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Lost and the Damned Redux vs Iron Warriors http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=28592 |
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Author: | Apocolocyntosis [ Wed Nov 26, 2014 12:11 am ] |
Post subject: | Lost and the Damned Redux vs Iron Warriors |
Vassal game with MikeT to playtest the new LatD! I decided to take the EUK Iron Warrior list for a spin (not seen any bat reps or tourney lists using it before). NetEA LatD redux v0.2 Nurgle Coven 585 Plague Tower 5 cultists 3 mutants 3 Big mutants Demagogue Nurgle Coven 525 Plague Tower 5 cultists 6 mutants Demagogue Tzeentch Coven 310 6 transport, Technical 5 cultists 6 mutants Demagogue Tzeentch Coven 310 6 transport, Technical 5 cultists 6 mutants Plague Mortars 325 Cannon 200 Cannon 200 Doom Wings 150 ZOMBIES! 2 x Greater daemon 100 Lesser Daemon (4+8) 120 EUK Iron Warriors 2975pts defilers defilers defilers decimator decimator decimator vindicators 3*stormswords terminators hellblades hellblades Set up as shown, LatD garrison both cannon formations on overwatch, contagions also garrison. Area terrain used, all terrain effects (river etc.) treated as per rules. ![]() |
Author: | Apocolocyntosis [ Wed Nov 26, 2014 12:17 am ] |
Post subject: | Re: Lost and the Damned Redux vs Iron Warriors |
Turn 1 LatD win initiative with rolls of 1 vs 6. Garrisoned Cannons activate on re-rolland sustain on defilers, killing 2, breaking. Defilers flee forwards. Defilers double and place BM on Cannons that just fired. Doomwings CAP Hellblades ground attack second Cannons, Doomwings CAP, 2 hits, hellblades jink and lose 1. SC contagion doubles and summons 4 demons inside the plague tower. Plague tower vomits fire onto defilers … all missing. Hellblades intercept doomwings, 1 hit, saved on jink. ![]() Tzeentch summons greater demon, rolls a 1 to activate, singles up to the bridge. Defiler doubles, shooting the garrisoned cannons, killing one, breaking the formation. Contagions sustain … roll a 1, remove BMs. Defilers double up, lose two to overwatching cannons and break BTS coven summons greater demon and doubles to bridge, hitting stormswords for 2BM. Vindicators overwatch. Coven doubles across river to the cathedral. Decimator singles and places a template over the BTS plague tower, doing 1 hit and a crit for 4BM Decimator doubles … and gets 1 hit and a crit again! 5BM Stormswords single and place 1BM on BTS coven. All aircraft disengage from own table edge All rally. End T1: ![]() Turn 2 10 zombies teleport in in a long line screening the river for 0BM! ![]() 4 terminators teleport in between hellcannons and contagions for 0BM! Initiative is again a 1 for IW and 6 for LatD Tzeentch GD coven doubles unto to the zombie line: ![]() loses 1 stand in the river, shoots a decimator, 2D and a crit. Zombies engage defilers with re-roll, lose 1 to DTT, zombies and defilers to 1 kill each, 19 regular support fire dice for LatD get no kills, but greater demon kills another. Combat is a draw. 2nd round gets a 1,1 for IW assault res roll! IW lose but the zombies break anyway. Decimator sustains on Tzeentch GD coven, 10 BM, leaving them 1 from breaking. Terminators retain and wipe out cannons near blitz in assault for no losses Other tzeentch formation summons flamers and assaults the decimator Decimator singles, kills 6 stands in the tzeentch formations that just activated. ![]() BMs everywhere, but not enough … Cannons of khorne sustain on defilers, breaking them with 1BM, defilers flee to LatD blitz. Vindicators single and break the Tzeentch GD formation, killing the GD. Contagions sustain on terminators, 1BM. Hellblades ground attack tzeentch formation, 3 transports die, formation now on 11BM but still 14 strong. Plague tower singles and breaks terminators with disrupt hits, terminators flee onto the LatD blitz Hellblades stand down doomwings stand down stormswords double, 2BM on bts plague plague tower singles over bridge and fires on BTS stormswords, popping two with crits and breaking them. One decimator and two defiler formations fail to rally and remain brocken. BTS plague tower fails to rally to remove BM: ![]() Turn 3 No teleport IW roll 1 for initiative for the third turn in a row, LatD 4, (mike notes that if LatD were Strat 1 IW would have won). Cannons sustain on vindcators, 2 kills. Tzeentch formation (that used to have GD) tries to retain assault BTS, fails with re-roll, singles, fanning daemons out everywhere. Decimator singles towards an objective, pops 7 stands in the other tzeentch coven, breaking them. Contagions sustains on terminators, no kills but the break from disrupts, also kill a defiler. Vindicators on blitz marshal, 1BM onto zombies. BTS coven doubles and strings out its contents in an objective contesting line. 9BP (+3 form GD) +extras Fire on decimator, also clipping defiler. Decimator crits, of course! ![]() Hellblades put 1BM on the plague tower coven which has yet to activate. Doomwings BM BTS stromsword Stormswords fail to activate and break themselves Hellblades ground attack plague tower, no damage Comes down to the last activation – a 3+ will allow mike to march onto objectives to win on turn 3, the roll is: 3! Coven marches out in three direction to claim objectives: ![]() After rallying it's LatD 2--0 DTF and T&H: ![]() |
Author: | Apocolocyntosis [ Wed Nov 26, 2014 12:38 am ] |
Post subject: | Re: Lost and the Damned Redux vs Iron Warriors |
Fun game and my first time fighting LatD, thanks Mike! I was surprised by how much shooting damage they could take in terms of absorbing BMs. Can blow chunks out of them and still not break them. Clipping assaults would have been the way, but not really a job my IW force was built for, especially after the defilers took a beating from the start. Interesting to play with a shooty chaos list, as i normally take assault heavy BL – not great results for them here, but I'd consider taking a similar list again to see how they did vs. other lists. Not losing four of my SHTs to crits would have helped me a bit ![]() LatD in general seemed fine though. The plague tower covens did not manage to get into assault, but they chucked out enough fire-power on double/single that they still played a pivotal roll. Cannons and contagions garrisoning is a nasty surprise. An unexpected asset of the LatD was their strategic mastery shown with SR2, allowing them to win all the rolloffs against the simpleton SR4 IW ![]() |
Author: | The_Real_Chris [ Wed Nov 26, 2014 1:29 am ] |
Post subject: | Re: Lost and the Damned Redux vs Iron Warriors |
Apocolocyntosis wrote: An unexpected asset of the LatD was their strategic mastery shown with SR2, allowing them to win all the rolloffs against the simpleton SR4 IW ![]() Ha ![]() |
Author: | Tiny-Tim [ Wed Nov 26, 2014 9:53 am ] |
Post subject: | Re: Lost and the Damned Redux vs Iron Warriors |
Happens, Thanks for the report. What would you have done if you had won the SR? Do you think this would have affected the game more? |
Author: | Apocolocyntosis [ Wed Nov 26, 2014 11:05 am ] |
Post subject: | Re: Lost and the Damned Redux vs Iron Warriors |
Tiny-Tim wrote: What would you have done if you had won the SR? Do you think this would have affected the game more? Honestly, no, it was much more a point of amusement for this game relative to how vital it could have been in others. LatD had strong positional control by the start of turn 2, which was more important I think. Maybe on turn 1 my defilers would have suppressed the cannons enough to prevent themselves getting broken in return, maybe that would have ultimately given me an extra formation to contest with turn 3 … all that would have meant was me getting wiped out on turn 4 for a ~4–0 loss. IW never really got to grips with the fight, 2–0 loss seems pretty minor given I only wiped a single 200pt formation all game and only got one other formation below half. Similar maybe situation start of turn 2 with being able to fire on the assaults that happened at the start, but nothing jumps out as a critical point. I'd have far rather not lost 4 SHTs on crits than had the initiative. As it happened I got neither of those, whilst being thoroughly outmanoeuvred by Mike. LatD were interesting to play against, good mix of assault and shooting, would play again ![]() |
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