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Posted: Wed Apr 06, 2011 3:00 pm
In the grim darkness of the future there is only war and with it comes the victories and failures of great armies.
This thread is dedicated to all 40k members of this guild who par take actively in the gaming portion of the hobby and wish to report when their armies take up arms and what the out come of each battle is.
And just to clarify, it's only right to report both wins and losses. After all, even if you lose, you can still have fun doing it. So be a good sport and report the bad along with the good!
Things to include in your report:
1. Name of your army. 2. Codex used. 3. Army points size. 4. What your opponent was. 5. Mission type. 6. Deployment type. 7. Who won. 8. Memorable moments in the game. 9. Final thoughts on this match.
Note: Although not required, if you take photos of the armies and game progress, by all means share them too!
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Posted: Wed Apr 06, 2011 3:26 pm
To kick this thread off right, I just had a battle today, so here is my report.
1. Name of your army: The Shadow Wolves
2. Codex used: Space Wolves
3. Army points size: 1,850
4. What your opponent was: Traitor Marines - Codex Space Marines
5. Mission type: Annihilation
6. Deployment type: Dawn of War
7. Who won: Space Wolves won 10 Kill Points to 2!
8. Memorable moments in the game:
A. A Grey Hunter Pack of 10 was reduced to 1 after 4 plasma cannons blasted them. The now lone wolf past his morale test and avenged his brothers with bolter fire! (With a little help from the Predator Tank that zapped three of the traitor marines with holy lascannon fire!
B. In mortal combat, the traitor chaplain took on a pack of 7 Grey Hunters (previously reduced from 10 by ranged fire) and over a course of multiple turns, systematically killed one each turn while shrugging off their retaliations like a champ until the very turn of the game when the last standing member of the Grey Hunters made a swift motion with his power sword and decapitated the heretic at very long last!
C. It is truly rare when it happens, but after a few attempts, a rhino repaired itself just in time to drive up and park in front of the last heretic squad on the last turn and in doing so blocked their ability to shoot at the approaching wolves on their last turn just before the game came to its end!
9. Final thoughts on this match:
The mission was most certainly against my opponent as it placed his very stand and shoot based army in reserves and forced them to waste time taking up firing positions while my rhino mounted packs crossed the battlefield and ripped into them. Had both armies set-up entirely on turn one, he would have had a much better chance of equaling, if not tipping the balance of power.
As well, he split every possible squad into combat squads which made the process of eliminating them and claiming kill points that much easier for me, hence the rather favour stacked score.
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Posted: Wed Apr 06, 2011 11:15 pm
1. Name of your army- Ultramarines 3rd Company 2. Codex used- Space Marines and Grey Knights 3. Army points size-2000 4. What your opponent was-Eldar and Orks. 5. Mission type- Apoc 6. Deployment type- Apoc 7. Who won- The Imperium 8. Memorable moments in the game. Justicar Bruce, the last Grey Knight on the board, charged an immobilized stompa and blew it to pieces, taking all structure points away with a series off ridiculously lucky hits.
Calgar, after beating up Thraka, tries to punch a war buggy with his power fist, but gets run over and dies, while still on full wounds. Fail.
My Eversor assassin reached a kill tally of 38, but then a Fire Prism blew him to little pieces.
The Eldar Farseer, a tooled up psyker of destruction, killed himself on the first turn with Perils of the Warp. Win.
9. Final thoughts on this match. A funny game, hard fought and well worth it, some awesome points to it.
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Posted: Sun Apr 10, 2011 10:49 pm
1. Name of your army: Da Reavahz!!!
2. Codex used: Orks
3. Army points size: 1,850
4. What your opponent was: Marines - Codex Space Marines
5. Mission type: Objectives
6. Deployment type: Pitched Battle
7. Who won: A Draw
8. Memorable moments in the game:
A. I sent Snikrot and the Red Skull Kommandos and a full mob of biker boyz at his command squad and at the end of it all the Captain walked away with everyone else on both sides dead... it was like 3 rounds of combat but seriously... that was just insane.
B. The marines underestimated the Looted Wagon's boom gun and lost an entire Tactical squad to it's mighty fire power! When they sent their predator to destroy it, all they could manage was an immobilization because the trees and rocks in the way kept soaking up the shots!
D. I drove one of my Trukks right in front of a rhino, literally touching front haul to front haul and fired its Rokkit Launcher for the big "IN YOUR FACE HELLO" explosion... and missed the shot. rofl
D. Both sides said to hell with the objectives and piled in for one massive brawl! There was punches, kicks and harsh language thrown all over the place and at the end of turn 6 one Ork boy and 3 power klaw wielding Nobz were facing off against a sergeant and a handful of tactical marines with dedicated transports standing by on both sides for the victor to drive away.
9. Final thoughts on this match:
It was a well fought game, the balance of power kept teetering as the warriors did their best to out do their opponents. I got nervous when 3 of my 5 trukks exploded on turn one thinking i'd get mowed down by bolter fire but thanks to cover and an awesome WAAAGH roll on turn 2, i bolted across the field and got into the thick of things real quick. My only regret is not having won that final combat in time to consolidate over and seize one objective for the win. haha, oh well!
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Posted: Wed Apr 13, 2011 3:50 pm
1. Name of your army: Da Reavahz!!!
2. Codex used: Orks
3. Army points size: 1,850
4. What your opponent was: Grey Knights - Codex Grey Knight
5. Mission type: Objectives
6. Deployment type: Table Quarters
7. Who won: Orks! All 3 objectives held for Gork!!!
8. Memorable moments in the game:
A. For reasons I can't fathom, Mr Vindicare assasin set-up 18 inches from a fully loaded trukk boy squad. Much to his surprise the Orks seized the initiative and blasted him apart with rokkits before they even had a chance to leap off their trukks and crush him! (Gotta love when Orks remember to aim before they scream WAAAGH!!!!)
B. A team of Grey Knight Marines (forget their designation) got assault by Zagstruk and 14 Storm Boys on turn 2, only to turn around and wipe out almost the entire mob in response! Boy was Zagstruk pissed about that, even shot one of his boys to retain morale order!
C. The entire match, I was racking my brain on how to fight these new Grey Knights with all their insane powers... turns out giving up on logic and just being Orky (Scream WAAAGH and charge into battle with all the boys at once!) works best!
9. Final thoughts on this match:
When my opponent told me he'd be playing the new Grey Knights, I cried a little inside. I had been talking about them with a GW rep in store, leaning about all they can do and honestly feared I wouldn't stand a chance but as the end game proved, shiny marine boyz are still marine boyz and that means they die just the same!
Truth be told though, had this mission not been objectives I would have probably lost. In terms of kill points, he had 4 and I had 4. His remaining forces consisted of 10 terminators and one special Mordrak while I had 3 full trukks of boyz, 1 truk with 4 boys and a looted wagon left. His termies were all sporting power weapons and while I'm sure if I threw everything at him I'd have a chance of widdling down... it would have proven a meat grinder where all he did was tally up more kill points while I would only be lucky if I could manage 2 more.
So in all fairness it was a very close match, I just had speed and numbers on my side, so I kept distracting him with strong trukk mobs while weakened ones backed off behind buildings and drove off to claim objectives which is what what me the round.
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Posted: Mon Apr 18, 2011 7:53 pm
1. Name of your army: The Vior'la Ukos
2. Codex used: Tau Empire
3. Army points size: 1,850
4. What your opponent was: Grey Knights - Codex Grey Knight
5. Mission type: Annhilation
6. Deployment type: Table Quarters
7. Who won: The Tau with 6 Kill Points to 1.
8. Memorable moments in the game:
A The big scary dreadnight teleported in front of the entire Tau army, fired it's guns and killed 1 Firewarrior. In reaction, 3 fire warrior Team Leaders used their target locks and markerlighted the Dreadknight, enabling the broadsides and Shas'O to dispense with the Dreadnight from a hail of railgun and plasma rifle fire. The rest of the army then continued on with the Kauyon battle formation.
B. Determined to get at least one more kill point, all his remaining Grey Knights focused their fire on the Shas'O only... of the 20 some shots that fired, 8 wounded and of those... only one armour save failed. The Shas'O proceeded to join up with Crisis Team Beta and end the battle with the death of the final squad.
C. My opponent's first words as he approached the gaming room were "I don't want to fight the Orks again... how about the Tau?" He admitted he regretted that decision at the end of the battle.
9. Final thoughts on this match:
Grey Knight seem really powerful and scary on paper but when a foot slugging army is deployed 24" away from the Tau and the Tau intentionally give the GK turn one so they can foolishly move better into their L.O.S.... Apothecary or not, they are going to feel pain!
I honestly don't know what my opponent could have done better for this mission, the deployment and mission were stacked in my favour from the beginning because my Tau have both mobility and fire power on their side. So I just kept toying with him, advancing slightly to rapid fire and then pulling back, with a stealth team at the front screwing up his shots every time the GK failed to spot them.
Sharing these battle reports I think are useful for members of the guild who think the GK are over powered because as I've proven twice so far, they can be beaten in a big way. You just have to know the capabilities and limitations of your troops, remember the mission objectives and above all else, figure out your opponents weakness's ASAP and exploit them to the best of your ability!
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Posted: Mon Apr 18, 2011 11:01 pm
DarkReaper40k 1. Name of your army: The Vior'la Ukos 2. Codex used: Tau Empire 3. Army points size: 1,850 4. What your opponent was: Grey Knights - Codex Grey Knight 5. Mission type: Annhilation 6. Deployment type: Table Quarters 7. Who won: The Tau with 6 Kill Points to 1. 8. Memorable moments in the game: A The big scary dreadnight teleported in front of the entire Tau army, fired it's guns and killed 1 Firewarrior. In reaction, 3 fire warrior Team Leaders used their target locks and markerlighted the Dreadknight, enabling the broadsides and Shas'O to dispense with the Dreadnight from a hail of railgun and plasma rifle fire. The rest of the army then continued on with the Kauyon battle formation. B. Determined to get at least one more kill point, all his remaining Grey Knights focused their fire on the Shas'O only... of the 20 some shots that fired, 8 wounded and of those... only one armour save failed. The Shas'O proceeded to join up with Crisis Team Beta and end the battle with the death of the final squad. C. My opponent's first words as he approached the gaming room were "I don't want to fight the Orks again... how about the Tau?" He admitted he regretted that decision at the end of the battle. 9. Final thoughts on this match:Grey Knight seem really powerful and scary on paper but when a foot slugging army is deployed 24" away from the Tau and the Tau intentionally give the GK turn one so they can foolishly move better into their L.O.S.... Apothecary or not, they are going to feel pain! I honestly don't know what my opponent could have done better for this mission, the deployment and mission were stacked in my favour from the beginning because my Tau have both mobility and fire power on their side. So I just kept toying with him, advancing slightly to rapid fire and then pulling back, with a stealth team at the front screwing up his shots every time the GK failed to spot them. Sharing these battle reports I think are useful for members of the guild who think the GK are over powered because as I've proven twice so far, they can be beaten in a big way. You just have to know the capabilities and limitations of your troops, remember the mission objectives and above all else, figure out your opponents weakness's ASAP and exploit them to the best of your ability! he really botched his army AND tactics it seems... when you want speed assault, get 3 teleporting dreadknights, and 3 full sized interceptor squads... this gives enemy too many targets to counter. also footslogging -versus Tau, of all armies! - when almost anything in your army can deepstrike is a recipe for disaster... plus in a kill points fight you pick on the weak targets like pathfinders or firewarriors, not the decked out characters!
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Posted: Tue Apr 19, 2011 1:15 am
Van Evok he really botched his army AND tactics it seems... when you want speed assault, get 3 teleporting dreadknights, and 3 full sized interceptor squads... this gives enemy too many targets to counter. also footslogging -versus Tau, of all armies! - when almost anything in your army can deepstrike is a recipe for disaster... plus in a kill points fight you pick on the weak targets like pathfinders or firewarriors, not the decked out characters! also, he could use the superior fire rate of the stormbolters by keeping within 18-24 inches range if he wanted to firefight...
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Posted: Tue Apr 19, 2011 9:20 pm
He did try hosing with storm bolters, but he couldn't wound enough to make it worth while and went he did, I rolled armour saves out the wazzoo.
As for teleporting, yeah you can try to intimidate by dropping in that way but since you can't assault the turn you arrive and the opponents is very mobile... all you do is provide a potential 'worry' before the experienced opponent knows to just pull out of assault range and concentrate with the appropriate weapons for each target.
There is no point shooting a little into each squad/dread when you can guarantee a unit's destruction by concentrated fire and lesson the amount of potential harm you could receive next turn.
I don't mean to sound cocky or anything, I'm just trying to point out that while yes your suggested tactics are far more sound and could definitely work, it doesn't take much for an experienced player to evaluate a situation and determine the best course of action that maximizes your enemies pain while lessoning future pain for your own troops. It's a kind of survival tactic.
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Posted: Sun May 01, 2011 4:49 pm
1. Name of your army: Da Reavahz!!!
2. Codex used: Orks
3. Army points size: 1,850
4. What your opponent was: Grey Knights - Codex Grey Knights
5. Mission type: Annhilation
6. Deployment type: Dawn Of War
7. Who won: Grey Knights won, 9 to 5 kill points.
8. Memorable moments in the game:
A Every time a truck full of boys unloaded and assault against a Purifier squad took place, it was like ripe tomatos being flung against a blender. Sure it was annoying but considering a 5 man squad could kill 9 Orks with the cleansing fire ability before they even began to attack... it was just rediculous and I couldn't help but start laughing as I just fed him my troops. lol
B. The Paladin squad marched around the battle field with Orks intentionally veering away from them, attacking the purifiers instead... in retrospect it didn't matter which way you went... it was just bad news for the boys this time.
D. The Looted Wagon pilot, in the moment the boys needed him most to utilize his boom gun finally gave into temptation and pressed the red button, sending it's rattling frame straight at the Paladins who despite all their shooting... failed to even harm it!
9. Final thoughts on this match:
...I really hate Purifiers and their 'cleansing fire' ability. I've made a mental note though for future battles, when ever I see those on the battle field... they are to be engaged by mass ranged fire only. Under no circumstances are they to be assaulted because such actions result in only magic bullet style hurt.
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Posted: Sun May 01, 2011 8:50 pm
yep, cleansing flames are the bane of hordes... GK do die to firepower as easily as other marines though, and they do cost more... even though Orks cant hit a broad side of the barn in broad daylight it seems more dakka is solution as for the paladins, they are simply ridiculous in larger numbers, especially if kitted out for wound allocation. stick them in cover and watch entire enemy army firing failing to dent them... of course depends on the firepower level of the army involved smile IG seems to be able to field enough ap1-2 goodness to cope even with pallies
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Posted: Sun May 01, 2011 9:16 pm
My Speed Freakz have never relied on fire power because I know I can't roll well enough to make it work. I take rokkit launchers anyways for the rare case that I can actually damage a vehicle/dreadnought but my reliance has always been in an orks massive combat attacks.
In todays battle, it quickly became clear that these Purifiers which I wasn't aware of until then are far too dangerous to assault but saturation fire with that particular army isn't easy either. My looted wagon when it didn't freak out or miss fire could easily blow them apart and my bikers can definitely deal out some power but that's it. To shoot with sluggas which my boys have leaves them open to assault as I have to be within 12 inches but to not even try isn't good either.
Now my GK playing friend created todays army list specifically tailor for revenge against my Orks after they pummeled him into the ground last week. So logically speaking, the likely hood of fighting many GK with several squads of Purifiers is unlikely... but I have to watch out for them none the less because I'm stubborn with my army lists. When I find one that I like, I stick too it and refuse to deviate much. So tailoring to combat it directly is out of the question but another go with some changes in tactics are most definitely on the to do list.
I think both the IG and Tau are the bane of GK players because their fire power based units can hose them down before they can even get into range to be effective. That's assuming of course that the don't teleport and that the Dreadknights don't shunt punch.
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Posted: Sun May 01, 2011 11:53 pm
DarkReaper40k My Speed Freakz have never relied on fire power because I know I can't roll well enough to make it work. I take rokkit launchers anyways for the rare case that I can actually damage a vehicle/dreadnought but my reliance has always been in an orks massive combat attacks. In todays battle, it quickly became clear that these Purifiers which I wasn't aware of until then are far too dangerous to assault but saturation fire with that particular army isn't easy either. My looted wagon when it didn't freak out or miss fire could easily blow them apart and my bikers can definitely deal out some power but that's it. To shoot with sluggas which my boys have leaves them open to assault as I have to be within 12 inches but to not even try isn't good either. Now my GK playing friend created todays army list specifically tailor for revenge against my Orks after they pummeled him into the ground last week. So logically speaking, the likely hood of fighting many GK with several squads of Purifiers is unlikely... but I have to watch out for them none the less because I'm stubborn with my army lists. When I find one that I like, I stick too it and refuse to deviate much. So tailoring to combat it directly is out of the question but another go with some changes in tactics are most definitely on the to do list. I think both the IG and Tau are the bane of GK players because their fire power based units can hose them down before they can even get into range to be effective. That's assuming of course that the don't teleport and that the Dreadknights don't shunt punch. oh well, seems Purifiers are quite popular anyways, exactly due to their strength versus hordes... and if someone will be realy mean he can take all of them as troops with (Russel) Crowe. ouch! Tau can suffer because they lack s8/ap2 weaponry in large numbers to deal with paladins and terminators. IG has enough options to deliver meltas and lascanons that it hurts eyes.
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Posted: Mon May 02, 2011 10:36 am
Van I honestly don't know what type of Tau players you face off against but I know at least when it comes to my Tau, I have 7 plasma rifles and 5 rail guns ready to fire from the get go and since I'm a mobile little mofo, those plasma rifles are usually spitting out twice the shots which means 14 plasma shots a turn and 5 rail guns. Combined with the generous marker lights from my fire warrior team leaders, more often than not those weapons are hitting on 3+ which is usually all it takes to clean out any pesky marines. Not saying it's perfect, the IG certainly can field more at a time to be sure but all it takes is some good old fashion spray and pray from the rest of the army to widdle down even the toughest unit. biggrin
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Posted: Mon May 02, 2011 11:01 am
DarkReaper40k Van I honestly don't know what type of Tau players you face off against but I know at least when it comes to my Tau, I have 7 plasma rifles and 5 rail guns ready to fire from the get go and since I'm a mobile little mofo, those plasma rifles are usually spitting out twice the shots which means 14 plasma shots a turn and 5 rail guns. Combined with the generous marker lights from my fire warrior team leaders, more often than not those weapons are hitting on 3+ which is usually all it takes to clean out any pesky marines. Not saying it's perfect, the IG certainly can field more at a time to be sure but all it takes is some good old fashion spray and pray from the rest of the army to widdle down even the toughest unit. biggrin IG fielding 20+ of BOTH lascanons and plasma rifles is the real deal... heck 3 vendettas loaded with plasmagunvets spit out more ap2 goodness than entire your army... and then add things like plasma leman russ - 5 templates a turn, t(h)ank you... What makes your army more flexible is mobility, but with some teleporting dreadknights and interceptors GK can outmaneuver Tau. And once they get in melee its all over bar shouting.
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