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KMB 1st 6th Ed. Game (Batrep)

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KMB 1st 6th Ed. Game (Batrep)

Postby killmaimburn » Mon Jul 09, 2012 12:07 pm

Y'all wanna a 6th ed batrep say fukdat!!
:qgreenjumpers :qgreenjumpers :qgreenjumpers :qgreenjumpers :qgreenjumpers
Ok so first game of 6th ed, we have codexes, rulebooks minis and are ready.
My list is
Primary contingent-CSM

Demon prince wings MOT 1 roll -160 (for this he had Hallucinate)
Sorcerer with MOS and lash -125 (leads some thousand sons)
5 Chosen 5 plas,rhino infiltrates in a vehicle/or outflanks with the new range on foot)-200
4 thousand sons +an aspiring sorcerer with a force axe, 1 roll (10) in a rhino with extra combimelta bolter.-207 (Puppet Master)
4 thousand sons +an aspring sorcerer with a force axe, 1 roll-162 (Psychic Shriek)
Vindicator Dozerblade pintle TL bolter-130
Vindicator Dozerblade pintle TL bolter-130
1109

Allied Secondary Contingent-Demons
Hopefully 1stwave
Fateweaver for the reroll saves radius as much as the aerial attack.333
3 Flamers of tzeentch-105

Hopefully 2nd wave
5 Pink Horrors with changling of 'Imma firing your lazer' and bolt of change-100
5 pink Horrors with bolt of change 95
633
1747


MR6 (out of retirement /actually back into leisure time)
Overlord on command barge quantum shielding Tesla cannon **Chariot** (A new rule that gives it alone in the game D6 hammer of wrath thing)- 255
Triarch Stalker Quantum shielding Heat ray-150 (the thing that onces its hit you every other weapon his army has is twinlinked)
5 Warriors- 65 points
5 Warriors- 65 points
Tombblades- 60 points
5 Destroyers -200 points
5 Scarabs with entropic strike 75
Doomscythe- Death ray, tesla destructor deep strike super sonic 175
Doomscythe- Death ray, tesla destructor deep strike super sonic 175
Doomsday Arc Qauntum shielding etc etc 175-
1480
Which was then after some negotiation raised by taking both warrior squads to 10
Adding 2x5 +130
10 immortals- 170

So in the end he had adlibbed and brought 1780- Close enough I guess for an accountant.



So we start going through the pre game checklist.
We get 2,2 Purge the Alien (basically kill as many enemy units as possible, with side of kill HQ linebreak and first blood) on a lengthwise table setup (Hammer and anvil).

We ignore new terrain placement things and have the table already setup with 3 pieces of mixed terrain per quarter+ some spare.
Warlord Traits we rolled on each table [WRONG} should have been pick one table and role on it. Doesn't matter though , we both got stuff that made us better near objectives (not relevant to game mission with no objectives) stuff that made me more aggressive on the charge (a slannesh sorceror in combat?) and we all got the right to demand nightfight.

Generating powers I pretty much got what I wanted, which was nice. I got a crap thing about fearless and so that was the one I converted to be my primaris (read as overriding default) power. My demon prince caused Hallucinations, My zooming forwards 1kson had puppet mastery and my guy at the back had psychic shriek (Which I completely wound Mr6 up about, as he had loads of single units with no psychic defences to choose from).

MR6 rolls a 6 and decides to setup first and go first.
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His flyer super things are by default in reserve, the rest of his stuff is vaguely in a line on the forward boundary.
I set up my vindicators behind a wall, my rhino of 1ksons behind an empty rhino whilst the contents (the plasma guys) have infiltrated behind him (plenty of space thanks to being lengthways) CSM; Demon prince front and centre with the on foot rubric automata of dust. My favoured half of demons (fateweaver and the flamers) are successfully rolled [Error should have done this in my turn one but I don’t mind handicapping myself]

Night fight is rolled its in effect, and we use our special rules to make it tripley so (no in game impact we just wanted our stuff to do something).
GAME ON TURN1
He sends all his big stuff and his bikes to kill the 5 plasma guys at the back.
First Blood to mr6 .

I zoom forwards..(totally, it’s a mess about game, against a new codex I have no idea what to do so I’m not going to even attempt to be serious.)
I DS my fateweaver (who is meant to be the 3rd of my army in points army wide radial buff in my steady ranks) right into where the plasma guys have been, for a bit of a joke and a fire magnet.
Flamers Deepstrike right beside the 5 destroyers.
Rhinos zoom forwards as does Demon prince.
Vindies come around the corner.
Slanessh sorcerer leaves the squad (so lash can be cast at one thing and puppet master at another.. I still haven’t read up the whole witchfire and stuff thing,but I assumed puppet master was a like shooting power).
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Shooting- Lash 10 warriors into pieplate, shoot with one pie plate, he goes to ground 3 left (back to 5 after WBBs)…but because he went to ground myother vindie can choose another target..it shoots at the scarabs I believe swarms and instant death still stack (?) but meh Ionly kill 2 bases.
My flamers annihilate his destroyers, however my 333 point guy does nothing (partially because we were confused by flight) he kills 1 doomblade (who gets back up).
My zooming rhino squad cast puppet mastery on the immortals to take out his command barge (LOL) pass psychic test, get some good hits, no 6s though.
Middle foot squad cast psychic shriek (or were they out of range) anyway didn’t do anything.. but the AP3 bolters did, I focus fire on the necrons not in cover and kill 3 (who don’t get back up).
Demon prince on his way over casts hallucinate..which should be the most broken thing in the world (for each model the unit takes a hit at by the best weapon in the squad) unfortunately the best weapon in the squad is necron marigold-dishwashing-gloves and nothing happens..Still a fascinating power.
Rhino bolters ping off things with twinlinked snap shot things
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His turn 2.
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His doomscythes deepstrike behind me, target closest vehicles then draw the str10 deathbeam 15”s x2 of silly wire super blood lance across my troops,2 rhinos explode :5wolverine vindie loses its stormbolter :5wolverine , other vindie immobilised, 5 str 10 hits on rubrics 2 guys die, sorcerer and DP stand proud laughing but only just.
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His immortals and scarabs move up to engage the remnants.The destruction mega ark has no idea what its doing it takes a few side shots at the just dp struck fateweaver and scores a 6 TO HIT with a pebble from its side guns (page 49 Big book right hand column middle “suffers a hit”) and my oh my MR6 isn’t going to listen to my wailing about the fact he didn’t cause a wound ..I need to take a grounding test I fail I plummet to the earth and now all the rest of his things shoot and assault me. (Stupid god damn rule,and cheeky Mr6 for enforcing it) .
So now his tombblades, command chariot and walkers assault for the kill.
I not knowing all his special rules declare a challenge against his HQ and he accepts ([I believe this is wrong due to chariot rules- kind of artillery like he’s a semi vehicle and can’t be picked out)
Anyhow a really quite boring tarpit of my 2 attacks (400points) vs my 3++ rerollable ties that up till game end.
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MY TURN 2 (YES ONLY TURN 2)
My immobile vindie and lash kill off the remnant warriors on far side.
I puppet master his doomscythe premeasuring with a nice tapemeasure a direct line from it to scarabs from that to immortals (oooh is he not happy, “but you can’t see my scarabs” :llorar get out lazylazer pen “but you can’t target vehicles” :llorar show rules.. well I’ll deny the witch (fails) :llorar well you can’t roll a to hit to save your life..he’s right I rolla 1 to hit..sucks to be me, :new_shocked but for a while he was bricking himself that someone might be able to have one of his super shiny guns.
Demon prince tries hallucinate fails (11) charges kills many, wins combat eats the remainder in resolution.
1kson squad who got ransacked by deathray try to take on scarabs, peril (no saves of any kind any more) hes dead..psychic shriek and bolters kill 1 base.. then tarpity closecombat till game end.
(somewhere along the line I wiped out his other 10 man warrior squad too..
START TURN 3
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James is here, most of our stuff is tied up in closecombat tarpits.
I have a viable vindie, full CSM DP,2flamers, lash sorcerer who can do stuff, he has a doom ark hiding in the corner of the table the 2 doomscythes and..which none of my templates or blasts can touch so sayeth the rules.
I concede at second half (my half) turn 3, rather than draw the whole thing out and bring down my horrors, because we all concur that from here its pulling teeth.


Highlights of game 2.. they both roll nightfighting but don’t want it.
The game missions is tradional pitched battle and 6 grab the ball and run with it (relic) we used a naked lady model.
James brought the wrong box so it washis AV13 5th ed list against MR6s fliers and guass army.
James had a sad face..
Here we see mephiston running to the lady in the middle of the table backed up by furious bob the furioso.
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But he just got pwnzerd.

Opinions, I picked it up really quickly because basically game design wise there is an awful lot of 4th ed in there.(Yes as Baragash says range, move sniping etc is all back in..with the extra of focus fire to pick on people easier..I did a trick shot against a necron last night but it could just as well have been a melta gun carrying marine (moderated a bit by Ch and lookout)
I don't think turboflight creatures/flyers should be in pickup games, and we still can't work out how he deepstruck supersonic blah blah 15 different rules interacting.
It felt really nice having demons back with their cult troops.(like brim full of happy)
Someone must have got really really pissed about Nightfight not being prominent in 5th ed, like chaos 3.5 hater mad, it happens on a 4+ in every game in turn 1, if it doesn't then it WILL kick in for the end of the game, some armies can call it nightfight on demand and everyroll we made on traits seemed to make it nightfight.
I believe the destroyed when *hit* (by something that cannont wound)is something GW need to man up and confess is fubar rather quick.(and fix demon princes with wings to be the same class across europe)..
Both games were bloody drawn out first couple of turns and hit a wall turn 3/4..Might have been because we were leaving tactics for another day dunno.
:qgreenjumpers :qgreenjumpers :qgreenjumpers :qgreenjumpers :qgreenjumpers
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: KMB 1st 6th Ed. Game (Batrep)

Postby ruffian4 » Mon Jul 09, 2012 1:30 pm

Bouncy smiley heads say good though, yes?
killmaimburn wrote:If this is a masked ball, then the other bits of him are off spiking the teachers punch.


DEATH WATCH DEATH RATTLE DEATHS DOOR AINT I DIED ENOUGH BEFORE?
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Re: KMB 1st 6th Ed. Game (Batrep)

Postby killmaimburn » Mon Jul 09, 2012 3:14 pm

I found it pleasant, like a pair of old stinky shoes that were comfy. I took what was the/my lowest performing sublist of 5th ed and it actually did quite well,with just the addition of the flamers -and new powers(meh the fateweaver was deliberately out of range and we gave up before the horrors came on).
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: KMB 1st 6th Ed. Game (Batrep)

Postby BANE » Mon Jul 09, 2012 3:35 pm

I agree, you should have to wound a flying MC to ground it.
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Re: KMB 1st 6th Ed. Game (Batrep)

Postby Cain Tiberius » Mon Jul 09, 2012 6:10 pm

Maybes the model that shot the DP down was Chuck Noris?
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