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Harlequin(4.2)VsCodex Astartes(Netea2014)

 Post subject: Harlequin(4.2)VsCodex Astartes(Netea2014)
PostPosted: Thu Oct 13, 2016 10:27 am 
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Hi All,

Well we manage another game of epic. It was 3000 point per side and it was between Harlequin(4.2)and Codex Astartes (NetEA Tournament Pack 2014)..

I played the Harlequin(4.2) and Britt played the Codex Astartes (NetEA Tournament Pack 2014)

Link to Harlequin(4.2)…
viewtopic.php?f=24&t=31579

Link to AAR…
http://pfe100.blogspot.com.au/2016/10/h ... netea.html

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 Post subject: Re: Harlequin(4.2)VsCodex Astartes(Netea2014)
PostPosted: Thu Oct 13, 2016 11:06 am 
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Interesting report. Thanks for posting

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 Post subject: Re: Harlequin(4.2)VsCodex Astartes(Netea2014)
PostPosted: Thu Oct 13, 2016 1:43 pm 
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Thanks for reading... ;D

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Greg

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I'm human and not a !@#$%^# Robot..


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 Post subject: Re: Harlequin(4.2)VsCodex Astartes(Netea2014)
PostPosted: Thu Oct 13, 2016 5:47 pm 
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A better game for the Harlies, though When I saw the Marines win the SR in turn #2, I feared a repeat of the first game. As you demonstrated, the Harlies have to balance extreme aggression with extreme caution, advancing via cover to minimise enemy shooting up to the point where they can launch their assaults. Their limited numbers and poor ability to support each other means they usually fight independently, though they also need to concentrate on one part of the opposing army.

One observation, I think placing the Laughing God Cegorach should be compulsory. In turn #1, if you do not intend to advance far (a reasonable strategy), you should have placed the marker nearer your baseline (which does partly signal your intentions to the enemy . . . :) )
Also, you didn't mention it at the start of turn three - did you move him at all?

Also, after the Mimics won the combat against the WH pack, I believe all the surrounding Marine formations should have gained a BM for being near the combat, which would have influenced the second assault on the Tacticals . . .


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 Post subject: Re: Harlequin(4.2)VsCodex Astartes(Netea2014)
PostPosted: Fri Oct 14, 2016 12:42 am 
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Ginger wrote:
A better game for the Harlies, though When I saw the Marines win the SR in turn #2, I feared a repeat of the first game. As you demonstrated, the Harlies have to balance extreme aggression with extreme caution, advancing via cover to minimise enemy shooting up to the point where they can launch their assaults. Their limited numbers and poor ability to support each other means they usually fight independently, though they also need to concentrate on one part of the opposing army.


So true.. ;D

Ginger wrote:
One observation, I think placing the Laughing God Cegorach should be compulsory. In turn #1, if you do not intend to advance far (a reasonable strategy), you should have placed the marker nearer your baseline (which does partly signal your intentions to the enemy . . . :) )
Also, you didn't mention it at the start of turn three - did you move him at all?


Yes I did move him and in the next report must remember to say I did...

Ginger wrote:
Also, after the Mimics won the combat against the WH pack, I believe all the surrounding Marine formations should have gained a BM for being near the combat, which would have influenced the second assault on the Tacticals . . .


Yeah..that was added into result. It would help if I could roll bloody well..I tweak the report to say it was add..I know the scouts and predators were effected and that was added into their activation's and/ or combats..for having a BM..

We got lazey and didn't place the BM's later.. :-[ and I wanted to keep things moving, hoping to get four turns in, which never happen.. :( ... had thought of getting a chess clock to see if that helps.. ;D

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I'm human and not a !@#$%^# Robot..


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