have 3+ armor so Im good. He will move his 3 sniper back to where the sgt was.
Dany 1 Trevor 7
Dany Turn 4
I need to destroy that Land Raider right now or my tactical is dead next turn. My only hope is my rapier gun. I fire and I need a 6 on two dice to penetrate which I got and I got lucky right after rolling a 5 to penetrate so +1 = destroy. Game change right there because now his terminator are in a crater still far away and I can plasma cannon them. I will kill 4 right away with my plasma cannon and his chaplain will take a wound. My captain will move and his deployment zone near his fortified ruin. My thunderfire will kill 2 more terminator there is only one left and his chaplain
Trevor Turn 4
He will move his chaplain with the 2 sniper left in the forest to protect them for the objective. His other terminator will go ASAP to my captain.
Dany 1 Trevor 7
Dany Turn 5
I move my tactical to secure my objective near my ruin. My thunderfire cannon and plasma cannon will finish off the sniper and his warlord in the forest. My captain will char his scouts in the ruin and kill them.
Trevor turn 5
He will try to char my captain with his last terminator but wont be in range.
Game will finish after turn 5
Final Score Dany 5 Trevor 1
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Post by Frosty the Pirate on Oct 1, 2012 21:42:00 GMT -5
I figured I would post up my game from the weekend. So here it goes.
SW & IG vs RavenGuard & SW
We roll up The Emperor's Will with 5 Objectives, with RG winning the roll off for first. He has 3 objectives in his deployment zone, 2 centrally, and one far on my left flank, I deploy my objectives next to my Aegis Line and in a Ruin nearby on my left.
Deployment:
He sets up a Vindicator in a forest supported by a Tactical Squad, with 3x2 Attack Bikes as his center, and a unit of Long Fangs behind a hill and partial LOS blocker. He holds Grey Hunters and a Tactical in Drop Pods in reserve, and 10x TH/SS Termies, Lysander, Shrike and a Rune Priest will be infiltrating.
I setup my Aegis Line dead center on top of a hill, and deploy my Russes to my right to gap fill between the aegis and a ruin, with Rhinos full of Grey Hunters and my TWC Lord hiding behind the Russes and Ruin on my right flank. I deploy my massive blob into the Aegis and around, stretching out to fill up my deployment zone so he won't be able to infiltrate as close to me. I deploy my PCS and Riflemen behind the Aegis on the hill for good LOS and Cover.
He infiltrates his Terminator DeathBrick 18" off my left edge of my Guard Blob, about 18" to the left of centerfield.
I CHOOSE YOU PIKACHU - I Seize the Initative
Turn 1:
My Russes move up into the gap between the Ruin and my Aegis Line, and my Rhinos zoom around the gap between the ruin and the right table edge. The TWC moves into the Ruin and my Riflemen shuffle left and right for LOS to the Vindicator. The Left edge of the blob retreats away from my left objective, as they need to avoid the death brick.
Shooting sees the autocannon fire of the Blob and a Rifleman Wreck the Vindicator scoring FB(My one Rifleman rolled 3x 6's to Glance!) and the Demos rain templates on the Bikes, insta-killing 3. The other rifleman Takes out another bike and the Rhinos and TWC Lord run/flat out on my right flank to close in on the tactical hiding behind the wrecked vindi.
The Ravenguard start their first turn, and the termie brick moves in towards it's target, closing the gap to 17". The Grey Hunters land directly into my lines behind the Russes safely thanks to their Pod, but the other Tactical rolls poorly for their scatter and end up off the board, but thankfully will arrive next turn instead.
Shooting sees the lead rhino Wrecked and it's contents spill out behind it and into the ruin. One poor Grey Hunter eats a Krak Missile to the face. The MM Bikes move in on the Russes, but fail to do any damage from outside melta range. The Grey Hunters are right behind the Russes as well and strip a hull point off one of them.
Turn 2:
The Angry TWC Lord turns around, smelling Grey Hunter. The Blob retreats away from the termie brick again, but thanks to terrain only move 3". The Demos move up but fail to finish off the Bikes as do the Riflemen, as do the Blob. The Grey Hunters all move up and disembark, and finish off the last bike, while the other 2 squads rain a hail of bolter and plasma fire that sees 9 of the tactical marines fall over. The TWC Lord assaults the Grey Hunters, and mashes 6 of them into pulp with his TH, receiving no damage from them from either over-watch or combat. The attempt to flee but get stuck in.
The RG's delayed tactical squad and empty pod both arrive, The tacticals attempt to get close to the Russes, but instead end up near the wrecked vindi, mostly out of sight from the Grey Hunters. The empty Pod lands directly in front of the Russes, blocking their path and LOS to the just arrived tacticals. The Termie brick closes in with a high run roll, they will be able to charge next turn.
Shooting sees a couple of Grey Hunters fall over, but not much else. The TWC Lord mashes 2 more Grey Hunters, and the remaining 2 manage to flee.
Turn 3:
The Blob cannot escape any longer, and move back towards to terminators to face them head on, the Brave PCS charging forward in their Chimera ready to block the fire lanes and buy their comrades more time for the Armoured Right flank to swing around. the Russes move forward and expose their sides to the Long Fangs in order to get one of the Demolisher cannons into range. The Riflemen also move to lend their firepower to the Blob. The Brave PCS order the blob to FIRE! FIRE! FIRE! and what seems like an endless volley of Lasgun and Autocannon rounds pepper the seemingly unstoppable Terminators, led by Lysander Himself. When the smoke clears, Lysander has been slain, along with 5 of his Terminator brothers.
We call it there, as the Terminators have lost enough members that they will only in range to charge the PCS Chimera on their turn, which will only put them in range of the Russes, and the Grey Hunters and Wolf Lord are basically moping up the firebase at this point.
Victory Space Wolves!
Cheers to him for being a good sport, my lucky dice and some key unlucky rolls on his part (Pod Scatters, MM missing) made this a bit one sided, had his Termies been deployed more centrally, they would of made mush out of my guardsmen.
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Post by connor on Oct 2, 2012 17:51:12 GMT -5
The Hive invasion My orks v.s. tyranids
a small host of tyranids landed on a desolate planet, spreading out to devour the local plant life and spawning a hive in the creator of their landing.
as they set about their feast, a nearby ork mob became aware of their presence. Without wasting a moment the orks formed a shambling hoard and marched toward the new arrivals. Just as the orks were about to charge into the enemy caught unaware, the tyranids jerked in their direction and began letting fly volleys of deadly fire. The hive tyrant started the killing, flying up to catch some bikers off guard, slaughtering a good many. The remaining biker believed that a dakka jet had unleashed a salvo on him and made for full speed back to Da Kamp, were he would have a word with that pilot on more level turf. the battle wagon took heavy fire from the "big fat 'uns" great guns, blowing its wheels and making it nearly inoperable, but still it lived.
The orks retaliated quickly, surging forward in a massed charge headlong at the enemy, battlewagons guns flared to life and burst on the great monsters as the spewed out gaunts. lootas fired massive salvos into the enemy lines.
as the orks approached ymgarls appeared from the forrest and charged into a mob of the orks, warping themselves to be tough beasts and having the orks guns hapless to stop their charge, many orks died to the shooting of the hive tyrant as he flew above them, and the carnifexs on the other flank did likewise a great deal, but there were too many orks. The geanstealers killed too few and began to be overwhelmed, but held out.
As the tervigon was about to let another gaunt hoard loose, the roar of dakkjets ran overhead, with a resounding WAAAAAAAGH! the tervigon was cut down in their fire, the battlewagons rounds bursted into the enemy's ranks as the infantry surged forward, Boss Garznag shouting at the top of his lungs. The gaunt wall was broken and the orks surged forward, the nids began to move to defend the hive.
gouts of biofumes poured from the big 'uns as they unloaded into the ork mobs, the hive tyrant flew in and finished off the battlewagon from above, tearing its armour to shreds. the carnifexs fire bounced harmlessly off the warbosses armour as he shouted. The nids charged in with ferocity at the orks, monsters tore through rows of boys, but the boss and his nobz lived for the glory of the kill and layed the carnifexs to death. The geanstealers gave one last attempt before giving out to the overwhelming orks.
As the ork numbers dwindled they got less bold, lootas shooting the flying tyrant from the air. the jets soared overhead and blasted the enemy below. Nid monsters were felled by Da Boss but he met his match with a trigon and fell, mortally wounded.
The gaunts fled from overwhelming fire and the tervigon ran to protect the hive from the ork desecration. ork lootas poured fire on it and as the hive gaured took on the last battle wagon, the tervigon was slain.
A very close game that really came down to a trigon on an objective at the last turn, he had first blood and we both had an objective and warlord so he would win if I couldn't kill it, the only thing that saved it was the game continuing long enough to kill the last scoring unit he had. Closest game I've had in 6th if not every and a memorable one.
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Post by harryfang on Oct 2, 2012 17:59:34 GMT -5
GK OP vs Tyranids
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Post by Frosty the Pirate on Oct 14, 2012 19:22:25 GMT -5
I figured I'd write up my last pair of games vs Jason's Tau.
SWIG vs Tau - Round 1
We roll up the Scouring and Vanguard Deployment. We will have Night Fight first turn.
I get 1 on Command for a 12" leadership 10 bubble around my Lord, and he get's
I won the roll-off for first turn, and deployed my Russes Centrally, with the Aegis to their left in front of a ruin, giving me lots of cover on my left flank. I deploy my Dreads and Blob in and around this cover, so that I'm hiding out of LOS or have 4+ cover if he seized on me. I deploy my Grey Hunters on my right behind some LOS blocking terrain, and my Wolf Lord and PCS hide out behind the Russes.
Tau Deploy fairly aggressively, with Pathfinders and the large Broadsides in a ruin. From this position he can absolutely wreck me if he seizes or I move straight towards him turn 1. The Stealth Star hides out behind the same ruin but out of LOS. 2 squads of Fire Warriors deploy aggressively, while 2 more hang back a bit to jump into devilfish on turn 1. The Hammerhead hides in the back corner, and the small broadside team deploy a little further back in some rock formations with go LOS to midfield and my right flank.
Tau roll a 5 to seize (it BARELY rolled over from the 6. Whew!)
We roll up the values of the objectives, and it ends fairly balanced with bot of us getting a 3 in our backfields, I get the 1 objective on my left and the 4 on my right, while he gets both the 2s to his left and right. So 1 extra point for me, but can't sit back and try to outshoot him since Tau are far better at shooting than me.
Turn 1)
Since it's nightfight his 4+ cover is really 3+/2+ cover, I do have searchlights, and since most of his army has blacksun filters it really doesn't matter too much if I use them, but I want to move flat out with most of my transports, as he really outguns me if I get disembarked early.
I move my Russes forward into a gap between 2 pieces of LOS blocking terrain, trying to hide them a little bit for cover from his central broadsides, but still opening the central fire lane for my Rightmost Dread. My left Dread climbs onto the upper level of a ruin for good LOS to everything. Rhinos move full speed to the right towards some rock formations. My PCS stay still and my Wolf lord ducks around some blocking terrain to try and get close enough to charge something turn 2 and threaten his right (my left) value 2 objective. Shooting I start with the PCS and light up the central broadsides with my searchlight, and I pound them with Autocannons from my backfield, killing off one of their shield drones. My Russes drop their templates on them as well and score 3 instant death wounds and a heavy bolter wound, I make him take the HB one first and the shield drone eats it! Now he's got 3 broadsides and 3 4+ cover saves vs instant death. Very luckily for me he fails all three 4+s and the broadsides are wiped out, stealing a sure first blood from Tau. As a result my rhinos move flat out aggressively to my right into area terrain to take cover and threaten his left flank. My Wolf Lord runs a full 6, but can't quite clear the gap he needs to cross, and hence just hides out behind LOS blocking terrain to try and not get shot to bit by the Tau retaliation.
The Tau start off with 1 of the fire warrior squads on his right embarking onto a devilfish, his hammerhead shuffles forward to claim the 3+ cover save it will have for the rest of the game. and the Stealth Star jets forward into the ruin previously occupied by the Broadsides.
Shooting see the lead rhino on the right wrecked by glances from Str 5, absorbing quite a bit of his firepower, but the GH still disembark into a hail of fire, but suffer only 2 casualties. His Markerlights light up my Russes, and he takes away my cover save, and Obliterates one of them with a Railgun shot. The Fire Warriors on foot have Los to my Wolf Lord, and the occupied Devilfish uses its Smart Missiles to help, and score a pair of wounds despite his 2+ save. The disembarked GH fail leadership and fall back 5 inches.
Turn 2)
My GHs regroup and press forward, and the 2 other squads all disembark. The Wolf Lord charges forward, he can easily charge the FWs, but he'll need to charge 7" to engage the stealthstar, which I need to deal with sooner than later with my GH in the open. My lone Russ hides out of LOS from the small broadside team, as I can't deal with them this turn, nor can I afford to waste firepower on the Hammerhead. My PCS also shuffles over to close in on the 4 objective, as I'm expecting the Hammerhead to drop it's large template on my GH and I would lose a good number of them(I'd thought it was AP 3, not AP 4).
Shooting from all the rapid firing GHs sees 2 of the 9 man FW teams reduced to 2 members, and both pathfinder units are wiped out, one by GH fire, the other by Autocannons and Storm bolter fire from my remaining pair of rhinos. My Demo attempts to shell his occupied devilfish, but the hit is cover saved away by his 3+. The Blob manages to strip away a single hull point from the same target.
Assault sees the 1 wound Wolf Lord make the charge on the stealth star, and he turns 5 of their gun drones into paste. They lose combat, but I roll a 1 to pursue and he escapes with a 5! Instead I consolidate away from him, and try and get out of LOS of as much firepower as possible.
The Tau left flank is crumbling fast, with 28 Grey Hunters closing in, who will be able to charge next turn. He attempts throw as much available firepower into it as possible, but his weakened units just don't have the punch. My wounded GH squad is reduced to 5 members, and the two full strength squads lose 2 members a piece, but all pass leadership. His devilfish moves towards the objective on my left flank.
Turn 3
I shell his right flank and wreck the devilfish, the weakened Grey Hunters and storm bolter fire from the rhinos finish off the 2 remaining 2 man squads of FWs. 2 GH squads team up so one can shoot the remaining broadside team, and the other follow up with a charge + banner pop, reducing them to 1 model with 1 wound, he holds and locks in. The TWC Lord charges the stealth team, but his Commander heroicly shoot him in the face with a Plasma Gun Overwatch shot, and he fails his 3++, saving the stealth team for another turn.
The disembarked FWs make a break for cover, but can't quite make it with a poor run roll, the weak FWs on the 2 Objective on his right take cover in a ruin. Hammerhead misses with it's railgun, and the lone broadside is finished off in combat.
Turn 4)
I wipe out the Fire Warriors on my left with a hail of Autocannon and Lasgun fire, the demolisher finishes off the FW holding the objective near the ruins, and the GHs charge the Stealth team, running down his Commander in the process.
We call it there, as he's got an empty Devilfish and a Hammerhead and I've only lost about 1/3 of my Grey Hunters and the Wolf Lord, and I will be able to control 14 points of objectives by next turn.
Victory Space Wolves!
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Post by Frosty the Pirate on Oct 14, 2012 21:06:19 GMT -5
Round 2) Grudge Match
SWIG vs Tau
The Tau list has the tweaks we made to it after the last game, giving him much more Str 7 shooting, my list is the same.
I win the roll off after 3 re-rolls and select first turn.
We roll up Hammer and Anvil and the Scouring! (REMATCH!)
Warlord Traits are 4 on Command for me(Roll an extra D6 for Run, Pick highest) and Tau get Stealth/MoveThruCover (Ruins). So big advantage Tau, as I got one of my poorest traits, and he got his best one.
We roll and will have Night Fight turn 1
Deployment
I deploy my Aegis line partially on a hill next to a Forest, long my deployment line, With the Russes centrally, hiding behind a LOS blocking hill, My Grey Hunters all deploy on my far Left partially in and in front of a Ruin, and my Wolf lord behind the left Russ. My dreads split, one on my right, standing on the hill behind the Aegis Line, and the other on my Left in the Ruin. The Blob takes up it's position in the Aegis, making sure all the Autocannons have good LOS to my Right, and holding my right rear objective. The PCS hides out in the far backfield, about 12" back from the deployment line.
Tau Deploy their Aegis line in the center on the deployment line. The Stealth Star occupies it. About 6" behind the deployment line the pathfinders and Broadsides bro-team up in a Ruin and some area terrain on each flank, Cornering my Russes, ensuring whichever flank I advance on, I'll be eating Railgun shots. The Hammerhead deploys further back, and the Devilfish deploy in the middle near the Hammerhead, with 2 Fire Warrior teams nearby ready to embark. His Crisis team deploys behind another LOS blocking piece of terrain, ready to do the jetbike slide with their Missile Pods. A FW team also holds each of his deployment Zone objectives.
Tau roll to seize, he rolls and the die cocks exactly halfway between 5/6! He rerolls but gets a 1. (Whew... again.)
We roll up the objectives to determine values, I get a 4 on my left and a 2 on my right held by the Blob. Midfield has a 1 on my left, and a 3 on my right. and Tau get a 2 on my right, and a 3 on my left.
So I've got a 1 point advantage, but Tau are very likely to even the odds, and could throw both their FW teams at the 3 objective in midfield, since my GH are stuck going the long way around due to massive LOS blocking terrain dead center of the board.
Turn 1)
I move my Russes up against the LOS blocking terrain, trying not to eat railgun shells (They hurt!), and my Rhinos rush forward 12 inches on my left, onto the 1 objective. I move my PCS forward enough to light up the Pathfinders on my right. My Dreads shuffle a little for LOS, and my Wolf Lord rides up behind the Rhinos.
I open fire with my PCS and fire on the right side Pathfinders, they take no causalities thanks to Stealth(Ruins) and Night Fighting, but I light them up with my Searchlight. reducing their 2+ to a 3+. I then open fire with my Blob and take out 2 of them. My Riflemen use their range to try and take out the parked Devilfish, but do nothing thanks to 2+ saves. My Demolishers fire indirectly over the LOS blocking terrain, targeting the Quad Gun inside the Tau Aegis line, and I get lucky and score 2 direct hits, causing 15 wounds. But again 2+ cover shrugs off all but 3 wounds, killing off some gun drones. My Rhinos flat out and form a W shaped wall, allowing me to disembark agressively or defensively. My Wolf Lord runs and rolls a 6 thanks to the extra D6 from my warlord trait, he moves up behind the Rhinos. The Pathfinders fail their leadership and fall back 6".
Tau begin their turn, the Pathfinders regroup, and both FW squads embark on "borrowed' Devilfish before moving them one each towards each midfield objective (I think he should of concentrated on the value 3 one through). The Crisis Team moves out from behind terrain to play, and little else moves.
Shooting sees all 3 of my Rhinos destroyed, netting Tau First blood, 2 are wrecked from Hull point damage, and one is exploded, killing 3 guys inside. I'm able to disembark aggressively through, since most of his S5 fire-power is spent on the Rhinos. The Hammerhead takes a railgun shot at a Hull Down Russ, but misses. The left Devilfish chooses to fire at the Rhinos, but the right one moves Flat Out. The Crisis team retreats behind cover.
Turn 2)
I've crossed No-mans land via flat-out and disembark with my GHs, so I set about gaining a foot hold in the Tau DZ. One squad moves into the Aegis line occupied by the Stealth Team, along with the Wolf Lord. And the other 2 squads move around a piece of terrain to engage some FWs and the Devilfish. My Russes pretty much stay put, but maneuver to get shots at the right Devilfish. The PCS starts to move towards the 4 objective on my left.
Shootings sees the Grey Hunters in the Aegis fell a single shield drone (damn their tough) from the Crisis Team, and another squad shooting a FW squad down to 3 bodies. The Left Devilfish (The one that chose to shoot) is reduced to 1 hull point by my left Rifleman, and is Stunned. However one of the Grey Hunter packs attempt to finish it off with Plasma, and fail spectacularly, rolling 0 hits on 4 shots, with 2 overheats and 2 failed saves killing both models (Doh!). The rest of my fire base manages to get 2 hull points worth of damage through on the Flat-Out devilfish via glances. The Wolf Lord assaults the StealthStar, taking a wound from Overwatch and issuing a challenge. The challenge is accepted by the Team leader, who is promptly smashed into paste by the Lord's Hammer. However with only 1 wound done, the StealthStar bravely stands and fights!
Tau respond with by disembarking from the non-stunned Devilfish, capturing a sabotaged objective which kills a FW, and moving the Crisis team out of rapid fire range of the Grey Hunters in the Aegis line. The Left pathfinders use their marker lights to strip the hull down Cover save from the Russes for the Broadside team on the left, and they land a railgun shot, only to roll a 3 and have it bounce harmlessly off the thick front armour. The Hammerhead takes a hail mary at the PCS in my backfield, but the shot is saved by the cover of a ruin. Shooting from various sources sees 4 of the Grey Hunters from the lead pack fall over, causing them to fall back, however due to blocking terrain and having to go around the stunned devilfish, they only retreat about 3 inches. The Wolf Lord Issues another challenge against the Steathstar, and the Commander declines. The Lord promptly kills 2 drones and a stealth suit, and with their leadership at a weak 4, are forced to fall back, with the Lord running them down easily.
Turn 3)
The Grey Hunters in the Aegis are cheering at the routing of the enemy commander, and add injury to injury by commandeering the Quad Gun. the other squads on the left rally and push forward. The Wolf Lord selects his next target, the right Broadside team, and moves in. Shooting from FRFSRF sees all but 1 FW killed from the midfield objective, and the Devilfish Wrecked. A GH in the aegis turns the Quad gun on the Crisis team, knocking out all of their remaining shield drones. Assault sees the Wolf Lord take a second wound from overwatch, but he obliterates the shield drones and the Broadsides hold. The Grey Hunters on the far left pop their banner and charge the pathfinders, and roll 17 for charge distance, easily making their charge into cover, and killing all of the pathfinders in the process.
Things are looking bad for the Tau. In a last ditch effort they push forward, Fire Warriors bravely preparing to charge the 1 wound Wolf Lord in hopes of bailing out the right Broadside team. The Crisis team kills off a Grey Hunter, and the last Squad of Fire Warriors emerges from the Devilfish, firing a hail of shots into a Grey Hunter pack, reducing them to just 5 members, but they pass leadership and hold firm. The unengaged Broadside team fires smart missiles at the GHs directly in front of them, killing 3. Assault sees the Fire Warriors charge the Wolf Lord, only to have their attacks harmlessly bounce off his sacred armour. The Broadsides are cut down in return and the FWs flee, also being cut down by the seemingly unstoppable Wolf Lord.
Turn 4)
We call it here, as the 2 weakened GH squads can both charge the last FW team, and the Wolf Lord is in range to easily wreck the Hammerhead, preventing a Hail Mary Railgun onto the PCS who are holding the 4 objective (since I'm only holding 2 points of objectives atm, but with a potential of 8 by end of turn)
We concluded that the Tau list is much improved, he was able to do 9 hull points worth of damage in just a single turn (as opposed to 4 previously), with plenty of firepower (READ: Railguns) to spare. Had the Tau changed their firing priority to Markerlights -> Railguns -> Str 7 -> Str 5, around 5-8 more Grey Hunters would of likely died, or he would of forced me to disembark on T1 defensively, putting an extra 6-12" between his guns and my marines. This change alone would of made for a very different game.
MVP has to be the Wolf Lord, who ate 4 units on his own, and was able to lock himself in and cut himself out of combat like a boss.
Space Wolves Victory!
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Post by Jack Shrapnel on Oct 15, 2012 15:17:04 GMT -5
Didn’t take notes unfortunately, so this will be a bit of a sum up with respect to my Games Quest experience:
Game One – Vs. AK and his Dark Angels
There were a couple objectives in each deployment zone, plus the two point relic objective (not three points as per a normal mission) plus fast attack give up an additional KP, and Hammer & Anvil deployment. I rushed forward immediately, hoping that I’d be able to weather that initial barrage of shots that inevitably come the way of my wraiths and destroyers (doubly so given that they’re giving up a VP each!). Luck was definitely my way in the initial turns of the game, as AK’s plasma seemed to overheat constantly – especially the plasma cannons (which I was pretty nervous about). I was able to score a pen on his vindicator (which had to deploy a little more aggressively than normal given the deployment) and was able to rip off the big gun, effectively taking out the biggest threat to the wraiths. (who would get insta-killed very easily by these S10 templates!).
AK dropped in a unit of terminators and a dread behind my lines, which because of the deployment (and my aggressive list pushing 75% of my army forward as fast as possible) had only two units of warriors holding home objectives, and a unit of immortals between them for fire support for whatever was going to drop in. it took the combined firepower of 30 rapid firing warriors/immortals to kill four out of five terminators (man 2+ can be rough to get through!) and the stalker also hanging back melta’d the dread.
Once the backfield and relic was secure, one unit of wraiths and the destroyers wreaked havoc in the backfield with the assistance of the three barges. Won this battle with full points, due in part to some early luck with the vindicator getting taken out early, and AK’s truly bad luck with his plasma.
Game Two – vs. Tom’s chaos
Geez, noise marines. That’s all I have to say about this one… the combo of sorcerer debuffs and sonic weaponry is extremely potent. Tom was nice enough to point out after this battle (sorry Chris!) that I hadn’t used the tesla arc all game (and forgot it existed game one too!) from any of my barges! Lol… teaches me to actually read my rulebook!
So we had KP mission combined with auto-draw, with heavy support scoring and giving up an additional KP. I made some truly bone-headed moves which effectively kept my destroyer-lords out of the battle for the game, and necessitating I hide one with warriors…. And only bringing the second wounded one out to fight when I realized that stupid nasty chaos lord should be eating some mindshackles instead! (turns out his demon weapon took his last wound before the d-lord could actually vindicate his uselessness and kill the chaos lord!!!)
I seriously talked to Tom at top of four and said “well there’s little I can do at this point, so that’s probably going to be it” when he pointed out (rather nicely) that I was ahead by about five KP at this point. I didn’t even believe him til we counted it out… I thought I was done. Tom was able to just about pull it off, as he needed to have a few things happen (most notably kill a barge to gain a couple KP) and keep his MON oblits alive (to not give up 2 KP!) Luckily for me, I was able to hang on to the barge and score a few kills to keep my lead up and win the primary, as well as grab secondary objectives too. So basically the lesson here is to not count yourself out… you might actually be winning if you pay attention to what’s happening! (sometimes KP add up very quickly, especially with modifiers in play)
MON oblits are very powerful and extremely hard to take out… havocs behind an Aegis with a quad gun also very tough… small units of cultists are quite easy to take out in KP game. Tom wisely hid one behind the auto-tie objective terrain so he could run out late game to grab it. The other infiltrated and died. Did I mention sonic weaponry? Wow, it’s brutal with those sorcerer debuffs!
Game Three – vs. Chris’ orks
Well Tom reminded me about Tesla arcing just before this game. Against hordes of orks. Sorry Chris! This was pitched battle and we rolled three objectives, our first one each was mysterious. We both rolled the ability to use skyfire… if either of us had brought flyers this would have been very useful! My big lesson of the game was not to forget how tough flash gitz can be to shift. Destroyers and a barge targeted the gitz’ flank (where there was also some grotzooka kans and a unit of truck boyz further back), hoping to put a serious dent in the unit (given no armor saves and S5). Unfortunately for the crons, flash gitz have two wounds each and thanks to Mad Dok were also sporting a nifty 5+ invulnerable. Needless to say, the destroyers gave up first blood to the orks, even with the barge support! (but I thought flash gitz were bad you said? Nope… they’re actually a lot tougher than you’d think… good thing they’re BS2 and expensive though!)
That was about all the good luck the orks had though. Snikrot and his buddies came up behind some warriors strung out on my objective. Two flamers and a bunch of pistols later and ONE warrior fell over and stayed down. Then Snikrot ate a LOT of rapid fire gauss from the warriors and immortals and was evaporated. The wraiths and d-lords slammed into boys on one side, and grots on the other (yes there was a tarpit of grots – why would I go there you ask? Well to avoid all the damn shooting of course! Plus when the burna boys jumped in with their power weapons, there was a lot of combat res to be had) Highlight of that fight though was the d-lord taking a wound from a grot! (who’d normally be unable to wound him if he was by himself!) In the end I had the objectives, linebreaker, and was taking warlord (two units of wraiths and two d-lords vs. doc and his ard boyz was not going to end well) when Chris conceded.
So overall, the clockwork necrons secured three wins this tourney.
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Post by Jack Shrapnel on Oct 31, 2012 15:30:26 GMT -5
Well given no one has posted anything for more than a couple weeks, we might as well call this one to a close...
was fun while it lasted... all hail your necron overlords!
(about time they got their galaxy back after such a long sleep!)
Maybe we'll revitalize it in the spring to see what happens next time!
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