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Alamo GT 40k - Ultramarines 2000 points

Army list:
Chaplain, Terminator Armor w/storm bolter
Tactical Squad x 10, missile, flamer, rhino
Tactical Squad x 10, multimelta, plasmagun, combiplasma, rhino
Terminators x 10, CML x 2, Chainfist x 1
Terminators x 5, lightening claws x 5
Dreadnaught, multimelta, DCCW w/storm bolter
Landspeeder Squadron with 2x Typhoon
Vindicator
Vindicator

First, this was an amazing tournament. There was four of us there representing our local
gaming group in a tournament with over 40 others from around the country. Having the
guys there to talk in between matches and wander around to see how everyone else was
doing was just awesome. As a group we had 7 wins, 6 draws, and 7 losses… a 50% win
percentage. The Tyranid player did the best with a 3-1-1 record and got 3rd best General.
Also, I somehow ended up being the only Ultramarine army there, so I actually felt quite
original despite painting my guys like the picture on the box. I got a lot of compliments
on the painting and modelling so from that aspect the tournament was a total success.
The army was not intended to be a powergaming army, but was intended to be
competative in most games and I felt that it performed well over the course of the
tournament. I had 2-1-2 record with 54/100 battle points. Here's how the games went
down.

Round #1: vs. Chaos. Pre-heresy models with Horus (as Abaddon), Mortarion (as Nurgle
Warptime Winged Daemon Prince), Daemon engine (as Summoned Greater Daemon), 7
plague marines in rhino, 8 khorne berzerkers (with Abaddon in LR), 2 units of 2 Epic
Titans (as Oblits), and 4 units of 5 summoned lesser daemons. The mission was 5
objectives; the terrain was all hills taller than our landraiders making it really hard to
drive anywhere. This guy finished the tournament in 2nd overall place and the matchup
was not in my favor. Still, I killed his DP in one turn and got all his plague marines too.
Abaddon and the berserkers killed my chaplain, but couldn’t get the Land Raider to pop.
It ended the game contesting an objective while abaddon was knocking weapons off
every turn. This game came down to the last turn, where I turbo-boosted a speeder onto
an objective to contest it with 3 lesser daemons. The turn before that, I hit greater
summoned daemon for 4 wounds with terminators. At that time he only had 2 wounds
left and he made three 4+ saves leaving 1 wound. The Daemon ended up getting out of
that combat, and assaulted my speeder needing a 6 to hit. He managed to roll a 6 and
blew it up securing the objective. I lost objectives 2-1 and lost the table quarters 2-1.
Still, a very close game and made the #2 player in the tournament have to get lucky on
the last 2 turns to pull out a close victory. (4-20)

Round #2: vs. IG. This army was insane. 10 chimeras filled with IG guys and 6 medusas
(think 36” range vindicators). Spearhead deployment and 2 objectives. I put mine ¾ back
in my area about 10” from any board edge and he put his about middle of his zone.
Spearhead deployment helped because his tanks were all blocking each other. Also
helped that I got first turn. My vindicators and missile launchers took out two chimeras
on the right side, and blew some parts off some on the left side. I decided to ignore his
medusas since they would have cover saves. I drove rhinos, dred, and land raider right
into the teeth of the enemy, and even though all of my vehicles were destroyed, they
were able to get the cargo safely to the drop point. Once my marines were close enough
to the objective there was so many wrecked vehicles around that it limited the number of
enemy shots that could be directed their way. In the end the chaplain was the only
survivor from the terminators (made a couple 4++ vs. meltaguns) and he joined with 3
tactical marines on the objective to make them fearless. It really paid off that last turn as
the Chaplain helped soak a lot of shots and kept that last marine from having to take a
panic check. Game ended on turn 6 with marines standing on both objectives. Win 2-0
and draw on the secondary objective 3-3 (16-4)

Round #3: vs. Black Templars: This army was pretty bad for a tournament in that he
only had 2 scoring troops, both of which were 5x power armor guys in a drop pod.
Unfortunately for me the scenario was the only one of 5 in the tournament where there
was no need to have scoring troops. This meant I was playing an annihilation match
against an entire army of elites. He has double Land Raider, Emperor’s Champion,
Double biker Chaplain Lightening Claws, super melta biker squad action. To make
matters worse he made me go first on dawn of war and reserved everything. There was
not a unit in range for me to shoot at until my third turn and even then I think he made
about 10/12 of the 3+ invul saves. I knew the dice weren’t with me, and neither was the
scenario. In the end I got beat pretty badly in kill points. The bikers meltad my
vindicators and I had no solution for the land raiders. They delivered their cargo into my
lines and pretty much that was it. The most epic moment of this match was the emperor’s
champion and terminators against my chaplain and terminators whose squads wiped each
other out and left the emperor’s champ and the chaplain fighting mano-y-mano for three
combats before the emperor’s champion took his massive sword and plunged it through
the chaplain’s terminator armor. Result was a loss 9-4 on kill points. Draw on secondary
objective. (4-16)

Round #4: vs. Necrons. His list was 2x lord, 5x 10 warriors, 1x 10 immortals, 3x 3
destroyers. Scenario was 2 objectives with pitched battle. I went first. I placed objective
on left side near an outcrop for good line of sight for the planned missile combat squad
that would be there. He placed his on the same side in the very corner. I was surprised
because I thought he would want to keep the range open, but ok. I deploy my entire army
as close as possible ready to make a mad rush at his deployment zone. He deploys
everything in the far corner, way way way away from any objectives and my troops.
Hmmm. Anyway, he steals the initiative, shoots down landspeeders before they get to
move, and stuns a vindicator. This game was pretty fun, although never really in doubt. I
drove a rhino 4 turns uncontested onto the other objective with 5 guys inside while the
rest of my army tried to get to grips with the crons. My lightening claw termies got in
range of assault and killed a necron lord and some warriors before their ride got
immobilized from gauss weapons. The most epic moment of the game came when the
other necron lord tried to teleport with veil of darkness onto the objective and rolled a
mishap, getting a ‘misplaced’ result. Instead of putting him off in no-man’s land I
decided to land him on the other objective…. right next to my 9 remaining power-fist
terminators. That was good times. Other than watching 15 marines fight 1 necron
destroyer, lose combat by 1, fail morale and run off the board (seriously?) everything
was ok this game. Win 2-0 and also secondary objective 1-0 (20-0)

Round #5: vs. Daemon Hunters. His list was Brother Captain Stern with power armor
grey knights in a Standard Land Raider, Grad Master with Grey Knight Terminators in
Land Raider Crusader, Inquisitor Lord with Grey Knights in Power Armor with
Psycanons, 3 squads of Storm Troopers with meltaguns in rhinos, and an assassin. Game
is 5 objectives, lots of low cover saves everywhere and difficult terrain. No place to drive
without taking terrain checks, but nothing high enough for a vehicle to get a cover save
from. He went first, but with night fighting and nothing on the board didn’t do much. My
first turn I did the rhino searchlight, long range missile fire from the back of the board
trick and managed to kill a couple dudes. Of course, that rhino was way out front of the
rest of the army and they got their rhino popped. They ended up rapid firing a squad of
storm troopers to death clearing the objective, and then getting shot in return by some
grey knight terminators losing 25%. As they were about to get charged I prepared to use
‘combat tactics’ for the most awesome charge denial ever and promptly fell back… 3” ...
hurray! So they got charged anyways, and chopped down to man. My chaplain would not
stand for that and promptly assaulted that grandmaster and GKT squad, killing all but 1
termie and leaving the GM with only 1 wound left… which was not enough as the
ultramarine chaplain was again killed. The most EPIC moment of the game, and in fact
in the entire tournament, was when my 105-point, black reach, no-upgrade dreadnaught
walked up to the standard land raider, fired a multimelta into it, blasting it into a crater
and killing 3 of the occupants, then rolled a 6” for assault, closed with Brother Captain
Stern, survived the brother captain’s vicious attacks with only one immobilized result, hit
twice, wounded twice, and then watched one save fail, and then watched the brother
captain’s re-roll save fail…. Mwuahahaha! 105-point dred just killed a Land Raider, 3
power armored grey knights, and Brother Captain Stern in one turn! Wow! Anyway, he
didn’t live long as an assassin snuck up behind him and strapped a melta-bomb to his
back, but what a way to go huh? After turn five I was winning 2-1, but the game kept
going. After the end of turn 6 I had only 3 marines left on an objective and it was 1-1,
and thankfully the game ended then because 3 power armor marines is not so resilient
that I could have counted on them lasting one more turn and was looking at a loss. Result
draw, with 2 of 4 objectives. (10-12)

Total battle points scored = 54


Total battle points allowed = 52

Thoughts about my army: Overall I really liked it. It wasn’t nearly as hard core as a lot
of the lists… out of 5 matchups I played two armies with double land raider and two
armies with named characters (Abaddon and Brother Captain Stern) and I was in the
loser's bracket most times. The chaplain is kind of wasted, being 130 points and really
only adding re-rolls to one assault during the game he feels like a waste. Still, the model
is cool right? The vindicators were great, even though they hardly ever killed anything.
The cover saves everywhere and nearly impossible driving terrain in the tournament
were hard to deal with. I could take siege shields, but the vindicators draw so much fire I
think that would be a mistake. Rhinos and tactical marines were very successful. They
were almost never targeted while terminators and or vindicators were nearby. Every time
I decided to combat squad it worked out well, which is different than in our normal play
group. I had combat squads claim objectives in all four rounds that had objectives!
Wow! The Drednaught definitely has a place in the army. He does things no other model
can, like squish ICs, and at 105 points he can be killed without much loss. Land speeders
were just awesome. I am definitely happy I used the squadron rules. That never backfired
once and actually helped turn some stunned results into shaken. In the end, I felt like I
had a unit that could do what was needed. Maybe next time we’ll up the power level a
bit.

-Myst

--------------------
QUOTE (Jackelope King @ May 20 2010, 11:30 PM)
It's Warhammer 40k: sending some poor schmucks to suffer a horrendous fate at the
hands of terrible monsters and be left broken and bleeding on a lonely, blood-soaked
battlefield is downright fluffy.

12 guys showed up in our FLGS (there are other


places to play in Vegas.) Two blood angels, three
codex marines (two Vulkan, one generic), three
Chaos Marines, two orks, one tyranid. I didn't see
the other guy. I was really suprised to see no
Guard and fewer nids.

My list:
Vulkan
Inquisitor Lord, hood, Mystics

4 Space Marine Squads (Meltagun, Lascannon,


Fist, Heavy Bolter Razorback)

10 Assault Terminators

2 Land Raiders (with multimeltas)

2 Squads of two Landspeeders (Multimelta/heavy


flamer)
Yeah, I figured I'd struggle in scenario three, but
my other option (model collection wise) was to run
some drop pod dreads, which I didn't want to do
since my Land Speeders are so effective. I picked
up some heavy bolter pieces for my Rhinos and
lascannon guys for my space marine squads. I
figured I'd see more hoard and heavier vehicles so
I wanted to be able to more effectively take those
out. The 6 twin linked heavy bolters definitely did
well for me during the day.

Game One was against Orks. He ran


Warboss (Powerklaw and stuff, ran with
meganobz)
Big Mek (Force Field)
10 Flash Gitz
15 Tank bustas (some bomb squigs and tank
hammers)
9 Meganobz
20 Ard boyz (nob with claw)
30 Lootas
80 ork boyz (3 groups of shoot boyz, 1
slugga/choppa, each had 3 rocket launchers and
nob with klaw)
3 Battlewagons with deffrollas, red paint and big
shootas

I won the die roll and set up two objectives near


my area terrain and third way out of the way on the
other side; the ork placed two objectives close to
my deployment zone in cover.

The ork had loaded up the Warboss with the Ard


Boyz in one Wagon, the Big Mek with the
Tankbustas in another wagon and the meganobz in
the third. OF course he ran max KFF cover from
the center wagon. He reserved the flash gitz and
one unit of shoota boyz, and deployed his lootas
across the table.

I combat squaded my heavy weapons teams into


terrain and loaded up my Razorbacks with fist
sergeants and meltagunner, with assault
terminators in raiders on the flanks, with the
speeders behind them. I had won the die roll to go
first, but he seized the initiative!
The orks charged in. The lootas shot up one of my
lascannon teams causing five wounds, but I saved
them all.

I shifted my units a bit to clear fire lanes and


opened up. I stunned two of the battle wagons with
lascannons (including the Big Mek's) and started
mowing down shoota boyz with twinlinked heavy
bolters.

Turn two he pressed on, and the flash gitz came in


on his table side directly across from my large end
of the deployment zone. The foot orks pressed on
and the Meganobz wagon did not get quite close
enough to assault one of my Raiders (with Vulkan
and 5 termies in it.) I lost two lascannon team
marines to lootas.

I moved up my threatened raider and disembarked


Vulkan and friends. I blew apart the wagon with
the raider and assaulted the Meganobz. 9 dead
meganobz, I lost four terminators. The surviving
warboss ran off. I immobilized another wagon with
lascannons (the meks.) More orks died to heavy
bolters. I moved my other raider towards the flash
gitz.

Turn 3 the orks moved towards my deployment


area and shot at one of my razorbacks, doing
nothing. The third wagon tank shocked through
vulkan and his termie buddy who both survived
and hit one of my razorbacks. He got one hit,
penetrated and rolled a '1' on the damage table.
The 'Ard boyz bailed out and moved towards my
lascannon teams on objectives in cover. The lootas
killed another two lascannon team marines.

I moved my second raider towards the flash gitz


and disembarked termies. Vulkan and his buddy
went after a shoota boy squad. I melta'd the final
battle wagon and moved down a bunch of 'ard
boyz with heavy bolters. My heavy flamer
speeders moved 12" right up to a boyz squad; 4
twinked heavy flamers later, no boyz squad. My
second batch of assault terminators hit the flash
gitz, killed most of them and the rest ran off the
table on his turn. I lost one terminator.

Turn four he was pretty much out of gas. He got


the last boyz mob in where the flash gitz had just
died to try and threaten my lines again. The
surviving foot orks came on and tried to assault my
speeders, but he could generate glances with his
hits and missed with the klaws.

The rest of the game I just wraped it up, heavy


flaming the surving orks and hitting the lootas with
my flash gitz killing termies; At turn six I
controlled all 5 objectives; he had part of the
reserved boyz squad on the board and that was it.
24 mission points, 2395 victory points.

Game two was against the other ork player. He ran


a total foot list.
Ghazkull
Mad Doc Grotsnik
8 Meganobz with cybork
15 Kommandos with the upgrade character (forgot
his name)
Two large units of gretchin (mobile cover saves)
5 units of 30 slugga boyz with Nob/Klaw (one unit
of 'Ard Boyz ran with Grotsnik; 4+ save and FNP
on an ork is pretty good it turns out.)

This was the worst possible mission for my


opponent Cory. Table quarter deployment; I went
first. He had to foot slog the whole table into my
guns. He got most of the way over. I tabled him on
turn six. He was good natured about it, and I knew
I was hosed for the next round. 22 mission points,
2500 victory points to me.

Round three I was in first; my opponent was


running a CSM Khorne list specifically built for
this mission. I was way ahead of him on Mission
Points. BUT: his entire 2500 point list was 9 whole
kill points. Mine was something like 30.

He ran:
Kharn
5 squads of 16 Khorne Berzerkers (powerfist)
3 Defilers (Battlecannon, Reaper, 2 CCW)

And that was it.

I reserved all my speeders and razorbacks to


hopefully eliminate his defiliers before they came
in with my lascannons. This didn't really work out
as they all came in early. At the end of the game I
had killed two of his defiliers and eliminated the
guns and immobilized the third and killed 59
Berserkers plus Kharn (Kharn got five hits on my
thunderhammer squad; all five saves made. He
took a thunderhammer to the face. That actually
made the entire day for me.)

I earned six whole kill points. I lost both Raiders,


Vulkan, all 10 terminators and all the speeders. He
got something like 16 kill points. So I got wiped
out and he got the full 20.

I ended up taking third place, so I got my spot to


the semis.

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1
John
4:8

THE_Lim_Du May 16 2010, 11:16 PM


Post #2
l
Congrats! I placed 2nd in my area. Here's hoping we meet in Chicago!
+FRATER DOMUS+

Group: + FRATER
DOMUS +
Posts: 167
Joined: 25-October 08
Member No.: 40025

Good day,

Several days ago I got to play another game for 40k at the weekly gaming club down at
Grimfoe Games (Monday nights are 40k nights). I was offered the chance to play a game
at 1850pts by a fellow club member who wanted to show his friend how a game of 40k
works at such high points. I agreed, and as I was taking out my Land Raiders I asked
what army he played. With a huge smile he informed that he was playing Tau….Tau with
plenty of Railguns. And here I was…using three Land Raiders and two Rhinos….with a
sighed as I realized that this was going to be bad… a fully mechanized army against the
army best equipped to take out armor.

Game Type: 1850pts, Capture and Control (Two objects), with a Spear Head
Deployment (diagonal deployment)

My strategy:
It has been some time since I was able to go up against a Tau opponent, and the first time
I’ve gone against someone playing Tau that I haven’t been coaching how to play, I had
no illusions that this was going to be an easy game…I expected to lose by turn three. I
figured that my best strategy was to push forward as fast as humanly possible and get
into close combat with any Tau units as fast as possible all the while popping smoke and
trying to keep my raiders up and running, especially my Land Raider Crusader. If I could
get the GK’s in close combat, my tanks wouldn’t be as important anymore. His list
revolved around fast and reliable transports, with some deep striking elements, I needed
to tie down his main force, and try to at the very least cripple what transports I could so I
could stop any extra pushes from his forces. I just hoped that I could keep up my
mobility throughout the game to deal with his moving tanks.

The Game Board:


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My 1850pt Daemon Hunters Army - “The Holy Rollers”


Head Quarters-
Grey Knight Grand Master with a Holy Relic, Psychic Hood, and Hammerhand
Retinue of 4x Grey Knight Terminators, Holocaust, Incinerator
Troops-
Grey Knight Squad One
Justicar with 6x Grey Knights (one with an incinerator)
Grey Knight Squad Two
Justicar with 6x Grey Knights (one with an incinerator)
Inquisitorial Storm Troopers Squad One
5x IST, two with Melta-guns- Mounted in a Rhino with extra armor and smoke launchers
Inquisitorial Storm Troopers Squad Two
5x IST, two with Melta-guns- Mounted in a Rhino with extra armor and smoke launchers
Heavy Support-
2x Grey Knight Land Raiders- Each with extra armor & smoke launchers (one with a
storm bolter)
1x Grey Knight Land Raider Crusader- with smoke launchers

1850pt Mechanized Tau Army


Head Quarters-
Commander Shas’el with Airbursting Fragmentation Projector, Cyclic Ion Blaster,
Targeting Array
Elites-
Crisis Suit Team One
2x Crisis Battlesuits, the Team Leader has a Flamer, Hard-Wired Target Lock, Twin
Linked Missile Pod, and the second suit also has a Flamer and Twin Linked Missile Pod.
Crisis Suit Team Two
1x Crisis Battlesuit equipped with a Missile Pod, Plasma rifle, and a multi-tracker
Stealsuit Team
5x Stealth Suits, including a team leader with a Bonding Knife, Fusion Blaster, Hard-
Wired Target Lock and a Markerlight
Troops-
Fire Warrior Team One
6x Fire Warrior equipped with Pulse Rifles
Mounted in a Devilfish Transport with Disruption Pod, Flechette Discharger, Land Gear,
Multi-Tracker and Targeting Array.
Fire Warrior Team Two
6x Fire Warrior equipped with Pulse Rifles
Mounted in a Devilfish Transport with Disruption Pod, Flechette Discharger, Land Gear,
Multi-Tracker and Targeting Array.
Fire Warrior Team Three
6x Fire Warrior equipped with Pulse Rifles
Mounted in a Devilfish Transport with Disruption Pod, Flechette Discharger, Land Gear,
Multi-Tracker and Targeting Array.
Heavy Support-
Hammer Head Gunship One-
Hammer Head Gunship with Railgun, Smart Missile System, Targeting Array, Black Sun
Filter, Disruption Pod, Flechette Discharger, Landing Gear, Multi-Tracker and a Target
Lock
Hammer Head Gunship Two-
Hammer Head Gunship with Railgun, Smart Missile System, Targeting Array, Black Sun
Filter, Disruption Pod, Flechette Discharger, Landing Gear, Multi-Tracker and a Target
Lock
Broadside Battlesuit Team-
3x Broadsides Team Leader is equipped with Bonding Knife, Hard-wired Blacksun
Filter, Hard-wired Drone Controller, Hard-wired target lock, Shield Drone and a
targeting array. The other two Broadsides each have drone controller with a shield drone.
3x Shield Drones

I won the roll for first turn, and deployed first. The Tau’s players attempt to seize the
initiative failed.

Deployment:
At first I was considering using the two Rhinos as a moving cover against his incoming
Railgun fire, with the raider sitting hull down directly behind the two tanks. However,
fearing the two rhinos’ being immobilized or wrecked I was worried about getting stuck
in the center of the table & opted for a quick push forward with the raiders. Keeping the
mission in mind I placed the two rhinos in my back field next to my own objective
hopefully to keep it safe, or at least to contest the darn thing if events turned sour for me.
I positioned my Grey Knight strike force consisting of the three land raiders as close as I
could to the Tau deployment.
The Tau player seeing my deployment set up his Broadside team & Hammerheads in a
perfect firing position in the tree line towards the back of his deployment section. He
placed his Devilfish transports behind the ruins, so it would harder for me to get a shot
off against them, keeping his mobility safe for at least the first turn. He moved his stealth
suits along the hill and tree line adjacent to my deployment section. He also kept his two
crisis suit teams in reserve for deep striking later on. A really smart deployment based off
of how I deployed, as it really forced me to make some tough decisions right off the
bat...I had to charge directly into the teeth of his guns…

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Turn One:
GK Turn
I immediately moved my three raiders forward with the Crusader upfront. I needed to get
these raiders up in his face to get the GK’s out and amongst the Tau as soon as possible. I
moved the Rhinos around the objective to make deep striking a tad bit harder for any
incoming Crisis suits (being all sneaky like). I popped the raider’s smoke to hopefully
better protect them, and quickly covered my eyes in preparation of the coming Railgun
fire…

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Tau Turn
He moved his devilfish transports to my right hooking across the board going towards
my objective, whilst moving his other transport around the left side of the board.
Effectively scattering his transports away from where my Grey Knights were going to
impact his forces (a really smart move). His stealth team attempted to light up one of the
standard raiders but missed the tank. At this point….his Railguns opened up. Splitting
fire between my lead Crusader and one of the standard raiders he opened fire with his
unguided anti-tank guns. Luckily for me the Tau managed to get into the vodka before
the game, missing with the majority of the shots. Two shots managed to connect, one on
the standard raider & the other on the Crusader. The standard Land Raider sustained no
damage as the shot failed to even glance. The Crusader took a glancing hit due to the
smoke launchers (go 3rd edition rules!) and could only fire one weapon come the next
turn thanks to the power of the machine spirit.

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Turn Two:
GK Turn
As I carefully took my hands off my face and slowly opened my eyes expecting to have
to remove three Land Raiders I was rather pleased that they were all still and running
(well mostly), and charged two of the some how still alive land raiders at full speed
towards the Tau Lines, and let one squad of PAGK & the Terminators out. The PAGK
lined up in front of the Hammerhead Gunship, sharpening their str 6 weapons in front of
the rather nervous tank. Meanwhile the Terminators managed to climb out of the Land
Raider Crusader. The third standard raider moved to engage the repositioning Devilfish
to ease the pressure off the two IST squads holding my objective. I unloaded with all of
the weapons I could, a lascannon from each Raider & the Multi-Melta from the Crusader.
All failed to do anything productive.
The Terminators rather hung over from the pervious evening attempted to assault the
Broadsides in the forest, needing a 3 to get their. Rolling a one and a two…wonderful.
The Emperor’s finest warriors can’t move three inches to do rude things to a group of
Tau scared at the very site of the stumbling armor death machines…. The PAGK attempt
to show the Terminators how it’s done and manage to be in range to assault the
Broadside team. Inflicting several wounds, but only managed to wound a single
Broadside. (which are insane btw- getting that 2+ save in CC due to the majority of the
wounds being the Broadsides’) The Broadsides in turn sucker punched two of the GK’s
into last week with their missile pod arms…talk about packing a punch. The Grey
Knights LOST combat against the Tau Broadside team, and promptly failed the armor
save on the extra wound due to be being fearless. Who the hell every said that Tau suck
at close combat? It has become rather clear at this point that our dice needed to die-
preferably in a rather creative and rude fashion.

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Tau Turn
I think he was as shocked as I was about this rather strange turn of events. Neither of us
were doing well with our armies (accursed Dice…). He moved his Hammerhead back a
few inches, and had his commander hug the battle tank for comfort & cover. The right
most Hammerhead moved towards the right more, gaining a far better firing position on
my objective, and the two paper er…I mean Rhino tanks. His Devilfish along he left
flank unloaded the Fire Warrior Team just short of rapid fire range on my terminators
along the tree line on the hill. His other two Devilfish continued their move along the
board edge to hit my objective, teaming up with the steal suits. As I attempted to figure
how I would deal with such an oncoming force with just over two hundred points of
IST’s and Rhinos things went from bad to worse. His two manned Crisis Suit Team deep
struck nearby by objective along the southern edge of the table. My objective was now
caught within a massive pincer movement. Well played good sir…well played indeed….
I covered my eyes again as he started his shooting phase…one of his two rail guns
managed to miss again, and the other only forced the Crusader to fire but only one
weapon again come the next turn. These things happen…twice apparently. All of his
shooting against the Terminators failed to do anything productive. He did managed
however to wreck my southernmost Rhino tank with fire from his crisis team, and the
IST squad was forced to walk it from now on. The Broadside close combat managed to
kill a total of zero models on either side…we just couldn’t put a dent in each other’s
forces…awesome.

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Turn Three:
GK Turn
By some miracle, either the grace of the Emperor or the curses from the Dice Gods all of
my raiders have survived and my forces were about to come down on his anti-tank
weapons like a hammer. I moved my Crusader directly in front of the leftmost
Hammerhead, the other raider pushed forward to get a solid side armor shot on the
leftmost Hammerhead, and the third raider moved towards the two Devilfish, getting
dangerously close to the two transports. I moved the IST’s towards the ruins to get a
good firing position against the two Crisis suits, and the still surviving Rhino moved
along the objective. The Terminators inched forward so I could ensure a close combat
this time around…
My shooting phase was surprisingly effective. My Crusader blew up his Hammerhead,
wounding the Tau Commander hugging the exploding tank. The now center Raider
wrecked his second Hammerhead tank (Huzzah!). The leftmost raider shot at the lead
Devilfish, catching the engine compartment of the Tau transport, blowing it out of the
water. Before I could fire another shot my opponent conceded the game.

Reduced: 40% of original size [ 799 x 598 ] - Click to view full image

Reduced: 40% of original size [ 799 x 598 ] - Click to view full image

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The Tau player conceded the game as he no longer had any anti-tank weaponry. His
attempt to pincer my objective between his deep striking Crisis Suits, Stealth suits, and
mobile transports was stalled due to one of my raiders intervening.

Afterthoughts:

A really well played game by my Tau opponent, we spoke for a few minutes after the
game about what had happened. He was fighting an uphill battle from the onset of the
game, when he lost the first turn, and again when he was unable to get anything done
against my forces in the second turn. His dice weren’t with him during the game, and it
could of gone completely the other way around if he was able to even cripple a single
raider in turn one or even in turn two. He ended up buying new dice however, and vowed
to creatively destroy the old dice- possibly in a vice.
The pincer move was a great tactical decision, something where if I didn’t have mobility,
there was no way I could of countered it, and my two Rhinos and IST’s would have been
lost rather quickly. In the end my gamble to push the two raiders forward worked would
rather well, keeping the pressure on his main force- keeping his heaviest guns in close
combat and not allowing them to open up fire against my tanks for more than a single
turn.
The Land Raiders once against proved their worth by blowing up three tanks in a single
turn as well as allowing me to have the mobility to move my GK’s across the board in
just a turn or two. The power of the machine spirit allowed me to fire a single lascannon
even at moving full speed- which encourages the GK player to move the raiders rather
than having them long range snipe against targets.

All in all, another great game against another great opponent. This game came down to
dice rolls over anything else unfortunately, where his dice just left him for the game.

As always I hope that you enjoyed this Battle Report. I added in some maps from Battle
Chronicler for better clarification about what went down in the game. I’m always trying
to look for new ways to record my wins and losses & I hope that this new program will
help me to better display the lessons of what I have learned while I’m still learning
everything there is about this game of Warhammer 40k.

Any suggestions or comments are always welcome.


Thank you very much for your time,
-Cease

May 13 2010, 05:23 PM


JamesI Post #2
Very nice report (reminds me I need to start using that program to illustrate my
++OBITUS
CAELESTIE++
reports too).
Group: ++
MODERATI +
Cool battle, and I had to hold in the laughter when the Grey Knights lost to the
+ Broadsides up close. Makes me wish I had watched your game on Monday.
Posts: 7986
Joined: 20-
December 02
From: Albany
NY --------------------
Member No.:
3059
Chapter my Angels Vermillion Blog, last update 6/22 battle report against Sisters.
Name:Angels
Vermillion

Ceasaria May 13 2010, 08:41 PM


Post #3
n
Lol yea it was pretty amusing, both of our dice were REALLY bad for a
+FRATER
DOMUS+
few...it was a pretty amusing game. Tau were horrid that game in at ranged it
seemed....but managed to take down Grey Knights in close combat..oh
Group: +
FRATER
random dice....
DOMUS +
Posts: 40
Joined: 12-July The game report program is pretty cool-a pain in the butt at first to learn, but
08 once you get it down- it's a great way to quickly have Battle Report charts. It's
From:
Somewhere something I'll have to include within any future Battle Reports.
Member No.:
36561
-Cease
This post has been edited by Ceasarian: May 13 2010, 08:42 PM

the_forgefathe May 13 2010, 10:35 PM


Post #4
r
Very good! At least the dice were bad for both of you, and I'm rather
+FRATER DOMUS+ surprised that he conceded, he could have gone a little further, possibly
Group: + FRATER getting a tie game, I would think... I am a person that NEVER concedes
DOMUS +
Posts: 227
games, I love fighting to the last man (which is another reason why I
Joined: 12-July 09 love the Salamanders ) but that's just me!
From: Texas, United
States of America
Member No.: 47258 I have Battle Chronicler as well but I can't find out how to get more
Chapter
Name:Salamanders terrain for it! It's quite annoying for me... Can you tell me any way to get
Chapter.
more digital terrain?

--------------------
QUOTE (I AM THE AWESOME @ Apr 22 2010, 11:22 PM)
English as a language lurks in dark alleys, beats up other languages, then
rifles through their pockets for spare vocabulary.

QUOTE (Ethrion @ Apr 12 2010, 02:12 AM)


See the Emperor's special rules:
Pinnacle of tactical genius
The Emperor's forces always deploy first and take the first turn with no
option for the enemy to steal the initiative.
Might of the God-Emperor
After the Emperor's forces deploy but before the enemy does roll a D6,
on the roll of 1-3 the enemy loses on a 4-6 the Emperor's forces win.

How many Master Chiefs does it take to kill a


Space Marine?

Ceasaria May 13 2010, 11:07 PM


Post #5
n
That got me at first too, there's an extra dowload pack that you can DL to get
+FRATER
DOMUS+
the hills and ruins, it took me a while to find how to get the extra items. It's
over on the program's main website. I hope that this helps.
Group: +
FRATER
DOMUS +
Posts: 40
-Cease
Joined: 12-July
08
From:
Somewhere
Member No.:
36561

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Lo-Fi Version Time is now: 24th June 2010 - 07:35 AM


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In my typical style I was pondering lists all week and had a sudden crisis of
faith over a hastily constructed Blood Angels list closely following my
usual C:SM unit preferences so I decided to swap back to a good old,
familiar Lysander list for my game against Gav:

Lysander
Librarian
Null Zone, Machine Curse

Ironclad Dreadnought
Heavy Flamer, Meltagun; Drop Pod
Sternguard
(8) 3x Combi Melta; Drop Pod
Terminator Squad
(5) Cyclone Missile Launcher, 2x Chain Fist

Tactical Squad A
(10) Meltagun, Plasma Cannon, Power Fist; Drop Pod
Tactical Squad B
(10) Flamer, Lascannon; Rhino
Tactical Squad C
(5) Power Weapon; Razorback

Land Speeder Typhoon


Heavy Bolter, Typhoon Missile Launcher
Land Speeder Typhoon
Heavy Bolter, Typhoon Missile Launcher

vs Gav’s Wolves:

Ragnar Blackmane
Wolf Priest
Saga of the Warrior Born

Dreadnought
Twin Linked Autocannons
Wolf Scouts
(6) Meltagun

Blood Claws
(14)
Grey Hunters
(5) Meltagun; Razorback w. TL Lacsannon
Grey Hunters
(5) TL Assault Cannon

Land Speeders
(2) Meltaguns and Heavy Flamers

Predator
Autocannon, Lascannon Sponsons
Predator
Autocannon, Heavy Bolter Sponsons
Land Raider Crusader
Multimelta, Extra Armour

We rolled up Seize Ground with Spearhead Deployment, 4 objectives. Gav


won the roll off and made me deploy and go first.

My “alpha strike” intentions played out as well as I had hoped, I targeted


what I perceived to be his major threats (his two Predators) and took them
both out first turn with my drop podding Ironclad and Sternguard. Shock
and Awe tactics certainly looked to have gotten him demoralised but he
should have taken heart in the fact that it took 4 crack missiles to
immobilise his Lascannon Razorback and I missed his Land Raider with
Machine Curse, these were the first indication that my luck was about to
change.

Gav’s first turn started positively, he began whittling away at my


Sternguard unit, blew up my Ironclad with a couple of well placed speeder
melta shots and took out the Librarian’s Rhino with his Land Raider’s
Multimelta. Sadly his Dreadnought’s charge into my Sternguard unit ended
in clobbering time for Lysander and he saw it off in short order. Things
were looking good but the Landraider was looming large on my left flank
and with pretty much all of my melta power gone I was going to have a hard
time dealing with it.

At the top of the second my Drop Podding Tactical Squad came in and I
made a huge mistake in deploying them on the left flank to reinforce my
librarian’s tactical squad, now sans Rhino. If I had just popped them on top
of an objective on the right flank they may have been able to hold out …
The squad’s meltagun did, however, pop the Assault Cannon Razorback and
the Sternguard rolled amazingly well and polished off the squad inside in a
flurry of AP3 bolter fire. The Librarian’s Squad backed away from the
approaching Land Raider and again failed to hit with the Machine Curse,
this wasn’t looking good.

Gav actually had very little left on the board that was actually mobile at this
point, the Land Speeders continued to whittle away Lysander’s Sternguard
but the real action was about to unfold on the left flank. The Land Raider
rolled up 12” and out popped 14 Blood Claws, a Wolf Priest and Ragnar
Blackmane. The resulting multi-assault wiped out 16 marines, two complete
squads with wounds to spare. Special note should go to the brave Tactical
Squad Sergeant with a Powerfist who did manage to retaliate with a wound
of his own before dying to combat resolution wounds. A 6” consolidation
move towards my lines was the last thing I needed but at least I would have
a turn of shooting to try and make the unit more manageable.

The concentrated firepower of two Land Speeder Typhoons, a Razorback 5


Terminators and a combat squad did little to thin the horde of rabid Blood
Claws closing on my lines so I thought throwing my Terminators into
assault and denying them their furious charge would be a good idea. Sadly
Ragnar was up to something like 11 attacks and his Frost blade made short
work of the Terminator squad. Again my Sergeant did get to at least swing
but the remaining Blood Claws finished him off in some style, leaving them
free to continue their charge. If I had my time again I would have just move
the terminators or, even better, a vehicle in the way to block their advance,
slowing them and limiting the damage they could do in the next assault
phase.

At this point the game was pretty much over, Lysander took another turn to
finish off the Grey Hunter squad, who decided to leave their immobilised
Razorback and try and get some shots on him. He then began the long slog
back towards my board edge which was where the action was! Ragnar was
busy running amuck in my back lines ably assisted by the Wolf Scouts who
finally turned the map the right way up and came in on turn 4. together they
wiped out a combat squad and their Razorback and immobilised and
destroyed both weapons on the remaining Land Speeder. I was down to
Lysander and 3 Drop Pods with only 2 working Stormbolters.

On turn 5 Lysander was moving to within charge range but Ragnar’s squad
move to intercept him and took him down in a hail of bolt pistol fire,
however this moved them out of range of any objectives. With my uncanny
ability to roll low I pulled out a 2 which ended the game as a draw but
frankly it had been a total blood bath and Ragnar had seen out the day with
a fair proportion of his Blood Claws still standing so the wolves had done
themselves proud, one for the sagas I reckon.

Looking back on the game I think I really hurt myself with a couple of bad
targeting decisions, and the placement of my reserved Drop Pod was a
complete brain-fart. Gav did well to recover from a devastating first turn but
recover he did and in quite some style. A lot of the buzz on the forum warns
against the hammer/point-sink unit but on the evidence today, Ragnar+Wolf
Priest+Blood Claws+Land Raider = a lot of dead anything. I suppose that If
I’d played against the unit differently, such as dropping the Ironclad to take
it out first turn or if my Machine Curses had hit it might have been a
different story, but there’s no denying that Land Raiders bearing any king of
payload similar to that cannot just be ignored in favour of “playing the
mission”, they are game changers.
This post has been edited by fudal78: Apr 16 2010, 12:25 PM

--------------------
Check out my general gaming blog Claws and Fists

Apr 30 2010, 01:14 PM


Chalx the grey Post #2

Nice report!
+FRATER DOMUS+

Group: + FRATER DOMUS + Goog fight man, but you can't just ignore that unit... Takingat
Posts: 64
Joined: 1-September 08 least the land raider out with your first wave might have been a
From: Barcelona wise choice, you seemed to have the shooting tools to do it!
Member No.: 37913
Chapter Name:Space Wolves

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