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Bat rep: City fight

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Bat rep: City fight

Postby mattjgilbert » Sat May 08, 2010 6:29 pm

Here's the report from this game. Force selection rules were:

750 points using combat patrol rules (and also 1+ Troops and 0-1 everything else per player)

Game was:

- Force selection as noted above.
- Roll for sides. Winner choses and sets up first, 6" away from the river. Loser then does likewise.
- Winner goes first unless the loser can take the initative.
- All units on foot get move through cover (keep the game moving)
- Both bridges are objectives with Troops scoring as normal.
- Use the random scattering (dropping bits of paper, 1 per side) ordnance blasts from one of the IG missions in the missions book.
- Usual 5 turns then roll for 6th and 7th.

4 of us were there in the end and the forces were:

Matt (Ultramarines)
6 man Scout squad [5 bolters and serg with power weapon]
10 man tactical squad [Flamer, Hvy Bolter, basic razorback]
6 Sternguard [one combi-melta, serg with storm bolter and power weapon. Razorback with extra armour]
6 man Devastator squad [4 plasma cannons]

Jon (Space Wolves)
10 x Grey Hunters (wulfen, melta gun, flamer, icon, power fist) + naked rhino
9 blood claws (flamer, power fist) + wolfguard with wolf claws + naked rhino
Land speeder typhoon
6 long fangs (4 hvy bolter and 1 ML) + razorback with storm bolter and HK missile

Martyn (Dark Eldar)
3 x 12 warriors (2 splinter, 1 sredder, 1 blaster, sybarite)
9 mandrakes
1 ravager

Alex (Eldar)
2 x 5 dire avengers
10 guardians with scatter laser
10 guardians with scatter laser + warlock
2 dark reapers + exarch with tempest launcher and crack shot
9 striking scorpions + exarch with power claw and stalker


Sides randomly determined were
Matt (Marines) and Alex (Eldar)
vs
Jon (Space Wolves) and Martyn (Dark Eldar)

Deployment
Marines
Set up on left with devastators covering bridge. SG in their transport to storm the bridge. Tac squad combat-squads and hvy bolter half cover the bridge from the admin building while the flamer half hide in the ruins near the bridge to take the objective later on. Scouts infiltrate to distract the space wolves as a sacrificial unit.

Eldar
Set up in the ruins either side of the second bridge. Dark reapers as central as possible to maximise their coverage.

Dark Eldar
Warrior set up to face the marines. Mandrake tokens spread across the table. Ravager waits in the road in the middle

Space Wolves
Both rhinos full of troops get ready to storm the bridge across from the Eldar; the Land speeder in the area behind them. Jon takes ages to place the long fangs and eventually changes his mind and puts them nearer the centre to try to cover more than just the bridge. LF razor back starts opposite the sternguard.

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M+J don't take the initiative so M+A go first.
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Re: Bat rep: City fight

Postby mattjgilbert » Sat May 08, 2010 6:38 pm

Turn 1
M+A turn 1
SG move onto bridge and get out. Scouts move towards the wolves. Eldar shuffle a little.
All bar 1 DE warrior in the warehouse killed by firs from SG, devastators and heavy bolters.
3 Long fangs killed by dark reapers and they are forced to go to ground. The blood claw rhino is immobilised blocking the grey hunters behind it! Random ordnance scatters to no effect.
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M+J turn 1
DE warriors move up. Blood claws get out and head for the scouts.
Random ordnance scatters and only just misses the scorpions. Dev squad serg is killed by the typhoon and the long fang's razorback kills 2 more. They fail their Ld test and run to a lower level. SG razorback loses its turret from fire from the ravager. 2 scouts shot by blood claws and they elect to fall back towards the eldar (hoping that a blood claw assault will then mean the wolves are left in the open and not in the ruins) but they fail their Ld test to rally when assaulted which means they are destroyed and the wolves don't move! DE warriors shoot and charge the sternguard but bounce of them and die to sweeping advance.
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Turn 2
M+A turn 2
Dev squad rally and retake their position. SG combi-melta fails to hit the LF bazorback. Heavy bolters kill 4 DE more warriors and dark reapers kill last of the long fangs. Scatter laser takes a disintegrator of the raveger. SG assault the razorback and stop it moving or shooting and rip of the turret.
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M+J turn 2
Random ordnance kills 1 guardian and one dire avenger is shot. 2 more devastators are killed by the landspeeder.
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Re: Bat rep: City fight

Postby mattjgilbert » Sat May 08, 2010 6:44 pm

Turn 3
M+A turn 3
Random ordnance hits the bloodclaws killing 2 and pinning them; the dire avengers also shoot and kill one. Heavy bolters kill more DE warriors while the last plasma cannon stops the land speeder shooting next turn. A scatter laser immobilises the raveger but the dark reapers fail to do anything to the land speeder.
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M+J turn 3
Random ordnance kills a scorpion and the last devastator is killed by DE warriors. The mandrakes reveal themselves in the middle of the table and assault the guardians only to lose the combat by one and run away.
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Turn 4
M+A turn 4
More DE warriors are killed so there are only 4 left. The reapers destroy the landspeeder even with its 4+ save for moving 24" in the previous turn.
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M+J turn 4
DE warriors immobilise the tactical squad razorback and the raveger kills a dark reaper and the exarch. M+J concede the game as the likely outcome is that M+A will hold one bridge while the other is contested... and it was nearly midnight and both wanted to go home!
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Conclusions
The marines worked exactly as I wanted and the SG special ammo worked a treat ignoring cover and the armour of the DE warriors.
Jon should have put the long fangs where he originally had them and they would have been out the range of the dark "bloody eldar ignoring all the rules" reaper exarch.
The grey hunters got stuck behind the immobilised rhino which stopped the wolf advance from the start and the blood claws then got pinned which didn't help. Jon was holding back for an assault on the bridge but after 4 turns the game ended so it never happened and the scorpions played no part in the game due to being scared of the wolf assault (Alex proving the Eldar are a bunch of pansies).
The most aggressive player was Martyn and he was punished by the marines. Had it gone to turn 5 I think the wolves and the eldar would finally have had an almighty kick up on the second bridge. Shame we ran out of time because that could have turned it into a draw for Jon and Martyn if the Wolves could have driven back the Eldar.


The suggestion for the next game is to keep the river and bridges but change the table to a river valley and not an urban set-up. The force selection rules might remain the same though or get tweaked a little.
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Re: Bat rep: City fight

Postby Spack » Sat May 08, 2010 6:50 pm

Nice table :) Are those mug rings in the middle?
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Re: Bat rep: City fight

Postby mattjgilbert » Sat May 08, 2010 7:23 pm

very likely!
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Re: Bat rep: City fight

Postby killmaimburn » Sat May 08, 2010 7:43 pm

Nice rep.. but you started at 9ish(?) finished at midnight..and had only played 4 turns??? Its not even like there were a swarm of 4 points per model units..
Focus on bridges and infantry getting log jammed though real, maybe should be tweaked..were people allowed to jump off the bridge into the river and around (dangerous terrain) or did you just create 2 bottlenecks and then plug them?

game wise.. the typhoon dies I take it the scenary the dark reapers are standing *ON* is the exploded landspeeder.. Make some smaller craters, in some games taking off a vehicle and replacing it with a very large crator is an incredible boost :D
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Re: Bat rep: City fight

Postby mattjgilbert » Sat May 08, 2010 8:08 pm

Started after 9.30 probably. Taking notes and pictures slows things... and when Martyn and Jon play the game slows down again!

Nothing stopped anyone jumping off the bridge. River was difficult terrain and offered a 6+ cover save

The speeder was hit by a plasma cannon which stopped it shooting s Jon moved it 24" over to the back edge behind the LF razorback so was at long range of the reapers (other side of the table) who were in a ruin with the guardians that the mandrakes failed to shift.

You can see where the speeder moved to in the first picture for M+J turn 3. Then it's gone in M+A turn 4. Didn't bother leaving the wreck as no-one was likely to go there. I do have small craters but the speeder wasn't blown up - it just crashed (immobilised but had gone flat out).
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Re: Bat rep: City fight

Postby killmaimburn » Sat May 08, 2010 9:20 pm

Cool glad to see your batrep is nitpick proof ;)
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Re: Bat rep: City fight

Postby Angelwing » Sat May 08, 2010 10:47 pm

Great looking table!
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Re: Bat rep: City fight

Postby timewizard » Sun May 09, 2010 3:26 pm

Angelwing wrote:Great looking table!

Seconded! I also peeked at you rother thread and the table looks good set up for a valley engagement as well.
Well written batrep Matt. Text and pictures made the battle easy enough to follow.
4 man kill team looks very interesting as well.
Waiting with baited breath for next battle!
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Re: Bat rep: City fight

Postby BDA » Mon May 10, 2010 11:28 pm

good battle report Matt it was like I was really there =D

though my eldar where not a bunch of pansies it was just as a dieing race they thought it better to play things safe....... + they had just done there nails and that bridge looks rusty so they did not want to risk getting there gear dirty =D

all in all it was a very fun game =D
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Re: Bat rep: City fight

Postby Dae » Mon May 10, 2010 11:51 pm

Awesome bat rep, terrain envy. :o
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Re: Bat rep: City fight

Postby KInG » Wed May 19, 2010 7:06 pm

very nice Matt... as always ;)
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