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Kyussinchains' game log

 Post subject: Kyussinchains' game log
PostPosted: Fri Sep 14, 2012 11:12 am 
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inspired by Reedar and Borka, I've decided to start up a game log where I can chronicle my experiences of being battered on a weekly basis by mikeT, Steve54 and dptdexys (and occasionally kev101)

no pics for this report, but I'll get some next time

13-09-12 - 3k against Steve54 and his Tau

my list

Incompertus, 3000 POINTS
Steel Legion (Epic UK v301209)
==================================================

REGIMENTAL HQ [575]
Supreme Commander, 12 Infantry, 7 Chimera, Hydra, Sniper

MECHANISED INFANTRY COMPANY [475]
Commander, 12 Infantry, 7 Chimera, Hydra, Sniper

INFANTRY COMPANY [300]
Commander, 12 Infantry, Hydra

SUPER-HEAVY TANK PLATOON [200]
Shadowsword

SUPER-HEAVY TANK PLATOON [200]
Shadowsword

VULTURE SQUADRON [300]
4 Vultures

ARTILLERY BATTERY [250]
3 Basilisks

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

WARHOUND TITAN [275]

WARHOUND TITAN [275]

There were commisars in the 3 infantry companies, one in the vultures and one in each shadowsword

Steve had (from memory)

crisis formation
large fire warrior formation with extra fire warriors and devilfish, bonded team, skyray
2 hammerhead formations both with skyrays
3 recon formations of various configuration
pathfinders
orca
barracuda
spaceship

I kept my objectives close to my table half, steve spread his out wide, I garrisoned my footsloggers off my blitz, and the vultures forward on my left flank, I deployed quite symmetrically, both warhounds touching the big ruins base in front of my blitz, with a mechanised company next to them for support, then I put a shadowsword on the outside of each of those formations as it gave me the best fire lanes, the basilisks deployed around my blitz behind the terrain

Turn 1

Steve won the strategy roll and co-ordinated fired, he moved one recon formation to mark the vultures, but they were broken by overwatch fire, he elected to do nothing of note with the crisis and second recon formation. I sustained fired the basilisks at his large fire warrior formation, but steve saved every hit....

Steve subsequently fired his spaceship and destroyed both shadowswords with pinpoint attacks, each hitting and doing 3 damage.....

I doubled my reg hq to get into a nice support fire position for the warhound, steve held back, instead using his remaining recon formation to put a blast marker and markerlight the vultures. I ground attacked with my tbolts (just about the only place not in his flak bubble) and fired a hail of rubber bullets and nerf darts at the scouts, who just took a blast maker for my efforts

I doubled my second mech infantry company up, and took some fire from one of his fire warrior formations

he then doubled his pathfinders and killed a bunch of infantry from my reg hq, including my supreme commander (and commissar) at this point I moved my warhound out of cover, rolling a double 1 ::) and taking a point of damage, ready to engage next turn, steve then doubled his large firewarrior formation up next to my mechanised infantry and pounded the living daylights out of them, putting 8 blast markers on them....

he then promptly won the initiative next turn and sustained fire at the same formation, reducing them to a hydra and 4 chimeras who broke and ran away.... wanting some revenge, I moved my damaged warhound, who AGAIN rolled snakeyes for the dangerous terrain test, and Steve promptly rolled a critical and the thing killed itself without firing a shot :{[]

Steve replied by air lifting his crisis suits and splatting my reg HQ, reducing them to 2 chimeras

he then added insult to injury by engaging my vultures with his pathfinders and winning, reducing them to the commissar vulture

oh yeah and his hammerheads took out my fully shielded warhound who was in cover, in a single volley, so to anyone who doesn't think they're tough enough, they don't know what they're talking about ;)

turn 3 rolled around and my rallied vulture tried to march to contest the blitz, but failed and broke himself.... steve then surrounded my remaining infantry company and claimed a comfortable 4-0 win

considering my abysmal luck in this game, last week's game and at BotCH, I think I need some new dice, my clunky casino-style dice are a heap of junk......

Getting a little demoralised lately with 4 of my last 5 games being 4-0 kickings (6-0 against Dave T last week playing objectivity....) I'm starting to realise I don't know what to do with guard..... they don't activate reliably, are slow, die like flies and contrary to popular belief, ARENT very shooty (shadowswords aside, in fact my shadowswords have about an 80% miss rate at the moment....)

until further notice I'm going to be sticking with my beloved baneblade company..... tanks are why I got into this game after all!

I've got the makings of 4 other armies, but I want to stick with guard until I can at least get the hang of them properly, any advice greatly appreciated!

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Last edited by kyussinchains on Fri Sep 14, 2012 11:42 am, edited 1 time in total.

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Sep 14, 2012 11:24 am 
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Hopefully constructive crit- you were very unlucky last night with the hero, warhound and every dice roll!
List wise its pretty solid though I'd prefer 2 scout formations some how, I felt last night garrisonning the vultures was suicide and, with their range, not really necessary. I'd have hidden them on my base then singled them forward behind terrain to shoot. My only other thought was that you moved the mech companies too far forward so they were isolated and surrounded. Once the s-swords died you had to push forward really but I'd have moved forward more cautiously - probably behind terrain supported by a warhound each to force me to expose myself to sustaining warhounds and the infantry co if I'd have doubled after them

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Sep 14, 2012 11:36 am 
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that was kinda the plan with the reg HQ, I put it there, hoping you would do exactly what you did with your fire warriors, but unfortunately the plan went wrong because I'd run out of activations and you could afford to wait until the warhound had to move!

I do agree it was a stupid move with the vultures, I was hoping I could double them forwards and blow a hammerhead formation up, like I managed the other week against your falcons.... it was a stupid mistake!

going back to a baneblade company next week......

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Sep 21, 2012 8:13 am 
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Had a game against dptdexys last night, with the following list

Incompertus, 3000 POINTS
Steel Legion (Epic UK v301209)
==================================================

REGIMENTAL HQ [550]
Supreme Commander, 12 Infantry, 7 Chimera, Hydra

MECHANISED INFANTRY COMPANY [450]
Commander, 12 Infantry, 7 Chimera, Hydra

SUPER-HEAVY TANK COMPANY [550]
2 Baneblade, Shadowsword, Hydra

SUPER-HEAVY TANK PLATOON [200]
Shadowsword

VULTURE SQUADRON [300]
4 Vultures

SENTINEL SQUADRON [100]
4 Sentinels

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

WARHOUND TITAN [275]

WARHOUND TITAN [275]


Dave had something along the lines of:

Tactical detachment w/supreme commander, razorback and hunter
Devastators in drop pod
terminators with librarian
3 scout formations
predator destructors with hunter
predator annihilators with hunter
2 thunderhawks (one started with the terminators)
thunderbolts
strike cruiser

I garrisoned the sentinels off my blitz which was behind some ruins on my left flank, I kept my objectives close to the halfway line and as close to each other as possbile, dave placed his objectives on opposite table sides

I deployed my SHT company left of centre to give them the biggest fields of fire, I then deployed a warhound with each mechanised company, one on the left flank, one right of centre. The vultures deployed behind cover on my right flank, and the shadowsword deployed to take pot shots at his armour if possible

his barrage hit the vultures and the shadowsword, one vulture died but the shadowsword emerged unharmed, his drop pod landed on the same spot, breaking the vultures and putting another blast marker on the shadowsword, the vultures zipped forwards to get away from the devastators, who sustained fire on the shadowsword, breaking it but not damaging it

I sustained fire with the reg HQ unit, managing to kill 2 devastators but not break the formation. I then attempted to tempt dave by marching my second mechanised infantry formation into position on the left flank, hoping that he would move to attack them and position themselves in front my of superheavies and warhound, I put the superheavy company on overwatch to facilitate this, but dave was able to out-activate me and force my warhound to leap forwards and blow up a couple of his predator annihilators

Dave then flew a thunderhawk loaded with terminators over and attacked my warhound, although the thunderhawk flew through two lots of flak and was shot at by CAP-ing thunderbolts, it only suffered a single point of damage, and the warhound rather predictably ended up dead (although he did manage to stamp on a unit of terminators in the process)

the second thunderhawk again flew through all my flak to collect the terminators, but the overwatching superheavies blew it up as it landed

in the end phase my lone commisar vulture failed to rally and fled to dave's table edge, all the aircraft got off the table, but my thunderbolts took some blast markers for flak and table edges

the next turn saw dave engage my reg HQ with his terminators and supporting scouts, breaking them, although the supreme commander survived.... I responded by moving my second mech infantry company to within 15cm of dave's scout unit, putting a few BMs on it, then engaging with my warhound with the mech infantry in support (yay for actually pulling the move off for the first time in 50+ games, nay for getting in my own way and only leaving 3 infantry in actual support fire range! :{[] ) still, my dice were good and I wiped the scouts out for the loss of the shields on my titan

Dave then opened up on the mechanised infantry company with his tacticals and predators, breaking them in return... he flew his thunderhawk through my mostly suppressed flak and picked up the terminators (now down to 2 stands after my shadowsword disintegrated one), while my superheavies sustained fire on his scouts, wiping them out in short order (even though as usual, my volcano cannon failed to hit anything)

turn 3 rolled around and it saw my rallied vulture march to nab dave's abandoned blitz, the thing was then broken again by tbolts so it zipped to the far side, out of reach of everything in dave's army

I didn't have much left on the table, my supreme commander failing to rally, and my warhound going down in an engagement with dave's tacticals and scouts, I kept both flights of tbolts back to try and shoot his thunderhawk down, but this failed, his reinforced armour saving the day again..... all that left him to do was assault my sentinels and wipe them out, nabbing my blitz in the process, giving him a 3-0 win with blitz, T&H and DTF



I was far too slow to advance in this game, dave keeping me on the back foot with the threat of his air assaults crushing formations if I moved them apart.... by the end of the game I had been compressed into the left corner of the table with nowhere to go..... my superheavies in particular should have pushed forwards earlier giving them more options, although they did destroy approximately their points worth, and it was nice to actually be able to shoot and kill things for a change (infantry heavy guard are an assault army, something that's taken me a long time to realise, playing them as a shooting force was a bit of a failure on my part.....)

I'm tempted to try out a superheavy company with an attached russ squadron next time, for 25 points more than a tank company, you nearly double the baneblade company's long range firepower as well as providing an extra 6 heavy bolters and 3 FF4+ attacks up close..... I'm also tempted to try the reaver out.... maybe in the same game..... we shall see!

I've got a load of stuff to paint, valkyries, rough riders, reaver, russ company, maybe if I tackle that heap over the next couple of weeks I'll have more choices

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Sep 21, 2012 9:07 pm 
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Thanks for sharing!

A pic or two would make your reports even nicer :)

cheers


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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Sep 21, 2012 10:39 pm 
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Yes I can see how that might help..... I forgot this time, I might have a game this thursday at warhammet world against miket, I'll endeavour to get some pics this time!

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 Post subject: Re: Kyussinchains' game log
PostPosted: Mon Sep 24, 2012 2:03 pm 
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I'm becoming a fan of the mixed SHT company, it's a good way of getting the shadowsword into the force without weakening the SHT company too much in assaults, I also like to use it with 1-2 more shadowswords so you can spread the threat around, as well as focusing them on a single target for the extra blast markers (I did this against mikeT's ulani at BotCH, three shadowswords each took a russ out on his command company putting a total of 6 blast markers on it)

The reaver is soaking in fairy power spray as I type this, so hopefully I can get it painted up in the next week or so...

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 Post subject: Re: Kyussinchains' game log
PostPosted: Mon Sep 24, 2012 6:52 pm 
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Thanks for these. You must be getting devilishly good playing against top people all the time

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 Post subject: Re: Kyussinchains' game log
PostPosted: Mon Sep 24, 2012 7:33 pm 
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I think I'm improving somewhat, my only accolade so far is that I have beaten all 3 of the other Simons on the EUK circuit without auffering a defeat, which makes me (in my mind at least) 'king of the Simons' ;)

Steve and Dave have been really good at offering me advice, I've not beaten either of them yet, but there have been a good few draws (and against each of them I've managed to snatch a draw from the jaws of victory a couple of times)

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Oct 05, 2012 9:52 am 
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at last! a win!!

last night I played against Steve54 and his Emperor's children, my list was

Incompertus, 3000 POINTS
Steel Legion (Epic UK v301209)
==================================================

REGIMENTAL HQ [575]
Supreme Commander, 12 Infantry, 7 Chimera, Hydra, Sniper

MECHANISED INFANTRY COMPANY [450]
Commander, 12 Infantry, 7 Chimera, Hydra

SUPER-HEAVY TANK COMPANY [675]
2 Baneblade, Shadowsword, Tank Squadron (3 Leman Russ)

ARTILLERY BATTERY [250]
3 Basilisks

SENTINEL SQUADRON [100]
4 Sentinels

SENTINEL SQUADRON [100]
4 Sentinels

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

WARHOUND TITAN [275]

WARHOUND TITAN [275]

Steve Had (IIRC)
3 noise marine formations (one with daemon prince, one with defiler)
2 tank formations (2 LR, 2 Pred)
2 knight formations
2 DC3 titan things (not the ones with big claws)
Hellblades
spaceship

Turn 1 began with steve hitting my basilisks with his orbital barrage, killing 1 and breaking them (for the whole game) then zapping a baneblade with his pinpoint attack, he followed up by doubling one of his titans forward and blowing up two chimeras from my mechanised infantry companies, which as I'd deployed them mounted up, vaped 4 stands of infantry into the bargain... ::)

I responded by doubling the regimental HQ forward and shooting the titan, intending to then retain and engage with my warhound, forgetting that the warhound cannot double move before engaging.... instead the warhound singled and shot at the now shieldless titan, blowing it up

Steve responded by advancing his knights and mowing down a swathe of infantry from my regimental hq, including my supreme commander and commissar.....

I can't seem to recall the sequence of events accurately, suffice to say, both warhounds survived the entire game, although both my infantry companies were wiped out, 3 sentinels shrugged off all the shots from a tank formation, then risked everything to sustain fire back and break the tanks

I took a HUGE risk engaging with my superheavy company with no re-roll and sitting in the ZOC of his knights and noise marines, (if I'd failed the 3+ roll, my whole company would have been destroyed as they wouldn't have been able to get out of the ZOC)

upgraded superheavy companies are AWESOME, in terms of survivability (apart from the pinpoint attack, I passed every single reinforced save for the rest of the game) firepower (blowing up his daemon prince and breaking a tank formation) and assault prowess (engaging and flattening a noise marine formation and taking no damage)

I also learned that on turn 3, breaking stuff (his titan guarding his blitz) is as good as killing it if you can win the game

the final result was 2(BTS, Blitz) - 1(Blitz) to me

thanks for a great game Steve, now I have to decide whether or not to use the upgraded SHT at open war.....

I swear I will take pics next time, last night was a bit pressed for time, plus we were discussing the mangle and devising an evil plan for Steve to snatch the championship at the eleventh hour.... ;)

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Oct 05, 2012 5:22 pm 
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Good work mate!

What role did you give the Russ in your SHTcoy? I skipped past the list and thought "nice one, he's put some demolishers in there" until I scrolled back up to the top...

And yea, pics pics pics!

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 Post subject: Re: Kyussinchains' game log
PostPosted: Fri Oct 05, 2012 7:25 pm 
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the russes mostly stayed behind the SHTs to get a hull down bonus, the extra 3 battlecannon shots almost doubles their long range firepower, then on turn 3, they have an extra 15cm move for all-important objective grabbing (as long as you string them out) plus they make the company that much tougher in engagments, and provide an extra 6 heavy bolters for short ranged infantry blasting.... all for a mere 25 points more than a 10-russ tank company, I've only used it once, but so far I'm a fan.....

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