Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

40kGT Heat 2 Results


Last weekend I attended my second tournament of the year, Heat 2 of the 40kGT in Brighton. Having managed to place in the top ten in July at another tournament at Brighton I was hoping that my refined list would help me into the top half to qualify for the national finals in March.

My list was:

1650pts Space Wolves and Imperial Guard 40kUK GT Heat 2 List

Rune Priest, Jaws, Living Lightning
(IG) Company Command Squad, Master of Ordinance

4x 5 Grey Hunters, Razorback (Heavy Bolter), plasma gun
2x 5 Grey Hunters, Razorback (Heavy Bolter), melta gun
(IG) Platoon;
Platoon Command Squad, 2x flamer
2x Infantry Squad
2x 1 Sabre Defence Platform, lascannon (IA 2 2nd Ed)

3x 2 Hyperios Missile Launchers (IA Aeronautica)
(IG) Vendetta [130pts]

(IG) Heavy Quad Launcher Battery (3 guns with 9 crew) (IA 2 2nd Ed)

1650pts

Further list analysis here.

DAY 1


Game 1: Crusade vs Daemons.

Screamers, beasts and drones were all over me on turn 2, but I was winning when we timed out. However, the TO came over and gave us extra time into lunch to get turn 5 in. Timing is critical when diving onto objectives, and I'd already sacrificed a turn of shooting to get into position because I could tell we weren't going to get turn 5 in within time. Result = loss. Quite frustrated at that, but there was really nothing I could do. Oh well!


Game 2: Relic vs IG & Ultramarines

Tigerius and his grav-toting biker friends accompanied a full commissar led blob which mostly hid under his skyshield shooting lascannons. I managed to take out 75% of the enemy with minimal significant loss. Anything of his that got close to the relic died. Manticore and 3 vendettas didn't last long either! Good game.


Game 3: Scouring vs Daemons & CSM

I made a big mistake keeping all my razors off the board. Then I messed up my psychic powers, positioning and target priority all game. Didn't play well at all, lost fair and square. I don't usually make that many mistakes, and I paid for it!


DAY 2

Well after a disappointing first day I wasn't holding out much hope for getting a top half finish to qualify for the finals. I needed two more wins and a draw to guarantee a place, but one of the games was killpoints (always a hard one with MSU lists) and I'd found out on Saturday that I'd be playing against Tau/Eldar in Emperor's Will next...


Game 4 Emperor's Will vs Tau & Eldar

Going second, I deployed out of range for most of the enemy and only lost a thudd first turn. I couldn't stop one of the riptides and broadside units contesting my objective, but he only had one troops choice left to claim his and I flamed the kroot off and then scored it for myself with the PCS.

Things got a bit difficult at this point, as he'd apparently asked if there was anything in the vendetta when it came on. Unfortunately I don't remember this at all (having declared the unit embarked at deployment), but came in on the extreme right flank out of range from the broadsides and the fusion gun, so only the single remaining riptide's ion cannon had the chance to shoot. I also took out the single skyray that turn, eliminating his only skyfire unit.

Could he have fired a load of shots from the two broadside units and bought it down? Sure. But that fire wouldn't have been going elsewhere, particularly the thudds, so it may have worked out that I'd have been able to kill the last unit of kroot anyway, drawing objectives but then winning by killing the ethereal (secondaries at the GT don't count towards the result, but instead contributed towards tournament points). Who knows, but it was unfortunate to have the misunderstanding spoil an otherwise mostly amicable game.


Game 5: Purge vs CSM & Daemons

After introducing myself I said that this would probably be my opponent's easiest win of the tournament, as my list offers a 'target rich' environment with over 20 killpoints available. Comparing this to the compact 10 offered by the 4 FMC, 2 helldrakes and handful of cultists, marines in a rhino and plaguebearers, it wasn't looking good. Throw in hammer and anvil deployment and a huge (10"+) LOS blocking terrain for the FMCs to hide behind and getting siezed, things went from grim to grimmer! Oh, and one daemon prince got warp tether...

A couple of key lucky dice rolls helped keep me in the fight early on though, when I exploded the first helldrake with a sabre lascannon and the rhino with a MoO barrage hit. By the end of the game I'd also killed the other 'drake and three of the daemon princes, but had somehow only managed to lose a hyperios unit, 3 razors and a hunter squad!

Best game of the weekend by far, laughing all the way through, with an unexpected win to boot!


Game 6: Big Guns vs Eldar

2 wraithknights, Eldrad and reapers in a bastion and 3 DAVU waveserpents. Joy! Fortress of redemption (ruin) in the middle for the wraithknights to hide behind? Yep. Piloted by an ETC player? Excellent. Bring it on!

My opponent had already qualified in Heat 1 and was standing in to even out the numbers. Had this not been the case he may have focused a little more but we ended up with a friendly game and a win to me. Result!


Conclusion

After a dire first day, I somehow managed to pull three wins out of the bag day 2, placing 8th out of 45 against some very strong competition. Really happy with the result, and managed to qualify which was my main goal this year. Thanks to all my opponents and the GT crew for their efforts. Good times!

Brighton Singles Tournament - Day One Update

Tau Castle - Joy!

I return undefeated! I have to say this is thanks to a mix of strategy, luck and opponent's mistakes, but that's the game, right? Three great games so far and a lot of fun.

Three perfect aggressive deep strikes into my backfield - ouch!

So I'm 2-1-0 going into day two, just like the GT last year. Today saw me draw game one against a brutal Farsight Tau and Tau allies list in Big Guns/Vanguard, win Crusade/Hammer and Anvil against Zandreck/Oberon veiling Necrons, and win The Relic/Dawn of War against Fateweaver Demons (could have very easily been a draw).

Razorwall around The Relic

Definitely still need to speed up, and I'm expecting a hammering tomorrow, but we will see!

Battle Report: New Eldar vs Space Wolves and Imperial Guard

1650pts, The Relic
 
This was to a game against one of my regular gaming buddies from Walberton Wargamers to test out the new Eldar codex using footdar and practice with my Brighton Singles list. I've been writing this up round by round over on the Total Immersion Wargaming Facebook page, but have saved the detailed pre- and post-game analysis for the blog. This has proved to be much easier for me, so I expect I try this again for the next report. Anyway, on to the game!

My 1650pts Brighton Singles List (WIP)

PRE-GAME
Game - Blood Bowl The Relic
Deployment - Vanguard

Space Wolves + Imperial Guard List
SW+IG list in detail. This is my fourth or so game with the list and I have to say I'm loving it so far.

Eldar list
Avatar, fast shot

3x 7 Fire Dragons, Exarch with fast shot, fire pike

3x 10 Dire Avengers
2x 3 Windrider Jet bikes

2 Vypers, cannon

Fire Prism

Looking at the Eldar (mostly) foordar list and having had a good read of the new codex myself, I thought that the list suffered from range issues, even with battle trance, and no decent ant-air firepower. The close range firepower was reasonable, especially considering the triple large squads of fire dragons and fast shooting exarchs, and this could be a threat if I got too close too early. With double MCs (the Avatar and wraithlord), the Eldar also had the upper hand in combat, so I really wanted to use my range to my advantage and move in for the relic later in the game. I was also really pleased not to face the old Runes of Warding, as the chance of killing my own warlord through that is just too high to risk casting powers (I've tried this before!).

There was one problem, however, in that the jetbikes windriders could potentially pick up the relic first turn, them move rapidly away in the shooting and assault phases if they stuck to 6" per phase. Assuming that the rest of the army then formed a cage around the relic (I need to play Blood Bowl again soon), I would have to work through a lot of infantry and the MCs before I could get to the relic. Thankfully, I thought I had enough ranged firepower to take out the jetbikes in my first turn, even if they did manage to get back in their deployment zone, meaning that they shouldn't be taking it too far. Also, if the cage was too tight my quad guns would have a field day with 8 barrage blast templates, especially as there were no Eldar transports to hide in.

Calm before the storm

Game plan
Target troops to deny Eldar claiming the relic, go for secondaries, use my superior range and mobility to focus on key targets. Pick up the relic late game if possible.

Target priority
Avatar, troops close to relic, immediate threats, troops.


Eldar deployment - note lots of tightly packed infantry

THE GAME 
Eldar deployment
(Black undercoated units are Dire Avengers)

I am a little surprised at the deployment, which concentrated around cover overlooking the relic - begging to be barraged. MCs are also placed centrally looking to munch anything that gets too close. Fire prism should have been in cover. I'd also put the vypers on a flank to get some side shots in on the chimera, rear shots on any forward razorbacks and harass any backfield units. Most importantly, as I suspected, the jetbikes were deployed aggressively within 12" of relic for a first turn grab.

SW+IG deployment - out of mid-range and in cover
 
SW+IG deployment
The heavy quad launchers ('quads' for the rest of the report) and rune priest (prescience and scrier's gaze) tuck in cover in the far corner area terrain to rain down barrages on the target rich centre, also keeping the warlord safe.

Hyperios (WIP models) spread out with good views to the centre. Command squad sit in the Chimera to dish out FRSRF to the mini-blob and bring it down to themselves for the MCs. They also have the option to try Fire On My Target on the quads, but this is not reliable at only Ld7.

Plasma hunters deploy in their razors in cover looking to deny easy first blood, and will move up to engage mid-field targets.

The vendetta with PCS and the two melts hunter squads reserve, planning a fairly reliable turn two arrival thanks to scrier's gaze. Melta hunters will probably push up the far flank to threaten the fire prism and go for linebreaker.

SW+IG turn 1 - Goodbye Avatar. Quad launchers rule too
 
And I seize for the first time ever!!
 
SW+IG Turn 1
Excellent, a decent chance for first blood, and oh look, the Avatar (the warlord) hasn't got any cover! Time to line up as much plasma and missile launcher action as possible...

So I push forward a little to get in range, including immobilizing the Chimera on the rocks (was worth the risk), and unload. I rinse through the Avatar's 5 T6 3+/5++ wounds quickly with only the demon save for protection. First blood and warlord in one. Result!

I still had the quads, razors and blob to shoot, so moved onto priority two - troops close to the objective. The quads go first to make the most of the beautifully clumped up squads, and with prescience up wipe out 9/10 of a dire avengers squad and two jet bikes. The remaining shots take out the last jet bike in the squad and the entire second jet bike squad.

That was a good round of shooting! Not rolling particularly above average, but making the most of the opportunities presented, namely an exposed warlord and bunched up troops. Having re-rolls on most things also really helps even out the dice and make shooting a lot more reliable.

Strong start for the Wolves.
 
Eldar turn 1 - Push into range and close on the relic
 
Eldar Turn 1
Everything pushes forward to engage, but is mostly (deliberately on my part) out of range. Dire avenger shots with quasi rending and the large blast from the fire prism prompt two plasma hunter packs to go to ground, as do the blob (wasn't intending to move onto the relic yet). Fire dragons on the flank take a wound off a hyperios with a fast shooting exarch (unlucky not to get two and remove a model).

With the fire dragons generally out of range and the wraithlord still out of charge range, there was little damage done this turn. Personally, I would have used battle trance to move back into cover, but already things are looking bad for the pointy eared space ninjas.

 
SW+IG turn 2 - Working through the enemy troops
 
SW+IG Turn 2
Continuing down my target priority list, I will use this turn to try and gun down as many of the remaining dire avengers as possible. If I can obliterate all of the enemy troops, even with warlord and line breaker secondaries, there is no way for the Eldar to win. With my reserves are very likely to come in this turn if I can cast scrier's gaze, all of which can potentially push for line breaker. I'm now confident that I've got the game in the bag, even without the relic. I will also target units with long range anti-tank so I can keep the razors available for moving troops around if required.

So the priest manages to get the power off, and the two melta hunter squads deploy into cover to rapid fire the fire dragons on the flank. I can re-mobilise over the next couple of turns to push for line breaker. The razors also line up shots on the now out of cover dire avengers on the opposite flank.

The vendetta comes in flying, targeting either the wraithlord or fire prism. The two embarked plasma hunter squads stay inside and push a little more toward the centre with the company command squad.

Shooting from the melta hunters thins the fire dragons down significantly, and the hyperios, plasma and a razorback take out the two vypers. I decide to shoot the vendetta at the wraithlord (perhaps should have shot the fire prism, but I didn't want the MCs to make combat) with no effect.

The rest of the army whittles the dire avengers down, killing one squad with the quads (without re-rolls) and halving another squad.

Looking good so far.
 
Eldar turn 2 - Threatening with the wraithlord
 
Eldar Turn 2
The remaining Eldar infantry decide to take cover with good views to the relic, and the wounded wraithlord lines up an optimistic charge on a depleted pinned squad of plasma hunters (presumably not wanting to risk being tied up with the mini-blob in combat). The prism really should hang back, but at this stage I think the Eldar were playing for kicks rather than with any real intent of winning!

Shooting takes a few casualties of different squads, but without the range to focus fire to eliminate squads, the best the Eldar could do was hope to force leadership tests.

In the assault phase the wraithlord tries the long charge into cover and unsurprisingly fails, whereas the flanking fire dragons (two left including the exarch) manage to make it in against a squad of melta hunters (4 remaining after shooting). I had expected them to multi-charge the razorback to nuke it with a melta bomb, but they didn't. Handbags proceed to swing for the rest of the game in this combat, with my hunters failing their counter attack and consistently failing to cause any casualties until the last round of the game for no loss in return. Thankfully this didn't matter to me, as at least the dragons were no longer a threat to either linebreaker or the relic.

With two full squads of fire dragons overlooking the relic but otherwise having yet to contribute to the game, I didn't really suffer any significant damage again thanks to range and cover saves.
 
SW+IG turn 3 - Taking midfield behind a razorwall
 
SW+IG Turn 3
This turn the last dire avengers have to go, as did the wraithlord. I also need to re-mobilise the melta hunters who weren't in combat to set up linebreaker next turn in case I don't want to drop off my platoon command squad. This was also the turn to move up and secure the ground around the relic so I could pick it up with any one of the 5 troop squads I had poised ready to pounce...

So I move up with all this in mind, blocking off the relic with a trio of razorbacks and disembarking the last two plasma hunters. I surround the wraithlord and prepare to rapid fire, whist the flanking melta hunters pile in their razorback and zoom across the board.

Heavy bolters wipe out the squad of 5 dire avengers in cover, except the flanking razorback which went flat out into the Eldar deployment zone. Mass rapid fire bought down the wraithlord with some FRSRF, and the left over fire halve one of the fire dragon squads as a bonus! Missiles and a now hovering vendetta fail to damage the fire prism.


The fire dragon vs melta hunter combat goes on...

Another good (but still average dice overall) round of shooting and some decisive movement. There is very little the Eldar can do at this point with so many opposing troop units ready to pick up the relic next turn.


(Tactical note) I've been trying to get better at setting up multiple targets for each unit. I'm generally quite pessimistic about what is needed to wipe a squad out, so well generally set up more than average fire power to try to ensure the job gets done. However, this can lead to wasted shots, so I try to do what I think is known in chess as ' forking' - setting up two or more targets.

Eldar turn 3 - Fire dragons finally get to blow stuff up!

Eldar Turn 3
With little left on the board, the Eldar prepare to sell their lives as dearly as possible. The half strength squad in the centre move around the razorback to get clear shots on the plasma hunters by the relic, whilst the full strength squad get into melta range of the middle razorback (I would have set up a multi charge on the two razorbacks, personally). The fire prism moves away from the melta hunters approaching its rear armour, but for some reason goes forward rather than sideways.

Doing the most damage the entire Eldar army had all game, the full strength fire dragons annihilates the central razorback (oh no, I've lost a 40pt tank, ahhh... /sarcasm), exploding it and luckily killing two hunters next to it (I forgot to remove it and mark it with a crater - oops!). The half strength squad slag three more and for a giggle the fire prism shoots a S9 lance at the hovering vendetta, penning and shaking it! I really don't know why it didn't shoot a large blast at the hunters or infantry squad, but hey, I didn't mind!

Everything passes it's leadership test, and the next turn would seal the game for me.

SW+IG turn 4 - Taking the relic any tying up loose ends

SW+IG Turn 4
Time to finish the Eldar off and grab the relic!

The flanking melta hunters bail out of their razorback into the Eldar deployment zone and line up shots on the full squad of fire dragons, staying in cover from the fire prism as much as possible.

The hunter squads close to the relic line up for short charges on the depleted fire dragons that ran around to the back of the razorback last turn, except for the furthest who decide to try a mid-ranged assault on the fire prism who's stayed too close. I decide that the mini-blob have the most resilience to hold on to the relic, if there's anybody left to shoot them!

Shooting obliterates the large squad of fire dragons and the last dire avenger (we'd both forgotten he was there since the first turn), whittles the small fire dragons down to just the exarch, but doesn't touch the prism (again!).

All the charges go in, but the fast shooting exarch gets a lucky two sixes on overwatch and kills two hunters on the way in! The hunters fighting the prism manage to take two hull points off and shake it, ensuring a further round off combat in the Eldar turn. In a stunning display of martial prowess, the exarch kills a grey hunter and then avoids I think 21 attacks back! I have visions of the Matrix. Terrified by the apparently invulnerable exarch, the larger of the two grey hunter squads decide to leg it!

At the end of the turn I couldn't believe that the exarch was still standing. Thankfully he was still contained and unlikely to be able to contest the relic...


Eldar turn 4 - Fire dragon vs melta hunter pillow fight finally ends!

Eldar Turn 4
With no movement or shooting, it was straight to combat. The prism was wreaked by krak grenades, the melta hunters finally ended the pillow fight with the flanking fire dragons, and the invincible exarch drew combat in the centre, leaving him as the only Eldar model left on the board!

We called it there, giving the Space Wolves & Imperial Guard the win with the relic, first blood, slay the warlord and linebreaker, and with only a single unit destroyed! 6-0 victory!
 
Mini-blob hold The Relic (Yes, I've since finished making the models!)
 
 
POST-GAME THOUGHTS
Well that went rather well, didn't it? I'm going to break down my comments into sections, ending with a look at my list.

Deployment
It just goes to show how important it is to deploy considering the risk that you may be seized. If you have some way of controlling the roll, say with Coteaz, then it's possible to be more aggressive, but here I don't think that there really was any need to take the risk. Had the Avatar been set up behind the hill and/or out of plasma range, it would have been much harder to take the warlord secondary so early. That I could also take first blood with the same unit made it a massive uphill struggle for the Eldar even before they got to move. 

Mission
In The Relic and Emperor's Will missions, secondary objectives are so important that I really have to question whether I'd ever want to take an aggressive warlord, as the points vs benefit generally seem too high for me. As I try to design my lists to take-on-all-comers at 6 game tournaments, I would expect 1/3 of the games to be significantly effected by whether my warlord died. I personally prefer to avoid a combat warlord, as they have to get stuck in to contribute to the game and that's generally where it's easiest for most armies to pick them off. I've tried running a thunderwolf lord with a unit of thunderwolves, and although great fun, I just felt that it was a lot of points for a unit that had a limited impact on the game for their points. The Avatar seems even more restricted, as although he has some metla shots at close range, his limited mobility means that it may be better to run him forward rather than shoot most of the time, and even then he's not that fast and can be avoided with deployment and mobile units.

Tactics
With first blood and warlord in the bag first turn, the rest of the game was really an exercise for me in not messing up. I'm happy with my overall threat assessment, game plan and target prioritisation, but I do think that even with a bad first turn the Eldar could have done more to try to pull it back.

Firstly, I'm not sure that Battle Trance was used to it's fullest effect in this game, and there were some obviously just-for-fun decisions being made. A big one for me here was the use of the fire prism, which I think is potentially a really good unit and could have caused me some serious problems. For example, even with most of the Eldar units destroyed, the area in the centre had no cover so if the fire dragons had exploded my razorwall (not unreasonable with that many melta guns), the AP3 large blast really could have done some damage and potentially kept me off the relic.

I would have sent the vypers around to harass my backfield, rather than just scooting up towards the centre. This would have threatened my warlord, and possibly forced me to divert fire power away from the centre. Also, although the windriders could potentially take the relic first turn, there was a good chance that I could still shoot them down in my turn. Looking back at the game now, I think that they could have been a lot more effective if they'd been kept safe for end game linebreaker or even just sent with the vypers to hit my back lines. 

Eldar List
My friend acknowledged at the start of the game that this wasn't what he'd consider to be a hardcore list. I stand by my initial assessment that the list had limited range, mobility and anti-air, and for me these are three of the most fundamental requirements for a good list. However, even some of the worst lists can carry some significant threats against your army, and what the Eldar lacked in range they made up for in close range fire power. In a relic game, this might have been used to greater advantage, knowing where most of the fighting was likely to be but not bunching up so much to get hammered by the quads.
 
I don't know if fire dragons are the auto-include they used to be. The units were too large and could have really benefited from a transport for each unit to get them into the game earlier, as I managed to avoid nearly all their shooting until I was ready to close in on the relic. Generally though I'm afraid it's back to the drawing board for my buddy in search of a more competitive list (he's threatening me with wraithwing Necrons next! Or maybe it will be double helldrakes again...).

SW+IG list
I'm finding that my list is working well and has a good range of tools. The heavy quad launchers continue to impress me, and showed in this game how they can pummel tightly packed formations, even when the targets get a 4+ armour save (dire avengers) or better (windriders). This game they wouldn't have benefitted from orders, and the company command squad pushed forward to plasma the Avatar early, so would have been out of range anyway. Against targets relying on cover saves, Fire On My Target! (re-roll successful cover saves) is going to be a nice little bonus.

I always like having a number of mobile troop units to react to whatever they need to, and so far the weapon load outs are working well, even if I do take the occasional casualty from plasma! Bring It Down! helps a little with this though. I still think that for 40pts, heavy bolter razorbacks are highly underrated given the mobility they offer to MSU troops. Also, in combination with the anti-infantry fire power of the quads, my opponents have the choice of clumping up in cover to get a save against the heavy bolters, or spread out to avoid massed casualties from the barrage blasts. 

Even with no enemy fliers to target, the hyperios missile launchers were still incredibly useful in providing missile support at range where and when it was needed. At similar points cost on a unit-for-unit basis, I can't see any reason why I would take Long Fangs when I can take these with skyfire, interceptor and T6. Otherwise, I would also still like the list to be better at dealing with AV13-14, so maybe in time I will swap these out for lascannon sabre platforms (which would go in the 1850pts version of the list anyway).

SUMMARY
Well for those who made it this far, thanks for reading! I hope that this report has given you an idea of my (rather involved) thought process throughout the game and how these considerations inform my list building. I'd be really interested to hear if you would have done anything different, or have any tactics to share!

Siege of Sussex - Game 1 vs Imperial Guard

Game 1 vs IG
My first game was to be against a 40k veteran called Craig, who was packing a well painted Guard army. A quick look at his two trays of models gave me the distinct impression that this guy had played more than a few games of 40k...

Pre-Game:

HQ
Command Squad (incl. Vox, Medic, Plasma x 2) in Chimera (Dozer Blade)

Troops
Vets (Vox, Plasma Gun x3, Plasma Pistol, Power Weapon) in Chimera (Dozer Blade)

Infantry Platoon, with:
Command Squad (Vox, Flamer, Power Fist)
Squad 1 (Vox, Flamer)
Squad 2 (Vox, Flamer, Heavy Bolter)
Squad 3 (Vox, Flamer) in Chimera (Dozer Blade)
Heavy Weapon Squad (Lascannons x 3)
Heavy Weapon Squad (Mortar x 3)
Special Weapons Squad (Melta x 3)

Fast Attack
Hellhound (Flamer, Dozer Blade)

Heavy SupportManticore (Flamer)
Leman Russ Executioner (Heavy Bolter, Plasma Sponsons, Dozer Blade)

So, a good amount of mid to high AV hulls (though certainly not the most possible), plasma, a smattering of melta and lascannons, plasma, plenty of bodies, lots of templates (including a Manticore!) and just in case you missed it, MORE PLASMA! Particularly the Executioner, who I later found out could pump out no less that 5 templates a turn... Thankfully, no Hydras, Vendettas with Demo Vets, or massed Chimeras containing Melta Vets.

On the plus side, at least know what the majority of the army did, and knew that my overall strategy would be to push as far into his lines as possible as early as possible. Then the tournament organiser rolled for the mission and it was - Dawn of War, Annihilation. And Craig won the first turn. Hmm. We both had 15 kill points, but going first meant that I would probably be pushed to the back edge of my deployment zone and get hammered by the long range firepower the IG are so well known for.

Looking at the table, it was reasonably well covered (perhaps 20-25%), but there was little LOS blocking terrain in the mid-table. I did get some cover for my Fangs, but I expected it to be a long slog across to the other side of the table...

Deployment:

IG Deployment

Making the most of the platoon only counting as one Troop choice, the IG swarmed over the battlefield and took cover where possible. The lascannons took position on the hill to the right with decent lines of sight over the majority of the board. The mortar team, who didn't need lines of sight, hid behind the ruins near the center. The three infantry squads pushed as close as they could to the center line to force me backwards whilst hugging cover and the command squad and special weapon teams deployed near the back next to the lascannon team to dish out orders and counter any threats.

A generally sensible deployment, I'd say, pushing me back as far as possible and making the most of cover. It was a bit risky leaving the command and special weapon squads in the open, and I might have parked the chimera in front to try to block line of sight. That being said, night fighting and probably the first turn (barring me seizing the initiative) meant that this wasn't that much of a gamble.

SW Deployment

As I need to get across the board asap, I deployed two rhinos with grey hunters and attached wolf guard and the WGBL as far forward as I could. I chose the area just left of center, as the other location to the far right was too far away from the action, and I didn't want the IG to just fall back to the left and shoot me to bits before I could get close. Also, with the long charge range of the WGBL, I might even be able to pull off a second turn charge, assuming he lived that long!

My overall plan was to drop the pod with the Jaws priest, CML would gaurd and grey hunters in next to a priority target and rush the rhinos up for support. Dreads would come in on the flanks to try to get some side shots and the long fangs would be dropped off in the central hill in my deployment to offer fire support.

In retrospect, this wasn't a bad deployment/plan, but I think I should have placed the WGBL further forward and a rhino further back. This would have extended the charge range by another three inches or so, and since he was equipped with a storm shield, it's not like he needed cover!

I rolled to try and steal the first turn and... failed!

IG Turn 1:

Remaining IG roll on

On rolled the remaining force, generally moving at combat speed with the intention of lighting up my small force with searchlights and then blowing them sky high! The manticore took position in the far left corner, with the Leman Russ just to the side. The two remaining chimeras and hellhound came in centrally, and the forward troops pulled back except the heavy bolter squad who sat still waiting for targets.

IG end of turn positions

Everything equipped with a searchlight tried to see the distant rhino hulls. A couple succeeded, but thankfully the reduced firing only resulted in one rhino being stunned by the end of the turn. Phew!

Minimal SW damage

A good first turn for the Wolves so far. With no casualties and plenty of space to drop the pod in, things were going much better than I had anticipated!

KP score 0:0

SW Turn 1:

Time to bring my guys to the party. Firstly, the drop pod crashed in on target next to the Executioner, with the missiles, melta and living lightning carefully placed to be able to target either this or the side armour of the manticore. I had considered Jaws'ing the mortar team, command squad or special weapons teams, but decided that the big guns were a much higher priority.

The pod lands and wrecks the Manticore

As planned, the dreads moved in on either flank, the Fangs' razorback passed its dangerous terrain roll into the central ruins/hill and the Long Fangs shouldered their missle launchers and ale kegs and took firing positions. Unfortunately, the two large pillars obscured some of the battlefield, but not enough to really cause any major concerns.

Central Chimera Stunned

The rhino that had escaped unscathed from the first round of shooting accelerated forward with the thunderwolf loping behind. The remaining rhino rolled up next to it's stunned brethren, with the second rune priest popping out of the top hatch, and the final empty razorback piled forward to provide cover for the righthand dread.

With plenty of targets in sight, the Wolves took aim...

First off, I decided that the Manticore was the priority target. If I had dual melta in the squad and no priest, then I would have chosen the Executioner, but given where the pod landed and the available weapons, I think that the manticore was the better choice. Six high strength shots later, and the Manticore exploded in a massive fire ball, singing a few beards but otherwise doing no permanent damage. One kill point to the Wolves!

The WGBL ran towards the nearby heavy bolter infantry squad. There would be a lot more shooting coming my way next turn, and the safest place for him was in combat (assuming the thunderwolf didn't eat all the Guard, which was a strong possibility!).

The rest of the turns shooting was directed at the only visible targets - the chimeras. Between them, the dreads and rune priest in the backfield managed to repeatedly stun the middle chimera, and wreck another in the back left field (see pod photo above). Another KP to the Wolves!

Finally, the WGBL dug his heels into his thunderwolf mount, attempting to charge the infant squad. One very careful measurement later saw the charge fall short by half an inch, so no breakfast yet!

End of SW Turn 1

Two kill points up with no loses, and I was very happy! If I had deployed the WGBL further forward, it may well have been three, but hindsight is a beautiful thing! All in all a strong start.

KP score 2:0

IG Turn 2:

IG Turn 2 - Firing squad for the pod

Now it was the turn of the Guard to take revenge for their early losses! The entire left flank moved to form a gunline around the pod, including a redeployed plasma squad. The front line troops fell back away from the approaching rhinos and the command squad dished out orders to the stationary heavy weapons teams.

The Executioner, plasma squad, heavy bolter squad, hellhound and an infantry platoon opened up on the pod team, leaving nothing but a large pile of smoking power and terminator armour behind. This pulled Craig back to level KP, but had taken most of the shooting for the turn to do so.

The mortar team landed three accurate blasts into the Long Fangs, but only resulted in spilled ale, much to the Fangs' horror! The only other shooting, from the lascannon team, failed to damage the smoked razorback on the right.

KP score 2:2

SW Turn 2:

SW Turn 2
Although I'd lost 1/6th of my army, the rest were still good to go! The WLBL was definately going to be in range this turn, and would likely net me a significant win in combat against any infantry. Hopefully the victims wouldn't break and leave my guy standing alone, ready to be shot to pieces, but this was a risk inherent with any combat. I decided to target the infantry in the middle, as this would open up more of the battlefield next turn (if he survived!).

My dreads continued to develop their flanking positions, seeking side shots on the chimeras. The two razorbacks also rolled forward, training their lascannons on the enemy tanks, with one ploughing though difficult terrain without difficulties and the other also providing cover to the right hand dread from the lascannon team on the hill.

The previously stunned rhino belted forward, ready to unleash the grey hunters next turn, and the forward rhino closed in on the nearby chimera. The remaining Rune Priest's rhino also advanced, with the intention of blasting some long range targets with lightning.
In the shooting phase, the thunderwolf padded closer to the cowering infantry squad in cover (juicier targets like the special weapons or command squads were out of range and would have to wait until next turn).

The top hatch of the central rhino popped open, and the melta gunner and wolf guard attempted to slag the adjacent chimera. Although in melta range, this resulted in a disappointing shaken result. To add insult to injury, the combined firepower of the rest of my army could only stun a further chimera in the backfield and the hellhound. Not a good round of shooting overall, as I was really hoping to net another kill point!

The elusive KP finally emerged when the thunderwolf ate the infantry squad for breakfast, after they failed their leadership test, but left the WGBL exposed as I had feared...

Then, disaster struck!

We were told on the way up to Nottingham (a 4.5 hour journey from the south coast) that the games would last 2 hours each. Now, even this was a little tight, as I knew from experience that completing a 1500pt battle in this time was a little optimistic! So at the end of turn two when we learned that we would only get a total of 1.5h [er game, I was not impressed!

However, in war we must adapt to changing circumstances, so after a quick moan we carried on, agreeing that we would only have time to complete the third turn...

KP score 3:2 

IG Turn 3:

Knowing that this was his last turn, Craig tried to catch up the 1 KP deficit and preserve his easy targets from reprisal. To this end, he closed in on my WGBL with his plasma toting Executioner and special weapons squad. He also advanced towards the central rhino with his meltas and his squads on my right fell back out of charge range.

Unsurprisingly, 5 plasma templates (including 3 direct hits!) and 4 rapid firing plasma guns rinsed through my WGBL's T5, W2 and 3++ save. The melta guns also managed to slag the rhino, taking the IG into the lead. Other shooting was thankfully relatively ineffective, with the mortars causing a single casualty on my Long Fangs and the twin-linking lascannon squad stunning the right hand razorback under the 'bring it down' order.

KP score 3:4

SW Turn 3:

SW Turn 3

Crunch time. I needed 2 KP to win, and there were plenty of juicy targets to choose from! Unfortunately, time was running out and I had about 10 minutes to complete my turn!

My adrenaline was pumping as I moved the dread on the left towards the depleted plasma squad in the crater of the chimera. If I could cause one casualty, it would force a leadership test. If they were running at the end of the game, it would be a KP to me.

My remaining forces rushed closer to the two squads in the middle and the stunned chimera. Although I had used one of the combi-meltas last turn, I still had 3 more melta shots available between the two central units of grey hunters, plus a lascannon on the Fangs' razorback, 4 missiles, the living lightning from the remaining priest and the another dread to shoot. By this time, I only had 5 minutes to shoot them!

So the dread on the left managed to waste one of the plasma squad in cover, forcing a leadership test as I'd hoped. The hunters with the single melta shot left hit but only stunned the chimera, and the lascannon could do no more, leaving it up to the other grey hunter squad to leave it a steaming wreck. The other dread and lighting managed to fell two of the depleted central infantry squads, but some terrible scatters and some impressive armour saves from the command squad meant that there were no further casualties.

On to combat, and I realised to my horror that because the chimera was wrecked, I could no longer multi-charge my hunter squads into the nearby infantry! Noooooo!!!!!

All that was left to do was roll two sets of leadership tests for the squads who had lost members this turn. Surely one of them would fail with the Guard's low leadership...

Craig picked up the dice, rolled for the plasma squad... Who passed! Then for the remaining squad.... Who also passed!

End Game (Turn 3!)

What had seemed like a certain victory at the beginning of my turn had somehow resulted in a cheeky draw!

Final score: 4-4 KPs (Draw)

Post-Game Analysis:

Well for my first ever tournament game, I have to say I'm very happy. To have been in the lead the whole game with a strong chance of winning, especially vs a veteran with a decent list, was a much better performance than I hoped! I can forgive myself for throwing three game away at the end considering how little time I had and how much adrenaline was pumping through my veins! However, looking back there were a number of things I would do differently next time...

Firstly, and most obviously, my target priority went to pieces at the end. I should have shot the grey hunters at the infantry squads, allowing for a multi-charge against the chimera (which didn't move the previous turn) with krak grenades. The hunters would have stomped the two small squads, probably giving me the two KP I needed.

I think I got a bit hung up on that chimera to be honest. I'd been blasting it with krak missiles, autocannon side shots and melta all game, and it would just not die! Looking back, there were much better targets nearby, e.g. the lascannon heavy weapons team and command squad, both of which had no cover and should have folded to a long range blasting! I'd found autocannons to be excellent at tagging heavy weapons teams in my previous game vs Guard, as S7 insta-gibbs the T3 W2 bases. Lesson learned there!

Taking another look at the photos, I also think that my right hand flank dread and razorback should have been deployed further to the side. They still would have been in range, but the nearby forest would have allowed cover saves. This would also have also allowed clear lines of sight to the central chimera. Minor point but it all adds up!

So does anyone have any other comments? Any glaring errors or things I could have improved on?