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Post by marklogue on Jan 3, 2008 9:36:01 GMT 10
The Traitor PDF - Kim The Space Wolves - Me Its quite scary to see yourself so badly outnumbered playing marines vs Guard. Kim is using my most recent version of 3000pt Steal Legion list which has been working well for me, so I am quite scared of it, she hasn't played Guard much though so it won't be used to its full effectiveness. Which is good because this is my first marine list and I am not that confident in it. Deployment I garrisoned two squads of scouts really far forward, including one squad with sniper riffles. Kim garrisoned one unit of Steal Legion forward on her left flank. I deliberately tried to put the objective markers in the open as her large units can be hard to move when they are in cover. Turn 1. My opening gambit was to perform an aerial assault against her Vultures. A unit of assault marines (blood claws) and one of Devestators (well long fangs) jumped out of a thunderhawk to destroy the Gunships. This ended up costing me the Thunderhawk after two shadowswords shot it up but the infantry suffered surprisingly little casualties after spending a whole turn in the enemy deployment zone. I followed the assault up by immediately moving large numbers of units forward to threaten the Bane Blades and to try and saturate her with targets to try and protect the marines that were already forward. On the far flank we had an interesting battle between my snipers and her charging rough riders. Coming off overwatch they killed the commissar giving the rough riders two blast markers managing to draw the first round of combat on a lucky roll. In the second round of combat I managed to kill a rough rider removing their outnumbering advantage but again it was a draw. On the third round of combat I managed to roll really high for combat resolution wiping out all the rough riders in combat resolution. By the end of turn two it looked like this. More to follow when I get time.
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Post by Mango on Jan 3, 2008 19:09:39 GMT 10
Hey mate, looks great. If possible can you post the actual army lists please
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Post by marklogue on Jan 3, 2008 23:17:18 GMT 10
Marines.
2 Tactical formations one with supreme commander upgrade. Scouts with sniper upgrade Scouts 2 units of Landspeeders (they don't actually have the upgrades I just don't have 5 plain LSs). 1 unit of bikes with an attack bike Land Raiders Whirlwinds Devestators Assault Marines with Chaplain.
Guard Super Heavy Tank Formation (bane blades) hydra Individual Shadow Sword Individual Shadow Sword 2 Infantry Companies with hydras 1 with snipers Manticores (3) Steel legion commander company thing (can't remember the name its 500 points for an infantry unit with tanks and a supreme commander). 2 units of rough riders 1 unit of vultures.
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Post by Mango on Jan 3, 2008 23:22:05 GMT 10
Mark, thats really helped me understand a few things, much appreciated mate, thanks
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Snap
Full Member
Why?
Posts: 122
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Post by Snap on Jan 3, 2008 23:24:24 GMT 10
Sound the charge! The Space Wolves to the rescue... ;D That's a lot of territory to cover in 2 turns...looking forward to reading the rest of the report. As always, the armies look amazing! Particularly the Thunderhawk...
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Post by marklogue on Jan 4, 2008 0:47:19 GMT 10
I started of turn two with a continuation of I disagreeault up Kim's right flank. First the land speeders moved up to shoot the bane blades, scoring a critical hit and destroying one tank (and get in a good firefight position) and then the bikes assaulted (decided not to do it with the assault marines as they would have been outnumbered to badly). I managed to break the Bane Blades leaving the commissars tank as the lone survivor, loosing one biker to the commissars power claw. Kim advanced and let rip with one of her shadowswords but she hadn't managed to get the Land Raiders into sight so the shot was wasted killing a unit of marines. This was followed by a round of shooting at the unactivated Shadowsword (which was placed conveniently close to the broken Vultures allowing me to kill one just for giving it blast markers and the other by damage). Having put some blast markers on the shadowsword I retained and assaulted with the assault marines. I wasn't able to get them into base contact and neither side scored any wounds but since the shadowsword has BMs and I didn't I ended up wiping it out on combat resolution. The rest of my actions were all moving forward and trying to chip away at one of the huge infantry formations. Kim put the manticores on Overwatch (they can only fire every second turn), moved her rough riders into position to assault and tried to shoot up my tactical formations. The battlefield at the end of turn 2 Steel legion casualties Space Marine Casualties (edit --- you can tell that Land Speeders really annoy Kim, I hate them when I am playing Nids, its like wow you killed all my Genestealers and I didn't even get to fight back, stupid skimers ) This really goes to show that super heavy tanks can still be quite vulnerable when away from infantry support even when you have quite a few of them.
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Post by Cthulhu_gump on Jan 4, 2008 8:59:31 GMT 10
This is great, its getting me all excited for another game of EA, with Snaps first formation almost complete, maybe I can tempt him to throw off the 40K shackles and stand up and be shot at
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Snap
Full Member
Why?
Posts: 122
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Post by Snap on Jan 5, 2008 0:42:47 GMT 10
We got enough time on Tuesday for both? ;D I'm sure you'll chew me a new one again for the Combat Patrol scenario...chalk another one up for the Poppa Nurglicious. I'll do my d**ndest to stop you thought...
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Post by marklogue on Jan 5, 2008 17:52:29 GMT 10
Turn 3 Carnage reigned in turn three. I attempted to take Kim's baseline objective and clear some of the guard infantry from the center of the table. The Whirlwinds started out by shooting up the Manticores on overwatch to stop them from interfering in my plans and was forced to follow up with the land raiders after failing to cause any damage with my barrage, finally managing to break them. I attempted to move the land speeders up to Kim's regimental HQ so they could support an assault on them with my other units. I had hoped to tie up as many of her activations as possible trying to defend her units from potential scary assaults but ended up giving up on the idea so the Land Speeders were sacrificed in vain. One of the infantry formations was able to break through my lines preventing me from achieving the none shall pass objective and Kim moved her rough riders up to contest her baseline objective (just out of the corner of the photo right up on the board edge). End of Turn 3 Casualties at the end of turn 3
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Post by marklogue on Jan 5, 2008 23:54:43 GMT 10
Turn 4 This turn turned out to be very interesting. Kim gained the initiative getting first action for the first time in this game. Her lone manticore had managed to regroup at the end of the last turn so it bombarded the marine unit sitting on her baseline objective, also managing to kill one of the biker units I had moved up to support them. She retained the initiative assaulting the tactical marines and wiping them out to the man with her rough riders. A very sad day for the space wolves . With three large infantry formations left I though I would have real difficulty trying to achieve victory conditions but my first action went very well. My wirlwinds broke one of the infantry formations with much higher casualties than I had predicted, leaving them huddled in a tiny little gap that was the only space she could get to that wasn't within 15cm of my troops. The remaining shadowsword shot one of my land raiders only to have them shoot back and cause one wound in return. Next my devestators moved up to shoot the infantry formation in the town in the center of the table. I hadn't really expected to achive much here but I just wanted to hit them with as much as I could before they took out some of my units. Much to my surprise it caused a really interesting situation. I caused a heap of casualties and the infantry unit broke. Being surrounded by my units on all sides they were wiped out despite having a heap of units left as they simply had no place to run to that wasn't within 15cm of one of my units. This is actually the first time that has happened in a game that I have played as a result of shooting. No place to hide My wolf lord had the major embarrassment of failing to charge the infantry unit on my side of the table (a move that I thought would probably win me the game) despite having a reroll. I was trying to retain the initiative and rolled two 1s in a row. Luckilly he didn't suffer to much for his mistake as the infantry unit failed to assault them later in the turn as Kim's last attempt at a defiant gesture. I actually ended up winning the game in the end thanks to a lone Land Speeder and Lone Assault marine that had rallied that turn and were able to capture objectives. 2-0 Victory to Marines For holding all three of my objectives and two of hers. We both made a lot of mistakes in the game both playing armies that we are new too. I think the edge that gave me the game is that I knew Kims army really well (its my list after all) whereas she has hardly ever seen marines on the table. Casualties
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