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Yay, I got to play my first game with my new IG today!! Against a mechanized SM list, woot.
My memory of the game is vague-ish, I'm still pretty new to the game so I was highly concerned with remembering rules and stuff. Anyway, on to the lists!!
Techmarine w/ Hammer thing
2 x Squad of 10 SM in Rhinos; 1 Melta and 1 ML in each, + Sgt
2 x Predators with TL Lascannon and HB sponsons
Dreadnought w/ Assault Cannon & Fist
J.O. w/ Honorifica, CCW & Bolt Pistol; Mortar; Master Vox
Support Squad w/ 3 x Autocannon; Light Infantry & Sharpshooters & Cameoline
5 x Vet w/ 3 Meltaguns
J.O. w/ CCW & Bolt Pistol; Mortar
Guard Squad w/ Lascannon & Gren Launcher
Guard Squad w/ Missile Launcher & Gren Launcher
Armoured Fist Squad w/ Missile Launcher & Gren Launcher; Chimera w/ Multilaser, hull HB & Smoke
2 x Leman Russ w/ hull HB & Smoke
Here's how deployment went, articulated in this hastily-paintshopped image:
Each of those big thick black blocks represents a building; the dark grey blobs pieces of rubble and area terrain, and the light grey are roads. SM forces are whitish, IG are green.
P1 & P2: Predator 1 and 2
R1 & R2: Rhino 1 and 2
S1 & S2: Platoon Squad 1 and 2 (1 had the ML, 2 the Lascannon)
LR1 & LR2: Leman Russ 1 and 2
HQ: My HSO
PHQ: Platoon HQ
Supp: Autocannon support squad (infiltrated)
V: Veterans (infiltrated)
First turn went to SMs. Rhino 1 zoomed up the road, moving 18", and ending up right out front of the building occupied by IG's autocannons. Dreadnought moved into the rubble towards the road; Rhino 2 moved up to the road; Predator 2 moved into the ruined building to its West, and the Techmarine moved The only casualties to shooting was my friggen' Leman Russ (#1), which fell to a Lascannon shot from Predator 1. Argghhh!!
IG turn was barely more exciting. My Vets moved into the building to spring the trap set for the Techmarine. In my hurry to spring this trap, I skipped to the shooting phase, forgetting to move my Chimera! Such a mistake could cost me dearly. In any case, the Veterans' trap was springed successfully as they gunned down the Techmarine with two meltagun shots to the face. Leman Russ 2 let a shot loose at Predator 2, which was taking refuge in the ruined building. The shot landed dead on, scored a penetrating hit, and blew the Predator's twin-linked lascannons to smitherines. Lastly, the Autocannons set their sights on the Rhino (1) speeding in, managing to penetrate it but only stun the crew. The Rhino's passengers, now exposed, came under mortar and long-range lasgun fire from the HQ squad; two Marines fell to the incoming mortars, and the squad subsequently lost its pinning check! The fear of a Turn 2 charge was sedated for now. Everything else the Guard had fired, but typically, either nothing hit or nothing hit powerful enough.
Predator 1 moved up, as did the Dreadnought and Rhino 2 (which moved closer to the Chimera and Squad 2). Lascannon Pred let off a shot at Leman Russ 2 -- destroying it with ease. Two Leman Russ' in two turns to the same stupid Predator.. argh. And all they'd managed to do was knock out the Lascannons one another Pred.. anyway, Dreadnought fired off some volleys of its Assault Cannon at the Vets; two died. SM Squad 2 jumped out of their Rhino, the Meltagunner within firing off at the Chimera from point blank range within 6" (so double penetration rolls)... but managed to roll.. snakeyes! Whew!
Finally I get a chance to bring some pain... First off, the Chimera disgorges its Squad there, and backs up; I thought about Tank Shock but I'd already flirted with death once with those Marines' Meltagun, I didnt want to risk it again. The Vets moved towards the Dreadnought. In shooting, the Chimera was faced with an option; fire at a squad of Smurfs, or at the Rhino... well, I chose the Rhino, hoping I'd get a 6 on a pen roll... and I did! Unfortunately, no Marines died doing so.. oh well! Atleast their transport was gone. With that over, the Platoon Cmd Sqd and the Armoured Fist Squad fired all they had at the Marines, which were 12 double-tapping flashlights, a missile launcher, a grenade launcher, and a mortar. After the smoke settled, only one or two Marines were left... dead. It barely scratched them; however, importantly, one of those deaths had been because of the mortar, and like true Smurfs, they failed their pinning test. Again I managed to avoid a charge! Meanwhile, the HQ Sqd fired its mortar at Marine Squad 1 again, killing another and keeping them pinned! Meanwhile, IG Squad 1 fired off a long-range missile at the Dreadnought, which had turned to face the Vets and thus left its back armour exposed... luckily the shot hit, penetrated, and eviscerated the ancient Marine. Lastly the Autocannons, hoping to copy the Chimera, fired everything at the Rhino (1) out front -- and actually did manage to get a 6 on the Pen roll, detonating it. Unfortunately, no Marines died; the blast did kill one member of the Autocannon squad, however. Perhaps it wasn't such a good idea...
Predator 1 moved up slightly and fired some Heavy Bolter shots into the building housing the Autocannon squad, killing a couple -- one AC was put out of action, while Predator 2, having recovered, moved out towards the Veterans. Marine Squad 1 failed a Leadership test (I dont think it was supposed to take one, in hindsight...) and ended up fleeing! Marine Squad 2 managed to come out of it, and fired off some shots into the Armoured Fist squad after moving up.
Guard turn was a tad more exciting; rolling a 6 for difficult terrain, the Vets hopped out of the building, across the street and into the rubble, firing off 3 Meltaguns at Predator 2 -- which thanked them by exploding violently (but not violently enough to kill anything nearby). The Autocannons peppered the momentarily-retreating Marine Squad 1, managing to kill a couple of them (I'm unsure how many); that Marine squad was down to about 4 or 5 now. Mortars also fired but failed to land accurately (infact, they almost scattered back on the Autocannon squad). Lastly, Guard Squad 2 fired off its Lascannon at Predator 1, knocking off one of its Heavy Bolters.
Predator 1 moved forward, taking an eastward turn along the road and ending up directly north of the IG HQ unit (which it fired at, killing three) and Marine Squad 1 fired off more volleys into the building infront, killing the rest of the Autocannons. Marine Squad 2 moved up and charged into Guard Squad 2; unfortunately the Guards were not fully in cover and so the battle was fought at initiative level, which usually means the Guards get pounded and are lucky if they can even fight back.. this time, however, out of 6 Guard armour saves I had to make, only 2 failed.
In the Guard turn, the Veterans, skulking in the pile of rubble, noticed a Predator conveniently come and roll up nearby.. another 6 rolled for difficult terrain, and the Guardsmen found themselves within 6 inches of their next ambush victim. The Predator went up in smoke. Meanwhile, Marine and IG Squad 2 hacked at each other; the Marines managed to take down a single Guardsmen, and the Guardsmen actually managed to take down a Marine -- they're pretty tough! Nothing much else happened.
TURN 5... never happened. At this point the battle was pretty much concluded (my opponent had just had 3 games in a row previous to this one). In the end, he had an under-half-strength Marine Squad (1), a half-strength Marine Squad (2) left; the Guard had one full platoon squad, one less-than-half-strength platoon squad, one armouered fist squad with one or two models dead; a more-than-half-strength Vet squad and a full-strength platoon Cmd squad and an under-half-strength HQ squad. At some point my Chimera was killed by the Predator but I don't quite remember when... I may have missed a turn or merged two turns or something.. anyway, the mission was Cleanse, so it's fairly certain I won that one.
Some things performed very well in this list, others did not. First the Leman Russ' were crap and acted as nothing but fire magnets (though one managed to knock out a Predator's TL lascannons, but for 300pts combined thats a small accomplishment). I probably didn't use them properly -- I've never used a tank before now. Secondly, fudging my Chimera's movement up on Turn 1 (by fudging up I mean forgetting to move it) also probably put me in a pickle as I was hoping to use that to move a squad into the building ahead of the Chimera to get a good fire lane. That never happened; in the end, the Chimera, along with its Squad and the Pltn Cmd Squad, and eventually Squad 2, were all tied up by a single Marine squad.
One thing that worked fairly well were the Mortars. Both mortars managed to pin Marines at very advantageous times, but I think it was mainly due to very lucky scatter rolls (more than half turned out to be direct hits).
The big winners, though, were definately the infiltrating Melta Veterans, for this single squad, comprised of 5 men and costing about 75pts, managed to knock out a Techmarine first turn, a Predator 2nd turn, and another Predator 4th turn... how many points is that? I'm rusty on my Marines but that's gotta be something like 350 or so.. that's definately a unit i'll be using again (perhaps two of them!).
Also, as this was my first Guard game, I'd just like to say I was astonished at how absolutely and overwhelmingly useless regular flashlight-wielding Guards are. I don't think I got a single kill with a Lasgun shot. Not one. Essentially all those squads were was a heavy weapon with a bunch of human shields around it. Very disconcerting; more Vets will help though (their Marine-esque BS saved my day).
Okay that's it. Yay for my first victory!!!
Takka n' Wakka's Dakka Attacka! 33W / 6L / 1D
That's a pretty good bat rep - sounded like a solid victory for you - you absolutely carved those vehicles up! How many penetrating 6's?!?!?!
Good work and keep more coming.
Just some advice with your Russ deployment. Start them out behind cover so they can't get shot at, from the looks of it hiding behind those would have done what you needed. The idea from there is to "skulk" the Russ out of cover, moving and and exposing as little of itself as necessary to thin down incoming fire. You can move to obliterate the units that can target them and creep out further, or simply accept a lesser amount of incoming fire. Done correctly you could keep them in working order against an enemy as well endowed in Lascannons as the old Iron Warriors were. At the very least it may well have allowed Leman Russ 1 to get at least one shot off, rather than being blown up before doing anything.
Nextly, just some advice on target priority with your Russes.Russes are anti infantry, they're not really that remarkable when it comes to taking other tanks out. A simple rule of thumb for the IG is Tanks kill enemy Infantry, Infantry kill enemy Tanks.IG turn was barely more exciting. My Vets moved into the building to spring the trap set for the Techmarine. In my hurry to spring this trap, I skipped to the shooting phase, forgetting to move my Chimera! Such a mistake could cost me dearly. In any case, the Veterans' trap was springed successfully as they gunned down the Techmarine with two meltagun shots to the face. Leman Russ 2 let a shot loose at Predator 2, which was taking refuge in the ruined building. The shot landed dead on, scored a penetrating hit, and blew the Predator's twin-linked lascannons to smitherines.Now this is the best use of their talents, you tag team them with the Infantry. First your Guardsmen crack open the tank (or at least force them to disembark), and now when they're nice and bunched you fire the Russ at them hopefully blasting a whole handful to smithereens. I'm quite confident you'll be more pleased with the damage the Russes deal if you try this rather than attacking tanks with your Battlecannons.Lastly, the Autocannons set their sights on the Rhino (1) speeding in, managing to penetrate it but only stun the crew. The Rhino's passengers, now exposed, came under mortar and long-range lasgun fire from the HQ squad; two Marines fell to the incoming mortars, and the squad subsequently lost its pinning check! The fear of a Turn 2 charge was sedated for now. Everything else the Guard had fired, but typically, either nothing hit or nothing hit powerful enough.
Nice report, and good luck with your future games.
... only triumph could turn pooing his pants into a good thing..
Not a bad job for a new player at all.
You might want to consider swapping those grenade launchers for plasma. Plasmas better against, well, most everything really. I guess except for hordes. Granted you'll probably kill your own guy after a rapid fire or two, but you'll probably be charged about then anyway so it isn't a big loss.
I think you'll find over time you're glad you got the russes. But do try to get them in cover. You can move and fire ordenance now. Also any terrain, even stuff you can see over, gives the Russes a chance to downgrade penetrating hits to glancing. It can be well worth it.
Also infantry(especially with plasma) has a fair bit of bite especially against vehicles and can sometimes last acceptably when charged.
Also while I won't say the vets are a bad unit at all don't always expect that level of performance. It's hard to tell, but it looks like your opponent could have rapid fired the vets on turn one if he moved the rhino down, spun it, deployed the marines, and wiped the vets off the table.
You did a great job of exploiting his underestimation of them though! I'd guess they thought the techmarine could handle the vets, maybe they were worried about being exposed to a Russ shot, or maybe they got mixed up and thought the vets had the more common plasma option.
Thanks for the feedback guys! I'll respond to some points...
First about the Russes, I don't plan on ever not having them and I realize now it was a mistake to have them so exposed. I was expecting, with their heavy front armour, that they'd last longer -- I had actually deployed them to minimize what could fire at them (except LR 1, which I took a chance on hoping it wouldn't go down from LC shot first turn...). LR2 was killed from a cross-table shot while it was obscured (it either rolled a 6 on the glance table or I didnt get the obscure, don't remember exactly) so that was kind of a surprise. But yeah, I think I should invest in more infantry AT and have those Lemans concentrate on killing power armour -- I had a big problem with those, and IMO if it weren't for my mortars pinning BOTH Marine squads (incredibly lucky) I would have faired far worse as once those Russes were gone i had nothing that could kill Marines consistently...
So yeah, I think next time I'll swap the Autocannon team for a Lascannon and/or Missile team, maybe switch out the Lascannon in the Infantry squad for a HB or AC... and use my Russes better!!!
Also a side note about Plasma, for fluff purposes and personal taste, I don't really like Plasma, and I really like the multi-role of the Grenade launchers (IMO they go well with missile launchers).. unfortunately this means my squads don't really have anything good at taking out 3+ armour except their heavy weapons, but i'll probably stick to this way stubbornly.
Takka n' Wakka's Dakka Attacka! 33W / 6L / 1D