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IG Vs SM (3000 pts)

 Post subject: IG Vs SM (3000 pts)
PostPosted: Wed Jun 20, 2007 11:19 pm 
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Greetings,

Well got another Battle in with CAL last night, no pics but here is a blow by blow account of the battle..

I wanted to try something different for the guard and so I took some rather large formations in the hope that i could slowly roll over the marines with massed firefights or shooting.

Guard (3000)

IG Reg HQ + IG Platoon in Chimeras + Fire Support in Chimera + Leman Russ Demolishers
IG Super Heavy Coy + IG Platoon + Ogryns + Hydra
IG Arty Coy + Hydra
Rough Riders
Bombards
Thunderbolts
* Commissar in all ground formations

Marines (3000)
Tac Det + 2 Razorbacks (LC) + 2 Vindicators + Sup Comd
Tac Det + 2 Razorbacks (HB) + Librarian
Land Raider Det
Land Raider Det
Whirlwind Det
Whirlwind Det
Landspeeders (Basic)
2 Warhound titans (VMB + TLD) & (LIG + TLD) note: we use AMTL Stats.

Experimental rules we use:
Guard:
*Increased weapons on Baneblade (BBC,DC,AC,2xLC,3xTLHB)
*Roughriders have no extra attack, just first strike.
*Death strikes are indirect rather than no LOS
*1 Commissar per 500pts

Marines:
*Cost changes: Pred, Vind & LR formations - 25, Termi & Landing Craft +25
* Speed upgrade: Vind & attack bike +5cm
* FF Upgrade: 4+ on Pred Destructor and LandRaider
* Armour Get Hunter Options
* Half BM for assault resolution.

General:
All Experimental rules, incl Barrage, Skimmer and Hit allocation.


DEPLOYMENT
Ok so time to get started. The table was a snow battlefield and had some forrests, a few hills(in grey) and a large city in the centre. Deployment was as follows:

Key:
Guard
1: Reg HQ, 2: SHT Coy, 3: Art Coy, 4: Roughriders & 5 Bombards.

Marines:
1: Tac Det with Sup Comd, 2: Whirlwinds, 3: Tac Det with Librarian, 4: Landraiders, 5: Landraiders, 6: Whirlwinds, 7: Landspeeders & W: Warhounds.






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 Post subject: IG Vs SM (3000 pts)
PostPosted: Wed Jun 20, 2007 11:23 pm 
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Nice map!! Look forward to seeing more.

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 Post subject: IG Vs SM (3000 pts)
PostPosted: Wed Jun 20, 2007 11:57 pm 
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TURN 1
IG win Initiative (hoorah!)

Arty Coy sustains fire on the right hand(RH) Whirlwinds causing 3 BM and 1 Kill.
Retaining, the roughriders March forwards and spread out to trap/hold up the landspeeders and threaten Whirlwinds.
The RH whirlwinds then sustain on the roughriders killing 1.
The Landspeeders then retain and assault the rough riders. The firefight ends with 1 dead speeder and 2 dead horsies. Roughriders break and leave only the commissar, who stands his ground.
The SHT Coy then advances and fires on the Lefthand(LH) landraiders but the single hit is saved.
The RH landraiders then double onto the RH hill and fire on the SHT Coy causing a single hit which is saved.
With no targets and not keen on advancing into SM barrages the Reg HQ set overwatch, overlooking the city.
Next the LH Landraider formation fails to activate, an takes a hold move up the centre towards SHT Coy.
The IG airpower turns up and strafes the LH set of whirlwinds, with no hunter to protect them, 1 whirlwind is destroyed by their rockets.
In return the whirlwinds sus fire on the SHT Coy killing 1 stand of inf.
The IG then fire a single bombard at the LH landraiders and cause another BM.
With no Guard activations left the SM double both Tac Dets up both flanks finishing off the last roughrider on the RH side and the warhounds double up and attack the SHT Coy. Turbo laser shots cause 2 damage to lead tank and 1 to the next. 1 stand falls to the Vulcan Mega bolter.

With the turn over both sides attempt to rally. All the SM formations rally but the IG SHT Coy fails.

TURN 2
SM Win Initiative

The warhounds slow down to advance against the SHT Coy, in doing so they reveal themselves to the Reg HQ which opens up on overwatch. Thousands of rounds go down range but few have any affect. In the end the lead titan is stripped of shields and takes a single damage. The titans then fire on the SHT Coy. Shaken buy the ambush the titans can seem to find their range and not a single casualty is caused.
The marines then retain and the RH whirlwinds sus fire into the SHT Coy but again they cause no kills.
The IG now fire the remaining 2 bombards on the LH Tactical formation that is now on the outskirts of the city. The massive barrage catches 4 stands and 4 vehicles but not a single casualty is caused..
In an attempt to slow down the SM advance the Arty coy retain and fire on the RH tac formation that is advanceing behind the hill. The barrage blows appart only a single razorback and its occupants.
Then the RH Landraiders advance on the SHT Coy and do another point of damage and gun down a stand of IG. This breaks the SHT Coy (now some 14 BM!) and they fall back to the IG baseline.
The SM retain and attempt to sus fire with the LH whirlwinds, these fail despite reroll and so move forwards onto the LH hill.
Now the Reg HQ advance across the front and attack the warhounds. In a dazzling display of firepower and low dice rolls the massed guard manage to kill the lead titan and do a single point of damage to the 2nd. The remaining titan choosed to fall back towards the SM obj in the centre.
The SM LH landraiders then advance and fire into the Reg HQ. Cover protects some, but 4 chimera and 1 firesupport squad are still lost.
Next the IG air returns to strafe the RH Tac det still in their Tpt, but the rockets and multilaser fire patters harmlessly off their armour.
The tacticals then attempt to double away but fail and so choose to reqroup instead, removing all BM.
The LH tac det then advances through the city and starts chewing away at the Reg HQ tail. Their fire kills 2 more stands and 2 chimera.
The landspeeders double up the RH flank and fire on the arty in the woods but cause no damage.

In the end phase all IG units rally but on the marine side both the warhound and LH landraiders fail to rally.


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 Post subject: IG Vs SM (3000 pts)
PostPosted: Thu Jun 21, 2007 12:48 am 
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TURN 3
SM win initiative.. again...

The SM start off by advancing the RH Landraiders and they again fire on the HT Coy. The armour on the SHTs must be blessed and they take no damage. The guardsman also cower behind the tanks and are protected from the worst of the heavy bolter fire.
The SM then retain and sus fire with the RH whirlwinds on the Arty Coy. Cover and lucy saves means only 1 BM is added.
Predicting an assault by the speader the IG call in their air and the strafing run drops two speeders from the sky.
Then the LH Whirlwinds sus fire on the Reg HQ, the barrage destroys two chimera and 2 stands of troops. It is at this point I'm sure a shell fragment takes out the commanders radio operator...
The SHT Coy attempts to engage the RH landraiders who are now very close, but confused over the lack of commands from HQ they fail to activate and slowly trundle forwards to bring the Landraiders into supporting firefight range and pull back the heavily damaged lead tank.
Then the LH tac detachment moves up into some good cover and unleashes hell on the Reg HQ. Demolisher shells and a storm of frag missiles cut down 5 stands of guardsman and kill the commissar.
With Landraiders to their front and their left flank secure the Arty Coy attempts to engage the RH landraiders, but the cold weather and lack of comms means their assault stalls and they instead let off a only a few rounds at the marine tanks causing a BM.
To the IG commanders surprise the speeders double away to screen the LH landraiders.
Time to clear out the marines! the IG commander gathers his me to charge the SM tacticals in the buildings, but with the commissar dead, many are taking the oppertunity to leg it and the activation fails.. curses! now the whole Reg HQ is sitting in front of the tacticals, the inf take cover behind the remaining vehicles.
At this point the LH Landraiders change targets and advance through the city streets to engage the Reg HQ from its flank. Lucily for the guard only a single chimera and guardsman are lost.
The IG bombards recieve no instructions so choose to regroup and reload for a larger bombardment next turn.
The RH tactical det now doubles back to the centre to joing up with the landspeeders on the SM Obj in the centre.
The speeders then scout forwards to fire on the Reg HQ but cause no damange.

End Turn
All SM rally but only SHT Coy rallies for IG.

At this point the SM have Hold the line but the cannot claim take and hold due to the Reg HQ contesting the LH obj.

TURN 4
SM Win initiative.. oh cr*p

The LH tactical formation in the buildings go to town and sustain fire on the guard. Targeting the infantry they kill 4 stands and a Chimera is killed by a razorback. This is all too much for the Reg HQ and with men and machines dying left and right, the tanks retreat and the infantry do their best to jump on or keep up on foot.
Next the LH landraiders advance towards the guard board edge and fire on the SHT Coy, the armour on the baneblades proves too much but another stand in gunned down with heavy bolter fire.
The SHT Coy commander decides enough is enough and issues his own orders for an assualt on the RH landraiders. The ogryns and commissar rush forwards whilst the inf and Super heavies lay down heaps of fire. In the end 3 Landraiders are destroyed but a single ogryn is lost. The formation uses its consolidate move to reposition and get the inf back behind the tanks. The surviving land raider falls back to the IG obj in the RH woods.
Recovered from its previous ambush the warhound tears up the centre in front of the SHT but turns to fire into the flank of the Arty Coy. In doing so it takes out a basilisk, 1 manticore and the hydra.
The Arty Coy, heavily suppressed tries to engage the warhounds as it has the SHT Coy in support. The Gunners are a bit slow (just like real life :p ) and the order is lost amid the explosions. They instead break and pull back towards the RH IG corner.
Then the Speeders pull back to the RH IG obj to claim hold the line.
The pilots in the thunderbolts are back overhead and request targets but only static answers them and they are loathe to fire so close to friendly lines. (another fail..)
The LH whirlwinds now fire on the bombards. Their missiles set off the bombard's ammo stocks and two die in fireballs. The surviving commissar orders his crew to withdraw with the Reg HQ.
Finally the RH whirlwinds march to hold the SM blitz.

At game end the SM win 3 - 0, with take & hold, they shall not pass and hold the line.






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 Post subject: IG Vs SM (3000 pts)
PostPosted: Thu Jun 21, 2007 1:01 am 
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In summary, as far as the guard go, i didn't play this game very well.

I tried to do some things different this game both in force selection and tactics and i'm not sure either was the best for this size game and table setup.

I tried to steer clear of the usual shadowswords and deathstrikes and take some rather large mech inf formations. The Reg HQ was massive but it was used poorly in the end. I should have advanced or doubled earlier to put some pressure on the SM but instead sat back and allowed it to slowly get suppressed. In hindsight it probably could have survived the arty and incoming fire whilst doubling or marching and have assaulted SM units in turns 2,3 and possibly 4.

The SHT Coy was also interesting in that this is one of the few times i have taken supporting inf. Whilst it allowed for more BMs before breaking it also made the formation vulnerable to AP fire, IG stand deaths caused at least half the BM on this formation. I'm happy with the baneblade itself though. The better main gun and extra HB shots makes it worth taking I'm sure.

The bombards and arty were fine, failed activations asside, they simply suffered from poor rolling. The Bombards for instance could have killed a number of Tactical units in turn 2 but i rolled a flurry of 1s and 2s and caused no hits. I love their ability to hit inf in cover on a 3 though.

Finally i wasted the rough riders, i should have held them back, but at the time i had this idea of charging the SM flank and tearing appart the whirlwinds. By holding them back or better supporting their advance they might have actually made an impression.

In short, too few activations, poor use of troops and many failed activations cost me.

Cheers I hope you enjoyed the report. Will try for another next week.

ORTRON


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 Post subject: IG Vs SM (3000 pts)
PostPosted: Thu Jun 21, 2007 4:09 am 
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If you go for the few big formations with any army you have to consider capturing objectives - that is you need to place the enemy ones very close together otherwise you simply lack the formations to secure yours and theres.

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 Post subject: IG Vs SM (3000 pts)
PostPosted: Sun Jun 24, 2007 10:36 am 
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Hello again,

Well i should get another game or 2 in this week. Does anyone have any special requests on units to take/trial. Also feel free to send suggestions on how to better use guard as I've had very little luck with these guys. My previous forces have been Marines, AMTL and Thousand Sons which play rather differently.

I'm hoping to again trial the new baneblade stats, but other than that i'm fairly easy. I'd like to get roughriders into combat for once too but that will depend on how quickly they die again.

I'm also keen to break down the arty coy and trial using more batteries so i can target more enemy units.

Suggestions?


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 Post subject: IG Vs SM (3000 pts)
PostPosted: Tue Jun 26, 2007 3:28 pm 
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I liked seeing some cool combinations:
IG Super Heavy Coy + IG Platoon
I like the picture of that. The infantry can also use the WE for the infantry cover (-1 to hit).  :-)

I've found two propably rule mistakes made during your game/report:
- The Bombards fired in the first and second turn, if they fired also their barrage each time (not only the Heavy Bolters) this would be a mistake (because they have slow firing for their barrage wappon).
- The IG Reg HQ made two actions during the second turn (when overwatch was used during the turn, the formation counts as having made its action).

Suggestions:
-I like taking simple infantry formations upgraded with fire support as garrison on overwatch in cover. They are quite good at shooting and FF.  
I'd used to pair them with a roughrider formation as threatening support (also garrison). The duo costs 500pts. The fire support upgrade is a strong one.
-900pts on artillery might be to much for a 3000pts game but depends on the playstile. (for 4000pts it should be OK)
-the Tank company is also a strong often used choise as well as a vulture squatron.
-some smaler units for more activations

Thanks for the battle report, I'm looking forward to see some more.


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 Post subject: IG Vs SM (3000 pts)
PostPosted: Thu Jun 28, 2007 11:28 am 
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I've found two propably rule mistakes made during your game/report:
- The Bombards fired in the first and second turn, if they fired also their barrage each time (not only the Heavy Bolters) this would be a mistake (because they have slow firing for their barrage wappon).
- The IG Reg HQ made two actions during the second turn (when overwatch was used during the turn, the formation counts as having made its action).


With the bombards, 2 of 3 tanks fired first turn and 1 of 3 the next.

But you are right with the Reg HQ, I did make a mistake there. I think thats the first time it think i've used overwatch.


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 Post subject: IG Vs SM (3000 pts)
PostPosted: Fri Jun 29, 2007 12:07 pm 
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With the bombards, 2 of 3 tanks fired first turn and 1 of 3 the next.

I see. That's the option I use for the manticore batteries. If was not really clear in the report.


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