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40K VWMkIV - Battle #4 - Imperial Guard versus Witch Hunters

916 views 11 replies 10 participants last post by  tiaxrulesall 
#1 ·
Please see 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 -
Seek and Destroy


Imperial Guard

HQ: 271
Elites: 176
Troops: 830
Fast Attack: 115
Heavy Support: 455


Doctrines:
Close Order Drill
Iron Discipline
Sharpshooters

Command Platoon
Command Squad - (6) men
Colonel Tyson (Heroic Senior Officer):
Power Weapon, Laspistol, Iron Discipline.
3x Guardsmen with Lasguns
1x Standard Bearer with Laspistol; CCW
1x Commissar "Grant" with Laspistol; Powerfist

Anti Tank Squad - (6) men
3x Lascannon; 3x Lasguns
Sharpshooters

Hardened Veterans - (6) men
1x Sergeant with Laspistol & CCW
1x Lascannon; 1x Plasmagun; 3x Lasguns


Hardened Veterans - (6) men
1x Sergeant with Laspistol & CCW
1x Lascannon; 1x Plasmagun; 3x Lasguns

Infantry Platoon:
Command Squad – (5) men
Lieutenant Dempsy (Junior Officer): Lasgun
3x Lasguns; 1x Heavy Bolter

Infantry Squad - (10) men
1x Sergeant "Ratcliffe": Laspistol & CCW
8x Lasguns; 1x Heavy Bolter


Infantry Squad - (10) men
(1) one Sergeant "Cooper": Laspistol & CCW
8x Lasguns; 1x Heavy Bolter


Infantry Platoon:
Command Squad - (5) men
Lieutenant Camrary (Junior Officer): Lasgun
3x Lasguns; 1x Heavy Bolter

Infantry Squad - (10) men
1x one Sergeant "Johnson": Laspistol & CCW
7x Lasguns; 1x Autocannon; 1x Plasmagun

Infantry Squad - (10) men
1x one Sergeant "Johnson": Laspistol & CCW
7x Lasguns; 1x Autocannon; 1x Plasmagun

Infantry Platoon:
Command Squad – (6) men
Lieutenant "Chips" Dubbo (Junior Officer): Laspistol, Power Weapon, Honourifica Imperialis, Iron Discipline
4x Laspistols & CCW
1x Commissar "Greaves" -- Laspistol, Power fist

Infantry Squad - (10) men
1 Sergeant "Hatratty": Laspistol & CCW
7x Lasguns; 1x Plasmagun; 1x Lascannon

Infantry Squad - (10) men
1 Sergeant "Hatratty": Laspistol & CCW
7x Lasguns; 1x Plasmagun; 1x Lascannon

Infantry Squad - (10) men
1 Sergeant "Hatratty": Laspistol & CCW
7x Lasguns; 1x Plasmagun; 1x Lascannon

Hellhound ‘Crematoria’
Inferno Cannon; Hull Heavy Bolter;

Basilisk ‘The Noisy Cricket’
Earthshaker Cannon; Hull Heavy Bolter; Indirect fire

Leman Russ Battle Tank ‘Faithmaker’
Battle cannon; Hull Lascannon; Heavy Bolter Sponsons

Leman Russ Battle Tank ‘Old Ironsides’
Battle cannon; Hull Lascannon; Heavy Bolter Sponsons


Notes and General tactics.

Doctrines: Close Order Drill has been selected for CC purposes only. It is highly suicidal to deploy in B2B contact. As there is no fast moving counterattack when I need an edge in assault COD will come into play. Otherwise the Break-Shoot-Break tactic is a better option.

Deployment: The infantry squads are deployed depending on which units are the biggest threat to the enemy. Those that are a high threat get first dibs on the best cover available (assuming ample firing lanes are present also) while the less dangerous units get the task of drawing failed LD fire and absorbing intitial enemy assaults and attempting to draw fire in general.

The two Heroic Senior Officers are placed out of sight to cover 40"- 48" inches worth of deployment zone with LD 10 while the other Juniors mop up any holes with their own LD 8. They also get the task of charging anything that is nasty and is cleaving lots of guardsmen nearby.

The two Leman Russes form an armoured shield wall for the Basilisk if there is not enough cover to hide it, that way the Bassie blasts what the Russes can't see, and the Russes blast whatever gets within minimum range for the Bassie. All the while the Hellhound rumbles around and makes a pest of itself to draw AT fire from the shield wall. Tank Synergy if I say so myself.

Against assault specialist armies I prefer to deploy in a refused flank with the infantry (108 guardsmen pulp most things in CC, especially since it's had to weather their fire) while the tanks take the other flank and catch the charging enemy in template crossfire.



---------------------------



Sisters of Battle
Witch-Hunters

HQ: 246
Elites: 242
Troops: 955
Fast Attack: 0
Heavy Support: 405


Canoness:
Blessed Weapon; Book of St. Lucius; Cloak of St. Aspira; Jump Pack; Litanies of Faith; Mantle of Ophelia; Melta Bombs

Canoness: (Joins a sister squad)
Bolt Pistol; Power Weapon; Book of St. Lucius; Cloak of St. Aspira


Inquisitor:
Bolt Pistol; Close Combat Weapon; Scourging

Callidus Assassin:
C’tan Phase Sword; Neural Shredder; Polymorphine; Poison Blades

2x Death Cult Assassins:
Power weapon; Close Combat Weapon

10x Battle Sisters
7x Bolters; 1x Meltagun; 1x Flamer; 1x Imagifer
Veteran Sister Superior:
Eviscerator; Bolt Pistol

10x Battle Sisters
7x Bolters; 1x Meltagun; 1x Flamer; 1x Imagifer
Veteran Sister Superior:
Eviscerator; Bolt Pistol

10x Battle Sisters
7x Bolters; 1x Meltagun; 1x Flamer; 1x Imagifer
Veteran Sister Superior:
Eviscerator; Bolt Pistol

10x Battle Sisters
7x Bolters; 1x Meltagun; 1x Flamer; 1x Imagifer
Veteran Sister Superior:
Eviscerator; Bolt Pistol

10x Battle Sisters
7x Bolters; 1x Meltagun; 1x Flamer; 1x Imagifer
Veteran Sister Superior:
Eviscerator; Bolt Pistol

Exorcist:
Exorcist Missiles

Exorcist:
Exorcist Missiles

Exorcist:
Exorcist Missiles



Faith points:
9 + Litanies of Faith

Strategy:
If you don't understand sisters... well, they're complicated. Don't just think of them as weaker marines. Faith is what keeps this list alive. 10 sister units and imagifers means that the spirit of the martyr tends to be successful especially as squads take casualties. It's usually easy to tell at the beginning of a phase when a unit is in danger of taking huge amounts of casualties, so faith can be employed to protect those squads.

Sisters set up in front of the exorcists and march towards their enemies. DC Assassins try to slip through cover toward the enemy and tend to get there at about the same time the sisters are at point blank range with their guns. Callidus not only uses a word in your ear to put a valuable enemy tank in the firing range of the exorcists, but also shows up in close combat with one of the enemy's devastator/broadside type squads. Exorcists pound away at the enemy's tanks or other oppurtunistic targets. The inquisitor walks among the sisters, targetting anything that has invulnerable saves, like eldar seers and turboboosting bikes (whose save "becomes" invulnerable, allowing it to be ignored by the scourging, though I've no idea why).
 
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#2 ·
This is a tough one... Both lists have good ways to combat each other...

Well I don't know much about what the faith points can do, but I know they will help, but I think not enough to deal with the amount of mass that 100 guardsmen can put out. That, and the excorsists are good at taking out armor, but not great, cause s8 it just not that great at taking out av 13-14... 3 templates that are ap3 will cut a large hoe in the sisters ranks, and all the whisper in the ear thing could do would be move the basi in the open early, which could result in either it going boom first turn, or not shooting to move back into cover first turn.

Over all too many guardsmen with too many templates and strong guns for the sisters, with their short range and not so great AT, to handle.

I Vote IG
 
#3 ·
I Vote IG

I think the sister's lack of firepower is going to let them downEven if the exorcists go first and blow up three tanks, the Sister's won't be able to get through shooting unscathed. And when they hit CC they're in trouble. They're only T3 and I3 so when the guardsmen pull 60 or more odd attacks out at I4 I think it's all over.

Hey, the power weapons on the officers might actually do some considerable damage! :w00t:
 
#4 ·
Well I don't know much about what the faith points can do, but I know they will help
Just to clarify, there's 5 abilities, each eats up a faith point. For all you roll 2d6 (3d6 and pick the best two with imagifer) and check vs the squad size. For the first two, you have to roll under the squad size, for the last 3, you have to roll over. Whenever you lose a faithful unit (say a veteran sister superior), you gain (a second time) the amount of faith that they originally contributed. Powers are shared among the squad of the faithful unit.

the abilities are:
1. +2 strength, strike last for the cc phase
2. on a 6 to hit, AP1 or power weapon as appropriate for the phase
3. +2 initiative (can't be used with the first one) for the phase
4. fearless for a turn
5. save becomes invulnerable (is activated at the beginning of any cc or the enemy's shooting phase) for a phase

The list creator really should've included that in the list description

I vote witch hunters for the following reasons

The canoness will tear through the ig army. Great in cc, almost untouchable, can easily weather all the big guns in the army firing at her for a turn, with a 2+ inv save and a single use anti-instant death item (Mantle of ophelia). And hey, melta bombs will help vs the leman russes.

The callidus assassin will have pleanty of great targets for his flamer, and in cc, he'll be a monster. Also, he can appear and destroy the heroic senior officer fairly easily

The sisters have the faith to weather a few turns of fire, and the close range and cc firepower to rip through the tightly packed imperial guard

Lasguns are utterly ineffective here, as are hellhounds, autocannons, and heavy bolters, due to the fact that a cheap unit with a 3+ save is going to make them put in alot of effort to take out 11 point models

death cult assassins are nice distractions, and in this fight might actually make it to cc to help.

3 exorcists can take out a leman russ a turn, even if they are AV14 on the front. Also, they're exposed on the sides and can't effectively return fire.

Finally, faith can be employed to give saves vs the pie plates and lascannons for the exposed squads, allowing most models to get to slaughter range where bolters and flamers will do their work.
 
#5 ·
Hmm I get more like 1 pen on a Russ frontside with the Exorcists, a pen is only destroyed 1/2 the time, so you can count on taking it out of the fight for at least 1 turn, but I'd lower that destroyed a bit. 3.5 shots/exorcist on average 10.5 shots 7 hits 1.167 penetrating hits.

Course that's only if they get first turn(or somehow weather the attack), the IG have a lot of ways to put the hurt on those exorcists

Divine guidance is of no use against an army that their default ap works against.
Spirit of the Martyr is very hard to pull off on a 10 full sister squad even with the imagifier.

Assuming the Guard player understands the Sisters they can make it hard for the sisters to effectivly utilize their points:
Fire on full sized squads going for a whipeout in one turn if you fail leave them alone unless you don't have another target at full str to fire at.
Kill the exorcists quickly.

The sisters oddly look to be setup for a close quarters fight, but they don't have anything making them go any faster. This will really hurt them trying to get into close contact with the guard they'll have to weather a few rounds of shooting to be effective. If they where better set up for a shooting bout, or had the means to engage quickly I probably would vote differently.
I see a tough fight, but if the guard know what they're up against I see them having an edge. (If they don't I see sisters walking all over them, but I tend to try to assume both generals are competant.)

So a Victory for the Guard.
 
#6 ·
TheWamp said:
The canoness will tear through the ig army. Great in cc, almost untouchable, can easily weather all the big guns in the army firing at her for a turn, with a 2+ inv save and a single use anti-instant death item (Mantle of ophelia). And hey, melta bombs will help vs the leman russes.
Is she better than a jump packing Chaplain? Because if she isn't a whole super heap better she's never going to survive fighting unsuported.
 
#7 ·
Exorists are AP 1, so they are quite good at killing the Russes, as they average 7 hits a turn with those missiles.

The invunerable armour save of the sisters makes them very difficult to destory.

I think there are enough of them, to get into CC, and i think the exorsist tanks have the edge.

This is pure victory points, so sisters of battle.
 
#8 ·
TheWamp said:
The callidus assassin will have pleanty of great targets for his flamer, and in cc, he'll be a monster. Also, he can appear and destroy the heroic senior officer fairly easily

Lasguns are utterly ineffective here, as are hellhounds, autocannons, and heavy bolters, due to the fact that a cheap unit with a 3+ save is going to make them put in alot of effort to take out 11 point models
Isn't the Callidus a She? Howver I agree that it will be lethal.

Anyway, Lasguns v's Sisters requires an average of 12 shots, (12 shots, 6 hit, 3 wound, 1 failed)
Whereas Marines need an average of 18 (18 shots, 9 hit, 3 wound, 1 failed)

So 36 Shots would kill either 2 Marines at 30pts or 3 sisters at 33pts. The reduced T makes Lasguns better killing SoB than SM, they are ok, Heavy Bolters have multi-shots wounding on a 2+.

However you sold me on the Cannoness, she sounds unstopable to the IG and lots of sots even at a 6+ to penetrate will hurt Russes. Lascannon are good anti-Russ and Exorcists penetrate on the same roll.

So

Sisters of Battle
 
#10 ·
Silver Wings said:
Isn't the Callidus a She? Howver I agree that it will be lethal.
Not to throw fluff into the mix here, but technically Callidus Assasins are both male and female, in fact all the major assasin schools are co-ed... :yes:

Anyway, the guard do have some spread out plasma, but the callidus will rip through em, along with any sisters that make it into combat. You really can't uderestimate those exorcist tanks, I don't think any of the russes will be left by end-game. Not to mention, like someone already said, "A Word in Your Ear" can be used to kill a Russ even earlier.

Let's not forget this is a Seek and Destroy Mission. In my opinion the sisters will inflict much more casualties than the IG. Too many sisters, lasguns aren't going to cut it.

I vote for SoB.
 
#11 ·
I thought about the Cannoness a bit more. She wont get into combat turn 1 and at best in combat is looking at 4 kills. Chances are an IG squad can hold for a couple of turns. In a game then she might kill a couple of Squads but wont be as dangerous as I initialy thought.

I'll keep my vote as SoB for now though, the Callidus is brilliant (whichever sex it is).
 
#12 ·
SOB

-for anti-tank power, exorcists outshoot leman russes.

-the few CC units would really hurt if they got to CC with the guard, 2+ units for each cannoness and calidus. the cailidus cannot be stopped, and the cannoness is an IC with a 2++ save

-the 50 faithed up sisters should be able to weather the fire to get in range and beat the guard.
 
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