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Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs

 Post subject: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 7:49 pm 
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I don’t play epic ;) ...but anyway, played a fortress assault game today. Neither of us had much prior epic experience, I had played small games vs myself a couple of times and my opponent had never played, a 5.5k fortress assault therefore seemed a great way to start. We both made some pretty horrendous mistakes along the way, but had fun.

Rules: Core rulebook, Red Corsairs 3.20, DKoK from Epic: Siege v 1.16, Codex marines from Net:EA list. Fortress used Chroma’s rules and the overall game was based on rules that Onyx kindly gave me. No objectives set up in attackers half, blitz was the centre of the gate and 2 other objectives were daemon portals in side bastions.

Attackers (opponent): a bit over 5.5k of DKoK+ codex marines. Defenders (me): a bit over 2750 of Red Corsairs.
Fortress represented a chaos fortress-factory producing daemon engines, the RC list was chosen to match this.

IN cruiser = marine strike cruiser, sponsonless FW leman russ were counted as having sponsons. 1 arachnid was lurking off the photo, and 2 blight drones proxies were missing.
Image


Pictures are rather awful im afraid, one corner of the board gets strong daylight while another corner gets deep shadow ::)

Deployment:
Terminators, Devs and one lot of tacticals off board (drop and teleport). chaos mostly hiding with terminators also off board
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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 8:01 pm 
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Oh great! I really look forward to this :)

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 8:20 pm 
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This is not activation by activation, more general flow of battle with the more significant activations.

Turn 1
No teleports.
Not a lot happened :) . Imperial forces mostly marched forwards, with an armoured column heading up the road towards the fortress gates. Khorne formations stay in hiding behind the gates and the SC retinue climbs up onto the gate ramparts. A few BMs placed and some minor casualties for chaos, the walls held firm and the blight drones took a bit of a pounding from the artillery company.

End of turn 1:
Image

Turn 2
CS terminators+DP teleport behind IG artillery company, no BMs. Loyalist terminators teleproted in behind the left hand chaos portal objective, no BM.

CS terminators proceeded to wipe out the artillery company and are left somewhat out in the cold, being on foot and over 45cm away from anything, but the Reaver and leman russ obligingly move and concentrate on them, taking out 4 stands.

Chaos Retinue holding the left portal sustain on the imperial terminators, who are reduced to a single stand and break.

Spaceship activates. Orbital bombardment hits the gate full on, killing 5 chaos marine stands including the supreme commander ??? formation breaks and goes back to hiding behind the walls. Tactical and devastator formations arrive via drop pod by the left portal where they had planned to meet up with the now broken terminators.

Blight drones buzz about a bit and lightly harass the whirlwinds and in turn took some fire from the marine speeders.

The newly arrived tac+devs proceed to take out the chaos retinue that had just broken the terminators, reducing it to a single stand.
Image
Imperial forces continued general advance, screening their front with scout riders. The Shadowsword and land raiders sustaining on the gate, with little effect.

I put my plague marines on overwatch for a second turn running, not noticing that they had no ranged weapons.... ::)

Khorne berserkers rush out of the gates and wipe out the rough rider scouts and are followed by the assaulting brass scorpion formation... who of course fail to trap the guardsmen inside their gorgon transports on their own and get instantly swamped and annihilated :o

(those berserkers are out of the guardsmen's ZOC, honest! :P )
Image
Slaughterers scuttle out and move around towards the left portal, which is now securely held by the marines.


Turn 2 casualties were again not too high, or at least not compared to turn 3 anyway :D chaos were starting to run out of troops though...
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Last edited by Apocolocyntosis on Mon Sep 13, 2010 9:25 pm, edited 1 time in total.

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 8:42 pm 
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Nice board, where did you get the Fortress?


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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 9:01 pm 
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Turn 3..ugh forgot to make notes at this point, but it was mostly cult marines and infantry companies chopping each other up ;D

Remaining imperial terminator formation teleported in behind the right hand portal objective, and picked up 1 BM.

Concentrated firepower throughout the turn from land raiders, the Shadowsword and the Reaver brings the gate crashing down.
Image

Khorne berzerkers assaulted the dismounted infantry company, winning the assault with 11 stands of guardsman dead after resolution. Unfortunately they are themselves reduced to 1 stand and a couple of rhinos.
Image

The defilers patrolling the right hand walls sustain on the imperial SC tactical formation, taking out all 3 rhinos and leaving 3 tactical stands to perish in the wreckage.

The remaining gorgon infantry company attacks the right hand portal, assaulting the plague marines holding it. Another bloody fight, after a couple of rounds and some very effective supporting fire the plague marines are wiped out, but not before they kill 14 stands of guardsmen, breaking the infantry company.
Image
The blood slaughters assault the drop marines on the left portal, wiping out the tactical formation before being shot to pieces by sustaining devastators.
Image

CS terminators danced about a bit with the leman russ platoon, who lost 1 tank while the daemon price refused to die. Blight drones pew pew the whirlwinds some more, take a second turn of fire from the speeders and break.

End of turn 3, Objectives 0:0, (marines have half of take and hold
Don’t have a casualties photo, but 20+ stands of guardsmen were killed, all bar 1 stand of cult marines were destroyed. 10 or so stands of marines perished as did a few blight drones and all of the slaughterers.
Most things rallied, apart from the central gorgon inf coy, which retreats back along the road.



Turn 4
Chaos are now very low on activations.
The wall defilers on the right having broken the SM SC last turn and contributed to the breaking of a DKoK inf coy, the imperial firepower concentrates on their wall section, bringing it down with ease. With a similar ease the defiler pass all of their invulnerable saves, and glare menacingly at their attackers.
Image
The defilers rush forwards, pass two sets of difficult terrain tests and rip apart most of the remains of the infantry company holding the portal.

The single stand of berzerkers+rhinos chance an assault on the 3 tactical stands containing the imperial SC, but after killing one stand are themselves wiped out in a second round of combat.

Somewhere along the lines the shadowsword sword managed to kill itself on a DTT while trying to get into the fortress. The vindicators fared somewhat better here, clearing the rubble, only to be attacked, broken and forced back across the rubble by the remnants of the chaos SC ret which had been skulking at the base of one of the towers.

Having managed to contest the right hand portal with defilers, the remnants of the blight drones and a lone CSM character stand move to attempt contest the left side. The character stand is killed by land speeders.
End of turn 4, Objectives 0:0


Turn 5
Chaos are now very very low on troops :D

The remains of the CSM SC ret move up into the tower to the right of the destroyed gate, just in range to contest it as an objective. The vindicators move in again and the forces of the imperium sustain on the tower with many of the remaining formations, desperately trying to take out the blitz contesters, but to no avail.

Imperial fire on the left flank breaks the blight drones contesting the portal, the drones flee into the fortress.

On the right flank the hero-defilers scuttle about, inflicting few more casualties and losing one of their own to the imperial terminators.
Image

End of turn 5, end of game, Objectives 0:0 Imperials have the left portal for half of take and hold, the blitz and right portal are contested. Neither side has achieved BTS. We worked points out, only 90pts difference in kills, in favour of the Chaos forces. However, chaos are now down to 7 stands (3 defilers, 3 traitor stands, 1 blight drone) and had well and truly lost control of the fortress.

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Last edited by Apocolocyntosis on Mon Sep 13, 2010 9:13 pm, edited 1 time in total.

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 9:09 pm 
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Wow. That was a lot of bloody noses :D

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 9:11 pm 
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lookatmybiglongname wrote:
Nice board, where did you get the Fortress?


fortress was a scratcbuild from cereal packets, see this thread for pictures of its construction and .pdf plans
viewtopic.php?f=28&t=18437

O and imperials could not claim they Shall not Pass as Onyx' scenario rules removed it as an attack objective, and in any case the daemon price was still quite happily sitting in the imperial half, repeatedly failing to die and rallying wonderfully. ;D

And wow i changed tense a lot in that... :P

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 9:16 pm 
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Can you post the armylists you used? :)

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 10:03 pm 
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It's amazing the the best and most memorable games are the ones that you create yourself and do not follow the Tournament norm.

Can we please gain links to Chroma's and Onyx's rules?

That was a fantastic report Apoc! Let me indulge in the high points fort me reading your report:

Quote:
CS terminators proceeded to wipe out the artillery company and are left somewhat out in the cold, being on foot and over 45cm away from anything

So many of us have done this in the past. At least they gained the attention of the Reaver which would have been more useful in a run up that road to seriously contest the gate.


Quote:
- Chaos Retinue holding the left portal sustain on the imperial terminators, who are reduced to a single stand and break.
- Khorne berzerkers assaulted the dismounted infantry company, winning the assault with 11 stands of guardsman dead after resolution.

Chaos FTW! Ooh Yeah!

Quote:
I put my plague marines on overwatch for a second turn running, not noticing that they had no ranged weapons....

LMFAO! It's funny because the majority of us must have done similar only to scratch our heads afterwards. It's memoroies like these that make you realise why you play...


Quote:
The blood slaughters assault the drop marines on the left portal, wiping out the tactical formation before being shot to pieces by sustaining devastators.

Yep. Their formation size and lack of FF is the real balancing element to these guys.


Quote:
Somewhere along the lines the shadowsword sword managed to kill itself on a DTT while trying to get into the fortress.

It is pleasing to know that I am not alone in my dumb luck :)


Thank you Apoc for an entertaining read.

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 10:06 pm 
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BlackLegion wrote:
Can you post the armylists you used? :)

Sure, if you want a laugh :D neither is very good

No aircraft were used. I don't have the models for aircraft and it seemed unnecessary for a starter game, given that the marines could drop pod/teleport in anyway.

Having totalled up both lists are over their points, but still at about 2:1 attacker:defender, with chaos being 50pts over ratio. *edit 125 points over ratio for chaos. :P

Imperial: Imperial total: 5705

Codex Marines: 3025
Tactical (rhinos) +SC 400, SC for entire imperial force.
Terminators 350
Terminators + chaplain 400
Vindicators 275
Whirlwinds 300
Land Raiders 350
Land Speeders 200
Strike cruiser 200
Tactical (drop) 300
Devastator (drop) 250

DKoK 2680
Inf Coy + gorgons 400
Inf Coy + gorgons 400
Tank platoon 280
SHT platoon 200
Rider scouts 150
Artillery support coy 600
Reaver titan 650


Chaos Chaos total: 2915

Red Corsairs 2915
Traitor Ret + Rhinos + havoks 365
Traitor Ret + havoks + SC 375
Terminator Ret + DP +2 additional stands 445
Cult marines – plague marines 275
Cult marines – Khorne Berzerkers + Rhinos, 305
Defiler Assault Force 250
Blood Slaught Pack 250
Brass Scorpion Onslaught 250
Blight Drone Swarm +2 more drones, 400

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Last edited by Apocolocyntosis on Mon Sep 13, 2010 10:16 pm, edited 1 time in total.

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Mon Sep 13, 2010 10:13 pm 
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Quote:
Having totalled up both lists are over their points, but still at about 2:1 attacker:defender, with chaos being 50pts over ratio.


The lists were illegal?

REMATCH!! :D

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Tue Sep 14, 2010 1:16 am 
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Brilliant stuff mate.
Very inspirational photos and batrep.

Do you guys think the scenario can be improved at all?
Below is a copy of the rules we've used recently.

Onyx wrote:
Image

Here's a basic overview of what we will play next time (with consideration for the first game we played).

- Attacker builds a legal army at 4000pts.
- Defender has 2000pts to spend on a legal force (basically a 2:1 attacker/defender ratio).
- The fortress is set up as shown above (the attacker does not receive any trenches etc).
- The defender can place all their formations within the walls (at least 2 formations must start in the Fortress).
- Up to 2 formations may start on Overwatch (no restrictions on eligibility - titans on overwatch :o ).
- Infantry can move onto the walls at no movement penalty.
- Vehicles can be placed on the walls during set up but they cannot move once in place.
- Any defensive unit can move through the gate (even titans) freely.
- The center of the gate is the Blitz objective.
- The middle of the 2 bastions (forward & either side of the gate) are the other objectives.
- The attacker has no objectives on their side of the board.
- The gate section is counted as a 5DC War Engine with 4+ reinforced armour (critical = instant destruction).
- The wall sections are counted as 6DC War Engines with 4+ reinforced armour (critical = instant destruction).
- If a wall section is destroyed, all units on it are also destroyed (Inv saves allowed).
- The remains of the destroyed wall section count as ruins/rubble for cover and terrain checks.
- Units on the walls are counted as being in cover and receive a 4+ cover save.
- Game runs for 3+ turns as normal.
- The attacker cannot receive the They Shall Not Pass or the Defend The Flag victory conditions.
- The defender cannot receive the Blitzkrieg or the Take and Hold victory conditions.

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Last edited by Onyx on Tue Sep 14, 2010 1:25 am, edited 1 time in total.

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Tue Sep 14, 2010 1:22 am 
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Epic:Armageddon:Apocalypse? When did GW release this version of Epic? :D :D


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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Tue Sep 14, 2010 3:11 am 
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Great game and report Apoc! Thanks for posting :)

Feel an urge to get some walls happening after this and recent siege focused fan material.
Talked over how to do it on the cheap with a mate a few months ago too, using offcuts from hardware store. Just need some more time! :)

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 Post subject: Re: Fortress Assault – 5.5k imperial vs. 2750 Red Corsairs
PostPosted: Tue Sep 14, 2010 8:38 am 
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Onyx wrote:
Do you guys think the scenario can be improved at all?


It seemed to work fairly well. The walls did mean that it was very easy for the defenders to contest objectives by just bunkering inf formations on adjacent walls/tower sections. Since my fortress would not make convenient buttresses for the side objectives, the 40k barricades were just treated as ruins/rubble. the side objectives were also placed out of contest range with the main walls, to prevent formations just sitting on the walls and contesting.

Being able to put a titan on overwatch as the defender does not help if your walls are taller than the titan. ;)

The chaos lack of ranged fire-power without titans was a bit annoying, as aside from the defilers there was not much that chaos could do until the attackers were almost at the gates. There seemed very little to do about the reaver/SHT/gorgons. We talked about adding defensive guns to the fortress that could be used by those inside.

When the retinue on the gate took an orbital barrage on the head, they were not allowed to pass hits onto the wall first. :D

We did make one very significant change. As background, we played a small 750pt warm up game to get the hang of the rules, then discussed/agreed on relevant rules and game points for the main battle. I had pre chosen both of the lists for the big game and then my opponent chose which list he wanted to use. We discussed the problem of activation disadvantage and came up with a system of 'blank' activations for the defenders. Chaos were given 8 blank or 'pass' activations per turn. They could be used to simply skip an activation requirement, essentially giving the attackers a free retain. Pass activations could not be used two activations running. this spaced the action in the first 2 turns to around 2 imperial activations followed by 1 chaos, by 2 imperial etc. In turns 3 to 5 the defender only used a couple of pass activations altogether.

Also i have just realised that the DTT failing shadowsword was not counted for victory points purposes, assuming they do count, difference was around 290.

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