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Discussion Starter · #1 ·
I paid my normal visit to Justicar Alaric (Kris) for a game of 40k. This time I was bringing my Imperial Fists, the last army of mine that Kris hasn't faced. Also it would be different as Kris is using a list I wrote for him, hopefully it will perform well but we will wait and see ;)

Imperial Fists "Perturabo Hunters" - 2,000 points


HQ

Librarian - terminator armour, storm shield & nullzone

Elite

5 x Assault Terminators - 3 x thunder hammers & 2 x lightning claws

5 x Assault Terminators - 5 x thunder hammers

Troops

10 x Tactical Marines w/ Rhino - 1 x flamer, 1 x missile launcher - sgt w/ combi flamer - rhino w/ hunter killer missile

10 x Tactical Marines w/ Rhino - 1 x meltagun, 1 x missile launcher - sgt w/ combi melta - rhino w/ hunter killer missile

10 x Tactical Marines w/ Rhino - 1 x meltagun, 1 x missile launcher - sgt w/ combi melta - rhino w/ hunter killer missile

Fast Attack

1 x Land Speeder - multi melta & heavy flamer

1 x Land Speeder - multi melta & heavy flamer

Heavy Support

1 x Land Raider Crusader - 1 x multi melta

1 x Land Raider Crusader - 1 x multi melta

1 x Predator - autocannon, lascannons

Total: 2,005


Blood Angels "Packs & Missiles" - 2,000 points

HQ

Librarian - jump pack, shield of sanguinus & unleash rage


Honour Guard - jump packs, 4 x meltaguns & power fist

Elite

2 x Sanguinary Priests - jump packs

Chaplain - jump pack

Chaplain - jump pack

Troops

10 x Assault Marines - 2 x meltaguns - sgt w/ power fist

10 x Assault Marines - 2 x meltaguns - sgt w/ power fist

10 x Assault Marines - 2 x flamers

10 x Assault Marines - 2 x flamers

Heavy Support

5 x Devastators - 3 x missile launchers

5 x Devastators - 3 x missile launchers

5 x Devastators - 4 x missile launchers

Total: 1,995


Game: Pitched battle & seize ground

Deployment

Kris won the roll off and decided to go first, which suited me fine as this gives me a extra turn to grab objectives. We placed the objectives down with three Kris' side and two my own, Kris were in ruins which we will call shrine, administratum and tower. Mine were in ruins called basilica and temple.

Kris deployed the three Dev squads in the ruins by the objectives contesting three straight away, this way the missiles had clear view all across the board. He then deployed a single melta A.S behind the centre administratum ruin and then either flank of that ruin he put a flamer A.S and melta A.S and then on the right flank he put flamer A.S, Librarian and H.G.

I deployed my Fists splitting into combat squads putting one squad on the basilica objective and then two squads ont the template objective, claiming me two objectives before the game starts. I then deployed my Raiders 12" forward and used there bulk as shields for the weaker Rhinos and Speeders, I had everything covered really really well. As you'll see from my Raider wall Rhino parking lot below those missiles haven't got good LOS or I've got some sharp cover saves :D





* Tactical Notes

Ok so I've deployed my stuff krak rocket tight. The Land Raiders are the front need 6+ to glance, though it's the Rhinos I'm worried about with the barrage of krak rockets. But with everything hidden well and the Land Speeders tucked away things should be ok. I've also deployed my army bunched up so a good portion of Kris' army needs to come more over to me, throw this in that in my first turn I'm not moving - see the Angels have started 12" so I have I, they move 12" then me that's 48" and putting myself in melta range - sure I could probably assault with the Terminators, but I'm gonna let the Angels come to me becauseo of my plan. I've got enough long range fire power to kill a A.S a turn without FnP, if they come in closer I can use meltaguns too to drop the pain on them.


Turn 1

Blood Angels move out in a pincer flank attack, the melta and supporting flamer Assault Squads flank down my left and hiding well behind a ruin. The other flamer A.S and Honour Guard with attached Librarian flank down my right but are a more distance away thanks to my deployment, but they are covered well via ruins and the H.G is behind the A.S for cover saves also. Kris asked my advice on the other melta A.S unit which I suggested he hang back until I come in closer or else they are going across no man's land plus he hasn't got an objective yet!

Angels unleash rockets only from the centre ruin Dev squad thanks to LOS blockage from ruins and Land Raider wall :) . After some funky cover saves I lose a single Rhino.

In my turn I hold position of all transport tanks. I move the Speeders so in front of the Predator (giving it a cover save) but not blocking LOS from the guns. My plan here is to torrent the melta A.S on my left flank leaving the flamer A.S with nothing to crack my armour at close range. The squad out the busted Rhino run into basilica ruin.

Shooting I fire everything what I can at the melta A.S but due to some cover saves and not so hot shooting (particularly from multi meltas!) I only kill two Space Vampires, not good, plan failed.





* Tactical Notes

Ok I'm a bit gutted I didn't wipe out that melta A.S of the map. Some bad luck shooting as multi meltas and a few hunter killers missed and along with cover saves let the squad survive. Next turn is make or break for both of us, Angels must pop than Land Raider to clear a path to the weaker armour but able to assault the Terminators to stop them from counter assaulting.

My plan is hopefully the Angels will fail to pop my Raider, I'll move out and sent the Assault Terminators at the melta A.S but not before torrenting them with fire power. I'll use the combat missile launcher squads to blow away the incoming flamer A.S along with meltagun support from the squad which just got there Rhino wrecked and the Land Speeders.


Turn 2

The Angels come barrel rolling down the flanks with the melta A.S ready to take a shot at one of the Raiders, they're pushing melta range though!

Shooting the melta A.S is out of melta range, they fire one misses the other hits rolling a 6+, then rolls 6+ to glance and then 6+ on the vehicle damage chart, which thanks to melta means a wrecked Land Raider! Weighted dice I tell ya! lol. I bail my Terminators out the side of the Land Raider which means the Assault Squad can no longer reach them to assault ;) . Krak missiles rain down on the missile launcher combat squad closest to the temple objective, two remain and pass morale. The flamer A.S supporting the melta A.S which just wrecked the Land Raider unleash flamers at the combat missile launcher squad on the basilica objective, but due to position only a single Marine gets hit and is then wounded and fails the armour save, the removal of this model stops the flamer squad assaulting my Imperial Fists :) . More krak rockets rain down and pop another Rhino.

In my movement phase I attempt to move the single operational Land Raider through terrain but it gets immobilised! I move the Assault Terminators out of it and towards the flamer A.S and H.G coming down the right flank. I move the other unit of Terminators along with the Librarian through terrain towards the melta A.S which just toasted their Land Raider. I move the first combat squad to be popped out there Rhino through terrain more to get LOS better on the flamer A.S and to stop any cover saves too. The combat squad which just got busted out their Rhino I hide among the wreckage to stop the oncoming H.G to assault them, this will also prove useful if the H.G flank down and around. I move both Speeders to get the flamer A.S which is supporting the melta A.S which popped the Land Raider.

Shooting the Librarian casts nullzone, pretty much everything then torrents the flamer Assault Squad along with a few shots at the melta Assault Squad giving the Terminators less job; the flamer A.S survives with just the SGT remaining, he passses morale ok.

In assault my Terminators and Librarian charge the melta A.S and pound them, but still a few survive and keep them locked in combat - I lose a single Terminator though. The other Terminators charge the other flamer A.S on the right flank after combat a single Terminator is dead and only 3 Angels remain along with the Chaplain attached to the unit.





* Tactical Notes

Ok combat could have gone better with both Terminator squads pounding both Angels units into dust, but it didn't work. At least a melta unit is tied in combat which means no more tank popping and the flamer Assault Squad is depleted.

My next move is to hopefully win combat with the Terminators and tackle the Honour Guard, once I've done that my side of the board will be clear of all threats. I'm keeping the Speeders hidden so i can turbo boost them in turn 5 to the Angel objectives and contest them ;)


Turn 3

I advise Kris to use the solo SGT to fall back towards the Devs in the tower, if he does this he can claim his second objective and hopefully score a draw. So the single SGT moves back behind a ruin blocking LOS. The H.G flank round the back of the temple ruin and prime meltaguns at the weaken combat squad claiming the temple objective.

Shooting turn Devs fire krak rockets at the squad on the temple objective and wipe them out. The H.G has better luck and makes the Imperial Fists on the lower levels of the basilica slag, but two still remain and pass morale.

In assault the melta Assault Squad is pounded by thunder hammers but a Terminator is also killed, the 'Nators consolidate towards the solo SGT behind the ruin. The flamer A.S with the Chaplain takes a beating from my Terminators, all Marines dead except the Chaplain who stays locked in combat!

At the moment we're drawing as I only have a single objective. I move the other missile launcher combat squad which took wounds from the H.G up through the levels and they now claim the temple objective. I reinforce the basilica objective with the melta combat squad from the ground floor below which just laid waste to the flamer A.S previous turn. I then move the other melta combat squad which I held back last turn towards the H.G, the flamer combat squad also bails out the last working Rhino and moves towards them. I move the Librarian and Terminators through terrain towards the solo SGT in effort to stop the model going towards the tower objective.

Shooting the Librarian uses avenger power but fails to wound the solo SGT. I fire my last krak rocket along with fire from the last Land Raider at the Devs in the centre administratum ruin, I kill two lowering the krak rocket numbers. The two combat squads (melta & flamer) fire at the H.G with a mix of bolters and bolt pistols, the Librarian uses the shield power but still a H.G's fall thanks to melta. Both Speeders fire at the H.G too, but I think the shield power does it's job this time. The Predator fires at the H.G too but armour saves pass or/and does FnP saves.

In assault the Librarian and Terminators charge through the ruin and smash the SGT, they consolidate towards the tower. The flamer combat squad charges the H.G, I lose a single Fist and the Angels have a wounded Librarian left and the Apothecary, they stay locked in combat. The pesky Chaplain keeps my Terminators tied up another turn longer!!





* Tactical Notes

Ok as I expected the H.G swept around the back of the temple ruin so it's a good job I kept that melta combat squad handy, it's good I kept two squads on that objective as well. Angels now have no troops in my deployment area so my objectives are safe and the solo SGT who could have evened the game has been flattened.

What I'm going to do now is use the Librarian and Terminators to contest the objective the Devs currently contest in the tower ruin. I will use the other meltagun combat squad to join combat against the H.G and hopefully this turn my Terminators can lay a beat down on the Chaplain!


Turn 4

No movement from the Angels. Everything is either locked in combat or needs to stay still to fire.

Shooting a Dev squad fires at the Librarian and Terminators but they pass armour saves ok. Two Dev squads fire at the beaten squad holding the temple objective, I go to ground and pass cover saves.

In assault the Librarian and Apothecary bite the dust but I lose a Space Marine if I remember right, they consolidate towards the temple ruin. The Terminators finally kick in the Chaplains head, they consolidate towards the administratum objective.

I move the Librarian and Terminators through cover and up the tower ruin ready to assault the Devs. I turbo boost both Land Speeders, one to the tower ruin the other to the administratrum ruin - the Terminators which beat the Chaplain move in that direction also. Combat melta squad which fired at the Librarian and H.G previous turn bail back into the last Rhino after that Rhino move out of terrain, the flamer squad moves up to the first level of the temple ruin.

Shooting I fire krak rocket and Land Raider at the Devs in the administratum ruin, two die and they pass morale.

In assault the Librarian and Terminators issue a beat down on the Devs, the Devs manage to fall back from combat after failing morale with a single surviving SGT.





* Tactical Notes

Ok, cool, all my objectives my side of the board are in my possession. I've also chased off a unit of Devs from the tower and a squad of Terminators along with Speeder support and heading towards the administratum ruin, here I can either contest or destroy the melta A.S held back to claim that objective.


Turn 5

Assault Squad on the objective stroll out of terrain with hope to wipe out the 4 man Terminator unit. The solo SGT falls back nearly off the board.

Shooting the A.S fires meltas and bolt pistols at the Terminators and manage to kill one. Krak rockets fire at my combat squad on the temple objective, I go to ground and pass cover saves, again :D

In assault the Terminators draw combat with two Terminators dead and two Assault Marines hammered.

In my turn I move the Librarian through cover towards the SGT, this keeps my squad within 6" of the Angels so the single SGT cannot auto regroup thanks to ATSKNF. I jiggle the Land Speeders about turbo boosting them across the board, the one by the adminstratum towards the shrine objective and contesting it and the other towards the administratum ruin. I move the last Rhino into terrain ok to make sure it cannot be shot at, it sits in the temple ruin base.

Shooting I wipe out the Devs in the administratum ruin with krak, Land Raider and Predator fire.

In assault the single Terminator bites the dust and the Assault Squad consolidate back towards the administratum objective.




* Tactical Notes

Ok the game is firmly in my hands now whatever happens. I've got two objectives and contest two. What I'll do is just hang tight now.


Turn 6

Blood Angels move the last A.S into cover but so the melta in the unit can fire out the door way at my incoming Speeder.

Shooting the last Dev squad fires at my squad on the temple objective, again they go to ground and pass armour saves. The Assault Squad pops my Land Speeder :(

In my turn I turbo boost the last Speeder away from the shrine objective to the adminstratum objective, I contest it and stopping Angels only troop choice from claiming it now :)

Shooting I fire what I can at the Assault Squad but they stick around.

Game doesn't continue, Imperial Fists win by claiming two objectives and contesting two. Angels contest two objectives.

Summary

With this game I had to think more how to get around the list. Before Kris' lists would have minimum threats to my army and once I've taken care of those I could just steam roller my way through the rest of his force. Though this time he had his entire army on the table from the first turn so I'm now dealing with a full force instead of a partial one which comes in piece meal from reserve. I was also worried about the sheer number of krak missiles, these could easily take out all my Rhinos in a single turn with the amount of fire power they had and Dev squads equal to my number of Rhinos. Then I had the meltas to worry about, because Angels can match my movement which meant if I moved first turn they could get into melta range, with a Honour Guard squad with 4 meltas I had to avoid them and make the Angels come to me and then pounce on them when it was time.

Unfortunately for Kris the list I written him he lost with, though better lists than others don't auto win, you still need tactics. Kris managed to pop a Land Raider but due to my placement of my Terminators and him not using the supporting flamer Assault Squad like I told him he failed to get an assault, with this he didn't use the Chaplain which ended up being wasted and then the squad was torrented next turn and destroyed and then the Terminators tackled the melta which means no threats to my tanks. His next error was the use of the Honour Guard, they should have come down the board straight across the board instead of going wide and using terrain, Angels have FnP anyway and I didn't have enough fire power to tackle both units, by not doing this his Honour Guard never used those meltas on tanks or the Terminators, instead they went to the objective which they cannot claim and left the flamer Assault Squad to take the pain from the Terminators - the Honour Guard should have piled in and the Librarian used unleash rage to let the H.G re-roll to hit along with a power fist and force weapon.

We had an after game discussion (as normal) which I explained the above to Kris. If that flamer unit supporting the meltas go into assault it would have been slightly different on the left flank and if the Honour Guard would have been used more affectively they would have seen better use. We also did discuss if switching the melta A.S which was held back into a plasma unit, this squad would then combat squad down and still have decent range fire power - I would probably actually switch out a flamer A.S to do this, keep the meltas and lose those few missile launchers.
 

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Discussion Starter · #3 ·
I'm changing the yellow, it's waaay too bright. Started doing iyaden yellow or whatever it;s called. You can see it on one of the Speeders and also a Rhino.

Justicar hasn't played for a bit so he's getting lists sort and tactics. His list is better now but he needs to use tactics as he slipped up a few times. I do play other folk though :)
 
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