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[Battle Report] Sisters vs IG: Escort Duty

 Post subject: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 5:06 am 
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Last night I played the Escort scenario of Chroma’s using my Adeptus Ministorum v1.1 list against ChrisLS’ IG Steel Legion.


Rules Used: Epic: Armageddon GW-2009
Scenario: Escort Duty

Attacker:
Adeptus Ministorum Orders Militant v1.1

Contingent 1
Adepta Sororitas Convent: 8 Sisters of Battle units, +Palatine upgrade, 2 Dominion units, 4 Immolators, 2 Rhinos, 1 Repressor
Repentia Confessional: 6 Repentia units, 1 Mistress character, +Preacher upgrade, 2 Immolators, 2 Rhinos
Exorcism Battalion #1: 5 Exorcists, 1 Hunter

Contingent 2
Retributor Convent: 6 Retributor units
Adepta Sororitas Convent : 8 Sisters of Battle units
Baneblade
2 Marauder Bombers

Contingent 3
Sentinel Squad: 4 Sentinel units
Seraphim Convent: 6 Seraphim units, +Canoness upgrade
Exorcism Battalion #2: 5 Exorcists, 1 Hunter
2 Thunderbolts
===
3000 points, 11 Activations

Defender:
IG Steel Legion

Contingent 1
Sentinel Support Squadron: 4 Sentinels
Steel Legion Mechanized Infantry Company: 1 Command unit, 12 IG Infantry units, 7 Chimeras
Imperial Navy #1: 2 Thunderbolt Fighters
Vulture Support Squadron: 4 Vultures

Contingent 2
Storm Trooper Support Platoon: 8 Storm Troopers units with 4 Valkyries
Regimental HQ: 1 SC unit, 12 IG Infantry units, 7 Chimeras
Imperial Navy #2: 2 Marauder Bombers
Imperial Navy #3 : 2 Thunderbolt Fighters

Contingent 3
Steel Legion Tank Company: 9 Leman Russ, 1 LR Vanquisher unit
Flak Support Battery: 3 Hydras
Imperial Navy #4 : 2 Thunderbolt Fighters
===
3000 points, 10 Activations (Im pretty sure I transcribed this right…but I think this shows one too many Thunderbolt formations…)

We weren’t exactly sure on the order of “Pick Attacker/Defender” and “Choose your Contingents”, so we decided on the rational “Pick sides THEN choose contingents”. Chris had a hard choice in which Contingent to not take. After much debate, he left out #1.


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 5:10 am 
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Turn 1

The IG deployed in a very defensive box in their radius, preparing to escort their charge from the city edge and into the dangerous wilds. We never decided what exactly it was the trucks were carrying, but since we drinking aged brandy, well, it must have been “party supplies!”

Image

As you can see, they had the precious trucks surrounded nicely. The Chimera of the Regimental HQ took the lead, flanked by Hydras and the Valkyries of the Storm Troopers. The Armored Column surrounded the convoy (the Rhinos). It was about as tight as you could get.

Sister’s Contingent #3 deployed in area 3 (in the foreground to the left). Not the place nor the force I was hoping for…but being far away from the massed firepower of the Guard early on actually proved to be beneficial.

Image

I don’t see my Sentinels in that photo, so either I took the pic too early or their adaptive camouflage was really working! [LOL after HUGE effort staring and wondering, they are there on the road. They are based in white primer, on a light MDF road, with a dumb flash from a dumb camera. I’d call that effective camo!]

Imperial Guard win Initiative.

The IG Thunderbolts go on CAP to which the Sister’s Tbolts do the same.

IG need to burn their SC reroll to get their RegHQ moving. They march and deploy defensively in a forest up the road a bit.

Image

The Seraphim double forward into the refinery, sheltering behind the hill and biding their time.

The Armored Column marches straight down the road, making sure there are no minefields or other nasty surprises for their charges.

The Exorcists single and take aim at the Armored Column. The 60cm range of their Exorcists Missiles was good, but only enough to get 4 of the 5 tanks in range, and the Hunter, at the back, was also out of range. One BM was inflicted.

<rules question>:Can formations that have made March Moves perform Flak Attacks?

The Hydras double forward and place a BM on the Exorcism battalion, suppressing the Hunter. Im such a rookie.

My Sentinels double into the woods in front of them and add a BM to the Hydras.

The IG brought their Marauders down upon the Exorcists, but the Sister’s Thunderbolts raced out to greet them. However, the Hydras are ready, and both of my interceptors go down in flames before they fire a shot in anger. 1 Exorcist is lost to the bombers’ payload.

<rules question>: We think we determined correctly that final placement of the CAP is more important than its approach vector when deciding what the bombers can fire back with, per 4.2.4. We know that with ground flak, the aircraft only has to ever only come in range at some point, but the air-to-air combat seemed like positioning was key.

The Valkyries carrying the Storm Troopers double forward and duck behind the woods that their Supreme Commander is in, while the transports double down the road while the going was good.

End of Turn 1:
All formations rally.

Image

Image


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 5:11 am 
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Turn 2

Contingent #2 of the Sisters comes in at location #6, which is fairly ideal. This brings on my foot soldiers, SHT and bombers.

Image

Sisters win Initiative.

The Baneblade, coming from the side of the swiftly moving armored columns, rumbled forward and, ignoring the armored escorts, drops a transport with one of its lascannons. (I don’t remember why I didn’t double here, maybe because I didn’t want the -1 to hit, but this left the Heavy Bolters and Demolisher cannon out of range

The footslogging Sisters of Battle double forward but don’t have range to any tanks with their Heavy Flamers.


Seeing the greatest threat as the Exorcists lurking ahead, the IG Leman Russes sustain into them, scoring 8 hits. 3 Exorcists and the Hunter are lost, which breaks the last remaining Exorcist.

My Sentinels sustain into the Hydras, killing 2 and breaking the last. I took this pic…

Image

…but realized that I didn’t think his Hydras should be in the open like that, broken as they were. Chris agreed and they scooted around behind the woods.

The Regimental HQ were putting a lot of effort into directing air traffic and monitoring the progress of the ultra-fragile transports, and had to snap out of it to get into action. Intending to clear the Scout screen from the road ahead, the infantry and 2 Chimeras sustain into the Sister’s Sentinels. 2 die, and the other two fall back broken. Some newbie placed them within template distance of the other broken formation hiding behind the woods…the Exorcists 

My Retributors, toting Heavy Bolters, doubled forward and lit up the transports. 4 hits converted into 2 dead trucks, which broke the last remaining 4.

So close to freedom…
Image

My Marauders retained and drew a bead on the fleeing transports. The IG CAP from last turn pounced, and a quick and bloody dogfight ensued. 2 hits from the bombers’s Heavy Bolters resulted in one dead Thunderbolt (and one very lucky, and scared, Thunderbolt!), with one bomber succumbing to the interceptor’s fire. Bombs away, however, and 3 more transports die to fire and BMs. Only 1 remains!

Image

The Storm Troopers single towards my foot crews, disembark from their Valkyries, and then unleash holy hell into the two intermingled formations with their rockets. 2 Retributors die, as do 5 SoBs next to them. The Sisters break and flee into the ruins to their right.

Image

With so many of their fellow formations broken or under heavy fire, and knowing that a box of armored death lay in waiting in the center of the table for them, the Seraphim did the only smart thing they could think of, hidden, as they were, behind the hill. They went on Overwatch.

With such juicy targets clustered together, the IG Marauders dropped in on the broken Sentinels and Exorcist, relieving the field of both of their presence.

End of Turn 2
We decided that with the mission specifics, Attacking aircraft would return to the board edge they were deployed from to not get the BM.

All formations rallied except the sole remaining transport. It bolted off the table, but not before reaching the road, of course!


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 5:11 am 
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Turn 3

The Transports gone, and horribly ravaged by the Attackers, it was determined that the final 2 turns would be pure bloodshed. You cant blame the IG, really. Their brandy was gone and no one likes being beaten by gurlz!

The final Attacking Contingent, #1, appeared in Section #1.

Image

Image

You can see my Exorcists behind the Mechanized SoBs at the top and the Mech Repentia below them. The infantry are all inside their transports, but I was trying to differentiate who was in what vehicle. It soon became too bulky and unwieldy and I stopped. Suggestions?

Sisters win Initiative.

Having such a tasty target so close to their deployment, the newly arrived Contingent prepared a nasty surprise.

The Exorcists rolled up and wiped out 4 Chimeras of the RegHQ formation, and then the Palatine from the mobile Sisters drew both her formation and the adjacent Repentia into a forward assault!


Image

Eager for battle, the Repentia rushed things and whiffed with all 7 MW attacks. However, the less sorrowful Sisters held their own, and losing only 2 of their own, managed to annihilate nearly the entire enemy formation. Only 1 IG trooper and the SC remained! The IG SC retreated into some ruins nearby, while the Sisters units boarded their transports.

The single Hydra singled after my depleted foot Sisters and placed a BM on them.

The Leman Russes waver in the face of danger, but the SC is able to convince them of the severity of the situation. The column sustains into my approaching Baneblade, scoring 10 hits. 6 saves were made, and with 4 rerolls, I wasn’t too worried about coming out the other side alive. Well, 3 fails later and my Baneblade looked like this:


Image

Angered at being fired upon, my foot Sisters assault the Hydra and destroy it.

Their flank nearly secure, the Storm Troopers wheel into the Retributors, shooting down 3 and routing the final stand.

Image

The big, bad and scary RegHQ gone, the Seraphim felt emboldened and double into the woods in front of the Repentia. Not having a single ranged weapon was beginning to hurt.

IG Marauders hit my foot sisters, killing 1 and breaking the last 2.

Two can play that game! My Marauder hit their RegHQ, killing the last stand of Infantry due to BMs, but the SC remains alive and defiant!

The IG Thunderbolts (Ive lost track of how many formations of planes he had, so I think this was just a single plane) kill my last Retributor via BM. You know, it’s a surprisingly fast activation when your intended target is broken and only had one model left. No dice are required beyond the Activation roll unless the target is Fearless!

End of Turn 3:
Rallies: IG SC and foot Sisters both fail. Mech Sisters clear all BMs from the assault.

Image


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 5:12 am 
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Turn 4

Sisters win Initiative.

My Exorcists singled around the woods and killed a single Leman Russ.

Seraphim retain, having determined that the Guard have no supporting formations within firefight range, and assault the tanks. Both sides lost a unit, but the Seraphim win the fight by 1, routing the Armored Column.


The Valkyries of the Storm Troopers single after my shattered foot Sisters, loading the boys as they moved. 1 more Sister dies to BM, leaving a single stand.

The Repentia want to do the best they can while the Leman Russes are fleeing, and double towards them, placing a single BM on the tanks with their Heavy Flamers from the Immolators.

The IG Thunderbolt strafes the final broken foot Sister, and she perishes after such a valiant run. Lies, I say! She really just found a crate of brandy from one of the trucks and was hiding while the action was so fierce!

Wanting to join the Repentia in their firing upon the Armored Column, it was determined that an end around past the woods would leave the Immolator’s Heavy Flamers out of reach. What to do? Well, drive right through the woods! The Repressor has a dozer blade, after all!

Well, sure, but the others didn’t! An Immolator and Rhino crashed into each other while trying to navigate the trees, and the results were spectacular. 1 Dominion and 2 Sisters were abandoned as the column raced on, which of course added 3 BMs instantly to the formation. Nonetheless, another Leman Russ was lost due to the Immolator’s ranged fire.


The IG Marauders came low over the interlaced formations of the Repentia and Mech Sisters, and their bombs were true. 3 Immolators from the Sisters and 1 Immolator of the Repentia perished, and with them the Palatine, the last Dominion and 1 Sister, but the Mistress survives.

This is where it was frustrating trying to figure out who was in what, and so I made some against-my-better-good calls and places valuable units in harms way. Had I continued placing units near their intended transports this wouldn’t have happened, but the formations were large enough and tight enough that this had ceased being practical.

As a last hurrah, my Marauder finally was able to cleanse the IG SC by fire. Success!

End of Turn 4:
His Marauders finally flew within range of my Hunter attached to the Exorcists, and it was able to shoot one down, but it didn’t really have an impact on the game.

The IG Armored Column fails to rally, as do my Mech Sisters.

Image

Image

We didn’t read that we needed to roll for a 5th turn, so we ended it here.

Final Tally:

Sisters scored:
6) 6 Transports shot
1) RegHQ destroyed
1) Hydras destroyed
1) Armored Column broken
…Chris listed his Mech Infantry being destroyed, but they weren’t in the game! So…
Sisters: 9

IG Scored:
1) Sentinel dead
1) Exorcist dead
1) Thunderbolts dead
1) Retributors dead
1) Foot Sisters dead
1) Baneblade dead
1) Mech Sisters broken
2) Transport exited via road
IG: 9

Was it really a tie? We had that I won 10-9, but as I write this up, I don’t think I did. I think it was a tie. Wow.

It was weird that with the transports gone on Turn 2, the game kept going, but it let Chris get some (obviously) sweet revenge! Had he had another third of his army, uh-oh!

Granted, I was pouring firepower into his transports, and not reducing combat effectiveness of other units, so I felt it was a good trade.

However, the biggest concern seems to be the transports. The fact that they were LVs meant that everyone and their mom (or Sister!) could kill them. There was simply no way to protect them, and Chris did a very good job of trying. But as I thought about it, if it HADN’T been so easy to kill them, I would have been absolutely slaughtered! Small formations with little ranged firepower, and who don’t benefit from something like And They Shall Know No Fear just end up vulnerable like the Eldar, but without the speed to match.

ChrisLS didn’t like the randomness of it, but Im sure he’ll chime in on that later. I felt it was really fun. The first 2 turns are about killing the helpless transports, and the last 2 turns are the Defender getting revenge. I liked it! Overall, a really good game.


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 4:03 pm 
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Thanks for the report and playtest, Kealios!

I'll chime in more after I finish my breakfast.


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 6:02 pm 
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Kealios wrote:
We weren’t exactly sure on the order of “Pick Attacker/Defender” and “Choose your Contingents”, so we decided on the rational “Pick sides THEN choose contingents”. Chris had a hard choice in which Contingent to not take. After much debate, he left out #1.

Yes, Contingents are decided *after* Attacker/Defender is determined, as in some scenarios these numbers will be quite different. I'm very glad it was a "hard choice" to make in what to take and what to leave behind.

Quote:
However, the biggest concern seems to be the transports. The fact that they were LVs meant that everyone and their mom (or Sister!) could kill them. There was simply no way to protect them, and Chris did a very good job of trying.

It's intentional that the Convoy Transports are fragile... precious cargo and all that! *laugh*

The thing is, there's many ways to "protect" them as there's nothing forcing you to keep the convoy moving forward on the road at all. The defender could decide to send forces forward to aggresively deal with approaching enemy units and hold the convoy back, or go off-roading with them depending on where the initial enemy attack is coming from; and just a reminder, your report is only the second known game of this Scenario! *laugh*

Quote:
ChrisLS didn’t like the randomness of it, but Im sure he’ll chime in on that later. I felt it was really fun. The first 2 turns are about killing the helpless transports, and the last 2 turns are the Defender getting revenge. I liked it! Overall, a really good game.

Well, war can be unpredictable and a general has to rapidly adapt to changing situations; that's what I like about alternate scenarios, you've got to learn new ways to "win".

One thing to note, if the Convoy left the board broken, it gives a point to the Attacker, as it *is* a defender formation.


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 8:44 pm 
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Kealios wrote:
3000 points, 10 Activations (Im pretty sure I transcribed this right…but I think this shows one too many Thunderbolt formations…)


Yep, Contingent #2 only had the Regimental Command, Storm Troopers, and Marauders.


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 8:47 pm 
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Chroma wrote:
your report is only the second known game of this Scenario! *laugh*


This is one reason I was adamant in playing it all the way through. Besides the fact that it was fun, I knew it was valuable research :)

Quote:
One thing to note, if the Convoy left the board broken, it gives a point to the Attacker, as it *is* a defender formation.


Interesting. So I did, indeed, win by 1 point. Well, thats 1-1 for Attackers so far, right? Good odds so far! ChrisLS and I had discussed that if my first Contingent to arrive had been anywhere but 3 or 4, that his superior firepower would have overwhelmed them quickly enough that his convoy would have been safer. I agree, actually, and upon retrospect, the game *really is* a) Attacker kills transports over 2 turns, then b) Defender gets revenge over the next 2 turns. Its what I liked, and as the Attacker, the randomness was OK.

I _will_ be playing this again as I felt it is much better balanced than Spearhead.


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 Post subject: Re: [Battle Report] Sisters vs IG: Escort Duty
PostPosted: Sun May 02, 2010 9:45 pm 
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Chroma wrote:
One thing to note, if the Convoy left the board broken, it gives a point to the Attacker, as it *is* a defender formation.


So despite the brandy, we still got it right - victory to Kealios!

I'm so used to designing and playing tournament scenarios that I've developed a severe aversion to random scenarios. Being in a place where I could easily win if the game goes one more turn and my opponent is being destroyed, yet the game ends because of a die roll is REALLY frustrating. It also feels wrong to win a game because a formation came on in exactly the right place at the right time, without which I'd lose. I prefer games which are determined more by how lists are chosen and are used. But if this isn't a tournament scenario, I need to get over myself. ;)

I also disagree with your assertion that you can hold back the transports, Chroma - without the ability to march, even on the road it takes three turns to cross the table length-wise. You can go off-road, but there is a significant chance that the enemy will pop up in the area you've chosen to cross, making an assault virtually assured. I can play counter to the idea of the scenario and just hold my transports back, using them as a kind of bait to bring the attackers to me, but any half-way decent general is going to hold back long enough to rush me with superior forces. That and it makes as exciting a game as a hockey game before the rule against icing the puck was introduced...

In this game, let's say I'd decided to play defensive with the transports. If I'd rushed forward to try to take on Kealios' forces, I'd STILL be out of range on Turn 1 and on Turn 2 would have been forced to pull further back to defend the transports, firing into Kealios' second contingent as I withdrew. He could then pull his first contingent forward and support the second, and once his third one popped up he bum rushes me and I'm toast. Or even MORE boring, he could have taken his second contingent and block more of the exit side, then use his third contingent to do the same. Of course, if he goes too far with that I can try to cap a couple formations at long range with my tanks.

In the end, I think what really screwed me up was shooting at the sentinels instead of the unactivated Retributors in turn 2. Hitting the Retributors with my Marauders would have been far more effective, probably killing one or two and either suppressing or even breaking the formation. That enables the transports to move a little further down the table and then double off at the top of turn 3. Of course, even trying to do that would make the transports vulnerable to assault from the Seraphim or getting obliterated by the third contingent happening to come on from the back edge.

So here are my suggestions.

1) Make the transports AV to prevent them from getting so heinously smacked around.
2) Don't allow the transports to leave the board if they are broken.
3) Start all Attacker contingents on the board, but split them up - one contingent on the back edge, and two near the middle points of the long edges. This way the defender has a bit of an advantage in being able to try to mass his inferior force against one contingent, but must do so while protecting the transports and fast enough to prevent the attacker from linking up. This also takes away the guessing game of "so which edge will he come in from?"

Thinking about it more, I believe you should make the transports harder to kill, but then drop all other objectives. The game should be about getting the transports off or preventing them from doing so. Otherwise I can just ignore the objectives and play "kill 'em all". Imagine what would have happened if, with the current scenario, I just held my transports back and each of Kealios' contingents came in from #6. I'd just play whack-a-Sister as they popped up, applying my superior forces each turn and I could crush him because he got unlucky and I didn't play to the spirit of the scenario. That's no fun at all.


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