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World Eaters vs Imperial Guard

 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:00 am 
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20/12/09

Army Lists
World Eaters: World Eaters v1.3.1  with December 2009 Changes

Discussion thread: http://www.tacticalwargames.net/forums/ ... 82;t=16291


Imperial Guard: Epic:A 2008 Handbook edition



Apologies: None.  


Pre-game table set-up


Game Note: This game tested the playtest changes with the revised Khorne Daemon Engines, as well as the cheaper foot-slogging Berserkers and extra Bloodgors in a unit. Overall it was an enjoyable game where luck shined her favour on the World Eaters throughout the first and second turns. It was also a game that allowed Trog to test out Imperial Guard for a 2nd time, and also experience drop troops and daemons.


Frogbear – World Eaters 3000 points (10-11 Activations)
- Berzerkers(1) + Dreadclaws + Daemonic Pact
- Berzerkers(2) + Skull Lord + 6xAbhumans
- Chosen(1) + 2xSlaughterfiends – scout ability
- Bikes(1) - Juggers substituting as bikes
- Bikes(2) - Juggers substituting as bikes
- Daemonic Engines(1): 2xAssault & 3xCC
- Daemonic Engines(2): 3xAssault & 2xCC
- Daemon Support Engines (Doom Blasters)x4
- Bloodgors
- Hellblades1
- Cruiser Battleship

- Lesser daemons x5  (Minotaurs substituting as daemons)




Imperial Guard  3000 Points (9 Activations) - Played by Trog
- Regimental HQ + Supreme Commander + Commissar
- Rough Ridersx6 + Commissar
- Stormtroopers + 4 Valkyrie + Commissar   (land speader substitutes for Valkyries)
- Infantry Co + 2xSnipers + 4xFire Support + Commissar
- Artillery Co (6x Basilik, 3x Manticore) + Hydra + Commissar
- Tank Co. (with Vanquisher) + Commissar
- Flak Battery
- Sentinels
- Thunderbolts






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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:05 am 
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Note: All directions in battle report will be given from the standing point of the World Eaters Player

Key:
WoE = World Eaters
IG = Imperial Guard
DAE = Daemonic Assault Engines
DSE= Daemonic Support Engines

Table 6x4



Garrisons:
Imperial Guard
- Infantry Co, Centre Crater on Overwatch (on the right of the pic)


World Eaters:
- Berserkers(2) centre ruins on Overwatch
- Chosen RHS Hill on Overwatch





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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:06 am 
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Setr Up

Imperial Guard
- Reg HQ centre table
- Tank Co. LHS Ork buildings
- Artillery LHS table edge
- Flak Battery next to Reg HQ
- Storm Troopers RHS table
- Rough Riders next to Storm Troopers
- Sentinels LHS table

Imperial Guard Setup


...and from the other side


World Eaters:
- Bikes(1) RHS table
- Bloodgors LHS protecting Blitz
- Bikes(2) RHS table near Bikes(1)
- Daemon Assault Engines(2) RHS hills
- Daemon Assault Engines(1) behind centre ruins
- Daemonic Support Engines (Doom Blasters) centre table edge

World Eater Setup



- All other units off board
- Cruiser to come on in Turn 2 (should have been Turn1 but I forgot to nominate so went with Turn 2 as that was standard for all other such battle reports)



Teleports: None

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:09 am 
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Turn 1
WoE win Initiative  

- Hellblades go on CAP
- Thunderbolts go on CAP
- Chosen March into centre crater
- Hydras Advance on Chosen for no kills
- Bikes(1) Double up RHS table
- Sentinels Double forward
- DAE2 Double up behind set of buildings
- Artillery Sustain indirect vs DAE2 for no damage (WoE player making saves like a champ)
- DAE1 March down centre table next to centre Crater
- Infantry Co. Sustains vs DAE1 for no damage (WoE player making saves like a champ)
- Bikes(2) March behing Administrorum buildings
- Rough Riders become unruly yet with some quick commands from the Supreme Commander, they Charge Bikes(2). The seasoned WoE bikers quickly dispatched these young horselords for no damage themselves.
- Doom Blasters (DSE) Double vs Hydras killing 2 and breaking the unit.


- Stormtroopers Advance on Chosen and fire full auto killing 1 Chosen (breaking the unit), and killing a DAE on the extra template
- Berserkers(2) March LHS crater in front of Sentinels


- Tank Co. Fails their order and decide to make one move forward (worried about an oncoming barrage)
- Bloodgors fail and decide to move around within the buildings


- HQ doubles towards RHS table (worried about an oncoming barrage)

End of turn Hellblades remove themselves from CAP


Rally Phase
All units Rally


End Turn 1


Teleports:
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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:19 am 
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Turn 2
WoE win Initiative  

- DAE(1) Advance on Storm Troopers killing 1 Valkyrie
- Bikes(2) retain and Charge Storm Troopers. The CC fighting was fierce and the WoE Bikes had the upper hand, yet the supporting fire from Infantry Co. And HQ saw the the WoE Bikers wiped out. Stormtroopers were left with 6xBM

WoE Bikes(2) Charge Stormtroopers


- Artillery Sustain Indirect vs Chosen with templates also hitting the Doom Blasters (1 dies) breaking both units

Chosen are broken


- Sentinels retain and Double back away from Berserkers(2)
- DAE(2) fail, gain their BM and using the Blood Rage rule Charge Storm Troopers. Storm Troopers are winning with a +2 modifier before losing the dice roll by 4 (losing the combat by 2)
- HQ fail to activate and decide to shoot DAE(1) for no kills
- WoE Cruiser enters overhead. With no War Engine to Pin Point and the Barrage hitting nothing, the Dreadclaws are released landing where the Armoured Co. Once stood.

The Drop of the Dreadclaws





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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:24 am 
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The scene when we left it last



- Berserkers(1) exit their Dreadclaws, retain, and call out on the favour of Khorne; being rewarded with 4 stands of Bloodletters. They then Charge the Sentinel unit intermingling the Tank Co. The combat sees the IG losing 3 Sentinels and 2 Leman Russ’ vs the loss of 2 Bloodletter stands. Before the dice roll the WoE were up by +1 overall. As the IG player rolls a 5, the WoE player rolls a 6 thereby winning by 2. Berserkers(1) survive this combat without any BM (the use of Daemons for the WOE cannot be underestimated)

World Eater Berserkers charge out of the Dreadclaws


The result of the end of the Dreadclaw drop and Blitzkrieg



- Lone Hydra sustains vs Berserkers(1) for no damage
- Berserkers(2) March towards broken Tank Co.
- Infantry Co. Fail activation. Some strong orders from the Supreme Commander strengthen their resolve and they Sustain vs Berserkers(2) killing 3 Bloodgors and a Berserker unit.
- Bloodgors fail activation and use Blood Rage to Charge out to the right
- Bikes(1) March to the front of the Tank Co. – flooding the Tank Co. With all units galore in case they rally
- Hellblades GA Tank Co. Hydra enacts Flak for no damage. Thunderbolts enact CAP killing 2 of the Hellblades. The sole Hellblades ‘stays on target’ shooting at Tank Co. For no damage other than 1 tank being removed due to gaining a BM while broken.


Rally Phase
- Doom Blasters (DSE) Fail
- Storm Troopers fail
- DAE2 fail
- All other units Rally


End Turn 2



Teleports:
None

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:26 am 
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Turn 3
IG win Initiative  

- Tank Co. Advance back and shoot Bikes(1) killing 1 unit
- Infantry Co. Retain and Charge DAE(1) while intermingling DAE(2). DAE hit once from 7 dice and IG hit 8 times from 19 dice.

IG Charge the World Eater Daemonic Assault Engines in a FF combat


- WoE Bikes(1) Charge Tank Co. And lose the combat by 1
- Chosen retain and Advance on Tank Co. The Slaughterfiend fires and kills 1 tank and therefore breaks the unit leaving the Blitz uncontested.
- HQ Double on Berserkers(1) – once again contesting the Blitz – killing 1 Bloodgor and 1 Berserker stand
- Artillery retain and Sustain indirect vs Berserkers(2) for no kills
- Berserkers(2) Charge lone Hydra wiping it out for no kills, and attempt to capture the Blitz for next turn if required.
- Thunderbolts stand down
- Hellblades Stand Down
- Sentinels decide to Advance on Bikes(1) for no kills. BM causes a Stubborn save which is saved.

Note: at this point the IG player has given the WoE player the TSNP objective as they should have Marched to prevent this point for turn 3

- To win the game, Bloodgors (who have not been able to make an initiative roll all game) need to make a March move to gain control of all 3 own objective markers. The dice are rolled and as a pleasant change to all other games previously, a 3+ is rolled and the Bloodgors make a march move to gain the point for DTF

End Turn 3



Game Over

World Eaters: 2 (DTF, TSNP)
Imperial Guard: 0

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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 6:35 am 
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After Game Thoughts

As the World Eater player I had some awesome luck on the armour save rolls. These really assisted me to move my units up into close reach of the Imperial Guard.

The Imperial Guard could have made use of Overwatch on a Charge where it would have hurt. Also Charging instead of gaining some support first was a major area that saw the loss of the Rough Riders for no gain.

It was Trog's  2nd game with Imperial Guard and he was still getting used to various units and abilities. Also coming up against Fearless units (DAE) was a task for him that he will no doubt learn from in future games.

Overall the change to the daemon Assault Engines and daemon Support Engines provided a very Khornate list. They were affordable and acdefinite option for such future games. Now if I just manage to learn some strategy I just may be competative   :grin:

I will update the World Eater thread now...




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 Post subject: World Eaters vs Imperial Guard
PostPosted: Sat Dec 26, 2009 2:38 pm 
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...a further note that I forgot to mention was that if the WoE had not finished the battle on Turn3, Turn 4 could have swayed the way of the Imperial Guard as their Infantry Co. and HQ were quite strong. Along with the Artillery Co. at full strength and the Tank Co. having the chance to rally, I feel that the Worlod Eaters were on borrowed time.

If that one sentinel had bothered to leg it to the other side of the table, I would have hate to see what the result would have been....

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