Showing posts with label batrep. Show all posts
Showing posts with label batrep. Show all posts

Monday, June 22, 2009

RTT Breakdown




Long time no post - sorry about that.

Anyways - I had the opportunity to bring my constantly growing Guard army to a local Rogue Trader tournament on Saturday. The event was put together by a friendly local discount game store called Games by Gamers.

The list I brought looked like this:

HQ:
-Company Command Squad
(Astropath, Master of the Fleet, Chimera, Vox)

-Inquisitor Lord
(Psychic Hood, 3 Mystics, Sanctuary, Bolt Pistol + CCW)

Troops:

-Veteran Squad
(3 Grenade Launchers, Missile Launcher, Vox, Forward Sentries)

-Veteran Squad
(Shotguns,3x Melta)

-(3X)Veteran Squad
(3x Melta, Chimera w/hull heavy flamer and multi-laser)

Fast Attack:

-Vendetta

Heavy Support:

-2 Griffons

-2 Leman Russ Battle Tanks
(Hull heavy flamers)

-2 Leman Russ Battle Tanks
(Hull heavy flamers)



The first scenario was pretty straight forward. There was one primary objective, which was placed in the center of the table. Extra battle points could be earned by killing the opponent's most expensive HQ choice, controlling the most table quarters, and scoring the most kill points.

I should mention that the name of the scenario was "More meat for the grinder," and keeping with that theme there was one rather odd special rule. Destroyed troops choices automatically respawned on the controlling player's table edge at the start of their next turn. Perhaps not the most balanced special rule - but it definitely made things interesting.

My opponent was a newer Tyranid player. He was running a Hive Tyrant, two melee fexes, three zoanthroapes, a few broods of warriors, some ripper swarms, a couple units of genestealers, and a ton of gaunts.

The tyranids won the first turn - and ran forward at full speed. The only shooting was one less than spectacular barbed strangler shot and a few attempts to warp blast my armor, handily negated by my Inquisitor Lord's psychic hood.

The guard got comfortable, heavy flamers at the ready, and opened up with the artillery.

Fun fact: Bugs don't like pie. Two griffons and four russes bring a lot of pie...

It took a couple turns for him to get into assault range with anything, and the master of the fleet hurt the genestealers which he chose to outflank with.

When the nids did get close enough to assault the hull heavy flamers on the chimeras and russes opened up - claiming a good number of them. I was also able to take advantage of the scenario special rule by throwing my vet squads in front of his MCs doing a melta wound or two - enough to provoke him into assaulting them - then after they were wiped out in his turn they walked back on from my table edge (conveniently in melta range) and finished 'em off.

Other noteworthy events include:

-A vet squad surviving two rounds of combat with genestealers.
-The Vendetta showed up late despite the astropath, but made up for it by killing the hive tyrant in one shooting phase.
-The same Vendetta won me the primary objective by zooming over on to the objective on the last turn - vet squad in tow.

In the end I won the game 16-4.

Game two was spearhead deployment with two objectives - one in each players deployment zone. The catch was that the objective scattered 1d6" in a random direction every turn. Secondary objectives were the same as round one.

This time around I was matched with a veteran demon player. ...It was rough.
The game started out auspiciously enough when he ruled a two when determining which wave he got in his first turn.

I won the roll off for first turn, and unfortunately the scenario didn't allow me to choose to go second. So I deployed as defensively as possible. I deployed one Chimera empty in the front near the center of the table.The Inquisitor and mystics were placed right behind so they could hop in on the first turn and draw out a "do not deep-strike" zone in an attempt to funnel him through the other flank. On the other flank of my DZ I spread out my footsloggers in neatly spaced lines to try and create a deep strike danger zone. All of my tanks and artillery castled up in the backfield - heavy flamer chimeras in the front, then leman russes, then the Griffons hiding behind terrain.

On his turn he brought in a unit of bloodletters, demonettes, pink horrors, and a Keeper of Secrets on my flank with the footslogging vets - but he kept a safe distance. A soul grinder showed up on the other flank with the Inquisitor - but he kept his distance as well.

Unfortunately I wasn't able to throw up Sanctuary since I had to move the Inquisitor to get in the Chimera (it did pop smoke though) so he took some shots at it which were thankfully ineffective. He ran most everything else other than the horrors which put a dent in the first vet squad who promptly went to ground.

In my turn the Russes and griffons put a pretty big dent in the bloodletters (the only unit on the table at that point with an icon) and took out most of the horrors. The inquisitor threw up sanctuary - and kept it up for most of the game - effectively blocking that flank completely (it also happened to be where my objective was).

From here it was essentially a game of "How many can I kill before it's too late?"

The answer: Not enough.

Before too long there was a bloodthirster running rampant in the back of my lines - and at that point there's just no coming back.

I made a tactical error in throwing my vendetta and its melta-cargo at the soul grinder who was really too far away to threaten much of anything. The Vendetta's lascannons failed to damage it - it turned around and punched it out of the sky. The vets popped out of the wreckage a little worse for wear and tried to melt it, missed two out of three melta shots, and then I rolled a one on the damage table for the one shot that penned it which the grinder ignored. Then it ate my vets.

Sad story.

In the end - he kicked the crap out of me. He won on every part of the mission except for my objective which, even with the wonky scatter rule managed to stay in the sanctuary zone of my inquisitor lord's chimera.
By the end of turn six my end of the board was filled with a bunch of burning wrecks, and two greater demons running amok.....and the remnants of my last veteran squad sitting on my objective. They were giving my inquisitor's chimera a big hug - staying just within the sanctuary zone.

So I'll take a small moral victory for that at least.

The demon player also went on to win 1st overall in the tourney – so I don't feel too bad about getting stomped on.

The last round was pitched battle deployment, and each player placed three objectives in their deployment zone.

This time around my opponent was playing a First Company Salamanders army using the Dark Angels codex for the ability to take terminators as troops. He took Belial, five squads of termies – all with storm bolters, one assault cannon each, and some chain fists mixed in here and there – and three Vindicators. He noted my Mystics and the master of the fleet and opted not to Deathwing assault in. The three Vindicators castled up in the corner across from most of my armor surrounded by three of the five termie squads. The other two squads including Belial and the apothecary hung back in a ruin, mostly out of line of sight -camping on an objective and making it obscenely difficult for me to get the secondary objective of destroying the unit with the highest point cost.

I got first turn and over reacted a bit to the triple vindicators. I moved up two chimeras and the vendetta, all filled with melta vets, and by next turn they had blown up two of the Vindicators and scored weapon destroyed and immobilized results on the third one.

Things went down hill pretty quick after that. The Griffons missed their intended target, and after using the accurate bombardment rule for a re-roll it scattered onto the melta vets which had just popped out of the a Vendetta, killing about half of them. Nearby terminators took care of the rest of them in the next turn, and an assault cannon to the rear knocked the Vendetta out of the sky.

Assault cannons and multi-charges did an admirable job of taking out most of my chimeras and the vets inside. With the loss of my melta guns and the vendetta I was completely out of AP 1 and 2 weapons, and I just didn't have the volume of fire to get past his 2+ armor saves. (Plus the apothecary negated two or three of the failed saves throughout the game which is handy.

He ended up winning all the battle points that round, and second place overall in the tournament.

Personally, while my battle points for generalship were less than spectacular I did pretty well in sportsmanship and painting. I placed fifth out of twelve overall – not too shabby I suppose.

The event was a lot of fun, all of my opponents were great, and I learned a lot about my army's strengths and weaknesses.

Overall I think the list that I brought performs pretty well against heavy mech and MEQs. All of the pie plates and heavy flamers work wonders on hordes (although I have yet to play against Orks with it.)

Against demons and small elite armies like Deathwing.....it needs some tweaks.

Mostly I just don't have the volume of fire to take out things like greater demons and terminators. This epiphany has me considering a hybrid Platoon/Vets list.

My colleague and frequent opponent Rob played in the tournament as well. Oddly enough he played the nid army and the demon army as well, and he had the foresight to take pictures - so if you want to see his take on them check it out here.

Thursday, May 28, 2009

More Tanks! We need more tanks!

I was able to get a game in (well, more like 1.083) Rob today. Rob was playing a revised version of his Mechdar list which included:
-Prince Yriel
-Farseer
-3 Squads of Dire Avengers (In Wave Serpents)
-2 Falcons (Loaded with 6 Fire Dragons each)
-Fire Prism
-8 Warp Spiders


My list was:

Company Command Squad

+Vox-caster
+Chimera (Multi-laser/Heavy Bolter)

Inquisitor Lord
+Psychic Hood
+Bolt Pistol/CCW
+2 Mystics
+Familiar

Veteran Squad
+Missile Launcher
+3 Sniper Rifles
+Forward Sentries Doctrine
+Vox-caster


Veteran Squad
+Gunny Sgt. Harker
+3 Sniper Rifles
+Missile Launcher
+Vox-caster

Veteran Squad
+Shotguns
+3 Melta guns


Veteran Squad (2X)
+3 Melta guns
+Shotguns
+Chimera(Multi-Laser/Heavy Flamer)

Vendetta (2X)

LRBT Squadron:
-Leman Russ Battle Tank
-Leman Russ Demolisher


Leman Russ Battle Tank

Artillery Battery: 3 Hydras

TOTAL: 1850 pts/16 KP/69 Models

The first game lasted fifteen minutes or so. I won the dice off for first turn, and my opponent promptly castled his grav tanks in a corner behind a large piece of terrain. The Vendettas unloaded their melta-armed cargo (with the help of their 24" scout move) as well as their twin linked lascannons, the russes and hydras spoke, and after the pile of smoking grav-tank carcasses reached the requisite height the game was forfeit without the filthy xenos firing a single shot.

As the first game proved less than satisfactory, we re-deployed with the same mission and terrain and tried again. This time around he held his entire force in reserve - counting on Yriel to bring them on to the table without too much delay.

This is where I made a couple of critical errors.

Over-zealous and encouraged by my initial quick victory I pressed the charge - infiltrating Harker and his squad into terrain in his Deployment zone and moved the two Vendettas up with a 24" scout move, and another 24" during the first turn to bring them right up by the long table edge.

(My thinking on this was flawed. For some reason I had it in my head that he wouldn't be able to come on to the table where there were enemy units within 12". So, I tried to force him to come in on the right side of his deployment zone where they would be easy targets for the Russes and Hydras. Of course...that is not the case - and I think I just had the infiltrate/scout rules stuck in my head for some reason or another.)


Yriel paid off big for him and he managed to get his entire army on his 2nd turn.

My mistake cost me both Vendettas. (Their cover saves could only help so much)Harker's veteran squad felt the pain as well when they were shot up and assaulted by warp spiders.

My other mistake was failing to pop smoke on my russes. Thankfully that mistake didn't cost me as much as it could have as the Vendettas took priority for his brightlances.

Despite my initial tactical epic fail the game turned out to be extraordinarily close.

Other highlights include:

-The Warp Spiders breaking and running off the board the turn after they came in.

-Prince Yriel (not attached to a unit, and vulnerable to instant death) eating a dead-on battlecannon shot from a Russ...which rolled a one to wound him. (!!!)

-Prince Yriel dedicating two shooting phases and two assault phases to killing that particular Russ.

-Hydras proving that they are just as good as Lootas at popping skimmers.

-A Wave Serpent full of Avengers pulling up to contest an objective late in the game being wrecked by melta vets. The dire avengers which popped out ate a LOT of fire and failed their pinning check when hit by sniper fire. Their inability to contest let me pull out a narrow win.

Saturday, May 2, 2009

Goin Out With a....BOOM!

I haven't had a chance to update in a while - I'm just going to blame that on final exams and Resident Evil 5 rather than on my own laziness....
Updates should be a bit more regular now, for a time at least, as things have slowed down a good bit.
(Plus - I got my IG pre-order stuff in at Hobbytown yesterday. Woo! Now I just have to wait for all my Forgeworld stuff to get here...Argh.)

So yesterday I got a game in with the greenskins before they are put on the shelf in favor of the new shinies in the Guard codex. I tried something a bit unorthodox list-wise as the last few games my lootas have been....unreliable at best, mainly due to poor deployment and an extremely mobile enemy. So this time I opted for rokkits - and lots of them.

My list was:

HQ:


-Warboss on bike (Power klaw, Attack squig, Cybork body)

-Big Mek (KFF, Armor, Burna)

Troops:

-Trukk Mob with Nob (PK/BP/Armor)
-20 Shoota Boys with Nob (PK/BP/Armor) and 2 Big Shootas
(Riding in battlewagon)
-20 Slugga Boys with Nob (PK/BP/Armor) and 2 Rokkits
(Riding in battlewagon)
-11 Grots with Runtherd

Elites:

-15 Lootas
-15 Tankbustas with Nob (BP, Armor) and 3 Bomb-Squigs
(Riding in battlewagon)

Fast Attack:

(2x) -3 Warbuggies with TL Rokkits

Heavy Support:
(3x) - Battlewagon (2 Big Shootas, Ram, Red Paint)


His list was mechanized Eldar with a Jet-bike Seer Council (Farseer attached), 3 Wave Serpents loaded with Dire Avengers (+Exarch and bladestorm), 2 Falcons each holding a unit of five Fire Dragons, and a Fire Prism.

We randomly placed terrain with the aid of a scatter die, and rolled up Capture and Control with Dawn of War deployment. His objective went in the ruin in the far corner of his DZ, with the Seer Council temporarily parked on it. My objective went in to the ruin on the opposite corner of the table where it was promptly swarmed by grots,who were (conveniently) completely out of line of sight of.....well...everything.

Before I go any further I should mention that when I was writing my list I had debated over upgrading the warbuggies to wartrakks for the ability to re-roll dangerous terrain tests, but in the end I decided that since the main draw of the unit was its low-cost, relatively accurate, ranged anti-tank fire I should run them as barebones as possible. Dangerous terrain is only an issue 16.5% of the time when moving through terrain anyways, right? No big deal.

He gets first turn and zooms his grav-tanks on to the table at full-speed for the cover saves as they have nothing to shoot at anyways. I move my vehicles up in an Orky flying V formation with the Trukk riding point closely tailed by the two wagons filled with boys, the tank-busta/KFF wagon hides torwards the back, and the two squads of war-buggies move up on the flanks. I was able to get everyone within the 6" bubble of the Mek's Kheese -er...Kustom Force Field to take advantage of the 4+ cover saves.

Highlights:


-Remember that bit about the war-buggy/Wartrakk debate? Well - early in the game I take the chance with one of my units of buggies and attempt to move through a piece of terrain that was between them and a juicy chunk o' grav tank. I roll three ones for my dangerous terrain tests, and thanks to the vehicle squadron rules the entire unit is destroyed. Later I have to move the other unit through terrain and roll another one - another buggy runs into a tree. "WAAAAAGH!! *KEEERUNCH*" The last two war-buggies somehow survive the entire game despite being an AV 10 open-topped vehicle squadron.
In the end, I killed more of my vehicles than my opponent did.

-Tank-bustas in a wagon can be ridiculously effective against mechanized opponents. (Durrrr....)
Their massed rokkit fire accounted for most of the flaming grav-tank husks that littered the battlefield. The glory-hogs rule can make them a tricky unit to use however, and it takes some practice to make them really shine. For example, I misjudged the distances - thinking I could set up a mob of boys to assault a stunned wave serpent and use the tank-bustas to pop a nearby fire prism. Unfortunately, the aforementioned wave serpent was an inch or two closer to the tank-bustas than the prism, so they had to blow the hell out of that. And the surviving dire avengers that fell out of the back of the burning wave serpent were an inch or so outside of the aforementioned boys' assault range.

-My opponent managed to fail his psychic test for fortuning his Seer Council twice during the game. Both times I threw as much firepower as I possible could into them, and the council made all of their saves without needing the re-roll. Gah.

-The dice rolled both ways though. My opponents shooting was less than spectacular for a good portion of the game, and in the last couple turns my tank-bustas had to charge his seer council - which by rights should have annihilated them - but the seers only managed to do 4 wounds, two of which I managed to negate by making 6+ armor saves. Then the tank-bustas and their big mek buddy somehow managed to KO two of them, tying combat, and locking them in combat for another turn at a very crucial moment.

-Bottom of turn 6 I got a wagon full of boys in to assault range of the dire avengers sitting on his objective, promptly wiped them out and claimed the objective.

We roll for another turn, and the die comes up a six. Crap.

Turn 7: He moves the remnants of his last dire avenger squad into within 3" of his objective. T
he Seer Council, having finally wiped out the tank-bustas they had been locked in assault with doom the orks holding the objective and drop three destructor templates on them.

They die horrible, horrible deaths.

I throw my entire army - what's left of it anyways - into that unit of dire avengers, and they fall...barely.
The grots on my objective throw up their arms in jubilation - Victory!

...but at what cost?

At the end of turn 7 the only living things left on the battlefield were the Farseer, Seer Council, one battlewagon, two war buggies, most of the lootas, and the scaredy grots.

So - around 75% casualties on both sides. It was a bloody one, and a nail-biter up until the very end.

Next week I plan to give the new IG Codex a spin.

Friday, April 10, 2009

It's Not Easy Bein' Green...

I was able to get a game in against Rob's Mechanized Eldar earlier today - well most of a game - we called it early due to prevalence of funnel clouds amongst other things.

My list:

HQ:
-Big Mek(Burna,KFF)
-Warboss(Kombi-Skorcha,Powerklaw,Attack Squig,Heavy Armor, Cybork)

Troops:
-19 Slugga Boys (Nob:HA/BP/PK) X2

-30 Shoota Boys (Nob:BP/PK)

-12 Slugga Boys (Trukk, Nob: BP/PK/HA)X2

-19 Grots

Elites:
-10 Lootas x3

Heavy Support:
-Battlewagon (2 Big Shootas, Ram) X2

His list included the Seer Council of DOOM, several wave serpents, a couple falcons, a fire prism, Dire Avengers in the Serpent, and some small units of Fire Dragons (though I never actually saw them as they stayed tucked away in their transports)

We rolled up Capture and Control with Spearhead deployment, Rob got the first turn, and I failed to seize the initiative.

My two wagons (loaded with slugga boys, one with the Warboss, and the other with the Mek) were deployed in the front, trusting the durability of AV 14 with a 4+ cover save, and giving cover to the lootas behind them. The two trukks deployed around the wagons, within 6" to take advantage of the 4+ cover of the KFF. The lootas were deployed in an effort to get the best possible firing arcs while keeping cover, one in the back of the board behind the wagons, the other two of the flanks. My big mob of shootas stays in reserve for lack of space, and the hope to come from the table edge and get some juicy falcon-flank.

Turn 1 Highlights:

Grav-tanks hover about a bit then the shooting begins.
A twin-linked brightlance goes into the Big Mek's Wagon.
*BOOM* HEADSHOT!
It penetrates, I roll a one for my cover save, it wrecks.

Another brightlance hits the Warboss's wagon.
*BOOM* HEADSHOT!
It penetrates, I roll a two for my cover save, it explodes violently.

Trukk number 1 is similarly maimed: I roll a 3 for my cover save, and a 1 for my ramshackle roll.

Trukk number 2 is mercifully spared, merely getting a stunned result.

....Not auspicious....

Bottom of Turn 1:

Now the fun begins! The lootas are ready to unleash hell upon those damn girly-dress wearin' space elves and their funky flying tank-skimmer things.

Loota unit number one scores two penetrating hits and two glances against a wave serpent, and.....gets two shaken results and two stunned results.

It doesn't get any better after that....the two other units of lootas yield similar results, and come the end of the turn the eldar force is unscathed - other than a couple of shaken/stunned grav-tanks.

Other game highlights include:
The warboss burning a tightly knit group of dire avengers with his kombi-skorcha, scoring seven hits, he needed anything but ones to kill, and of course - I rolled four ones. (!!!)

I ended up conceding the game after that. The weather was getting pretty horrid with talk of tornadoes and such anyways, so it was probably for the best.

Otherwise it would have technically ended as a tactical draw since neither of us were anywhere near the opposing objective, but I was maimed pretty thoroughly in terms of kill points and victory points.

All things considered it was a good game.

The dice can't always been on your side I suppose.