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RME v ? (compilation of battle reports!)

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RME v ? (compilation of battle reports!)

Postby RME » Wed Feb 18, 2009 11:20 am

Hey all,

Played a game last night using THIS list (MKIII) using some of my old models (really really badly painted so I need some new models asap).

Against this list:
Daemon Prince, wings
2x 4 terminators, combi-plasma, power weapons
2x 10 marines, plasma gun, heavy bolter, icon, rhino, extra armour
1x 10 marines, meltagun, heavy bolter, icon, rhino, extra armour
2x obliterators
1x obliterator
1x obliterator

Mission – Capture and Control, Deployment – Pitched Battle - With the Chaos army going first, I failed to seize the initiative.

My basic battle plan was to stifle the Rhinos early doors and then pick apart the survivers with the dark reapers and blade storming avengers. Then to deal with the DP, Terminators and Obliterators once they arrive (whenever that would be).

All my units performed really well, I managed to take out the 2 rhinos that flung them selfs at my lines, I managed to pick his army apart in peice meal, he arrived a couple of units at a time from DS which was handy.

By the end of turn 5 he had:
1 rhino immobilised
5 marines left on his objective
1 obliterator with 1 wound
And his daemon prince. With a couple of wounds

I had lost:
Pathfinders (daemon prince arrived a then moved to rip them apart in combat)
Wraithlord (terminators combi plasma- failed 3 out of 4 cover saves!)
The avengers
2 Reapers and a handful of Guardians from both squads

Turn 6 swung the game for me as he was lodged in my objective with the DP and an obliterator all contesting my objective and in combat with the large Guardian squad.
I survived the combat and then proceeded to DS my Hawks onto his objective (killing three CSM with the ‘nad pack and resulting shots) and turbo boosting the Jetbikes onto the objective as well, so at least the game would end in a draw, even if the game went another turn.

I then proceeded to assault my Harlequins into DP, then moving the other guardians to the objective so that if the last ditch assault fell on its ass I would have a back up and pray for the game to end. The resulting Harlequins charge killed the DP no small thanks to DOOOM. The Guardians to my amazement forced the Oblit to make 4 saves! And one of which he failed!

A roll of a 1 brought the game to an end with the result 1 objective to 0!


Aftermath:
- My first time using rubber hawks- they did OK with their ‘nad pack, but the contesting of objectives last turn is invaluable!
- 2 farseers – one word, awesome! 4 powers per-turn is invaluable and made up for my lack of combat, with doom, the support they give to shooting is immense as well
- Reapers (5th ed) where immense – killed an entire CSM unit when they were forced out of the rhino.
- Avengers without a WS, they are a bit less of a threat without a vehicle, but, are cheaper and still do a very good job of killing marines with bladestorm so will stay for now!

The game hinged on two things, my ability to stop the rhinos and to kill the 2+ save things before support arrived, both of which I did! I got lucky with the oblits death and a few of the terminator deaths, but with Guide and Fortune leading the way I lost very little in turn fire and staying in cover was essential, not sure how my list would fair on another board, It was favourable for me with 2 large clumps of trees allowing me to deploy quite close and in good cover.

Changes to the list:

Hmm probably will swap the star cannon to a bright lance and the missile launcher to a star cannon in the guardian squads, the missile launcher is jack-of-all-traits-master-of-none, and I need anti-2+ save shots + I’m facing a tau vehicle army next! So I expect battle suits, 2/3 Rail Heads and some broadsides.

So I need to find 10pts from somewhere! Probably from witnessing on the Dark Reaper ‘Seer.

Anyways

Thanks for reading!

-Rob
Last edited by RME on Tue Feb 24, 2009 4:42 pm, edited 1 time in total.
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Postby killmaimburn » Wed Feb 18, 2009 4:21 pm

The enemy you fought.. did he have fists in those 3 CSM squads.. it looks odd without them and about 90 points down (I haven't cross checked the codex but I know most of it off by heart :oops: )

Nice bat rep.. the vulnerability of the everything-bomb. Bravo :D

If this were GTness.. how would your army have coped with the oblits being together2x2, 1 troop choice less and 10 CSM being in a possessed landraider covering the other rhino.
I agree on upping your offensive weps..For points.. you could lose one more kiss?
(at some point the squad will become less scary and so attract less fire anyway (looks for shrugging shoulder smily)if you can make everything else scarier the harlies cease to be a target and cease to need the shadowseer. :D But i know you don't like that)
Last edited by killmaimburn on Wed Feb 18, 2009 4:22 pm, edited 1 time in total.
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Postby RME » Wed Feb 18, 2009 4:46 pm

Hmm - well the Oblits would be the same.. If the WL survives and in range I would assault, bright lance/missile to try and insta-gib one or both in a squad if VERY lucky. The other two would be pure volume of fire, same for the Terminators.

To stop the Landraider, well, pot shot bright lances until its close then SS as last resort or Hawks (starting from reserve and maybe even walking on and assaulting a further 13"-18".

I would also keep my Pathfinders further back to pick off the DP.

The troops will be easy pickings for the reapers.

The shadowseer is needed not just for the restricted shooting, but plasma 'nades! A much underrated thing.

I have considered maybe dropping the Star cannon down to a scatter laser for the pts + its more shots and the squad won't need to be guided.

I alternate Guide to either of the Guardian units depending what the threats are, if vehicles it will be the bright lance if infantry its the scatter laser/star cannon.

How does this sound?

Cheers!

-Rob
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Postby killmaimburn » Wed Feb 18, 2009 4:59 pm

Am I reading your list wrong? You have 1 brightlance (+ said you may up something to be something similar)
You've dedicated it to taking out the landraider and also taking out some of the obliterators..sounds quite an uphill push.(doesn't it?)
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Postby LordMalekTheRedKnight » Wed Feb 18, 2009 5:05 pm

great batrep! :D
(and dont worry, i havent forgotten that i said i would take another look at the list :))

RME wrote:The shadowseer is needed not just for the restricted shooting, but plasma 'nades! A much underrated thing.

i thought the Plasma Grenades on Harlies were redundant in 5th ed due to the Init penalty in CC being dependant on the charging unit rolling for Difficult (or Dangerous) Terrain, and the Harlies' Flip Belts allowing them to ignore such terrain? :?
(havent got Codex to hand as its in a case in our backpack, so maybe im forgetting something?)

~ Tim
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Postby RME » Thu Feb 19, 2009 8:51 am

killmaimburn wrote:Am I reading your list wrong? You have 1 brightlance (+ said you may up something to be something similar)
You've dedicated it to taking out the landraider and also taking out some of the obliterators..sounds quite an uphill push.(doesn't it?)


I will have 2 bright lances (one on the guardians and one on the Wraithlord).

The Guardian bright lance taking on a land-raider will be pot shots at best, but guided and then its a 50/50 weather or not I can get past its armour.

The Wraithlord will be tackling Oblitorators, with a chance to insta-gib one and maybe another with its missile launcher + combat.

But yeah an uphill fight for sure.

LordMalekTheRedKnight wrote:great batrep! :D (and dont worry, i havent forgotten that i said i would take another look at the list :))


No worries mate :D I don't have a game till the weekend. 8)

LordMalekTheRedKnight wrote:
RME wrote:The shadowseer is needed not just for the restricted shooting, but plasma 'nades! A much underrated thing.
i thought the Plasma Grenades on Harlies were redundant in 5th ed due to the Init penalty in CC being dependant on the charging unit rolling for Difficult (or Dangerous) Terrain, and the Harlies' Flip Belts allowing them to ignore such terrain? :? (havent got Codex to hand as its in a case in our backpack, so maybe im forgetting something?) ~ Tim


I assumed that charging into cover meant that you are fighting at I1 and the defenders at I10. Save for defensive 'nades which count both at their I they would be fighting at in the open. So I think I can see what your getting at, but not all things will be fighting with 'nades? unless I'm mistaken.

Ta for the comments guys! :)

-Rob




EDIT: Just to make it clear.

The list with 2 bright lances will look something like:

Farseer – guide, doom, fortune, stones, warding, spear – 168
Farseer – guide, fortune, stones, spear – 128

6 Harlequins – shadowseer, 5x kisses – 162

15 Guardians – bright lance, warlock, embolden, spear –183
10 Guardians – star cannon – 105
10 Avengers – exarch, dual catapults, bladestorm – 152
3 Jetbikes – shuriken cannon – 76

5 Hawks – exarch, skyleap, intercept – 137

5 Dark reapers – exarch, tempest launcher, crack shot, fast shot – 232
Wraithlord – 2x flamers, bright lance, missile launcher – 155

Total points – 1499
Total Infantry – 57
Total KPs – 10
Total scoring units – 4

Subtle changes really, but I hope the added ability to shoot a AP2 weapon guided will help VS anything like MC, Vehicles etc.
Last edited by RME on Thu Feb 19, 2009 9:19 am, edited 1 time in total.
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Postby LordMalekTheRedKnight » Thu Feb 19, 2009 9:00 am

RME wrote:I assumed that charging into cover meant that you are fighting at I1 and the defenders at I10.

no, cover is irrelevant: what matters is whether the chargers took a Difficult and/or Dangerous Terrain test (this is the new 5th ed way of working it out). from p36 of the rulebook, "Assaulting Through Cover":

...if an assaulting unit had to take a difficult or dangerous terrain test during their assault move, all of its models have their Initiative value lowered to 1 when attacking...


if im right in thinking that Harlies dont take such tests anyway (codex still packed away, sorry!), then they have no need for the Grenades...

hope that helps :)

~ Tim
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:) I am "LMTRK" on The Wizards Community and MTG Salvation
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Postby RME » Thu Feb 19, 2009 9:06 am

Ooo didn't read that! (that made me more happy than it should of!)

Not sure about dropping him still mind, I just like the safety net you get for 30odd pts!

And they are my only assaulters, so they will be a priority unit for any would be assaulter.

Cheers!

-Rob
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Postby RME » Tue Feb 24, 2009 4:39 pm

Battle II

With a slight tweak on the MKIII list found HERE

Code: Select all

HQ = 306

Farseer - guide, doom, fortune, stones, warding, spear - 168
Farseer - guide, fortune, stones, witnessing, spear - 138

Elites = 162

6 Harlequins - shadowseer, 6x kisses - 162

Troops = 528

12 Guardians - bright lance, warlock, spear, embolden - 159
10 Guardians - scatter laser - 95
9 Dire Avengers - exarch, dual catapults, bladestorm - 140
3(4) Jetbikes - shuriken cannon, warlock, destructer, spear - 134

Fast Attack = 132

5 Swooping Hawks - exarch, skyleap - 132

Heavy Support = 372

Wraithlord - bright lance, missile launcher, 2x flamers - 155
5 Dark Reapers - exarch, tempest launcher, crack shot - 217

Totals =

Total Points = 1500
Total Infantry = 54
Total Scoring Units = 4
Total KPs = 10



I fought a Tau army:

Commander - Missile/Plasma
Ethereal

2 Battle Suits - missile/plasma
1 battle suit - 2flamers 2 sheild drones

8 Fire Warriors - Leader MKL
8 Fire Warriors - Leader MKL
8 Fire Warriors
8 Fire Warriors

2 Piranhas(sp?) Fusion guns, gun drones

2 Hammer Heads - SMS
2 Broadsiders - SMS

Total KPs - 13


Mission - Annihilation - Deployment - Pitched Battle - Eldar going first

My basic plan was to stay out of the range best I could of the basic fire warriors and try to silence the HammerHeads best I could, try to take out the Piranhas(sp?) and the battle suits for easy KPs, so I deployed shallow into my DZ about 6" max to force him to come to me! so I could jump him with the Avengers.

The battle turned into a massacre! in my favour! I rolled over the average and him below average! I will give a run down of how each unit performed:

Farseers - very well although Doom wasn't used once! all game, but guide/fortune was invaluable all game! (7/10)

Harlequins - very quiet game, killed the DSing flamer suit after losing 3 of their number. (2/10)

Bright lance Guardians - did very well - killed a Broadsider first turn and made the other flee in terror, killed a missile/plas battle suit and then in the last turn killed the last Piranha with a stunning shot! from 35" beautiful! (8/10)

Scatter Laser Guardians - didn't do too much damage apart from the odd kill what I would give for a 3rd guide! :wink: (5/10)

Jetbikes - started in reserve moved up to attack a hammerhead moving up on my flank and mugged it with a spear and 2 shuriken cannon hits! destroyed, destroyed, stunned! then ran away after taking 2 casulaties from the Piranhas returing fire. (7/10)

The Dire avengers - where my only total casulaty, but took down the fire warrior squad containing the Ethereal. But died horribly (4/10)

Hawks - did little in the way of kills but kept chipping away with the 'nade pack until turn 5 were they DS'd in and hid. (2/10)

Wraithlord - downed the other HH and a Piranha, but mainly stayed back out of massed str 5 shots. (5/10)

5 Dark Reapers - AWESOME! in the first round of shooting the exarch killed 8 fire warriors in one round of shooting.. the rest of the reapers finished the squad. Consistant killing all game easily racked up 20odd kills including the HQ Battle suit, 2 fire warriorer squads and a few other. warriors. (9/10)

The game ended with him with nothing left or fleeing for their lifes - so total KPs to 1 (dire avengers )

Shame the game was sooo 1 sided I pretty much won from the first turns shooting killing basically 2 fire warrior squads (dark reapers) and the Broadsiders (BL Guardians) (3KPs after 1 turn) my opponent the threw himself into my gun line to obvious effects.

Not sure when my next game will be but stay tuned!

-Rob
Last edited by RME on Tue Feb 24, 2009 4:43 pm, edited 1 time in total.
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Postby killmaimburn » Wed Feb 25, 2009 10:09 am

Well done.:)
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Postby RME » Wed Feb 25, 2009 10:10 am

killmaimburn wrote:Well done.:)


Ta very much! :D feels good to beat a tau army I've never played before!

-Rob
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