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2nd test for 'Ard Boyz Space Marines

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Nathan
Sergeant
Sergeant



Age : 17
Joined : 25 Aug 2007
Posts : 1088
Location : Mason, Ohio

PostSubject: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 12:33 am

Players: Me and Frostwolf

Armys: My most updated and Frostwolf's, but his had one less basic assault squad, one more basic tactical, honor guard with the works.

Deployment: I had to deploy first. My Devastators were deployed on my left flank in soft cover (no hard to be found on the board). Bruce put his Baal across from my Dev's. The rest of deployment went into putting all my landspeeders around my Dev's, Bruce's squads ended up cornering me, with his Devastators on the far left and his veterans on the far right. Lastly my scouts deployed behind cover to get a shot off at his Vets.

First Turn:

Frostwolf went first. Moved everything towards the closest unit (Dread and Vets going for scouts everything else surrounding my cornered guys). Shot a lot of things, killed four of my Devastators, blew up a Land Speeder, Stunned another, and missed with a lot more. My Devastators rolled a nine for their morale check, and ran 11 inches right off the board! Evil or Very Mad Well at least there will be survivors of the battle.

My turn: Only remaining tornado moved out and ended behind the Baal. Shot it a lot and immobolized it. Scouts shot all they had at the vets and managed to kill three. They easily passed their morale with Dante on the board.

Second Turn:

Frostwolf sent all of his units towards my two landspeeders, except for the Dread and the Vets who went for the scouts. Shooting occured, Dante immobolized the skimmer who moved and sent it crashing to the ground. The other Tornado got shot up by the Death Company (6 shots, 2 hits, 1 glance, 1 destroyed). The scouts got shot at and lost one to the multimelta of the Dread and one to the pistols of the Vets. The Vets charged the scouts and killed five with power weapons, then took the last one with normal weapons. Scouts, predictably, did nothing back.

My turn started with 3 Pods crashing to earth. One held my Libbie with the flamer squad, one held the powerfist/plasmagun squad, and one held the power weapon/plasma gun squad. First to land was my Libbie. I placed them near the vets for some payback, but, they scattered off the table. NOOOOOOOO! Wait a minute, more survivors! cyclops I placed the powerweapon/plasmagun squad where my Libbie would have gone, they landed on target. I placed the powerfist/plasmagun squad behind the Dreadnought. Shooting commenced with my weapon squad doing nothing to the Vets. Thier Drop Pod still did nothing (but I didn't really expect it to). The fist squad did much better and penetrated the dread (only because of their plasma gun). I rolled and immobolized it. Bruce had it as Venerable and made a gutsy move by asking me to re-roll it. It payed off for him as the result came up weapon destroyed. I did not want that dread insta-squishying my guys so I took off the DCCW.

Turn 3:

Frostwolf had everybody moving to kill the marines that showed up by them. A lot of people moved towards the fist squad, the Vets moved closer to the weapon squad, and the Honor Guard tried repairing the Baal (they didn't do it all game). It was only when Frostwolf started shooting that I realized his Devie's had LOS to my fist squad. Shocked Shocked Shocked Awwww crap. Needless to say the fist squad died to a lot of different types of AP1 and AP2. His Vets moved assaulted my weapon squad. He let me roll for my guys first since they had less attacks. My sergeant didn't hit a thing, and the rest of the marines decided to follow his example. After that happened they were cut down to three guys. They passed morale and everything, but it still wasn't that good.

My turn: My last squad came in and decided to make a suicide run to take as many of the enemy with them as they could (we were playing search and destroy). They landed shot up a four man squad and brought it down to three (the plasma gunner blew up at some point, but I can't recall when). The Vets took my weapon squad down to one, but he stood his ground (even if he couldn't hit his own arse with both hands and a laser guiding missile system).

Turn 4:

Frostwolf moved everything close to my newly arrived squad (pf, meltagun, commander). No shooting at them because the Blood Angels were hungry for hand to hand death. Started with the Vets who slaughtered the last guy (who still couldn't hit anything). Then every unit that Frostwolf had (minus the Baal, the honor guard, the Dread, and the Vets) went for my last squad. They all made it in and Dante and Corbulo decided to have a 2 on 1 versus my Master. They all had furious charge, my Marines were all WS 3 (basic) or 4 (Master), and they all had preffered enemy (not that they needed it). First to strike were Dante and Corbulo. Dante hit my Master a massive 5 times and wounded as many. The 10 point combat shield really paid off as I saved four of the wounds. Then Corbulo struck and took my last two. After that it was a matter of systamattically rending the ass out of my Marines from the Death Company.

Turn 5: (Everythings dead or gone but 2 Pods)

Frostwolf had fun destroying my last two pods, but I had more fun when his Death Company rended the last one and exploded it 5" out. It wounded all those that were in assault last turn. It took down 2 marines from a 5 man squad, took 2 Death Company, and 1 Assault Marine.

Turn 6:

Honor Guard still trying to fix Baal. Didn't happen

VP's at end:

Me: between 1 and 2 hundred

Frostwolf: Everything, plus every squad except Baal, Dante and Corbulo (3,500+).

All in all a good game that lasted less than an hour with fickle fate favoring wolf and shunning me. Can't blame it all on fate though. Wait a moment, yes I can.
_________________
Insanity is only measured by those around you.

Don't try to understand my methods, just fear them.

I don't know what I play for but it sure as hell aint to win!
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JMarv
The MathHammer



Joined : 20 Aug 2007
Posts : 870
Location : Evendale, OH

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 1:08 am

He got 3500+ VP? Were you playing 1750/4 table quarters and something else? or were you playing with more than 1750 pts?
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Matt
CAG Founder



Joined : 20 Aug 2007
Posts : 3227
Location : Cincinnati, OH

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 1:11 am

Dude you can't be dropping down anywhere where there is a chance to roll off the board...

If it can happen, it will.
_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)

http://mcelv.blogspot.com/
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JMarv
The MathHammer



Joined : 20 Aug 2007
Posts : 870
Location : Evendale, OH

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 1:27 am

Ack, how could I have forgotten to mention that? You can't get hurt by terrain, or killed by drifting into his units, the board edge is your only enemy. Drop with 12" plus half of your pod's width from the board edge! In fact, use terrain to box in your drop. Oh, I drifted 10" that way, well that puts me in that woods, so lets just slide it back to the edge of the woods. Perfect!
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Matt
CAG Founder



Joined : 20 Aug 2007
Posts : 3227
Location : Cincinnati, OH

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 1:31 am

Yup, John nows how to roll it out.
_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)

http://mcelv.blogspot.com/
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FrostWolf
Sergeant
Sergeant



Joined : 09 Sep 2007
Posts : 930
Location : lost somewere in my own mind

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 4:52 pm

we both had 1750 i only lost 1 scoring unit(left nathon to figure this out) when my baal got imoblized. i did lose a number of units but my major units(my vets, hqs and death) all lived with little or no loses(vets lose i belive 3 and death not loseing anything to the end) my only problem was i could get a fix on either my tank or my dread(point of adding the techy) i lost just over 10 models in the end if i rember exactly(all piled on the center terrain peice which no one besides the dead went on)
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Nathan
Sergeant
Sergeant



Age : 17
Joined : 25 Aug 2007
Posts : 1088
Location : Mason, Ohio

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 6:08 pm

Hey, I was going for his Vets with my libby. I just happened to lose a lot of luck right there (cause that has only happened to me once).
_________________
Insanity is only measured by those around you.

Don't try to understand my methods, just fear them.

I don't know what I play for but it sure as hell aint to win!
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FrostWolf
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Sergeant



Joined : 09 Sep 2007
Posts : 930
Location : lost somewere in my own mind

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Mon Sep 10, 2007 7:17 pm

yea i have to agree if it wasnt for the bad luck id have had to throw my death company at ur liby's squad
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Tyler
Neophyte



Age : 15
Joined : 27 Sep 2007
Posts : 95
Location : Mason, Ohio

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Thu Sep 27, 2007 1:59 am

wow Nathen I think lady luck screwed you over on that one. Two squads ran off the table lol that just sucks. I think the problem with a drop pod army is if you don't get enough of them down at once there screwed, again thats me personally.
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Nathan
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Sergeant



Age : 17
Joined : 25 Aug 2007
Posts : 1088
Location : Mason, Ohio

PostSubject: Re: 2nd test for 'Ard Boyz Space Marines   Thu Sep 27, 2007 7:33 pm

Shut up Tyler. I usually get 3/4 pods down Turn 2.
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I don't know what I play for but it sure as hell aint to win!
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2nd test for 'Ard Boyz Space Marines

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