40K VWMkIV - Battle #21 - Space 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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    708 (x8)

    40K VWMkIV - Battle #21 - Space Marines versus Lost and the Damned

    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 - Recon


    White Scars Raiders
    Space Marines


    Traits: Be Swift As the Wind; Have Pride In Your Colours

    HQ: 172
    Elites: 464
    Troops: 962
    Fast Attack: 240
    Heavy Support: 0


    Codicier Librarian:
    Force Weapon; Fear of the Darkness; Familiar; Space Marine Bike; Terminator Honors; Combat Shield; Close Combat Weapon; Frag Grenades

    5x Space Marine Bikers
    Furious Charge; Frag Grenades; Twin Linked Bolters; 2x Flamers
    Veteran Sergeant with Pair of Lightning Claws

    5x Space Marine Bikers
    Furious Charge; Frag Grenades; Twin Linked Bolters; 2x Flamers
    Veteran Sergeant with Pair of Lightning Claws

    6x Space Marine Bikers (including Attack Bike):
    Frag Grenades; Twin Linked Bolters; 2x Meltaguns
    Veteran Sergeant with Power Fist; Close Combat Weapon
    Attack Bike: Multi-melta

    6x Space Marine Bikers (including Attack Bike):
    Frag Grenades; Twin Linked Bolters; 2x Meltaguns
    Veteran Sergeant with Power Fist; Close Combat Weapon
    Attack Bike: Multi-melta

    5x Space Marine Bikers (including Attack Bike):
    Frag Grenades; Twin Linked Bolters; 2x Meltaguns
    Veteran Sergeant with Power Fist; Close Combat Weapon
    Attack Bike: Multi-melta

    5x Scout Bikers
    Melta Bombs; Twin Linked Bolters
    Veteran Sergeant with Power Fist; Close Combat Weapon

    Land Speeder Tornado
    Heavy Bolter; Assault Cannon

    Land Speeder Tornado
    Heavy Bolter; Assault Cannon

    Land Speeder Tornado
    Heavy Bolter; Assault Cannon


    Fluff: White Scars to the core.

    (Editor's Note - part of the following tactics rely upon the Scout Bikers getting a free 12 inch Scout move before the game starts - due to the traits chosen they can't do this and as such a few things in the tactics section can't happen.)

    Breakdown: Librarian - can move and cast FoTD on 1st turn, devastating low LD armies / shooty armies that like to sit on the edge of the board.
    Scouts - WILL pop most expensive enemy vehicle 1st turn. If there are no vehicles, they tie up shootiest enemy troop unit with 1st turn charge.
    3x multi-melta squads - at T5, with 6 bikes, large enough to absorb some shooting, esp. during turbo-boost. With bike movement, multi-melta can often hit enemy on 1st turn. 3 melta weapons instakill power armor and always pop vehicles, even AV14. Hidden powerfists get 4 attacks on the charge.
    2x assault squads - designed to beat enemy bike squads. I5 on the charge devastates power armor. 4x I5 lightning claw attacks also rip up marines. 2x flamers will destroy mobs, gaunts, 'nids, etc.
    Speeders - 3x HB, 3x assault cannons. Perfect for anything. Can hit the enemy 1st turn.

    Versus hordes: shoot them to death. 3x AC, 3x HB, 4x flamers, and 33 twin-linked bolters will chew thru large enemy squads. FoTD can win the whole game.
    Versus skimmer armies: 6 (3 MM, 3 AC/HB) 24-inch move and fire weps will down 5-6 skimmers per turn. Even if landspeeders go down, multi-meltas are protected by red-shirts till turn 3. Scouts kill best vehicle 1st turn, w/ passengers.
    Versus vehicle armies: Again, Scouts kill best vehicle 1st turn, w/ passengers, and 3 squads w/ 3 melta weps = vehicle death.
    Versus marines: Hardest opponent, but maneuverability and 9x melta weps, which cause instant death (even v. nurgle), help a lot. I6 Librarian is a match for commanders/daemon princes. Rare stormclaws, raptors, assault marines and chaos bikes will be outnumbered in cc, since this whole army is bike-mounted.



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



    Lost and the Damned

    HQ: 242
    Elites: 540
    Troops: 1068
    Fast Attack: 0
    Heavy Support: 0


    Aspiring Champion (Leads #1 Mutant unit):
    Mark of Slannesh; Daemonhost; Bolt Pistol; Close Combat Weapon

    Aspiring Champion(Leads #2 Mutant unit):
    Mark of Slannesh; Power Weapon; Daemonic Strength; Daemonic Visage; Bolt Pistol; Frag grenades

    Keeper of Secrets:
    Wind of Chaos

    12x Daemonettes

    12x Daemonettes

    12x Daemonettes

    24x Mutants:
    Firearms; Frag Grenades; 2x Flamers; Icon;
    Boss Mutant:
    Power Fist


    24x Mutants:
    Firearms; Frag Grenades; 2x Flamers; Icon;
    Boss Mutant:
    Power Fist

    24x Mutants:
    Firearms; Frag Grenades; 2x Flamers; Icon;
    Boss Mutant:
    Power Fist

    24x Mutants:
    Firearms; Frag Grenades; 2x Flamers; Icon;
    Boss Mutant:
    Power Fist

    24x Mutants:
    Firearms; Frag Grenades; 2x Flamers; Icon;
    Boss Mutant:
    Power Fist

    24x Mutants:
    Firearms; Frag Grenades; 2x Flamers; Icon;
    Boss Mutant:
    Power Fist



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  3. #2
    Dancing Peanuts? You bet! Robizzle's Avatar
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    106 (x4)

    All the shooting could really take their toll on the Mutants lines. They have no real way of taking down the Land Speeders - no efficient way at all, so they will just circle the lines and kill all they want. Meanwhile, the biker squads can sit back and shoot the mutants as they come in. They'll wittle down the numbers, and then get the charge, so the mutants will be pretty much screwed.

    Space Marines

  4. #3
    LO Zealot Grey's Avatar
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    77 (x3)

    I vote SM for the mission.

    They can just hover at 24" away all game and shoot. Only the daemonettes have a chance of reaching the SM lines and its a slim one.
    "No one has a monopoly on wisdom."-S.W.G.

    Fluff Master Clan initiate.

    "I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones."-A.E.

    "Before you embark on a journey of revenge, dig two graves."-C.

    New 40K missions here.

  5. #4
    LO Zealot TheWamp's Avatar
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    62 (x4)

    The shooting helps here, and the fact that 36 bikes are rather tough outside cc. I'd say Space marines, because if they deploy back they've got a good 4 turns of shooting before the mutants reach cc.
    You have just recieved the Amish Computer Virus. Since the Amish don't have computers, it is based on the honor system. So please delete all the files from your computer. Thank you for you cooperation.

    Votewar 40k Mk1- 2nd Place
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  6. #5
    Senior Member tiaxrulesall's Avatar
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    15 (x2)

    space marines

    -the land speeders basically won thyem the game. they're indestructible, and can take doen many mutants. if the rest of the force sits back and shoots, they should kill enough ,mutants to survive CC, and turbo boost to the other side.
    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.

    -Votewar 40K III= 1st place
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  7. #6
    Senior Member JORMAGI's Avatar
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    50 (x2)

    As much as I hate voting against one of my fellow mutant generals I know from experience what gives mutants a hard time, and that's things that can shoot them up and then run away to shoot them up more. And that's exactly what every model in the Marnie list is capable of doing. This battle is going to be one sided. Marines shooting at the mutants to reduce them to non-scoring units, then scooting away to the next sqad and doing the same. When time has about ran out the simply turbo boost to the scoring zone for the win. They're not going to kill all of the mutants, but they can kill enough to make the mutants that make it to the other side not outweigh thier own forces in scoring units. Heck if the mutants abstain from shooing firearms (Generally a bad idea to shoot them, I personally don't even reccomend taking them) There is a chance that the Marines can get through this without loosing a single modle. Not often you can say that in a matchup.

    So move-shoot-move-shoot. . . turbo boost 4 the White Scars Win
    Fluff wise it's a tough call though.
    Votewar MKV 2nd place. . .

    Back from internet limbo, and glad to be here.

  8. #7
    heretical thoughts? ShadowZora13's Avatar
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    231 (x4)

    Interesting how both biker armies went vs latd...and the mission was recon....interesting...

    I agree that the bikers will be able to shoot up the mutants no problem, and witht heir speed keep out of cc. Lots of shots equals lots of mutant death.

    I vote White Scars


    "...lest we perish without ever recognizing our peril"
    -Inquisitor Hoth

  9. #8
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    The bikes can thin the hord down, twinlinked bolter work wounders for that.

    Also some of the bike squads have flamers, those combined with rapid firing twinlinked bolters will devastate a wallup of mutants, followed up by a charge, where the bikes are nearly invincable. 6s to wound normally, or a 3+ with a fist.

    LST can kill around 8 or 9 a turn.

    Mutant squads #1 and #2 will be targeted with mass firepower, while the others ignored, since it will take them awhile to move about. This allows the powerfisted chaos marines to be exposed, should the bikers choose to assault.

    Also the bikes could thin the ranks of the mutants, and avoid all CC, with superior speed, if worse came to worse, then boosting to the oppoents deployment zone and winning the mission.

    Marines

  10. #9
    Son of LO Silver Wings's Avatar
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    99 (x5)

    Quote Originally Posted by ForgedInTheFurnaceOfWar
    LST can kill around 8 or 9 a turn.
    Make that an average of 3 LST's killing 11 per turn.

    12 AC, 2 Rend, 6 hit, 5 wound=7
    9 HB, 6 hit, 4 wound=4
    4+7=11.

    So in 6 turns the largely unimpeded LSTs will kill 66 of the 144 Muties. thats 22 in 2 turns coupled with 1 volley of Bike fire and thats a squad.

    Meanwhile approximatly 66 Bolt shots on other squads over 2 turns can kill

    58 hit. 29 wound. 29 Dead.

    So over a third of the muties in 2 of 6 turns. Without factoring Multi-melta's, the Librarian or Flamers or Lightning Claw charges.

    Marines
    Every time you read this sig: a fairie dies!

  11. #10
    Dawn Under Heaven Triumph Of Man's Avatar
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    -170 (x0)

    I never thought I'd see an army other than Armoured Company have a game as easy as this.

    SMurfs


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

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