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I finally got an opportunity to play a 2000 point tourney with my IG. I ran a 2000 pt guard list in the 3rd roundd of an escalation tourney I did last month, and for this I would be running that same list, as it tabled my opponent in 3 turns, and I'd be hard pressed to improve on that. I usually run a hybrid list rather than pure mech. It's a bit of a liability in kill point games, but it's second to none in any objective based games, so without further delay....
Company Command Squad with 2 plasma guns, autocannon, and officer of the fleet
Lord Commisar with Meltabombs (I had 5 pts left over, so it's eh)
3 Veteran Squads with 3 meltaguns in chimeras with multilaser and heavy flamer
Platoon Command Squad with 4 meltaguns in chimera with multilaser and heavy flamer
2 Infantry Squads with grenade launcher and autocannon
2 lascannon squads
1 autocannon squad
2 Leman Russ Battle Tanks with hull heavy bolter
2 Leman Russ Demolishers with hull heavy flamer
Manticore Rocket Launcher
Generally speaking the Infantry squads blob up and the Commisar joins them, making them an effective tarpit, as well as making my heavy teams Ld10 as long as he stays close enough, so as not to waste any of my lovely orders.
We had a good turnout, 21 people all told. Lots of Space Marine and Chaos players, though only 1 brought the new Grey Knights and suprisingly, I was the only guard player. There was also only 1 eldar player, stark contrast to the 6 that showed up for the rogue trader 2 months ago.
I was in a mad rush to get out the door and forgot my camera, sadly enough (I had to fix an ink wash that went awry on the 30 or so guardsmen I had been painting all week, by the time I finished I had 10 minutes to make the 15 minute trip to the store) but I'll try to be as descriptive as possible.
Mission: Annihilation (crap)
Deployment: Dawn of War (crap again)
Opponent: Space Marines
I wonder if there's something about me that makes the computer that determines our matchups think that I want so badly to face a crap-ton of dreadnoughts in my first game. This was not the same opponent from my rogue trader, but he had a similar build.
Master of the Forge
Command Squad (5 strong, forget what wargear) in a razorback
Venerable Dread with Assault Cannon
2 dreads with multimelta in drop pods
2 ironclad dreads in drop pods
10 scouts with sniper rifles, missile launcher, and Sergent Telion
5 scouts with a powerfist in Land Speeder Storm
5 scoutbikes, 3 rapid-firing grenade launcher thingies and a powerfist
Landspeeder with assault cannon and heavy flamer
The table has a big forest in the middle, and each corner has some terrain in it, a ruin on the left, a forest on the right. Essentially a mirrored map (if the mirror was on the diagonal).
I win the roll for initiative and elect to go second. He deploys his big scout squad in a ruin with the MotF, who fortifies the ruin, netting him a 2 plus cover save. I deploy nothing (visions of podded dreads popping a heavy weapon platform and the other 2 running off the table).
His first wave of drop pods places an Ironclad dread in the center of the map, and a melta dread in the forest on his side of the map, (my left). His Razorback carrying the command squad and sicarius (he admits that after he made the list he wasn't sure why he took him, since he had no tactical squads) moves up from the center of his table edge and pops smoke, while his landspeeder moves flat out on my right flank, and his venerable dread walks on near the ruin his scouts are holding down. There is no shooting, as he has nothing to shoot at.
My entire army moves on, forming a wall of chimeras, though 2 move 12 inches forward, disembarking a veteran squad and the PCS, intent on lighting up the ironclad. My demolishers roll up on my right hand side, the russes on my left, and the manticore behind the ruin on my left, which (after run rolls) becomes occupied by my lascannons. The Autocannons move up to a small hill on my left, where they should have a pretty good firing lane. I commence shooting. 7 meltaguns from the PCS and Vets manage to do absolutely nothing to the Ironclad, despite the company commander's order to bring it down and 3 penetrating hits. The Russes are able to destroy the melta dread though, and massed multilaser fire stuns the landspeeder and strips off its heavy flamer. Desperate to remove the threat of the Ironclad, the demolishers have a go, despite being in real danger of scattering onto my own troops. The manage to immobilize and stun it. Not quite the result I'm looking for, but it'll keep me alive.
The Imperial Fleet throws a wrench into my opponent's plans, though he is still gifted with a drop pod an his scout bikes. The Drop pod streaks down right in front of my lascannons, and an ironclad steps out towards my chimeras, while his scoutbikes end up on my righthand flank. His razorback moves up again and tucks itself in behnd the forest, though that's his only movement this turn. The newly arrived ironclad's heavy flamer takes down 6 veterans, though they are close enoguh to the commisar that they fear his wrath more than the enemy, while massed sniper fire from Telion's squad reduces my PCS to 1 man, who goes and get's himself pinned (but paradoxically passes his morale check). A stormbolter from a drop pod immobilizes an empty chimera, and the scout bikes' grenades manage to immobilize the chimera closest to them (this one still has folks in it) and destroy its multilaser, though he is unable to charge it with his powerfist.
In my turn, the surviving veterans get in the chimera that hasn't been rendered useless, which moves to shield my surviving meltagunner from the PCS. Another chimera advances to get a better shot at the newly arrived Ironclad, while the demolishers and russes slowly advance. The Company Commander orders both lascannon squads to bring down the Ironclad, but 6 twin-linked lascannons only manage to remove its seismic hammer. 3 meltaguns from veterans remove its other arm, but it's still mobile and kicking. The mangled veteran squad pops up and lights up the immobile ironclad, but he again passes all his coversaves (must be a very dense forest). Meanwhile, a Vet squad pops up from its chimera and maims the scout bike squad, bringing it down to one member, though the sergent holds firm. The Autocannons destroy the drop pod back by his table edge, but this would be all the end of me causeing damage for this turn, as a grand total of 6 pie plates manage to all get negated by coversaves on dreads and drop pods. I had fired them on the middle pod since it was literally surrounded by 2 dreads, another pod, and a razorback, figuring I couldn't miss. Turns out I didn't but it didn't help any. I definitely needed to cause more damage this turn....
Now the fun begins. His army is joined by the Scouts in the LSStorm and his last dread, who pods in right next to my line of chimeras. The scouts come in on my left flank, dangerously close to my autocannons. His Command squad in the Razorback can't quite decide where it wants to go, and heads toward my right side of the middle forest.In the shooting phase, he brings the pain. The new dread blasts a chimera in rear armor, and the already mangled veteran squad staggers out, only to be brought down by sniper rifles. A couple storm Bolters from drop pods are enough to see off my last meltagunner from the PCS as well. His last scout biker is unable to damage my immobile chimera, but charges in with its powerfist, while the scouts jump out of the LSStorm on my autocannons, and the armless ironclad assaults my other immobile chimera. The armless dread gets one S6 attack aaaaaaand......the chimera explodes, squishing a couple members of my infantry squad in the process and wounding a lascannon base. The scout biker also duffs over his target, though it is just wrecked, and the Vets pass their pin check (wonder of wonders). The scouts also have no trouble at all dealing with my autocannons. 6 kill points in one turn. I believe the word is "ooooouuuuuuch.....".
Well that was really unpleasant. But taking stock of the battlefield, I'm not out of this yet. A my last chimera diverts over towards the scouts, but there isn't much other movement to speak of, as I need all the firepower I can get. So start with, the Infantry Platoon and the Cmmand squad are able to focus fire on the newly arrived dread, who, in his effort to kill my chimera, has turned his back to them. They are able to bring him down, and the lascannon teams immobilize the armless dread, while the Vets are able to avenge their chimera and kill the last scout biker. The last chimera manages to hit 3 scouts with hits heavy flamer, killing them, and the squad inside is able to kill the last 2. My Demolishers target the razorback, destroying its Heavy Bolters, but the Russes and the Manticore all deviate. Despite my big guns being largely useless all game, I'm back within striking distance.
The Space Marines now decide that discretion is the better part of valor. Both his Land Speeders move flat out back towards his table edge, and his razorback decides that it doesn't want to be in open terrain with the demolishers there and tries to move into the middle forest. You remember when I said that the forest must have been really dense for him to make all those coversaves? Well that still holds true as his razorback strips a track. Combined sniper fire and storm bolters from the drop pods attempts to whittle down my infantry blob, and while he inflicts plety of casualties, the Commisar keeps them in line, though he does have to make an example of a sergent.
Now I'm actually in a pretty good position. His main breadwinners have been his dreads, and his remaining ones have either been rendered useless or have only made it half-way across the table (poor ven-dread). So now its time to just go for squishy kill-points. My massed fire power brings down a drop pod, and the demolishers manage to finish off the razorback. His squad exits fine, but they are too far away to do any damage to me on the next turn, so I ignore them for now. My last gun would be the manticore, which absolutely obliterates a landspeeder. In hindsight, this was another turn where I inflicted a sub-par amount of damage, but at this point it didnt' really matter. The only units of his left that could make the difference (his command squad and ven-dread) were too far away, though its possible for his vendread to get lucky with his assault cannon.
At this point my opponent concedes. We had around 10 minutes left until time would be called, which I pointed out would be plenty of time if he wanted to at least finish turn 5, but he said he really doubted his ability to get at least 2 kill points with what he had left anyway, and doubted even more that I wouldn't get more in my next turn, so we called it.
Post Game Thoughts: Well, I survived my worst game type, Dawn of War Annihilation. They usually randomize deployment and mission, and throw out any repeats, so I won't be dealing with either DoW or kill-points again, which is a huge relief cause it never gets any easier as the rounds go on.
Turn 3 hurt a lot. But I think in his effort to get a hammer-blow on my forces he exposed himself too much, and I was able to exploit that on my turn, though I still had work to do and less stuff to do it with. My deployment of my autocannons was pretty dumb. I completely forgot that the land speeder storm is open topped, and therefore you can charge out of it. I was also rushing it a bit at the start, trying to get an early kill with my meltas. Though I have to say I made up for my poor luck Vs the Ironclad with an excellent spot distance roll for my russes, enableing them to bag the other dread. Luck tends to all balance out in the end, but I still can't believe how many cover saves he made and just how little damage I was able to do in each of my turns. But, you get 2 vehicle heavy armies going at it and you tend to get low scoring kill point games.
Then it was lunch I time. I grabbed a cheesburger from Wendy's an waited for round 2 start.
More to come.
The enemy's gate is down
Mission: Capture and Control
Opponent: Chaos Demons
There was an added special rule to this round where any ties would be decided by Victory Points. If the difference is less than 200, the game is a draw.
I sort of have a love-hate relationship with Demons. Generally, unless my opponent is very skilled, they don't pose a problem. That said, Since starting guard I have 3 tournament losses with them, one of which was to demons. An abundance of MCs as well as units like seekers, combined with every unit getting an Invul can prove to be trouble if your opponent is rolling well. Luckly I have my officer of the fleet, and the rest will come down to focus firing targets. Here's what he took, thought there might be some upgrades I can't remember:
Keeper of Secrets with pavane of slaanesh
6 Horrors with Changling
Demon Prince with wings (forgot any other upgrades)
Not the list I would take if I were playing Demons. It's nice that he's got each god represented, but from a competitive standpoint, it just seems all over the place. 9 flamers in one unit is complete overkill, but flamers have proved effective Vs my IG in the past, so I'll have to be careful. My opponent has managed to beat my Eldar once in the past, though granted in that game every single die roll was goig against me, but that doesn't change the result. Not taking anything for granted.
I win the roll for initiative and opt to go second. His choice of table quarter puts me in a quarter with a forest and a building. Not much for cover. There is a large hill in the middle of the board, as well as in the quarter on my left flank, a forest in the quarter on my right, and a lava pit in his quarter (which we decided would be dangerous terrain). I put my objective in my forest while he put his in the lava pit. I deploy a lascannon squad in the building and the other in the forest, along with the autocannons. The chimeras deploy as close as possible to the center of the board, with the infantry blob and CCS forming up behind them, scattered in case a soul grinder or flamers show up and try to murder them. The russes deploy in the back corner, and the manti behind the building, with the demolishers blocking off its side. And battle is joined.
My opponent declares that his preferred wave will consist of Fateweaver, the Flamers, the Horrors, the Plaguebearers, and the Soul Grinder. He rolls a 1, so it looks like I'll be facing the DP, Bloodletters, Keeper, and Demonettes. His Letters and DP come in close to my forces but towards his table edge (ie, the quarter right in front of my own, from my perspective), while his keeper and the Demonettes mishap, rolling a "misplaced" result. I place them in the extreme right corner of my table edge, as far away from both my objective and their objective as I can get them. The rest of his turn consists of run rolls to spread himself out and claim as much cover as he can.
My Chimeras all advance, though the 2 leftmost units only move 6". The other move 12" forward, towards the enemy objective. The Demolishers and russes both move to get into a better firing position. The CCS orders the Lascannon squad in the building to bring down his DP, and they score a wound. My other lascannon squad is unable to see the DP (too many tanks in the way), and so the CCS orders him to bring down the Keeper. They manage to score 3 wounds, but they are all negated by his invul. The autocannons also fail to deter him. Meltas from 2 Vet squads score another 2 wounds on the Demon Prince, but massed multilaser fire is unable to clip his last wound . The Demolishers and Russes, unable to see the DP, unleash their ordnance on the bloodletters, slaying 7 of them. It looks like the Letters and DP are gonna be within my Manticore's minimum range, so it instead fires a rocket downtown at the keeper and demonettes. 3 plates later, the demonettes are slain but the keeper is still unscathed. Sheesh, fateweaver isn't even on yet and he's been stopping a lot of my damage.
His reserve rolls signal the arrival of the flamers, soul grinder, and Fateweaver. The Flamers and Soul Grinder deposit themselves next to my autocannons and lascannons, and Fateweaver mishaps, again rolling a misplaced result. I place him in the corner of his original quarter, figuring that even though it'll make it tougher to take his home objective, this way fateweaver isn't giving anything a re-rollable save any time soon. His Bloodletters and DP are understandably angry after the pain that hit them last turn, and move to make assaults, while the Flamers torch the Autocannon squad with breath of chaos and warpfire. The Soul Grinder lobs a large blast at my infantry blob, but it deviates and only causes a couple casualties. His DP then charges my Demolisher squadron, destroying one and mangling the turret of the other, whil his bloodletters attack the chimera closes to them, destroying it, and killing 4 guardsment in the explosion, though they escape unscathed.
The 2 chimeras continue their advance and move another 12", this time popping smoke, while the other moves to engage the DP. The last demolisher, now turretless, moves as fast as it can (a mighty 7") after the chimeras towards the enmy objective. Any amount of stuff I can cram over there will help. On the CCS's orders, the Lascannon squads both target the Soul Grinder and immobilize it, as well as destroying the Maw Cannon. The Manticore fires a rocket towards the flamers, killing 5 of them. The vets are able to clip the last wound from the Demon Prince, and the now foot-sloggin squad is able to kill the last of the berzerkers. The Russ templates both deviate from their original target, the flamers, though one hits the soul grinder but fails to cause any damage.
The Demons' 2 remaining units, the Horrors and the Plaguebearers, arrive this turn. The Horrors scatter uncomfortably close to my units (he ends up surrounded on all sides by the russes, the infantry blob, and the Manticore), but the units small size barely keeps him from mishapping. The Plaguebearers drop onto his objective, with no broken ankles. The infantry blob gets hit by warpfire and the soul grinder's harvester, as well as more templates from breath of chaos. Many are slain, but the Commisar manages to keep them in line. The flamers then launch themselves into combat with my infantry blob, though they also drag the CCS into the fight, hoping to maybe shut down his orders for a turn. The plan succeeds, as I am only able to kill 1 of the 4 remaining flamers, and he reduces my infantry blob to a single autocannon. However, the CCS, the Commisar, and the last autocannon all stay in the fight thanks to the Commisar's *ahem* inspiration (read: death threats). Meanwhile, the Keeper of secrets has been getting closer all this time. He might not quite be out of it...
My Chimeras continure their advance, though the one that broke off to fight the DP has now earned itself rearguard duty. It moves towards my objective, since it looks like pretty soon the only scoring unit around there will be my lascannons. It's time to lay a trap for Fateweaver. My PCS and Vets disembark, though far enough apart to prevent a multicharge. If he takes the bait, it'll sraw him away from his plaguebeearers, making them much easier to kill. My shooting phase brings whole new levels of meaning to the phrase "epic failure" when I only manage to kill 5 horrors and 2 plaguebearers (though I wasn't really expecting my melta squads to do anything to fateweaver, it still would have been kind of nice. The rest of the army has NO EXCUSE!!!!). This means the changeling is still alive... My assault phase, suprisingly, proves more productive, as the Company Commander and commisar, relishing the opportunity to hit things with their swords, slay the remaining flamers, though he is able to take out the last of my infantry blob.
Well, he took the bait. Fatweaver flies to the other side of my chimeras, while his keeper advances on my objective, though it looks like it will still be out of charge range. In fact, it looks like the only way it'll be fighting is if there's a turn 6. In the shooting phase, changling manages to kill the officer of the fleet from my CCS and put a wound on the autocannon, while fateweaver unleashes his considerable powers on my advance squads. The end result is 3 dead from the PCS to Demonic Gaze, a wrecked Chimera from bolt of change, and 2 dead veterans from warpfire. He then charges the PCS and finishes them off, but is unable to consolidate back into range of his plaguebearers.
The veterans, after watching the PCS get ripped apart, hops back into their transport, which moves 12" and performs an about-face so its front armor is facing fateweaver. The CCS turns and unloads on Changling, killing him, while the russes finally destroy the soul grinder. The Lascannons reduce the Keeper to its last wound, and the Manticore takes full advantage of its last missile, slaying the remaining plaguebearers.
Things look really bad for my opponent. Fateweaver misses with bolt at my chimera, and then charges in but fails to hit, needing 6s. The keeper, after moving and fleet, attempts to charge my lascannon team in the woods, but does not roll high enough. And now he's facing down many gun-barrels....
The Vets move onto the objective, the chimera passing the dangerous terrain check. The rest of the army drops the Keeper of Secrets. He is now reduced to one model, the unwounded Fateweaver.
The dice declare that we will have a turn 6, but my opponent concedes on the grounds that while its possible for him to kill my Chimera and Vets with Fateweaver, there is absolutely no way he can get ot my objective to contest it. I end up winning 2-0.
Post Game Thoughts: Aside from Fateweaver and the Flamers, he really didn't have any of the units in the demon codex that worry me, like bloodcrushers or seekers. He was also being way too risky with his Deepstriking. I was actually suprised he only ended up with 3 mishaps. It was all I could do to prevent myself from saying "dude you aren't gonna be able to assault this turn anyway, so don't deepstrike so close." This is probably the worst I've ever seen this opponent play, which is a shame cause he's been getting much better lately. He seemed to get very discombobulated when he didn't get his preferred wave. I think most of it came down to mishapping with Fateweaver. Fateweaver is incredibly expensive, and he got almost no mileage out of him. Sure he kept the Plague Bearers alive for an extra turn, and bagged my PCS and their Chimera, but thats not even close to what you're paying for him. Fateweaver is nice cause of his ability to automatically make your army so much better, but he can't do that if you are careless.
After this round there were 3 other players who were 2-0: A Chaos Space Marine player, Blood Angels, and Grey Knights. Which of these would be my final opponent?
Round 3 coming soon...
The enemy's gate is down
Great read so far. So far, I don't really see your 2 opponents being able to beat you unless you made some mistakes or rolled badly. That daemon list was just meh. Was he new with daemons? He didn't seem to really know how to play them, let alone make an effective daemon list. That was a lot of mishaps that probably shouldn't have happened.
Anyways, I don't see you having much problem with any of the those last 3 opponents...unless they brought a really shooty list. I think you won it all, so I'll just congratulate you in advance.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
I thought it was meh as well. He's a newer player but he's still been regularly coming to our monthly tournies for over a year, so he's not that new. We sort of had a group of newer players show up at once and a couple of the other veterans and I sort of took them under our wing. Some got better quickly (A couple months ago I was playing one of them in a really close game, and while I ended up winning, I spent most of the game thinking to myself "A couple months ago I was tabling you on turn 3! What happened?") others have not. I've tried helping him out but he sometimes takes constructive criticism as personal attacks, so lately I haven't been going out of my way to do that. But yeah, things like "I can't assault when I deepstrike so I shouldn't deepstrike so close" he should definitely have caught onto by now. Not sure about his list but maybe he just doesn't have the funds to get the stuff he needs to make it better. I don't really know.That daemon list was just meh. Was he new with daemons? He didn't seem to really know how to play them, let alone make an effective daemon list. That was a lot of mishaps that probably shouldn't have happened.
I'll post Round 3 when I get a chance, my internet has been very hit and miss lately, and I need some sleep so I'm not late for work, but here's a preview:
Mission: Capture and Control
Deployment: Pitched Battle
Opponent: Grey Knights
We rolled 4 objectives for this game
I hadn't gotten a chance to see this player's army prior to the game, but I had seen the dreadknights (they're a bit too tall to miss). I knew going into this that there was going to be a whole lot of "X? What does X do?" on my part, as I had never played Grey Knights, so I would have to make sure to hav ehim tell me what each unit has and what it does prior to the game starting. He sets his army down and.....
It's all terminators. Well, 2 Dreadnights, and the rest is terminators
5 Paladins with Apothecary
There was a whole sort of general mishmash with his wargear, I can't remember the specifics.
So my thoughts? Well he's got roughly a quarter of my model count. On the upside I have plenty of meltaguns and my demolishers are AP2, but on the downside, this makes my autocannons, russes, and manticore largely useless. Though every save he fails will effect his army greatly. Seems like a classic case of someone getting a new codex (he was mainly a chaos player, but must have just started GKs) and getting distracted by all the new shiny things. That said it is an intimidating sort of army, and it's probably that fact that got him this far. I'm thinking I've got this one, as he has virtually no anti-tank (his psibolters can hurt my chimeras, but other than that its down to his dreadknights) but I'm known around this store for my uncanny ability to have my luck abandon me at the worst possible moment (5-7 turns away from $50 store credit definitely qualifies as the worst possible opportunity). Regardless; keep a cool head, don't do anything stupid, and don't get frustrated when he makes a crap-ton of 2+ saves. He's got to kill 4 of my models for every one I kill of his. No problem, right?
Last edited by Der_Kaiser; April 28th, 2011 at 05:48.
The enemy's gate is down
I predict a tabling, or nearly.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
the thing with teminators lists is that while they can work, it just seems to be a bad idea, i am going to try out a space wolf terminator list today, using 20 terminators and one pack of long fangs, i will get shot to death and that will be the end of that.
GK dont seem to stand a chance
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
If the Grandmaster makes all his paladins and Dreadknights scoring units then he may have a chance. However, he will either be deepstriking (Hello Pie plates) or walking (Hello every single gun in your army). The only anti tank there is his CC. I concur, a tabling is extremely likely.
And congratulations on your wins so far
2500 points of Empire for ToXG: Points painted for month 4: 0 Points painted overall: 510
good night GKs
Sorry about the extreme delay folks. Been busy. But anyway:
My opponent wins the roll for initiative and elects to go second. Terrain is pretty sparse. There is a large ruin in the middle of the board, a smaller ruin in the upper left (from my perspective), and on the right at the center line. There is a forset on the right side of my deployment zone, and a small hill on the right of my deployment zone. I deploy both lascannon squads in the forest, the autocannon squad on the hill, and all 4 chimeras as far forward as possible, with one on the extreme left by the hill and the rest in the center. The infantry blob stretches out in front of the chimeras, and the CCS puts itself behind the forest, within shouting distance of the lascannons. The manticore deploys behind the forest as well, while the demolishers deploy on the left of the forest while the russes deploy as far to the right as possible. My opponent reserves his whole army, but deploys 3 servo skulls to help with his deep striking. He also rolls a 1 for grand startegy, and opts to make one of his dreadknights a scoring unit.
My army, with nothing to shoot at, simply moves. The infantry blob advances into the large ruin, claiming th eobjective there, but spreading out to hopefully avoid the worst of a dreadknight's heavy incinerator. The left most chimera moves 12" towards the enemy table edge, since there is an objective in that back ruin.
As all his stuff is in reserve, he does nothing
More advancement out of me, though this time I pop smoke on all my vehicles, since there is barely any cover.
Reserve rolls herald the arrival of both dreadknights and 2 units of terminators. The dreadknights deepstrike in roughly the center of his table edge, about 12" away from my infantry blob. Of the terminators, one comes in on my lefthand side, close to the ruin, and on my chimera's side armor, and the other comes in on the righthand side, maybe 6" away from the dreadknights. His dreadknight's heavy incinerator fries 5 guardsmen, but the Commissar convinces them to keep their resolve. S5 storm bolters from the 2 terminator squads are able to immobilize a vet chimera and blow up my advanced Vet chimera on the extreme left (I swear, one of these days, I'm actually going to make a coversave), killing 1 vet, but I pass my pin check.
Now with targets to shoot, my movement phase becomes much shorter, featuring movement by my 2 mobile chimeras, and my russes and demolishers to get better firing lanes. The Company Commander, not even needing his binoculars to see the hulking for of the scoring dreadknight, orders both lascannon squads to bring the behemoth down. While they are unable to, they are able to clip 2 wounds from it. The Platoon Commander seizes the loudspeaker in his chimera, and orders the Infantry blob to fire in ranks. The massed lasgun fire proves to be a match for even the thick armor of the dreadknight, and it loses another wound. The Demolishers target the right-hand terminator squad, killing 2. The immobilized vets target the same squad, looking for a little revenge, but all 3 meltaguns miss, and the 2 lasguns fail to wound. Finally, combined fire from the russes and chimeras, despite not having any attacks that will deny a save, manage to take the last wound from the dreadknight. On the other side of the table, we have a sort of game-within-a-game in the form of my Vets and his terminators. The vets are able to move into the ruins (enough of them to claim cover anyway) but not quite to the objective yet. They then light up the terminators, slaying 2. The autocannon squad targets the same squad, but all its shells are deflected by the terminator armor. Then the supposed champions of humanity run like little girls, and are unable to get far enough away from my vets to regroup (I can't believe grey knight terms aren't fearless).
Now his army is joined by another terminator squad (this one with nemesis falchions), and his grandmaster with his paladins. His shooting is fairly lackluster (well, lackluster after last turn anyway), as his falling back terms (still unable to regroup) kill 3 veterans, and his dreadknight's heavy psycannon fails to harm my chimera. The paladins are able to take the mulitlaser off my immobilized chimera though. The surviving dreadknight charges my infantry blob, killing several, but the chimera keeps them in the fight
So, the paladins pretty much need to die. I drive my chimeras up but it doesn't look like they'll be in range. The Vets move again to stay in range of the terms to keep them falling back, but they won't have enough distance to keep it up for long. This shooting phase is much more effective than the previous one. The Demolishers and lascannon squads combine fire on the paladins until only the grandmaster and apothecary are left alive. The russes fire at them too but are unable to cause any damage. The Vets in the left ruin fire at the terminators again, killing 2, leaving just the justicar left alive. He falls back again 7" (6" and he still would have been within 6" of my Vets. 8" and he would have been off the table. *sigh*). Meanwhile, the vets in the immobilized chimera kill 2 more terminators, and the vets in another chimera are just barely in range and manage to take down the other. The dreadnight manages to kill more from my platoon, but they hold firm.
His last squad of terminators fails to show up. The Falchion squad moves into the ruins in the middle of the board, and the Justicar from the maimed squad moves towards my Vets. The Grandmaster and Apothecary move to put the immobile chimera between themselves and the lascannons. His Justicar fires at my Vets, but they take the best advantage of their cover. The Justicar then charges, and still going first (Terminators with frag grenades. What's the word coming to?), flubs his attacks. The vets proceed to fasten bayonettes and stab him to death (you know, cause that makes sense). The dreadnight kills my lord commisar and reduces the infantry blob to a single autocannon, which falls back.
The Chimeras move closer to the middle ruins, while my forward veterans consolidate their position on the objective. The Immobilized Vets manage to kill the Apothecary, but the Grandmaster's 4++ protects him. Demolishers and mobile Vets focus their fire on the Falchion terminators, and manage to bring them all down. The lascannons target the dreadnight, and manage to take 3 wounds from it. The autocannons then finish it off. With nothing left to shoot at, the russes target the grandmanster. Each of their battlecannons scores a wound, and when he rolls his saves, one die comes up as a 1, slaying him outright.
His final squad comes in automatically. He deepstrikes them onto the objective located behind the right-hand side ruins. He then runs to disperse himself.
At this point I control 3 objectives (Vets in the far ruins, Autocannons on the small hill, and PCS and Vets in the middle) to his 1, but the game continues.
I fire everything at his last terminator squad. There are no survivors.
Post Game Thoughts coming soon...
The enemy's gate is down