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World Eaters1.1 vs Imperial Guard

 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 2:01 pm 
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Date: 01/10/09

Army Lists
World Eaters V1.1 - Army List: World Eaters V1.0.pdf
         Discussion thread: http://www.tacticalwargames.net/forums/ ... 82;t=16291

Imperial Guard (2008 Review)


Pre-game table set-up (Table Size 8x4)





Frogbear – World Eaters v1.1 - 4000 points (13 Activations)
- Berzerkers + Skull Lord + Dreadclaws – 375
- Berzerkers + Skull Lord + Dreadclaws - 375
- Devastation Cruiser - 150
- Terminators x5 +Teleport - 550
- World Eater Bikes x5(1) - 250
- World Eater Bikes x5(2) – 250
- World Eater Bikes x5(3) – 250
- Chosen (scout) + Onslaught - 325
- Berzerkers+Bloodpack – 400
- Defiler Engines (3 xDefiler, 1 xSlaughterfiend) – 275
- Hellblades(1) – 200
- Hellblades(2) - 200
- Hellblades(3) – 200
- Helltalons - 200

**Deathdealers substituting for Defilers




Imperial Guard  4000 Points (12 Activations)  
- Regimental HQ+Hellhound+Sniper+Ogrynx2 - 775
- Infantry Company(1)+Griffons - 350
- Infantry Company(2)+Fire Support+Sniper - 375
- Baneblade(1) - 200
- Baneblade(2) - 200
- Shadowsword(1) - 200
- Shadowsword(2) - 200
- Tank Company – 650
- Flak Battery - 150
- Artillery Battery (Basilisks) - 250
- Vulture Squadron – 300
- Storm Trooper Platoon+Valkyries – 350

*Commissars in Super-heavies, command stands, vindicator etc.






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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 2:02 pm 
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Garrisons:
World Eaters
- Chosen Left Hand Side Ruins

Imperial Guard:
- Infantry Company(2) Left Hand Side Ruins -  Overwatch
- Storm Troopers in front of Right Hand Side Administration buildings
- Vultures behind Left hand Side Ruins


Set Up
- World Eater Bikes(1) set up behind Right Hand Side Ork settlement
- Infantry Co(1) Left hand Side table
- World Eater Bikes(2) Centre table next to blitz
- Baneblade(1) within Infantry Co(2)
- World Eater Bikes(3) behind Left Hand Side Buildings
- Tank Co behind Left Hand Side Hll
- Defilers behind Right Hand Side hill
- Hydras behind Vultures
- Bloodpack on Right Hand Side table
- Basilisk Centre of the table
- Shadowsword(1) in front of Basilisk
- Baneblade(2) in front of Blitz
- Infantry Co(1) next to Baneblade(1)
- Shadowsword(2) – centre table.


World Eater Setup


…and from the other side



Imperial Guard Setup


…and from the other side



Note: All directions in battle report will be given from the standing point of the World Eater Player

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 2:04 pm 
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Turn 1
World Eaters win Initiative (on a 6! Doh! No Daemonic Pact)

- Helltalons fail and Stand Down
- Storm Troopers fail (decide not to use SC) and move towards cover of Admin buildings
- Hellblades(1) GA Storm Troopers for no hits
- Infantry Co(2) fail and decide to move forward into ruins
- Hellblades(2) GA Storm Troopers. 5 hits and 3 kills.
- Basilisks Sustain Bikes(3). 1 dead (invulnerable save prevents this being 2 dead)
- Hellblades(3) fail and Stand Down
- Armoured Co Advance and shoot Chosen killing 3 (incl Skull Lord) and breaking them
- Bloodpack Double forward into Ork buildings
- Baneblade(2) fails and Moves
- Bikes(1) Double forward behind hill
- Hydras Double towards Blitz to gain shots on disengagements
- Bikes(2) remain stationary
- Infantry Co(1) go on Overwatch
- Defilers Double into front ruins and shoot at HQ for no hits
- Shadowsword(1) Adavance and shoot at Defilers killing 1
- Bikes(3) fail and stay there
- Shadowsword(2) Adavance and shoot at Defilers killing 1 and breaking them
- Vultures Double and shoot Bikes(2) for no hits
- Baneblade(1) March to the right
- Infantry Co(2) remain on Overwatch
- Regimental HQ go on Overwatch.

Disengagements
- Hydras gain 2 hits on Hellblades(1). No kills due to Jinking
- Hellblades(2) attain no hits

Rally Phase
- Defilers fail
- Storm troopers rally with SC
- Reg HQ fails to remove BM
- Bikes(2) fail to remove BM
- Baneblade(2) fails to remove BM
- All other units Rally


Turn 2

Teleports: Terminators teleport behind Regimental HQ.

World Eaters win Initiative  (on a 6 again! Doh! No Daemonic Pact)

-  Terminators Charge Regimental HQ. Combat was halfway through with the World Eaters kicking the proverbial behind when I remembered that the IG player had forgot his Overwatch! I agreed to pull the combat back and do the overwatch – Take 2 – 13 shots hit from Overwatch killing 1 Terminator. Combat ensued and another Termi died for 7 dead Imp Guard. World Eaters win by 2 and both units are broken.
- Bikes(1) retain and Charge Storm Troopers . World Eaters win the combat losing 1 bike stand and a sole Valkyrie falls back towards left hand side of the table
- Vultures advance on Bikes#2 killing 1 stand.
- Baneblade(2) Advance on Terminators for 1 kill due to a failed Stubborn roll.
- Bikes(2) Double behind Right hand Side of the Hill
- Shadowsword(2) Advances and Shoots Terminators. Skull Lord dies due to failed saves on the Stubborn roll.
- Hellblades(2) GA Vultures for no effect
- Armoured Co go on Overwatch (probably the decision that lost the IG player the game from this point on…)
- Hellblades(3) fail their activation and Stand Down.
- Basilisks fail their activation and instead shoot at sole Terminator who saves all Stubborn rolls.
- Hellblades(1) GA Vultures for no effect

Vultures of Steel


- Shadowsword(1) Advances and shoots sole Terminator killing him and gaining BTS
- Helltalons GA Regimental HQ killing 3 Chimeras
- Baneblade(2) fails to Rally and moves.
- World Eater Cruiser enters. Barrage hits nothing. Pin Point attack kills Shadowsword(2) – 2 wounds and a critical – and Dreadclaws land near Regimental HQ and Blitz objective

The Dreadclaw Drop


….and a further back view – World Eaters massing near the Blitz



- Berserkers(1) retain and Charge Regimental HQ. 5 dead Berserkers are the cost for wiping out the Regimental HQ. Supporting Baneblade(2) breaks as do Berserkers(1).
- Infantry Co #2 Double forward into ruins on left hand side of the table
- Berserkers(2) double to gain protection from the ork buildings near the IG Blitz
- Infantry Co #1 Double to shoot Berserkers(1). Stubborn save is made to prevent deaths.
- Defilers Double and shoot at Vultures for no hits.
- Bikes(3) fail to activate and break giving Vultures Blitz objective
- Chosen Marshal – Move forward and remove BMs



Rally Phase
- Bloodpack fails to Rally
- Hydras fail to Rally
- Sole Valkyrie fails to Rally
- All other units Rally

Imp Guard : 2 (BTS, Blitz)
World Eaters: 1 (BTS)

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 2:04 pm 
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Turn 3

Imperial Guard win Initiative on a Draw.

-  Infantry Co #1 Sustain Berserkers(1) wiping them out
- Baneblade(1) retains to Advance on Berserkers(2) killing 2
- Defilers Sustain Vultures for 3 hits and 2 dead and breaking them
- Bikes(1) retain and Double to Blitz
- Shadowsword(1) Advances to shoot at Bikes(1) for no hits
- Hellblades(1) GA Basilisks killing 2 and breaking them.

Game was called at this point as Imp Guard did not have any more units to defend their own blitz (due to range) and they could not secure any further objectives without them being contested.


Game Over
World Eaters: 3 (BTS, Blitz, T&H)
Imperial Guard: 1 (BTS)


The concentration on the Blitz



Comments on the battle and thoughts on further list development to follow, when I get some time.

Cheers…..

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 3:21 pm 
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Here truly is a mans man. unlike others who may be swayed by the demands of a newborn, he is still there, getting his games in :)

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 5:32 pm 
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Those blood slaughts look a bit 'armless :p

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 10:17 pm 
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Quote: (The_Real_Chris @ Oct. 09 2009, 00:21 )

Here truly is a mans man. unlike others who may be swayed by the demands of a newborn, he is still there, getting his games in :)

The Blood God demands such commitment. Anything else is weak and not worthy....    :devil:

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 10:20 pm 
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Quote: (Apocolocyntosis @ Oct. 09 2009, 02:32 )

Those blood slaughts look a bit 'armless :p

Yes, but  just recieved the extra arms and bodies yesterday, and the bikes I need to build the army up   :agree:

Future battle reports will hopefully start to use minis that I have rather than 'counts as' rules

Then the painting will have to begin.

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Thu Oct 08, 2009 11:49 pm 
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Oh what bikes are you using (curses GW never releasing the unreleased Chaos bikers).

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Fri Oct 09, 2009 8:34 am 
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Quote: (The_Real_Chris @ Oct. 09 2009, 08:49 )

Oh what bikes are you using (curses GW never releasing the unreleased Chaos bikers).

The ones in the picture are eldar bikes.

For these World Eaters now however, I have some Apocalyptic 6mm bikes. They are awesome

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Fri Oct 09, 2009 8:47 am 
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Some quick thoughts on the battle:

I am finding the air attacks a great help for shooting and activations. I am troubled that my opponents however seem to be a little 'ho-hum' regarding air defence. Seriously, you either go full protection or none at all. One cannot expect to spend ~150 points and be protected. Either spend a good part of the points on some protection, or go without. There is no half-way point when the opponent uses air attacks - and I am finding that air superiority is becoming a large part of our games. This is the World Eaters weakness, so it should be exploited. For air defence, fighters are defence as well as ground units; this should not be forgotten.

Scouts. If your units are too valuable to be lost to a teleport or drop army, then look to offer protection such as scouts and/or small expendable units. Too often the World Eater Terminators and Dreadclaw drops are hitting exactly what they need to hit due to lack of protections.

Concentrate on smaller units if you have to. Another weakness of the World Eaters are their few activations. Take these out and you limit their options for objectives. In this battle, the Vultures did not shoot their missiles in two turns. This was a real waste.

The player started to find that sustained actions against units really hurt the World Eaters. In reality, 4+ saves are going to fail 50% of the time and units will break. Consider how far away from the World Eaters a unit is before considering a move rather than shooting. Those bikes are not worried about enterring a FF combat. BtB combat is just a bonus.

These are just some quick thoughts at the moment.

Overall, the World Eaters work best as a drop force. I am eager to try some foot-slogging examples so hopefully I can start to develop this battle technique in the next few battle reports. More of this to be updated in the World Eaters thread at the bottom of my sig.

Cheers.....




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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Fri Oct 09, 2009 8:53 am 
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May I suggest your opponents pick a 'winning' tourney list and use that? They typically cover most bases well.

Oh and I can give you a game vs BlackLegion if you like :)




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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Fri Oct 09, 2009 9:09 am 
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Quote: (The_Real_Chris @ Oct. 09 2009, 17:53 )

May I suggest your opponents pick a 'winning' tourney list and use that? They typically cover most bases well.

Opponents get so few games that they may want to just play what they want to. I will offer it however...

Quote: 

Oh and I can give you a game vs BlackLegion if you like :)


I start my new job on Monday however I may have some time this weekend (If I get some other stuff done first) if you want. If possible, keep your MSN on this weekend and I will contact you  :agree:

Buy some tissues however. You may need them.   :grin:

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Fri Oct 09, 2009 9:32 am 
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For tears of laughter (1, 1, 1 vs my elite blacklegion 6's!)?

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 Post subject: World Eaters1.1 vs Imperial Guard
PostPosted: Fri Oct 09, 2009 11:06 am 
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Quote: (The_Real_Chris @ Oct. 09 2009, 18:32 )

For tears of laughter

Very good comeback. I like it   :agree:




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