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World Eaters vs Imperial Guard

 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 11:25 am 
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15/10/09

Army Lists
World Eaters World Eaters V1.3
         Discussion thread: http://www.tacticalwargames.net/forums/ ... 82;t=16291


Pre-game table set-up



Game Note: In this game, I wanted to test a pure ground force (no teleports, fliers, or drops) in a lead up to the new introductions that will come in V1.3. It was also an opportunity to test out units that I have not taken before (Greater Brass Scorpion, Ravager), and units that need more use (Juggers).
 

Frogbear – World Eaters 3000 points (9 Activations)
- Berzerkers(1) + Rhinos + Skull Lord
- Berzerkers(2) + Rhinos
- World Eater Bikes(1)
- World Eater Bikes(2)
- World Eater Bikes(3)
- Juggernaughts x6
- Defiler Engines (Defilers x4)
- Greater Brass Scorpion x2
- Ravager Titan (BTS)



Imperial Guard  3000 Points (9 Activations)  
- Tank Company + Commissar + Hydra (BTS)
- Baneblade(1) + Commissar
- Baneblade(2) + Commissar
- Mechanised Infantry Company + Commissar + Hydra
- Shadowsword(1) + Commissar
- Storm Troopers + Valkyries
- Warhounds x2 + Commissar
- Thunderbolt Fighters
- Marauder Bombers



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

WoE = World Eaters



Garrisons:
Imperial Guard
- Storm Troopers LHS table ork Buildings

World Eaters: None


Setr Up
- WoE Bikes(1) RHS table behind Admin buildings
- Mech Co RHS Blitz
- Bikes(2) LHS Table edge behind ork buildings
- Shadowsword behing Mech Co
- Bikes(3) centre table behind hill
- Armoured Co LHS beside Storm Troopers
- Defilers behind Bikes(3)
- Warhounds LHS table behind hill
- Juggers LHS behind buildings
- Baneblade(1) RHS of Armoured Co behind building
- Berserkers(2) centre table behind craters
- Baneblade(2) RHS of Baneblade(1) inbetween buildings
- Berserkers(1) LHS of Berserkers(2)
- Ravager Titan Centre table
- Greater Brass Scorpions RHS of the table

The armies set up before the first dice roll:



Teleports: None

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 11:25 am 
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Turn 1
WoE win Initiative

- Defilers Double towards Stormtroopers for no hits
- Marauder Bombers fail to activate and Stand Down
- Ravager Doubles towards Mech Co killing 1 Chimera
- Mech Co Double into ruins and remove a shield off the Ravager
- Bikes(1) Double towards RHS ruins
- Thunderbolts GA Ravager removing 3 shields (WTF! – Im Naked!)
- Berserkers(2) Double to within 5cm of Mech Co.
- Baneblade(2) Doubles to Berserkers(2) killing a Rhino and Berserker stand
- Berserkers(1) March centre table to be within 15cm of Baneblade(2)
- Storm Troopers fail to activate
- Bikes(3) Double to within 12cm of the Storm Troopers
- Shadowsword Advances on Ravager causing 3 Damage and a Critical breaking it. Ravager Doubles forward towards Mech Co.
- G.Brass Scorpions March down RHS ruins
- Baneblade(1) fails to activate and shoots Bikes(3) killing 1
- Bikes(2) March to be in front of Storm Troopers
- Armoured Co. fail to activate and shoot at berserkers(1)  hitting 3xRhino and 1 Berserker who all save (first bit of luck in a long time)
- Juggers March right down the centre of the table

The March of the Juggers


- Warhounds Double on Berserkers(1)  for no hits as he could not roll better than a ‘3’



Rally Phase
- Ravager fails
- Berserkers(2) fail
- Baneblade(1) fails
- Berserkers(1) fail
- Armoured Co. fails
- Bikes(3) fail


End Turn 1








Teleports:
- None

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 11:26 am 
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Turn 2
WoE win Initiative on a ‘6’ – no Daemonic Pact to utilize free Daemons

- Juggers Charge Baneblade(2) to wipe it out for no losses

{note: I should have ended the game here as the rest is a slow decline to Epic Failure – this was one of only 2 IG units to be wiped out for the whole game}

- Berserkers(2) retain and Charge Mech Co. 3 Rhino and 3 Berserkers die in place of 2 Imp Guard and 2 Chimera casualties (you do the math). Berserkers lose by 6 in which Stubborn prevents 3 of the extra kills
- Mech Co. fail to activate and remove BM
- Bikes(1) Charge Storm Troopers in a clipping FF assault. They do 4 hits and 3 Storm Troopers die while saving all 3 hits in return. They only end up winning by ‘1’ however.
- Defilers retain and Sustain vs Warhounds only removing a shield off one of them.
- Marauder Bombers GA G.Brass Scorpions killing 1 (I give up – dice do not like me) and breaking the unit.
- Warhounds retain and Sustain vs Berserkers(1) killing 3 Rhino and 3 Berserkers (Yay – let the slaughter begin!!)
- Bikes(3) Charge Mech Co. in a clipping FF assault and lose by 5. 1 WoE bike dies due to a failed stubborn roll.
- Shadowsword Advances on Juggers Killing 2
- Thunderbolts GA Defilers (the only unbroken WoE unit on the table at this time mind you) killing 1 Defiler.


Rally Phase
- G. Brass Scorpions fail
- Baneblade(1) fails
- Berserkers(2) fail
- Warhounds fail
- Armoured Co. fails
- Juggers fail
- WoE Bikes(2) fail


Teleports
- None


Turn 3
WoE win the Initiative

- Defilers Sustain vs Warhounds causing 1 wound (no critical)
- Ravager retains and Doubles towards Armoured Co. killing 1 Chimera and 1 Guard unit (that’s it!!?)
- Marauder Bombers fail to activate and Stand Down
- WoE Bikes(3) Charge Mech Co. Combat is a Draw. Another round ensues and the decision to not move up by the Imperial Guard player means that the WoE Bikers win by 4. In doing so however, the WoE bikers themselves are also broken.
- Thunderbolts GA Berserker(1) for no kills
- Berserkers(1) March somewhere (forgot to write it down)
- Storm Troopers fail to activate and therefore costs the Imp Guard player from attaining the unguarded Blitz objective.
- Baneblade(1) fails and shoots Berserkers(1) killing 1 berserker and 1 Rhino breaking the unit.
- Warhounds Double to Ravager for no damage
- Shadowsword doubles to Ravager causing 1 damage. It breaks and retreats towards Blitz.
- Armoured Co. Double to Ravager causing no hits.


Rally Phase
- All pass other than the Warhounds

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 11:26 am 
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Turn 4
WoE win the Initiative

- Juggers Charge Warhounds. 1 Warhound dies yet Imp Guard win the combat. Both units broken.
- Ravager retains and Charges Shadowsword. No idea what happened in this combat (most likely a FF) yet Ravager loses by 1 and retreats.
- Thunderbolts GA WoE Bikes(1) for no hits
- Baneblade(1) fails to retain and Shoots Defilers – no wounds
- WoE Bikes(1) fail and break. They move back to own Blitz
- Marauder Bombers GA Ravager removing a shield and also placing 2BM on Berserkers(1)
- Shadowsword retains and Advances on Ravager Killing it (salt to the many wounds)
- WoE Bikes(3) Charge Warhound and both units wipe each other out.
- Storm Troopers March to gain Blitz and T&H objectives
- Berserklers(1) March to Blitz
- Armoured Co. Advance on Berserkers(1) wiping them out


GAME OVER

World Eaters: 0

Imperial Guard: 4 (DTF, Blitz, T&H, BTS)

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 11:27 am 
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Post Game Thoughts

A series of bad rolls from both players throughout the game. WoE obviously had the worst of it due to being so specialized in their abilities and having to foot-slog it.

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 3:52 pm 
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And you used a unit of SLAANESH! Steed Riders to proxy Juggernauts. Thats even worse than using Slaanesh coloured dice  :laugh:

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 4:28 pm 
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Bad luck on the bad luck again, to what extent did the list fail due to foot slogging and to what extent due to bad rolls? Id be interested to see a similar list tested again.

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 6:42 pm 
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considering how many units you had in charge range by the end of turn 1 I'm surprised you didn't win that many assaults. were any in support range of other assaults? IG fms are seriously difficult to wipe out in assault simply because they have so many units. Were you able to prep your opposing fms? I noticed the Mech Co marshalled which probably helped them, but what about the others? From the report at least it did feel a little scatter gun, do you think you would have been better off focusing on a smaller part of his army?

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 10:13 pm 
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OK

I will try to answer all these in one go   :;):

Quote: 

And you used a unit of SLAANESH! Steed Riders to proxy Juggernauts. Thats even worse than using Slaanesh coloured dice


Yes. Ebay is being sourced as I write this....

Quote: 

Bad luck on the bad luck again, to what extent did the list fail due to foot slogging and to what extent due to bad rolls? Id be interested to see a similar list tested again.

Being shot at and failing saves really hurts. Then the BM are almost impossible to remove as well as a marshall is almost a failed action for these guys. Remember, if they fail to activate as well, they cannot chose to remove BM either.... When the assaults go bad and BM are piling up, there is not much that can be done. Version 1.3 introduces the 'Disposable' units and this assists the list greatly. There will be more games no doubt.


Quote: 

considering how many units you had in charge range by the end of turn 1 I'm surprised you didn't win that many assaults. were any in support range of other assaults? IG fms are seriously difficult to wipe out in assault simply because they have so many units. Were you able to prep your opposing fms? I noticed the Mech Co marshalled which probably helped them, but what about the others? From the report at least it did feel a little scatter gun, do you think you would have been better off focusing on a smaller part of his army?


In hindsight, really should not have spread the army out so thinly. I should have attacked on one particular side (the right) and forced the Imp Guard into Doubling maneuvours to defend their overwealmed units. Only more games with this new style of play (foot-slogging rather than drops and teleports) will fix this.

Overall, it was one of those games where I needed to test a foot slog force to see what the difference wouyld be when I introduced ideas from the V1.3 playtests that were coming up (introducing the disposable units). Like stated previously, it is important to me that the army does not play a one dimensional game (drops and teleports), and has the ability to allow players to 'foot-slog' a force across a table and have some fun with different types of stratergy.

I really appreciate all your posts. Make me think that all the time spent on battle reports is not wasted   :agree:

Cheers.....

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Wed Nov 11, 2009 10:40 pm 
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Also

I should put in the fact that any core unit without a Skull Lord or Favoured of Khorne has a 2+ initiative.

People always seem to overlook this point when reviewing the effectiveness of the army. A 2+ initiative with BM becomes a 3+ which then leads to more Charge actions and less removal of BM (due to the Blood Rage rule) which is a constant threat when your army relies on CC factors to win a game.  

:)




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 Post subject: World Eaters vs Imperial Guard
PostPosted: Thu Nov 12, 2009 6:45 am 
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Due to Epic design methods you should write that all formations have init 2+, then a special rule giving some 1+ (like the BL).

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Thu Nov 12, 2009 8:07 am 
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Quote: (The_Real_Chris @ Nov. 12 2009, 14:45 )

Due to Epic design methods you should write that all formations have init 2+, then a special rule giving some 1+ (like the BL).

It is hard as the Core units without a character specified are supposed to be 2+ initiative, yet most start with the character at purchase.

The wording I have for that area is:

Chaos Navy, Bloodgors, and World Eater Core Retinues without
a ‘Skull Lord’ or ‘Favoured of Khorne’, have an Initiative of 2+. All
other formations have an initiative rating of 1+.


It is also found under the heading of Initiative and Stratergy Rating Heading. I cannot see how I can present it any more clearer.

Any suggestions?

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Thu Nov 12, 2009 8:12 am 
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Oh right so there are formation that are always init 1+ regardless of whether or not they have the upgrade?

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Thu Nov 12, 2009 8:26 am 
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Quote: (The_Real_Chris @ Nov. 12 2009, 16:12 )

Oh right so there are formation that are always init 1+ regardless of whether or not they have the upgrade?

Yes.

So other than Core units without the named character, Bloodgors, and Chaos Navy, all others have a 1+ initiative.

It makes things a little more unpredictable which we feel captures the element of the Blood Rage within the Legion and allies.

The rest are pretty much Daemon influenced, so they have a clearer agenda to their machinations - although they also suffer the Blood Rage to a slightly lesser extent.

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