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Salamanders Battle Report

 Post subject: Salamanders Battle Report
PostPosted: Tue Apr 29, 2008 3:44 pm 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
So. In the upcoming battle against my friend i will field the following:

Tactical Detachment (TacB)
+ Salamanders Tacticals
+ Land Raider Prometheus
+ Captain
600pts

Tactical Detachment (TacA)
+ Salamander Tacticals
+ 2 Razorbacks
+ Hunter
520pts

Tactical Detachment (TacC)
+ 2 Predator Incinerators
450pts

Devastator Detachment (SD)
+ Salamanders Devastators
+ Chaplain
+ Salamanders Dreadnought
475pts

Thuderhawk (for Devastators)
200pts

Salamanders Terminator Detachment (ST)
375pts

Land Raiders (LR)
+ Land Raider Helios
400pts

7 Activations
3000pts

I don't know which army i will face. Could be Dark Angels, regular Space Marines or Imperial Guard.

Rules we will use are Rulebook + 2008Errata.





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 Post subject: Salamanders Battle Report
PostPosted: Wed Apr 30, 2008 10:35 pm 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Opponents Army was Codex Space Marines:

Scouts (S1)
+ 4 Razorbacks
250pts

Scouts (S2)
150pts

Tactical Detachment (Tac1)
+ Captain
350pts

Tactical Detachment (Tac2)
+ Hunter
375pts

Devastator Detachment (Dev)
+ Librarian
+ 1 Razorback
+ Hunter
400pts

Assault Detachment (Ass)
+ Chaplain
225pts

Land Speeder Detachment (LS1)
200pts

Land Speeder Detachment (LS2)
200pts

Terminator Detachment (DTerm)
325pts

Bike Dertachment (Bike)
200pts

Whirlwind Detachment (Wh)
+ Hunter
375pts

11 Activations
3000pts


Batrep coming soon.





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 Post subject: Salamanders Battle Report
PostPosted: Thu May 01, 2008 11:39 pm 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Intial setup.
Green blobs are forest and grey blocks are buildings.
D1, D2, S1 and S2 are objectives. Blitz are both Blitz-Objectives.

Scouts 1 garrisoned at S2 and Scouts 2 garrisoned at S1.

Salamander Devastators are in Thunderhawk. Both Terminator Detachments are helt back ready to teleport.



PS: Paint sucks ...:(





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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 12:02 am 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Turn 1:

No Teleports

DarkAngels winInitiative and give it to the Salamanders which activate the Thunderhawk to air-assault with the Devastators just behind the Whirlwinds. Devastator disembark and destroy the formation bar one Whirlwinds which breaks and moves behind the next forest to the east.
Salamanders loose two Devastators and wait for the things to come.

Tac1 uses Commander and assaults together with Bikes and Assault Detachment the Devastators and Thunderhawk. The Salamanders are whiped out for no losses for the Dark Angels.

TacA doubles into the forest north of them and shoots at Scout2 killing one Scout and one Razorback.

Scout2 moves forward and shoots at TacA destroying 2 Rhinos and a Tactical unit.

LandRaiders double forward and shoot at Scout1 destroying one Rhino and the two Scouts in it.

Scouts2 marshal and remove all BMs and move behind Scout1.

TacB doubles forward toshoot at Scout2 and kills 2 Scout units.

LS2 move in front of the Land Raiders, shoot but only place a BM.

TacC doubles behind the LandRaiders and shoot at LS2 but only place a BM.

Tac2 advances to shoot at TacB but only places a BM.

DA Devastators move behind Tac2 to shoot at TacB and kills one Tactical unit and one Rhino.

LS1 double to Scout2 to shoot at TacA but only places a BM.

All formations rally.

End of turn picture:

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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 12:25 am 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Turn 2:

Salamanders Terminators teleport behind the Devastators.

Initiative won by Dark Angels.

Tac1 uses Commander and assaults together with the ?Assault and Bike Detatchment the Salamanders Terminators.
Two Terminators and 2 Assault units ar ekilled inthe fierce fight but in the end the Terminators win 9:8 on the resolution roll! All broken formations withdraw behind the forest where they have started.

Dark Angels retain with LS1 which sustain on TacA killing one Tactical and one Salamanders Tactical unit.

TacC sustains on LS2 and shoot down two Land Speeders.

Scout2 sustains on TacA destroying one Razorback.

Dark Angels retain with LS2 which sustain on the LandRaiders destroying one of the tanks.

TacB advances out of the ZoC of LS1 shoots at them and destroys 3 Land Speeders which break and withdraw near D1.

The Devastators sustain on the Terminators, killingone unit. The remaining unit breaks and withdraw behind the building to the east.

Tac2 retains and sustains on TacB destroying one Rhino.

TacA assaults Scout2 and whipe them out for no losses.

Thel one Whirlwind sustains on TacC and places a BM.

The LandRaider advance outof the ZoC of LS2 and shoot at Tac2 destroying 2 Rhinos.

Scout1 March to LS1.

All formations rally expect the Terminators, TacB and LS2.

End of turn picture:





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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 12:38 am 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Turn3:

DarkAngels terminators teleport just in front of the LandRaiders.

Salamanders win Initiative.

LandRaiders Sustain on Tac2, the Helios catch the Terminators too but only places a BM. one Rhino, Razorback and Tactical unit are destroyed.

Salamanders retain. TacB assaults with TacA (thanks to the Prometheus Comm Link) the intermingled Tac2 and Terminators and win 7:4 on the resolution roll. Didn't keep notes of the losses here but the surviving Dark Angels moved deeper into the forest.

Then i realised my mistake.I had moved away TacA from D1 tho Scouts1 and LS1 held this objective. With a Macrh of oneof them thex where able to take my undefended Blitz winning the game 2-0.
I tried to move TacC there but they failed their activation and took a Hold action which did nothing.

So Dark Angels won 2-0 with Blitz and Take and Hold.

End of Turn picture:

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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 12:45 am 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Conclusion:

- Keep an eye where the Objectives are placed *damn*
- The Terminators would have been a more points effective choice for the 1st turn suicide attack on the Whirlwinds.
- The Land Raider Helios is at 25pts a no-brainer choice for the Land Raider Detachment. Because he swithces his TwinHeavy Bolterfor a Whirlwind launcher for the loss of some transport space which he even can't use in this Detachment. 50pts seems more appropiate.
- Salamanders formations are very tough due to the increased size but suffer baldy because of the very low activation count. Hand't my opponent used Commander so much he would have swarmed me much earlier.
- LandSpeeders and Scouts are really a nuisance...which Salamanders can't use in this numbers as my opponent.
- The MW equipped troops had (again) not a feelable impact on the game. The main use they currently have is to bulk up formations size. Even in Assaults their FF value is to poor to effectively hit something.
Perhabs dropping their points cost or upping their FF value sems a good idea?

Comments?

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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 6:13 pm 
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One thing I have been thinking of is LR not replacing Rhinos to allow the mech approach more of a chance.

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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 6:17 pm 
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Not a good idea. Salamanders formations are already big enough to soak up plenty of BMs. Adding LandRaiders without loosing Rhinos would make them too tough.

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 Post subject: Salamanders Battle Report
PostPosted: Fri May 02, 2008 9:02 pm 
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In all the games I've played the tactic has been to blow up the odd Rhino. Each rhino down = 2 infantry units abandoned.

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