Proving Ground: Round 2 - Battle 2 (Chaos vs. Space Marines) - Warhammer 40K Fantasy
 

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  1. #1
    One Awesome Dude hotspike18's Avatar
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    Proving Ground: Round 2 - Battle 2 (Chaos vs. Space Marines)

    Scenario: Secure and Control (5 Loot Counters)
    Gamma Rules: Infiltrate, Deep Strike


    List 21 - Chaos

    Sorcerer:
    - Mark of Slaneesh
    - Jump Pack
    - Lash of Submission

    Terminators [x5]:
    - Combi-Plasma (x4)
    - Heavy Flamer
    - Chainfist
    - Icon of Chaos Glory

    Chosen Chaos Marines [x9]:

    - Aspiring Champion w/Powerfist
    - Plasmaguns (x3)
    - Icon of Chaos Glory

    Chaos Space Marines [x10]:

    - Aspiring Champion w/Powerfist
    - Plasmaguns (x2)

    Plague Marines [x7]:
    - Plague Champion w/Powerfist
    - Plasmaguns [x2]

    Raptors [x8]:
    - Champion w/Powerfist
    - Icon of Chaos Glory
    - Meltaguns (x2)

    Obliterators [x2]

    Havocs [x6]:
    - Icon of Chaos Glory
    - Missile Launchers (x3)

    Havocs [x6]:
    - Icon of Chaos Glory
    - Missile Launchers (x3)

    V.S.

    List 28 - Space Marines

    Chapter Traits: Cleanse and Purify; Have Faith in Suspicion

    Chapter Master:
    - Bolt Pistol
    - Power Weapon

    Tactical Squad [10]:

    - Veteran Sergeant w/Powerfist & Bolt Pistol
    - Plasmaguns (x2)
    - Rhino w/Smoke Launchers & Extra Armor

    Tactical Squad [10]:
    - Veteran Sergeant w/Powerfist & Bolt Pistol
    - Plasmaguns (x2)
    - Rhino w/Smoke Launchers & Extra Armor

    Tactical Squad [10]:
    - Veteran Sergeant w/Powerfist & Bolt Pistol
    - Plasmaguns (x2)
    - Rhino w/Smoke Launchers & Extra Armor

    Dreadnought:

    - Twin-Linked Lascannon
    - Missile Launcher

    Dreadnought:
    - Twin-Linked Lascannon
    - Missile Launcher

    Dreadnought:

    - Twin-Linked Lascannon
    - Missile Launcher

    Devastators [x8]:
    - Plasma Cannon
    - Heavy Bolters (x3)

    Devastators [x8]:
    - Plasma Cannon
    - Heavy Bolters (x3)

    Devastators [x8]:

    - Plasma Cannon
    - Heavy Bolters (x3)

    "If you can wait til I get home, then I swear we can make this last."

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  3. #2
    Banned ArchonFarseerGuy's Avatar
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    458 (x8)

    28

    The Marines should win this. The Chaos forces don't have enough long-range anti-tank to prevent the Taccies/Dreads from getting to the Loot Counters.

    On the flip side of the coin, we have the loyalist forces who can pick off the CSMs one by one, with those *@#$\)^! Plasma Cannons.

    That, and Ld10 that can autorally won't hurt.

    -AFG

  4. #3
    Chilli Fueled Heretic danjones87's Avatar
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    1329 (x8)

    Quote Originally Posted by ArchonFarseerGuy View Post
    The Marines should win this. The Chaos forces don't have enough long-range anti-tank to prevent the Taccies/Dreads from getting to the Loot Counters.
    Well, the Chaos forces have 8 AT weapons on the board while the Marine forces are packing 3. Chaos will win this one. Also, what function does the master fullfil? He to me seems to be sitting around not going near the combat!

    Dan

  5. #4
    Senior Member farmpunk's Avatar
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    I think if Marines get 1st turn, it could go badly for Chaos. If chaos goes first, the same for the Loyalists.

    3 plas cannons is nothing to shrug at. They can neutralize the DSing termies, after the termies neutralize a Dev Squad. I would have liked to see 1 Dev Squad be anti-tank.

    I think it will be a close match, and where the loot counters get placed will make a difference. Shot for shot, I think Chaos might be able to pull it off, especially if they neuter the rhinos of the loyalists.

    this really is one I should see, because the outcome is very dependent on terrain and turn.

    I think I will go with Chaos though. I'm gonna bet that the Raptors will be able to make it to the back lines after hitting a rhino, and cause trouble. The chosen will infiltrate and cause trouble. The Devs will get tied up, and not be able to blast away. Then chaos has enough AT to pick apart the Dreads and rhinos

  6. #5
    Son of LO darkreever's Avatar
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    I don't know farmpunk, even with infiltrate and the speed of the raptors its going to take some time for them to hit the loyalist lines; and every turn they aren't locked in combat while trying to get to the loyalists is going to be a turn where they get pounded by heavy weapons fire.

    On the flip side, the loyalists have three non moving units, which will eventually lose their line of sight due to terrain and the rhino's eventually having to get in their way. They also have three slow moving dreds to give covering fire to for the rhino's; and seeing as there is no armour for the dreds to go after, the uses for the three walkers is going to be fairly limited in the early parts of the game.

    Between the two armies, the loyalists have three faster moving scoring units to take as many of the five objectives as possible, with backup in the form of three slower moving scoring units. The chaos army has an infiltrating scoring unit, one fast moving scoring unit, two non moving scoring units with anti-armour weapons, and three to four slow moving scoring units. (Depending on whether or not the termies deep strike.) The loyalists have the numbers in faster units, but with the heavier weapons available to the choas army I do not think they will be able to hold the counters for long enough. I think that chaos can pull off the win here, though it will be hard fought to say the least.

    Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.

    "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
    Member of the Fluff Masters Clan

  7. #6
    One Awesome Dude hotspike18's Avatar
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    MATCH CLOSED
    "If you can wait til I get home, then I swear we can make this last."

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