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Two mini-batreps.

 Post subject: Two mini-batreps.
PostPosted: Wed Oct 31, 2007 3:59 pm 
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Location: Harrogate, Yorkshire
Game 1:

I fought against Pulsar's Swordwind with my Steel Legion IG, using the latest experimental rules for both army lists.





Deployment:





I realised later that I was 100pts short of 3000 in this game!


My Storm Troopers & Infantry Co. were set up on overwatch.

Going by memory because we didn't write anything down.


- On my left flank, my Infantry Co. Doubled up to occupy the big ruined building with the portal inside it.

- Pulsar's Warp Spiders Engage out of the portal. There is a confusing problem with this. The Engagement was fought with most of the Warp Spiders Firefighting having escaped their portal, and the IG won, wiping out the Warp Spiders for the loss of two bases in return (Love those cover saves!).

- On the right flank, my Sentinels double forwards.

- My Reg HQ follows them and secures the nearby large building.

- Pulsar's Falcons shoot at my Reg HQ, destroying 3 Chimeras and a Hellhound.

- Pulsar's Autarch formation jumps on my Reg HQ, and after a close fight is beaten back (Bad dice on his part for his Banshees and good saves by me against his FF attacks helped a lot!).

- My Thunderbolts stafe the broken Aspects on the right flank.

- Pulsar's Warlock Titan Doubles forwards.

- My Warhound Titan Doubles to meet it, unleashing its guns. Two Megabolter shells hit, which are saved. Two Plasma Blastgun hits are scored, one gets through the holofield. Critical Hit Roll = 6! The Warlock Titan's Holofield is destroyed!

- Pulsar Conceeds, half way through turn 1, having lost his two big Engagement formations, and the Holofield from his Titan, in exchange for no more than ten of my IG units.







Game 2:

I played John with his own Steel Legion army.





I used the same list a second time, so I was again 100pts down.




I didn't get a deployment picture sorry, so here's the end of the game!





This game was characterised by failed activations on my opponent's part, and dozens of infantry units getting firefighted to death by Leman Russ or Baneblades.


The game's main events went something like:


His arty company opened up on my Reg HQ as the first order of the game, killing 6 infantry units and breaking the warhound next to them.

Most of the game was spent in Engagement squabbles between my infantry and his Baneblades on my left flank, with my units repeatedly being beaten back, as he slowly advanced.

My Thunderbolts made one good strafing run on turn 2, killing two of his Artillery Co. On turn one they lay a BM on the Bombards, and on turn 3 they failed to activate.


Nearer to the end of the game:


I managed to break his baneblade company with one of my last activations (My Baneblade nearby advanced around a corner and managed a single hit against the nearest baneblade, which failed its save, lost its last DC and the company broke).

Out on the flanks, my Warhound (Which had spent the previous two turns broken) Doubled to claim his Blitz, whilst my Reg HQ (Which had failed activations on turn 1 and 2) managed to Double and claim and objective nestled amongst my opponent's pile of dead.

So I managed a 2-0 victory in the end.




Things we learned:

- 'Upgunned' WYSIWYG Baneblades are not overpowered.

- Passing activation rolls is a good thing.

- One of my Baneblades passed ~20 saving throws in a row (From two turns of being shot at by the Russ Company), never took a single DC of damage, then Advanced around the corner and killed an enemy Baneblade, breaking the Company and driving them off an objective... TANK OF THE MATCH! :D

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