Join Date: Mar 2008
Location: Indianapolis, IN
Tanks.... to many Tanks... ie Marines vs Guard Apoc
I'll get my pictures up in a day or two, when I remember to get them off my camera.
So it was me and Son of Horus vs 3 Imperial Guard players.
10,000 points per side (I had 6k and Son had 4k)
Brief desc of armies:
Son had a Lions Rampant Battle Company, so LOTS of marines. I had Masters of the Chapter, a Warhound Titan, a Terminus LR and then my usual array of Aesir Knights. Lions had a Baneblade also.
The Britney Spears worshiping Imperial heretics had some special tank that had a turret mounted mega-bolter... don't ask me the name.. it starts with a M I believe. I thought it would have been a greater threat, but honestly after watching it the first two rounds I wasn't really that worried about it. And then they had LOTS of tanks. I mean LOTS of tanks. I believe 2 were using Armored Company formations. And they had some marine allies (mainly as point fillers).
We only got 2 rounds in, so can't fairly call a win/loss/draw.
The Britney Spears worshiping Imperial heretics won the choice of deployment zones and took the larger side (of course). But they bid 20 minutes to setup, while we only bid 10 minutes. And since Son was using the Battle Company formation he didn't even take half that time to setup. I got alot of my stuff down, enough to start with. But I did have 2 Termie squads, 1 Vet, 1 Assault and my command squad with a LR still to field. Oh yeah.. and my Terminator Chaplain with the Holy Hand Grenade of Antioch (ie Vortex Grenade).
So I'm gonna try and remember what happened probably each round... which should be easy considering there were only 2 rounds... but my old age is getting to me.
Marines, Round 1:
The Lions battle company deploys, alot on the right flank where we were light. The Imperials had some disruption array that gave them a chance to screw up reserves, but it didn't work against the majority of the Lions. Only one squad got hit by it. I moved some of my stuff up, but as we had a number of juicy targets right away I didn't have to move much.
The Baneblade seriously weakens the left flank, nearly wiping out a marine devastator squad and doing some damage to other squads which didn't even live long enough for me to remember what they were. Small arms fire around the table takes out some of the Imperials, but nothing big except some of the Imperial foot troops on the right flank. My Terminus opens fire on one of the Commissar squads, leaving only a junior officer surrounded by smoking husks of his former comrades. My Warhound uses it Megabolter to finish off the devastator squad on the left flank and the turbo laser destroyer to take out a Lemun Russ near the middle. Taking out the Lemun Russ created a wreck that blocked many of the other tanks from coming down that side.
Imperials, round 1:
Their remaining right flank foot troops move in to assault, their left flank was already wiped out for the most part. The tanks in the rear fired and took out half of my second devastator squad, but I believe that was the core of the harm done. In the assault phase the Lions did loss a number of proud Astartes, but were definitely holding the ground. I could have easily missed stuff for the Imperials since I was on the left side and already had little to give me a real threat.
Marines, round 2:
My command squad comes from reserve and the LR gets stuck in difficult terrain... blah. Thats my luck with dice though, I swear. I bring in some other reserves, but nothing major. We both succeeded on our Orbital Bombardment rolls. I placed mine on top of some troops on top of a building with heavy weapons, killing a number of them. Son did take out the disruption array with his, which would have proven a MAJOR advantage if we had gone another turn.
The left flank was rather quick to deal with since there was very little Imperials left. But I knew that one of the Armored Companies was still in reserve and was likely waiting for the defense around the titan to lighten so they could move in and blow it to bits.
The Warhound takes out another commissar squad and fires the turbo laser destroyer at the special imperial tank. Quite impressively out of 15 shots from the megabolter, 14 hit and 13 wound. That will ruin any comThe special titan tank the Imperials has takes 2 weapon destroyed hits, but makes the 4+ save each time...
Between my Knights shooting and the Lions assault we wipe out the imperial foot troops on the right flank.
Imperials, round 2:
The majority of the imperial tanks begin to back behind a massive piece of terrain in the middle, out of line of sight of the Titan. So this limits their shooting greatly.
My command squad got wiped out due to Imperial fire, and I know the Lions took some fire. But I can't honestly say there was alot of impressive fire.
I believe they went quick cause at this point one of the guys had to go and since he had the majority of the Imperial forces (at least on the table at that time) we called the game.
I do believe we would have won had the game continued. I was ready to deep strike my chaplain in termie armor with the holy hand grenade near the titan tank. And with the disruption array destroyed it was pretty much a sure thing. Would have been better had my bike squad with The Herald not died due to my poor placement already. I probably would have used the extra speed on the Warhound to move it near the terrain in the middle, and within LoS the following turn.
I know the second armored company was planning to Flank March us on the left flank, but we had relatively good placement and he didn't have many choices and probably would have screwed himself in trying it.
I like the FW models. I love the fact they had some diversity to the existing line of tanks. But I'm no fan of all their optional rules. Particularly the imperial shell rules. The primary armored company apparently all had inferno shells and could fire them all day long. This ended up becoming an issue at one point in the game when a debate came up about their effect on a Fearless unit that he was trying to knock off the table.
So I think in the future if I arrange to play against Imperials I'm gonna make it clear I don't mind the special tanks.... I mean I want to design a special Marine tank or two myself. But the special shell rules I don't agree to since they arn't GW rules. I mean the guy was a nice guy and all, but the attitude that they were more powerful due to out-of-date rules and that since it was FW rules, it was the same as if it was GW rules, even though we hadn't agreed to their use before hand.
I just think its easier to stick with rules EVERYONE is familiar with. Using the optional rules like that just seems like power gaming to me, and Apoc games are meant to be friendly affairs.
Thats just my 2 credits on the matter though.
All in all, I had fun. I'm still unsure if I'd sign up for an Apoc game at Origins though to play with people I've never met though.