JMarv The MathHammer
Posts : 914 Join date : 2007-08-20 Location : Evendale, OH
| Subject: 13th Company get shot to pieces by Ultramarines. Fri Jul 18, 2008 8:39 am | |
| So yesterday I managed to get a battle in against Chethrok, our first under the new ruleset. I had my normal army, and Chethrok was rocking a sort of shooty/balanced ultramarines with a termy squad (2 ass) with attache libby (fear, +D3 attacks), an assault squad with packs, two tacs with heavy bolter and flamer, devs with 2las/2missile, landspeeder, whirly and typical dreadnought. Oh and some scouts.
The short is, that the wolves got shot apart piecemeal, and now for the long of it.
We had the traditional deployment zones and the mission with an objective in each deployment zone.
Terrain from 10 o'clock and around the board from my perspective. 10 - L shaped piece of ruins 12 - two level hill with some sandbags 2 - out of either deployment zone, the massive command station Matt and I made. 4 - small little clump of ruins 7 - low hill with the tower thingy In the middle was a tiny hill on which we stuck some sandbags.
I deployed on the side of the tower and put my long fangs in the parapet The plasma slayers in the small clump of ruins with the nearby rune priest, the storm claws behind the massive building and my biker lord hid behind the tower. The rest I kept off the board to come on in reserve
He deployed the devs on the hill with sandbags with a tac squad on either side, the whirly and the landspeeder behind the ruins on his side, the dread behind the big building, the scouts infiltrated onto the top of the tall building and the assault squad and termies waited to deepstrike.
I scouted into slightly better hiding positions, mainly tucking the storm claws closer to the building and out of sight of his army.
And here is where things started to go wrong. I was scheduled for first turn, but he quickly seized the initiative on me. He mainly just opened up a can on the long fangs, who failed their test and fell back after losing 3 of their members. This basically took them out of the game, which sucked. In fact, long fangs suck in general. He then also popped one guy from the plasma squad.
On my turn not much happened, the plasma squad was hiding out of LOS in the ruins as were my HQs and the long fangs had moved from falling back. The storm claws wanted to beat on the scouts on top of the building. And then things got tricky.
The new building rules are definitely something I will have to look into more as I'm not sure we played them correctly. Intact buildings are now treated kind like a transport, so we were confused as to how to assault the scouts on top of the really tall building. We also weren't sure if my storm claws were allowed to climb up onto the lower floor from the outside and then shoot at the scouts, or assault them from there.
So we settled on that the big building was really two buildings, the high part and the low part, and that my squad would have to destroy the tall part to get the scouts out. So in the move phase I moved into the low building through it's access point, and then declared an assault on the tall part now that I was inside. We called it a "bunker" and then AV14, but with units on the parapet you get a +1 damage modifier. Will all my powerfist attacks I got 3 sixes to glance and one six with the -2 +1 to destroy the building.
At this point I suppose I could have argued that I was blocking the escape path and they well all dead, but we let them come out into the small building next to my squad.
The next turn his termies can on and deepstruck between the tower and the small ruins holding my plas squad. Not much happened, although the combined weight of fire, I think from the 2 ass cannon termies popped my plasma squad sargeant due to wound allocation. Also his speeder had at this point manouvered to get a shot (with cover) against my wolf lord but forgot to take the shot.
The scouts shot and assaulted me, killing 2 of my claws and then getting punked. We actually didn't even roll combat. The dread assaulted the small building, but failed to damage it. The storm claws consolidated by leaving the building.
On my turn the fenrisian wolves, which had been off the board turned up. I had them try to combine charge the dread and the tac squad, but they squad was just out of reach so they all ended up charging the dread. The storm claws moved around the back side of the building to charge the dread next turn. The long fangs, after having rallied, realized they had no LOS from the back of the tower, so they moved up to hopefully see next turn. The remaining 4 guys of the plasma squad moved into rapid fire range of the termies and with 3 plasma wounds only killed 1! grr. The wolf-dread combat killed one wolf and they held.
Ugh...this is getting too long. Quick version.
Wolf lord comes out of hiding and manages to destroy the landspeeder with his bike's bolters. He then loses two wounds through mass of fire. He assaults a tac squad, kills five and they break, run away and he doesn't catch them, so they kill him with a lucky bolter shot the next turn.
The plasma squad gets shot to nothing.
The storm claws assault the dread and kill it after two rounds, which is perfect. I then try to launch a charge with the remaining 9 wolves against his dev and tac squads. This is terribly stupid, since they have since climbed up the hill making the wolves strike last and with the new counter attack USR, they put 19 attacks on the wolves, killing 5. The wolves kill 1 and then get swept.
The storm claws weather some shooting, kill the assault squad and are left with the sarg.
Melta squad one comes on the left side and easily destroys the whirlwind and then gets pinned down, eventually tries to make a run for the enemy objective for a draw but gets stopped in CC more than 3 inches away.
Melta squad two marches on from my side to take the tower, but gets killed by an assault of the termies plus the librarian.
Notes: I'm not sure if the termies would be allowed to assault my squad inside the building now that I think of it. Buildings are now like transports right? so you couldn't have two squads inside at once.
With buildings having firepoints, I should have had my long fangs inside, impervious to fire the whole time. That tower has tons of firepoints too, to the scale that it might be broken.
There is no more -1 Ld for under half. Forgot that.
I should probably have played for a draw after he took the initiate, just turtle around the tower to keep him off of it.
Last edited by JMarv on Fri Jul 18, 2008 6:03 pm; edited 4 times in total | |
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JTPitt Sergeant
Posts : 890 Join date : 2007-12-14 Age : 42 Location : Deer Park
| Subject: Re: 13th Company get shot to pieces by Ultramarines. Fri Jul 18, 2008 1:06 pm | |
| One word and thats all I will say.....OUCHIEEE!!!!! Sounds like one of my battle reps when I have my Tau lol. | |
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Marc Fantasy Moderator
Posts : 2428 Join date : 2007-08-20 Location : Milford
| Subject: Re: 13th Company get shot to pieces by Ultramarines. Mon Jul 28, 2008 10:55 am | |
| Nice report John. Thanks for posting! We need to get a game of 5th ..once you return my models that is | |
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JMarv The MathHammer
Posts : 914 Join date : 2007-08-20 Location : Evendale, OH
| Subject: Re: 13th Company get shot to pieces by Ultramarines. Mon Jul 28, 2008 10:59 am | |
| Sounds good to me.
I'll let you know when I have the combination of free time and the guardian squad done. | |
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