+++ TRANSMISSION BEGINS +++
--- INITIATING BATTLE PROTOCOLS ---
++ Acting officer Sgt. Naxos, in place of Lt. Proctus field report ++
Mission: Annihalation, Deployment: Dawn of War
Imperial guard force (slightly changed from my tourney force...):
Company Command Squad with 2x plasmagun, plasma pistol, power sword, vox and medipack
Veterans 3x melta gun, demolitions, chimera
Veterans 3x plasma gun and power sword, grenadiers, chimera
PCS with 3x flamer, officer with plasma pistol, power weapon and meltabombs, + 1 normal guardsman (ride in vendetta)
IS with autocannon, nade launcher vox
IS with autocannon, nade launcher vox
Heavy weapon squad with missile launchers
Vendetta
Hellhound
Leman Russ Vanquisher with lascannon
Leman Russ Executioner with plasma sponsons
Leman Russ Eradicator
Salamanders (with BA + ultra reinforcements ;)) :
Captain with power sword and storm bolter
Honour guard (3) with power weapons, and boltguns and a champion thrown in I think
Terminators (5) with assault cannon
Dreadnought with twin las and heavy flamer
Tactical Squad with missile launcher, meltagun and power fist in drop pod
Tactical Squad with missile launcher, meltagun in drop pod
Scout squad (8) 4 with snipers, 3 with boltguns and 1 with missile launcher
Land speeder with multimelta and typhoon missile
Land speeder with heavy bolter and typhoon missile
Land speeder with multi-melta and heavy bolter
We originally rolled for capture and control, spearhead but then decided to roll again cos we couldn't come to an agreement about another mission... Plan? He had rolled for turn 1 and to pick his side, and having deployed his scouts as far forward as possible (after some belated repositioning) and his command squad with captain in the corner, so I was left with 2 choices.
Choice 1: Refuse flank - probably in the bigger bunker on my half with my platoon starting in there... the problems with this were that he had deployed so far forward that I wouldn't have enough space to deploy my whole blob... and also most of his army was deepstriking so it would be kind of useless...
So I went with choice 2, deploying centrally with lots of avenues of fire, out in the open and with some space for tanks to rumble on behind, with CCS nearby and HWS in the smaller bunker. Vendetta with pcs inside outflanked and the rest would come in turn 1.
Turn 1
Score Tracker: IG 0 - 0 Salamanders
Turn 2
Score Tracker: IG 3 - 1 Salamanders
Turn 3
Score Tracker: IG 4 - 2 Salamanders
Turn 4
We roll and the game continues... Score tracker: IG 7 - 8 Salamanders
Turn 6
Overall a good close game, where cockiness at being in the lead initially may have cost me.
We originally rolled for capture and control, spearhead but then decided to roll again cos we couldn't come to an agreement about another mission... Plan? He had rolled for turn 1 and to pick his side, and having deployed his scouts as far forward as possible (after some belated repositioning) and his command squad with captain in the corner, so I was left with 2 choices.
Choice 1: Refuse flank - probably in the bigger bunker on my half with my platoon starting in there... the problems with this were that he had deployed so far forward that I wouldn't have enough space to deploy my whole blob... and also most of his army was deepstriking so it would be kind of useless...
So I went with choice 2, deploying centrally with lots of avenues of fire, out in the open and with some space for tanks to rumble on behind, with CCS nearby and HWS in the smaller bunker. Vendetta with pcs inside outflanked and the rest would come in turn 1.
Turn 1
First drop pod comes down, close to my lines - blob starts getting shot up... Ilya rolls well on his nightfight.. |
Enemy tacticals are deployed out of a borrowed Blood Angels drop pod that Paul is currently working on. Dreadnought strolls on from his half of the board. |
Imperial Armour rumbles on in response |
Veterans enter on the left flank |
Heavy fire reduces the scout squad to three men and the tacticals + drop pod also take light casualties |
Turn 2
Salamanders advance once more with covering fire, destroying the eradicator nova and stunning the hellhound - more small arms fire eats into the blob |
The close combat threat just before being shot at by the whole imperial line |
Multiple rolls later and... |
And one combat squad is completely wiped out, while the other is down to the sergeant... Scouts are shot out of their cover and the meltavets make short work of the drop pod :) |
Turn 3
More Salamanders drop down from the sky, an (allied ;) hehe) landspeeder drops down using the locator beacon - this time Ilya does not make the mistake (?) of combat squadding them |
The hellhound gets shaken again and the blob draws more fire |
(see he's not there anymore!) Ah yeah the meltavets' ride gets knocked out by the lascannon dread and they pile out. |
closer look at the action |
same here... |
Turn 4
With the hellhound seriously damaged, the vanquisher destroyed and the blob heavily depleted - things begin to look a little worrying |
I plasma 3 termies to death but am denied a land speeder kill from the vendetta |
Turn 6
Overall a good close game, where cockiness at being in the lead initially may have cost me.
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