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Imperial Fists vs Marines

 Post subject: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 1:08 pm 
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It's games like the one I had tonight that make me wonder why I bother. A combination of really bad luck, my opponent's good luck, and my total lack of strategy on nights like tonight that really make these games just a waste of time.

I really got nothing out of this game tonight other than to confirm my suspicion that I need to add Land Speeders to the list and I should buy some Characters for formations


Image


Date: 11 November 2010

Points: 3000

Marine Rule Changes - Vindicators @ 225 + Walker


Marines
350 Landing Craft
450 Tactical + 2x Razorbacks + Librarian + Dreadnought
225 Assault Squad + Chaplain
425 Land Raiders + Hunters
375 Whirwinds + Hunters
200 Attack Bikes
200 Attack Bikes
200 Land Speeders
300 Land Speeders + 1x Tornado + 4x Typhoons
275 Vindicators + Librarian


Imperial Fists
225 Vindicators
225 Devastators
225 Devastators
475 Tacticals + Crusaders
475 Tacticals + Crusaders - I know 2x BTS (I never meant this to happen - I removed a Hunter after the fact)
375 Whirlwinds + Hunter
350 Terminators (standard)
175 Assault marines
150 Thunderbolts
250 Thunderfire Defence Battery
50 Firebase + Minefield
50 Firebase + Minefield


Table
Image


Teleport
- None

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 1:10 pm 
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Turn 1 - Imperial Fists win Initiative

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- IF Whirlwinds vs Land Speeders with Bikes. Kill 1 bike
- IF Devs retain and Overwatch
- Whirlwinds vs Thunderfires killing 2

Image

- Thunderfires attempt to Marshall and fail. They break
- Att Bikes fail to Marshall and remove BM
- IF Vindicators Double into Ruins making their DT tests
- Land Raiders Double and shootr on Vindicators killing 2 - argh!
- Assault troops Double to LHS ruins
- Atrtack Bikes double. Devs OW for no hits. Attack bikes fire on Devs for no kills
- Thunderbolts GA Whirlwinds killing 1
- Land Speeders Advance on Devs. No hits
- IF Tacticals Double on Landspeeders kiling 2
- Landing Craft comes in against the Whirlwinds taking a wound from the Hunter (no crit) killing 4 Whirlwinds. Hunter broken.

Image

- IF Tacticals Advance on Vindicators for no hits
- Marine player passes
- Devs remain on Overwatch

Rally
- Everything rallies


Teleport
- IF Terminators teleport next to Whirlwinds

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 1:10 pm 
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Turn 2 - Marines win Initiative

- Landspeeders Advance on Terminators for no kills
- Assault Marines retain and Assault Thunderfires wiping them out for no losses.
- IF Tacticals Advance on Vindicators for 1 kill
- IF Tacticals Retain and Engage Vindicators and combining Tacticals. Lose combat by 1 (good saves by opponent)
- Attack Bikes Double on Terminators - no hits
- Whirlwinds Retain and Advance away from Terminators for no hits
- Terminators fail activation and remove BM
- Attack Bikes shoot on Devs for no hits
- Devs sustain on Land Speeders killing 2 and breaking them
- Tacticals Advance on IF Tacticals Killing 1 INF
- IF Vindicators Advance on Vindicators for no kills yet breaking them
- Land Raiders vs Vindicators wiping them out.
- Landa Retains (making the 4+ save) and GA broken Tacticals Killing 1 and removing another via BM
- IF Devs Marshall and fire on Attack bikes for no kills
- IF HUnter Mashall to remove BM
- Thunderbolts GA Whirlwinds for no kills
- Assauilts double towards Land Raiders

Fliers go off the table


Rally
- Tacticals fail to Rally
- Tacticals fail to remove BM
- Land Speeder fail to Rally

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 1:11 pm 
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Turn 3 - win Initiative
- Devs Double to gain an Objective and Fire on Land Raiders for no kills
- IF Tacticals Retain and Engage Land Raiders. 2 Rounds of combat and wiped out


I called it game at this point as I was fed up my shit luck. With 4 formations left out of the initial 10, it was not worth my time. Good win to my opponent.

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 1:11 pm 
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After battle thoughts if and when I can be bothered. Just over it all for tonight.

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 2:15 pm 
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Sorry to hear about your bad game FB.

I'd say that 2nd round with "IF Tacticals Retain and Engage Vindicators and combining Tacticals. Lose combat by 1" would have perturbed me as well.

The IF looked nice! I liked that shade of yellow. What pray tell is your secret? I never have too much luck painting IF.


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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Thu Nov 11, 2010 8:57 pm 
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I actually hate the way they are painted :)

I do have a painting blog about them which I cannot seem to find. I will look for it and post it up here for you. It has everything you need regarding what colours I used.

Cheers....

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Fri Nov 12, 2010 8:06 am 
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frogbear wrote:
I actually hate the way they are painted :)


Specifically, what part of the paint job do you hate? I'll admit those pics aren't the most hi-def, but the shading looks good.


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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Fri Nov 12, 2010 8:41 am 
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I hate the bases and I believe the yellow could be richer rather than so pale as they appear.

My Devastators look like European Wasps! :D

I may try and do some more tests to get the colour right. Look at what Vaaish did in his painting blog. They are awesome paint jobs. I would use his as the example to go with.

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Sat Nov 27, 2010 4:25 am 
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Wow, such negativity for something that is supposed to be fun. After all, its not like youre staring at a wall all night. You have an opponent, hopefully someone you even like, and you get to do something enjoyable, ie not staring at a wall. It isnt all about winning, and even losing badly can be enjoyable if you enjoy your company.

THAT's why we "bother". Better luck on the dice and the attitude.


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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Sat Nov 27, 2010 5:08 am 
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I get to play a lot of games, yet recently I have been a little short on Epic. All development and no play makes Frogbear a grumpy boy.

So when I get the chance to playtest some development changes/ideas, and help a mate prepare for a tournament, having a night where the dice will not roll 4+ all night is enough to make even the most gentle person grab a bat and hit the table a few times. Seeing I did not do this should speak volumes of the fun I have in my games. Like most Thursday nights, I had late nights leading up to it and was tired after work. It is either a case of not playing when in such a state (not going to happen) or just accept the moods and as mates, laugh at each other. In this respect, most of that is lost on this medium and my reports.

So Kealios, be assured, we have fun in our games - even though some turn out to be a waste of a night for development and tournament preparation :)

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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Sat Nov 27, 2010 10:32 am 
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Ever thought about just using the averages of the stats instead of dice on both sides of the table? e.g. Devastators fire on Infantry target = 4x AP4+ = 2x hits(4 dice with a 50% chance to hit). Opponent has 4+ armour makes 1 save etc.. Sure it's ugly but hey, it's a playtest right? You'd get a specific result and luck wouldn't play a part. Anything's better than beating yourself up or "wasting time" as you mention.


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 Post subject: Re: Imperial Fists vs Marines
PostPosted: Sat Nov 27, 2010 10:56 am 
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I could do that by myself without an opponent.

That type of stuff is done when working out costings and effectiveness. The reason for play tests is to experience everything else that one misses.

Then there is the unknown - chance. Probably the reason we play. Otherwise, the site would be dedicated to Chess - something I have no interest in.

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