Thursday, June 30, 2011

1st Company Goes to War! - Bugeater Game 3

So this weekend I headed down to the Bugeater GT in Omaha, Nebraska. It was a great event and here are two quick links: 



So I ran my newest painted army. My Deathwing which had:

Belial
Upgraded DW Squad w/Apoth, Banner, 4xTH&SS, 1 LC, Cyclone
3xDW Squad w/Cyclone, 5xTH&SS
1xDW Squad w/Cyclone, 4xTH&SS, 1 LC
2xDW Squad w/Cyclone, 2xChainfist, 2xPowerfist, 1xPower Sword
 
Round 2

Deployment: Pitched Battle
Objectives: Table Quarters(T), Objectives(P), Kill Points(S)
The 4 Objective Markers are set by the players, 2 each.

Opponent: Brett Perkins

Imperial Guard

CCS w/3 Melta, OOF, Chimera
9 PBS w/Chimera
2xVeteran Squad w/3 Melta, Chimera
Veteran Squad w/3 Plasma, Chimera
Naked PCS
IS w/Autocannon
IS w/Autocannon, Commissar
3xVendetta
Manticore
Demolisher w/Heavy Bolter
2 Hydras
 
So I won the roll to go first and picked the side I was already on since I'm playing on the same table as the last round. This mission required the objectives be placed across the middle so we made the giant middle piece of terrain difficult but passable terrain. I deploy spread out fairly across my side of the table and hold Belial back w/his buds for a first turn DWA. He deploys as you see down below. With a Melta Vet Squad, CCS, and PBS behind a hill occupied by his blobbed squad. His PCS goes into one of his Vendettas which are all in reserves. The rest of his forces split to the upper left side including 2 more of his troops.
 
Turn 1:
 
I deepstrike Belial and he lands very close to the blob squad while the rest of my forces move up the field. It looks like this.

I open fire and take out the Chimera on the right side edged out around the hill. I ran Belial and then it's his turn.

 
He moves up slightly. Shifting his melta squad over behind the big building and advances his plasma vets as with his Demolisher leading them.

He opens fire and this is the result of his shooting phase.


He then asks me to change dice as the probability of me only losing a single Terminator to his entire armies shooting apparently makes him think I might be using loaded dice. So I switch to the dice provided by the tournament because I'm a good natured fella.

Turn 2:

So I advance again. Moving Belial and his buddies toward the blob squad, winding up about 2.5 inches from them. I move everyone else slightly up but mostly just shift and open fire. I fail to kill anything. I don't think I even stunned a vehicle. Then Belial fails the difficult terrain test, rolling 2 2's. This leaves me majorly exposed.


So it's his turn and he gets 2 Vendettas in, including the one with his PCS in it. He doesn't have the bases for them so we guesstimate where they would be in the air. He opens fire and kills off 3 of the command squad (don't make a single FnP when it's warranted) and another 4 from the squad he'd already wounded. But considering the extra firepower that came on this turn I'm not to disapointed.

Turn 3:

On my turn I split Belial and his last 2 bodyguards. The bodyguards move toward his melta squad to assault and Belial moves to within an inch of his combined squad to make sure his charge goes off. I manage to pop his plasma transport and kill a whole 2 dudes in the explosion. After my assault phase this is the result of the Belial and his bodyguards assault.


That's right. The only combat Belial will win all weekend without dying. He manages to win combat and the Commissar fails 2 test and the blobbed squad flees off the table. Oh, and I drove off the Melta Vet squad too.

The table after his movement:


In his turn he picks off 2 Termies from the top squad and one from the squad near the barn.


Turn 4:

I just move up some more. I'm pretty sure it was this turn or the last one that I immobolized the farthest right Vendetta and I wrecked his Melta Vet's ride. Then they break from the casualties and run back. Then it's his turn.

He kills off all but one of the termies from the that farthest left squad and the end of the turn looks like this:

Turn 5:

We're not going to get in another turn so this is it. I assault and take out his Chimera w/the PBS squad. I also wreck his single remaining Chimera that he was going to mount up in. I move my 4 man Termi squad onto the marker on top of the building. I fail to do enough wounds to kill off his plasma vets and they grab the far objective.

On his turn he moves his Vendetta with the PCS (which I forgot was in the Vendetta without the cockpit) moves onto the building and doesn't wreck. Then he opens fire on Belial and the bodyguard to try and bring himself within 3 for KP's. Once he realizes it's not going to happen he opens fire on Squad on the roof. He kills all of them except for the single Termi that is on top of the objective (same one that earlier survived that combat and killed Kharn!). He opens fire with his last Vendetta...3 Hits......3 Wounds.....3 Saves and the game ends. I have 3 quarters to 1 and have him beat by more than 3 on KP's so I pull in 14 of the possible 25 points.

Running Tally: 3-0 64/75

Comments (20)

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wow, Deathwing pulling off a win! Nice
newtoncain's avatar

newtoncain · 717 weeks ago

Thanks for the report.
Did his manticore just miss the entire games?
1 reply · active less than 1 minute ago
I hit from time to time, killing a few dudes here and there. Funny story, none of my opponents fielding Manticores all weekend failed to roll for 3 shots every time......So 8 shots all tournament, all getting a 5-6.....
Good win Hulk - sounds like a bit of a tool - "new dice" - big thing about DW - always has a save, its just going to happen. I have rounds against IG gun lines that kill nothing, or kill 4 with 4 shots - its the way the dice go, probability or not.

Really quite interested how the tactical squads did - were they helpful in helping to cull "hordes" or squads? - it is an issue with deathwing - I sort of have bikes for that duty at the same time, but might have to give a pair of tactical squads a go tonight.
1 reply · active 717 weeks ago
Tactical squads helped quite a bit. Without them to put wounds on at range I would have felt severely disadvantaged. I'm not gonna spoil my other article with my thoughts here but let's just say that some ranged anti-infantry is essential.
I think you got secondary for 7 points and tertiatary for 4 points. Getting 11 of 25 points. If you think of it though, I think we would of tied table quarters as well, as vendetta 130 pcs 50, 115 plasma vets would of all been in the top right table quarter. As for the dice I never thought you had loaded dice. They were just rolling hot and I needed average to have a chance. So i politely asked if you would use another set. Plus I prefer 36 over 12 for the law of averages. The more you have of something the higher probability of it being closer to average.

Good report and good game. I look forward to are next meeting.
2 replies · active 717 weeks ago
I had 235 in the lower left. Your plasma vets were on your side of the objective. Meaning that you had the Vendetta (130) and the PCS (30) vs. the full strength termie squad (235). If you look at the second photo from the last you'll note that you couldn't have moved more than half the squad across the line.

Regarding the dice it's good to know you didn't think I had loaded dice. I was mildly uncomfortable at that assertion. That makes me more comfortable telling you and other to deal with it and keep using dice I prefer. That's a good note for next time since I hate baby dice :)
top right vendetta was at best on the line but looks from the pictures to be in the quarter you controlled. Melta Vets and the Command Squad vs. the survivors plus a full squad wouldn't push you over. Pretty sure either one member of the bodyguard or belial was left since you didn't close in on KP's so that means a minimum of 300pts in that quarter (assuming only a wounded belial lived). I'll check the other photos though I think this is most of them :)
I use a cigar box to carry my dice, and I roll in the box lid ( which has felt) so my dice don't bounce all over. I had a guy ask me to roll on the table, as he thought my rolling in the box was something shifty. Dunno why.

Hurry up with your termie article....I have a gazillion terminators and I'm debating on what to do with them!
1 reply · active 717 weeks ago
Work and the Batreps keep getting in the way. First one is halfway finished and revolves around deathwing but I'll be touching on all 3 codexes that can field all termi armies.
What hurt the most was you popping the Psyker battle Squad transport. Had it survived I wouldnt of needed to kill the middle terminator. Moving flat out with smoke couldnt save them. I still felt confident going into my turn as I had 2 hydra, 2 vendetta, 1 pbs, and 1 Demolisher to kill four terminators. The three armies that can go all terminators? Deathwing, Grey Knights, and I cant think of the third one. I want to say blood angels though.
1 reply · active less than 1 minute ago
Oh and I never got a chance to tell you. You are easily the best player I have ever played. The only time I think I gained an advantage was at the bottom of 4 I gained a positional advantage and had more targets that you needed to eliminate than you had shots. Other than that your target prioritization was on key and remembering 2" spacing on every move. Your game was almost mistake free. On my side, not moving that one chimera out in the open really cost me. My only regret all game was using the lords name in vain. :(

P.S. I hate logan!
3 replies · active less than 1 minute ago
Thanks. You had the firepower to make it a nasty fight. I think you might have been a little to gun shy out the gate. Also splitting your forces was a bad idea as with that big BLoS building you Could have isolated a portion of my force and rolled me up. Instead you offered me targets all game long. And if I hadn't had several poor shooting rounds it would have hurt you badly. Just some random thoughts.
I divided my forces to dictate what you would do. It actually worked. You sent the majority of your fire power to your right flank. It left your left flank exposed and that is where i rushed. I divided my army so you would divide yours. I probably should of started my vendetta's on the board. At least the 2 regular ones.
Why force me to divide my forces when the majority of my army can't affect yours? Smart money is marginalizing the majority of my force, focus firing on the easy to pick off "Tac" squads and then taking care of the rest of my force. It makes your target priority easier and allows you to focus your attention easier. Just how I would have played it based on my deployment.
Hey Hulk,

Any reason you decided against putting a Libby in your list for the hood? I know bodies are already limited in a DW, but it just seems like there are tons of powers worth trying to shut down.
1 reply · active less than 1 minute ago
Normal reason is he's leadership 9 so I don't see getting a ton of use out of him. But after game 6 I'm not sure if I shouldn't take that risk.
Makes sense. Hadn't looked at the codex in a while and had forgotten that Dark Angels librarians are only leadership 9. At least it is unlimited range. It is too bad Ezekiel is the only way to get it to 10.
I think pyschic defense is needed when walking. I'm not so sure it is needed if everything is mech'd up. I only used mine twice all weekend and it was not a make or break case.

I had never heard of anyone asking for a dice switch before. Good to hear it was not meant as it sounded. Just shows how you have to be carefull about what you say. :)

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