In
addition, my ally for this round is Lord_BERS (IG) who came with a pair of Hydras.
He mistakenly thought that Hydras have an interceptor rule and was disillusioned
in the first round game, huh.
Lord_BERS
Codex:
Imperial Guard
HQ 1:
company command squad (50), 3*plasma gun (3*15), krak grenades (5) in Transport
1 [100]
HQ 2:
primaris psyker (70), force staff [70]
Elites 1:
psyker battle squad (60), 4*additional sanctioned psyker (4*10) in Transport 2
[100]
Troops 1:
veteran squad (70), 3*meltagun (3*10) in Transport 3 [100]
Troops 2:
veteran squad (70), 3*meltagun (3*10) in Transport 4 [100]
Heavy
support 1: manticore rocket launcher (160) [160]
Heavy
support 2: 2*hydra (2*75) [150]
Transport
1: chimera (55), multi-laser, heavy flamer (0) carries HQ 1 [55]
Transport
2: chimera (55), multi-laser, heavy flamer (0) carries Elites 1 [55]
Transport
3: chimera (55), multi-laser, heavy bolter (0) carries Troops 1 [55]
Transport
4: chimera (55), multi-laser, heavy bolter (0) carries Troops 2 [55]
Total: 1000
pts
My first
round partner, Domovoy, is my opponent now:
"Domovoy"
Codex: Grey
Knights
HQ 1: ordo
xenos inquisitor (25) [25]
Troops 1:
gk strike squad (100), psycannon (10), justicar nemesis force halberd (5) in
Transport 1 [115]
Troops 2:
gk strike squad (100), psycannon (10), justicar nemesis force halberd (5) in
Transport 3 [115]
Troops 3:
gk strike squad (100), psycannon (10), justicar nemesis force halberd (5) [115]
Heavy
support 1: nemesis dreadknight (130), heavy incinerator (30), nemesis
greatsword (25), personal teleporter (75) [260]
Heavy
support 2: dreadnought (115), 2*twin-linked autocannon (10+5), psybolt
ammunition (5) [135]
Heavy
support 3: dreadnought (115), 2*twin-linked autocannon (10+5), psybolt
ammunition (5) [135]
Transport
1: razorback (45), psybolt ammunition (5) carries Troops 1 [50]
Transport
2: razorback (45), psybolt ammunition (5) carries Troops 2 [50]
Total: 1000
pts
And my
second opponent is Johnny:
Johnny B.
Goode
Codex: Chaos Space Marines
HQ 1: chaos
lord (65), power fist (25), chaos bike (20), sigil of corruption (25), veterans
of the long war (5), mark of nurgle (15) [155]
Troops 1:
plague marines (120), additional plague marine (24), 2*plasma gun (2*15),
6*veterans of the long war (6*1) in Transport 1[180]
Troops 2:
plague marines (120), additional plague marine (24), 2*plasma gun (2*15),
6*veterans of the long war (6*1) in Transport 2 [180]
Fast attack
1: chaos bikers (70), 2*meltagun (2*10), 3*mark of nurgle (3*6), 3*veterans of
the long war (3*1) [111]
Heavy
support 1: 2*obliterator (2*70), 2*mark of nurgle (2*6) [152]
Heavy
support 2: 2*obliterator (2*70), 2*mark of nurgle (2*6) [152]
Transport
1: chaos rhino (35) carries Troops 1 [35]
Transport
2: chaos rhino (35) carries Troops 2 [35]
Total: 1000
pts
Yep, my
only hope is that, Johnny’s list is not optimal and he hasn’t a lot of practice
in 6th yet, so I took a deep breath and we started the fight!
Primary
Mission – Crusade (5 markers)
Secondary
Mission – Slay The Warlord, Linebreaker, First Blood
Deployment
– Dawn of War
We won the
roll off to choose side again, so there are 2 large ruins in our deployment
zone – one on the left flang and one on the right. We decided not to split
forces and set 3 markers in the right corner, while opponents set 1 marker in
their right ruin and one marker near right border edge, between out deployment
zones. So, all markers are concentrated in the right table half.
My
partner’s warlord receives a reroll 1’s near markers if I remember right. My
flyrant gets -1 to the opponents reserves. Our opponent’s traits are of no
interest.
My tyrants
changes powers for biomancy and rolls 4 and 5 (Life leech and Warp Speed).
We lost a
roll-off for the first turn, but we rolled a nightfight wich is cool against
quite a shooty opponents.
Johnny
deploys one unit of Oblits in the ruins top floor. 2 more oblits and a rhino
are near the ruin, ready to push forward. Bikers with lord and second rhino are
in the middle of their table edge.
Domovoy
deploys dreads on the very right with one razorback. Second razorback and a
Dreadknight are in the middle. 5 strikes are in deep strike.
We try to
minimize first turn shooting casualties and deploy manticore in the left corner
in safety. Hydras are on the left too. Tyrant is near the Hydras out of
dreads/oblits shooting ranges! Tervigon – in the right ruin, out of LOS!!! Ymgarls
lay dormant and gauts are deepstriking as usual.
Melta veterans
are on the right side of the ruin, Command squad are on the left, plasma
veterans and second melta veterans are near our table edge center.
And…. I
seize the initiative!!!
Turn 1.
Tyranids + IG
I spawn 9
gaunts with no doubles, who hide in the ruin out of LOS.
In the
center chimeras move a bit forvard to light up some transports.
Tyrant
jumps forward 24”, in range of the closest razorback.
Shooting.
A lot of
multilaser shots do a single glans for a plaguemarines rhino and light up GK
razorback in the center.
Tyrant
makes only 2 glances to the closest razorback, but Domovoy takes all the cover
saves.
So, we
failed to take first blood! Again!!!
No
assaults.
Turn 1.
GK+CSM
Nurgle
marines jump out of the central rhino, ready to toast my tyrant with plasma
fire. Bikers follow the same way, rolling to the left.
All the
other army move forward, towards our right flank.
Shooting. 2
razorbacks, 2 dreads, oblits, bikers and plasmamarines open up at my tyrant! I
pray to the hivemind… as a result, I take three tests in a raw and my Flyrant
is grounded on the fourth test and lost
just a single wound (as a result of grounding, ha-ha).
That’s all
for shooting!
Plagumarines
rhino turboboosts forward.
No
assaults!
Turn 2.
Tyranids+IG
All my
reserves are in!
I drop
spores in safety on the left, close to disembarked plague marines and bikers.
Ymgarl emerge from the central area terrain, near plagues and bikers.
My tyrant
swoops to give Preferred enemy to my little shooty gribbies:)
Tervigon
spawns 11 gaunts with a double, gaunts get FnP and run forward to the incoming
plagumarines rhino.
Shooting.
Combined IG shooting explode a plagumarines rhino with a 1 inch explosion, so
all gaunts are alive! That’s all for my Ally.
10 gaunts
open up at plaguemarines, do 6 wounds and Johnny fails 5 saves and 5 FnP! All
the squad is killed!
Tyrant uses
Life leech at bikers but misses to-hit. 6 devourer shots are saved by biker’s power
armor.
2 spores
and 12 gaunts shoot at bikers but wiff…
Assault.
Ymgarls charge bikers, killing one, two ymgarl die to Lord’s attacks. We lock.
Gaunts
assault plagues on the right flank, loosing 2 to overwatch and 5 more die in
assault out of 6” tervigon range. They lock too.
Turn 2.
GK+CSM
Reserves. 5
man strike squad deepstikes close to manticore to shoot at side armor with
psycannon.
Dreadknight
jumps to toast some gaunts, while GK razorbacks head forward, disembarking a
strike squad onto the central marker in cover. Oblits move forward too.
Shooting.
An idea of
killing my tyrant overwhelms Johnnies mind, so I receive another portion of
shots from a dread and razorbacks but pass two tests with no wounds.
Dreadknight
toast all but four of the 13-man gaunt squad. Oblits fire at second 10-man
gaunt squad with plasma cannons, but miss and scattered blast kill a biker and
wound ymgarls 3 times -> I take all 3 cover saves!
I believe
that in this round second Oblit squat and second dread exploded a commander chimera,
killing a bunch of guardsmen.
5-man strike
squad shoot at manticore, doing nothing.
Assaults.
In assault
plaguemarines whipe out my gaunts, consolidating a little backwards, while
Ymgarls whipe out Chaos Lord and last biker, consolidating towards a
dreadknight!
(The judje
hurries us up, recommending to finish the game after this turn, so we try to
take and hold our markers!)
Turn 3.
IG+Tyranids
On the left
flank gaunts line up to shoot at 5-man strike squad. Tyrant swoops to make some
shots at oblits. Ymgarls prepare to assault a dreadknight.
Lord_BERS
castle up on the left objective, while tervigon casts FnP on himself and
prepare for some punishment:)
Shooting.
Gaunts kill
3 strikes, they fail morale and fall back, closer to gaunts.
Tyrant
strips only 1 wound from an oblit.
My ally is
much more effective, exploding the closest GK rhino and killing 1 marine from
one squad on the marker and 2 marines from the disembarked squad.
Assault.
Ymgarls
loose 2 to overwatch with incinerator, receive +1A, 3 models make 12 attacks
and roll 3 rends as a result, causing 3 failed invuln saves. Dreadknight in
return wipe all the Emgarls. Dreadknight has only 1 wound left.
Turn 3.
GK+CSM
4 strikes
hold the objective, 3 strikes head for our left objective, 2 strikes want to
try to shoot down manticore once again. Dreadknight uses teleporter, hanning
over guardsmen on the marker.
Shooting.
Dreadknight
kills a bunch of guardsmen with flamer. All the other shooting goes to my
Tervigon, as strikes want to assault the guardsmen to consolidate onto our
objective and win the game.
Dreads make
2 wounds to tervigon. 4 strikes make 1 more wound with psycannon. Plagmarines
do 1 wound with plasma. Oblits do nothing with autocannons!! Huh, it was close,
but 4+ cover with FnP is cool.
Guardsmen
pass morale!
Assault.
3 strikes
declare an assault, 4 lasgun shots as an overwatch make 1 wound and strikes
fail 1 save! Closest model is out and charge fails!!!
The game
ends by timeout at this point.
Primary: We
hold 2 markers, opponents – 1. Win!
Secondary:
We killed Chaos Lord, won linebreaker and firstblood altogether! Win!
So the
result is 16-4 in favor of Tyranids+IG!
To be continued...
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