40K VWMkIII - Round #1, Battle #10 - Chaos Marines versus Lost and the Damned - Warhammer 40K Fantasy
 

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  1. #1
    Now with STFU flames! Caluin's Avatar
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    40K VWMkIII - Round #1, Battle #10 - Chaos Marines versus Lost and the Damned

    Please see (VoteWar MarkII - New Beginnings, new info thread.)this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

    Mission Type - Take and Hold

    Slaaneshi Battle-Group
    Chaos Space Marines

    Headquarters – 201 points
    Chaos Lord Akuma:
    Mark of Slaanesh; Darkblade; Combat Drugs; Daemonic Strength; Daemonic Aura; Doom Siren; Chaos Space Marine Bike; Furious Charge; Frag Grenades

    Troops – 595 points
    Daemonettes Pack – Six (6) daemons

    Chaos Space Marines – Six (6) men
    All have Mark of Slaanesh; Infiltrate
    Four (4) armed with Bolt Pistol and CCW
    One (1) armed with Blastmaster
    One (1) Aspiring Champion: Bolt Pistol and Power Weapon

    Chaos Space Marines – Six (6) men
    All have Mark of Slaanesh; Infiltrate
    Four (4) armed with Bolt Pistol and CCW
    One (1) armed with Blastmaster
    One (1) Aspiring Champion: Bolt Pistol and Power Weapon

    Chaos Space Marines – Six (6) men
    All have Mark of Slaanesh; Infiltrate
    Four (4) armed with Bolt Pistol and CCW
    One (1) armed with Blastmaster
    One (1) Aspiring Champion: Bolt Pistol and Power Weapon

    Fast Attack – 501 points
    Slaaneshi Bike Squad – Five (5) men
    All have Mark of Slaanesh; Frag Grenades; Furious Charge
    One (1) with Doom Siren
    One (1) Aspiring Champion: Daemonic Strength, Doom Siren, Power Weapon

    Undivided Bike Squad - Five (5) Bikes
    All have Mark of Chaos Undivided
    Two (2) armed with Meltagun
    One (1) Aspiring Champion: Power Fist

    Heavy Support – 563 points
    Chaos Space Marine Havocs – Six (6) men
    All have Tank Hunters
    Two (2) armed with Bolters
    Four (4) armed with Autocannon

    Chaos Space Marine Havocs – Six (6) men
    All have Tank Hunters
    Two (2) armed with Bolters
    Four (4) armed with Missile Launcher

    Chaos Havocs w/ bolter – Seven (7) Men
    All have Mark of Chaos Undivided; Infiltrate
    Two (2) armed with Bolters
    Four (4) armed with Plasma Gun
    One (1) Aspiring Champion: Bolter

    Fluff:
    Formerly a servant of Chaos Undivided, Lord Akuma attained daemonhood when he swore allegiance to Slaanesh. Slaanesh rewarded Akuma with a darkblade. The core of Akuma's army followed in his footsteps, but the rest of his servants still trusting their weapons above Akuma's new God. So long as the havocs pave "Prince" Akuma's path, he tolerates their worship of Chaos Undivided.

    Tactics:
    The whole army exists to get Akuma into close combat, but he does not have to survive to win the battle.

    Each undivded unit is tailored for a different enemy.
    Missile Launchers: Heavy Armor (AV 12+), Power-armored infantry
    Autocannons: Light Armor, Terminators (Statistically more likely to kill these than any other heavy weapon, with 8 Str 6 shots), and 'Nid hordes.
    Plasma Guns: Power Armor, Monstrous Creatures
    Bike-mounted melta guns: Heavy Armor, dreads

    Tthe plasma havocs and the three troop squads deploy close to the enemy, in cover, and let the plasma guns/blastmasters do the initial killing. The bikes turbo-boost, with the melta squad in front, to absorb casualties, while the havocs engage anything that could really hurt the bikes. By turn 2, Akuma should reach close combat and the troops simultaneously charge. The plasma havocs and the melta bikers deal with things Akuma cannot kill, esp. dreads, 'fexes, and heavy armor. With 3 doom sirens and Akuma's 6 str 8 attacks, Akuma's squad faces NO superior threats once in CC. They can take 'stealers and broodlords (yes that is play tested).

    The daemonettes have 6 icons to choose from, so they go where trouble is.

    ----------------------------------
    LOST AND THE DAMNED

    Headquarters – 203 points
    Arch Heretic (Carthas the Skull-taker)
    Kai Gun; Power sword

    Aspiring Champion Ratbad the Coward (Attached to Mutant Squad)
    Powerfist, bolt pistol, daemonic mutation, daemonic visage

    Aspiring Champion Sargus the Sly (Attached to Mutant Squad)
    Powerfist, bolt pistol, daemonic mutation, daemonic visage

    Elites - 482pts
    Daemonettes pack – Nine (9) daemons

    Flamers of Tzeentch pack – Nine (9) daemons

    Obliterator Cult – Two (2) men

    Troops – 620 points
    Mutants squad – Twenty eight (28) men
    Entire squad armed with Frag Grenades.
    Twenty three (23) armed with CCW
    Two (2) armed with CCW and Icons
    Two (2) armed with Flamer
    Boss Ganthrash the Fast: Powerfist and CCW

    Mutants squad – Twenty eight (28) men
    Entire squad armed with Frag Grenades.
    Twenty three (23) armed with CCW
    Two (2) armed with CCW and Icons
    Two (2) armed with Flamer
    Boss Rothgar the Strong: Powerfist and CCW

    Traitors quad – Five (5) men
    Entire unit has Frag Grenades
    Two (2) armed with Lasgun
    One (1) armed with Lasgun and Icon
    One (1) armed with Plasma Gun
    Heavy weapons team armed with Missile Launcher

    Traitors quad – Five (5) men
    Entire unit has Frag Grenades
    Two (2) armed with Lasgun
    One (1) armed with Lasgun and Icon
    One (1) armed with Plasma Gun
    Heavy weapons team armed with Missile Launcher

    Traitors quad – Five (5) men
    Entire unit has Frag Grenades
    Two (2) armed with Lasgun
    One (1) armed with Lasgun and Icon
    One (1) armed with Plasma Gun
    Heavy weapons team armed with Missile Launcher

    Fast Attack – 265 points
    Furies pack – Ten (10) daemons

    Hellhound Tank:
    Inferno Cannon, Hull mounted Heavy Bolter

    Heavy Support – 280 points
    Leman Russ Tank:
    Battlecannon, Hull Mounted Heavy Bolters; Sponson Heavy Bolters

    Basilisk Tank:
    Earthshaker Cannon; Indirect Fire; Hull mounted Heavy Bolter

    Tactics
    Traitors deploy in cover, preferably 18-24 in from oponent and generaly make a nusance of themselves their first priority is slowing down transports after that thinning down opponents troops as best they can.
    Mutants move up the board to claim objective/ or engage with enemy troops, moving as a large mass. Mutants are kinda like inexpensive orcs without choppas if you're not familiar with them. . .
    The Arch heretic & flamers shoot to thin out enemy numbers.
    tanks job is also to thin out enemy numbers, but can assist with tank hunting in a pinch.
    The obliterators are used as tank hunters, and will depending on the opponent deep strike in and go for a melta kill, or start on the bord and attack with lascannons.
    Daemonettes attack the opponents expensive units, like HQ's, terminators, slow tanks ect.
    Furies exist to tie up enemy lines, to keep units out of critical hth's or just block firing lines so that the rest of the army can safely make it to assault.
    The key principal is many threats of various types. A close combat army is forced to come to my list and will have to play my game.
    A balanced or shooty list will have difficult target priorites to make. Take out CC or shooting. Shooting is a problem now, CC is a big problem if not adressed in the earlier turns.
    I consider this to be a balanced list, formidable in close combat, capable in shooting. It is a little slow, but it is not static. It can respond to changes in battlefield situations.

    Last edited by Caluin; February 2nd, 2006 at 23:16.


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  3. #2
    Senior Member tiaxrulesall's Avatar
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    I vote lost and damned

    -they have slightly better shooting, and better numbers in CC
    Procrastination- hard work often pays off over time, but laziness always pays off now.
    Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.

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  4. #3
    Senior Member Terzo's Avatar
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    I vote LatD
    For one, there's enough anti tank to take care of the Leman Russ (I assume the Bassie will be hiding).
    Also, there may be a lot of mutants but there's a lot of CSM too, who can get into combat extremely fast...and the bikers will be a pain for the mutatants.
    The traitors don't really have any great targets, besides bikes (although they'll most likely be turbo boosting or in cc), so they are kinda useless.
    Basically, I think Chaos will swamp LatD in cc, and easily control the center by game's end.

    Not like it matters, but......
    I have changed my vote. I now feel that those LatD daemons will hurt slaneesh's low numbers, and combine with the powerfisted bosses to serve as a target overload for slaneesh.
    Last edited by Terzo; February 5th, 2006 at 21:30.

  5. #4
    Member LordMortis's Avatar
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    I vote CSMs
    Those blastmasters can pin the mutants, leaving the autocannons and Frag Missiles to pick then off. The Bikes could then take out what's left.
    Please read the rules regarding what is permissable in signatures

    ^Left there as my self-inflicted punishment.
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  6. #5
    LO Zealot numberofthebeastxxx's Avatar
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    Quote Originally Posted by LordMortis
    Those blastmasters can pin the mutants
    No I don't think so. The champs are running with the mutants, so the squad has a LD 10. They will get into assault, and there are a LOT of wounds between the enemy and the 2 powerfists per squad. The LaTD army also has better shotting, with all those heavies and 2 pie plates. Not to mention there are 3 daemon squads jumping out when the mutants get close enough. Not even CSM's can take that much assault.

    I vote for LATD
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  7. #6
    Senior Member JORMAGI's Avatar
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    Hmm some thoughts:

    Every point spent on the mark of Slaanesh rather than the MoCU is waisted (with regards to this battle anyway) because they would strike first in inititive anyway. Likewise power weapons are less efficient against the lost.

    Those blastmasters would be very lucky to pin leadership 10, possable but not likely to happen.

    First turn shooting phase is going to be interesting, Lost are likely to put pressure on assault squads, thinning the numbers. While chaos has a hard descision inefficiently thinning the mutant squads and letting the tanks live in hope to win in CC, or take the tanks out effeciently and run a greater risk of being swamped in CC.

    Remember this is a Take and Hold Mission: Both armies are going to clash together in close combat at the objective. That is where I see the battle decided. There are 75 cc modles vs 35. Sure the marines fight better per model, but not THAT much better. Marnies are going to be swamped and slaughterd by 10 powerfist attacks a turn, not to mention masses on normal attacks, and taking a few wounds from being outnumbered about 28-6 ish umm about 4-1. There is no way those 18 marines and 6 daemonettes & 11 bikes (should they by some mirical all make it see above paragraph. )are going to be able to hold it against 54 mutants, 9 daaemonettes & 10 furies. Also should the objective be, or is in cover this gives advantage to Lost as they have the gernaides to go at the same time should the marines get there first, and if the lost get there first they can strike first for even more danger for Chaos as the marines lack said gernades; not a big deal but something that also tilts the combat in favor of the lost. So. . .

    Clear win for Lost and the Damned!
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  8. #7
    Festo Diata TwoHats's Avatar
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    Lost and the Damned

    The Traitor Guard have two battle tanks which can mop up the small squads of Marines. The only serious threat to the Leman Russ' front armour are the Missiles (which is a small chance), and the Meltaguns on the Bike Squadrons. If he sets his vehicles up well, and keeps his Mutants in front of them, it'll just be a matter of turns before the Leman Russ batters those squads of Marines into victory. Add that to a Basilisk and the Traitor firepower and you can eliminate quite a few Marines quickly. The Slaanesh are forced to concentrate on the Mutants, because they are large and in the way, and the Mutants have the numbers and Toughness to handle it.

    In summary: Smart Ordnance use (hit the Havocs/Bikes first) will cause the Slaanesh to crumble.
    Last edited by Caluin; February 4th, 2006 at 02:40.
    2H - LEGIO HYDRA

  9. #8
    Member LordMortis's Avatar
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    Originally posted by numberofthebeastxxx
    No I don't think so. The champs are running with the mutants, so the squad has a LD 10. They will get into assault, and there are a LOT of wounds between the enemy and the 2 powerfists per squad. The LaTD army also has better shotting, with all those heavies and 2 pie plates. Not to mention there are 3 daemon squads jumping out when the mutants get close enough. Not even CSM's can take that much assault.
    You are right. However, I think that the blastmaster's second option would still take out a fare number at a time.
    Please read the rules regarding what is permissable in signatures

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  10. #9
    Senior Member JORMAGI's Avatar
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    Quote Originally Posted by LordMortis
    You are right. However, I think that the blastmaster's second option would still take out a fare number at a time.
    It won't make enough of a difference. If every blastmaster shot killed a mutant, wich the wont, (actual rate is ~44%) There is still only about 2 turns that even is going to make a diffence. In those two potential turns they cannot reduce the mutant squads to below half strength. Anything less is not going to make much of an impact on their CC ability. Mutants are designed for most of them not to make it because of shooting, A few heavy weapons are not going to win it for the Marines.

    Look at the shooting phase:
    4 Missile launchers
    4 Autocannons
    4 Plasma Guns
    3 Blastmasters on the movement mode

    vs

    1 Battlecannon
    1 Earthshaker cannon
    1 Inferno cannon
    1 Heavy bolter (4 more not likely to fire)
    3 missile launchers
    3 plasma guns
    9 heavy bolter equivilants (flamers)

    Any casualties caused by Chaos Marine shooting is going to be aswered by at least equal losses caused by the Lost's shooting. Those blastmasters are just a drop in the bucket.
    Votewar MKV 2nd place. . .

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  11. #10
    Dancing Peanuts? You bet! Robizzle's Avatar
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    Lost and the Damned

    I think there are too many wounds for the chaos to take, and when you look at the firepower coming back at them, it only decreases the chances of survival. Although the Chaos lord could prove problems....

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