My Scotland
opponents was Brett "Chunk" Armitage wis a nice mech IG army.
His
list:
Primary
Detachment: Imperial Guard
HQ 1:
Primaris Psyker (70) Force Axe (-) = [70] - WARLORD
TROOP 1:
Infantry Platoon 1
TROOP 1a:
Platoon Command = [30]
TROOP 1b:
Infantry Squad (50) Autocannon (10) Power Axe (10) Meltabomb (5) = [75] +
Transport 1
TROOP 1c:
Infantry Squad (50) Autocannon (10) Power Axe (10) Meltabomb (5) = [75] +
Transport 2
TROOP 1d:
Infantry Squad (50) Autocannon (10) Power Axe (10) Meltabomb (5) = [75] +
Transport 3
TROOP 1e:
Infantry Squad (50) Autocannon (10) = [60] + Transport 4
TROOP 1f:
Infantry Squad (50) = [50]
TROOP 2:
Infantry Platoon 2
TROOP 2a:
Platoon Command = [30]
TROOP 2b:
Infantry Squad (50) Autocannon (10) = [60] + Transport 5
TROOP 2c:
Infantry Squad (50) Autocannon (10) = [60] + Transport 6
FAST 1:
Vendetta = [130]
FAST 2:
Vendetta = [130]
HEAVY 1:
Manticore = [160]
HEAVY 2: 2
Griffons = [150]
TRANSPORT
1: Chimera (55) Multi Laser (0) Heavy Bolter (0) = [55]
TRANSPORT
2: Chimera (55) Multi Laser (0) Heavy Bolter (0) = [55]
TRANSPORT
3: Chimera (55) Multi Laser (0) Heavy Bolter (0) = [55]
TRANSPORT
4: Chimera (55) Multi Laser (0) Heavy Bolter (0) = [55]
TRANSPORT
5: Chimera (55) Multi Laser (0) Heavy Bolter (0) = [55]
TRANSPORT
6: Chimera (55) Multi Laser (0) Heavy Bolter (0) = [55]
Allied
Detachment: Space Wolves
HQ 1a: Rune
Priest (100) Living Lightning (-) Storm Caller (-) Meltabomb (5) = [105]
HQ 1b: Rune
Priest (100) Living Lightning (-) Jaws of the world wolf (-) = [100]
TROOP 1: 5
Grey Hunters (75) Flamer (-) = [75] + Transport 7
TRANSPORT
7: Rhino (35) = [35]
FORTIFICATIONS:
Aegis Defence Line (50) = [50]
This is the
army I was prepared to fight with. The only unpleasant moment for me is 1
runepriest with JotWW. Nevertheless, as there are no droppods for this guy I’m
fine with it.
MISSION 5
THE
SCOURING - Each player places three markers 6 "from the edge, 12"
from each other worth 1, 2 and 3 points (point values noted in secret by the
player deploying them). Then before rolling to take the initiative you need to
give your opponent the value of individual markers
DEPLOYMENT
- VANGUARD STRIKE
I placed
1-point objective in the middle of the table and other two in my corner.
Opponent deployed 3-point on the third floor of the ruin in his corner, 2-point
in the middle near long board edge. 1-point on the far right, behind a hill.
Then he put
the Aegis almost in the center of the board.
Powers:
Primaris
got Iron Arm:)
Runepriest
got prescience and smthng useless. Second runepriest kept JotWW.
My warlord
got Warp speed and Life leech.
My flyrant
gor Iron Arm.
Tervies
kept codex powers.
Opponent
gets reroll reserves as far as I remember.
I’ve lost
the roll-off and got the first turn:) Actually, not bad.
Deployment.
I deployed aggressively,
right in front of Aegis with raveners and hiveguards. Tyrants and tervigons are
in the backfield – I don’t want to get JotWW on the tervie in the beginning of
the game as well as I want to keep my tyrants safe. Only 1 gant squad in
reserve. Second gant squad gives cover to hiveguards.
Opponent
place runepriest with prescience in the very corner, behind the manticore. 2
griffons near manticore. 6 chimeraes in a line, in front of artillery.
Primaris
with 10 guards is in reserve, as well as 2 vendettas with small command squads
inside. Runepriest with JotWW and 5 man squad is in reserve too.
Chunk
failed to seize the initiative, so I start.
Turn 1.
Tyranids
I FnP right
ravener squad and my Warlord, Iron Arm on Flyrant.
Everything
rush forward, only tervies keep within 10 inch from my board edge, to evade
JotWW in future.
Shooting.
Everything run forward. Warlord hide behind a rock, raveners reach the Aegis
for 4+ cover behind!
Turn 1.
IG+SW
Runepriest
prescience the manticore.
2 chimeras
disembark troops and get close to Aegis to roadblock my raveners.
All the
other transports rush back.
Shooting. A
lot of snap shots into 4+ cover with 5+ FnP deal me a wound or so for raveners…
Manticore
do much better, blasting 7 raveners right away with 3 shots!
Turn 2.
Tyranids
I FnP large
ravener squad, Iron Arm my flyrant and Warp speed my Warlord.
2 raveners
go for the rightmost chimera, 9 raveners – for the troops in the right
building. Warlord go for the leftmost chimera, Flyrant - for the central chimera.
Tervigons
keep in the backfields.
Shooting. I
explode empty chimera that roadblocked my troops with hiveguards. Then I wreck
another chimera in the center with Flyrant. Warlord glances his chimera.
Assault. 2
raveners wreck the rightmost chimera. 9 raveners wipe the squad in the central
ruin. Flyrant fail his 8 inch charge for the disembarked guards.
Warlord smash and
explode the leftmost chimera, killing half of the squad that break and run
away.
Turn 2.
IG+SW
Both
Vendettas come in. Runepriest and primaris do not.
Vendettas
aim at my tyrants. Priest prescience the manticore again.
Shooting. All
the autocannons and 1 Vendetta bring down my warlord. Second Vendetta finish
2-ravenerr squad.
Manticore
do only 2 shots, killing me 2 raveners from the large squad.
Turn 3.
Tyranids
Raveners
advance towards his 3-store ruin. Hiveguards advance too. Flyrants Iron Arm
itself and get to the rear of one vendetta.
Shooting.
Flyrant Stun and Velocity lock one vendetta. Hiveguards do not manage to finish
it.
Assault.
Raveners multiassault 2 infantry squads and a chimera. Chimera is wrecked, but
one infantry squad manage to flee away (I rolled 1 on init check)! Raveners
consolidate into the area terrain in the ruin so, that Vendetta cannot place in
the straight line within 18” from it’s position and will crush and burn.
Turn 3.
IG+SW
SW rhino
comes in the center. Primaris stay in reserve.
Manticore
get rerolls again.
Vendetta
drop the squad on the board and the crush and burn:) Second vendetta fly away
from the table.
Shooting.
Everything shoot at raveners – I go to ground for 3++ cover, lost 2 guys but
passed Ld 6 test! Yuppy!
Turn 4.
Tyranids.
Flyrant
Iron Arm for T9.
Leftmost
tervigon use Dominion, move 6 inches towards raveners and get them back into
synapse! Raveners stand up and smile to 3 guard squads in the ruin.
Warlord
glides to the sw rhino.
Shooting. I
wreck the SW rhino woth tyrant and the grey hunters boil out.
Hiveguards
wreck one more chimera, so only 1 chimera left alive.
Assault. 5
raveners multiassault 30 guardsmen from 3 squads, get 1 wound and then kill
enough. All squads fail Ld 2 tests and their remnants are scattered across the
ruin:) Raveners consolidate deeper into the ruin.
Flyrant
assaults grey hunters, kill 3, but the pass morale and keep fighting.
Turn 4.
IG+SW
Primaris
come in on the 1-point objective in the corner.
Vendetta come
in and aims at my raveners.
Shooting. I
loose 3 raveners from shooting, only 2 wounded guys left.
Turn 5.
Tyranids
I was in a
hurry and started to do mistakes… The 5-th turn will be the last due to time.
I get 3-point
objective with one tervigon, 2-point objective with second tervigon and spawn
gants for the central objective (1-point).
My warlord
fly to finish the last troops near the 2 point objective in enemy deploy (I
forgot that he has another troop squad inside the last vendetta).
I move 2
raveners on the 3-point objective in the ruin… not the best move, but anyway I
did it.
Shooting. I
wipe the squad with flyrant and do not manage to hit vendetta with hiveguards.
No
assaults.
Turn 5.
IG+SW
My opponent
get the 1-point objective with the squad with primaries psyker.
The last
troop squad disembark with a HIT onto the 2-poin objective.
Shooting.
Vendetta and bolters from artillery finish my raveners in the ruin. The guards run onto the 2-points objective.
End of the
game.
I got 6
(for objectives) + 1 (linebreaker) + 1 (firstblood) + 1(vendetta) = 9
Opponent
got: 3 (for objectives) + 1 (warlord) + 2(raveners*2) = 6
We are tied
on VP’s so the result is 12-8 in favor of tyranids!
And my 12 points is enough to get a team victory!!
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