Mini VW Combat Patrol - Round 1, Battle 3 - Alpha Legion versus Imperial Guard - Warhammer 40K Fantasy
 

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  1. #1
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Mini VW Combat Patrol - Round 1, Battle 3 - Alpha Legion versus Imperial Guard

    Please see the Combat Patrol Mini Info 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 and Victory Points special rules. All missions are played with the Combat Patrol rules set.



    Alpha Legion

    Chaos Lieutenant
    Dark blade, bolt pistol, infiltrate, spiky bits, frag grenades, daemonic speed

    5x Chaos Marines
    3x Bolters, 1x plasma gun, 1x autocannon, infiltrate

    5x Chaos Marines
    3x Bolters, 1x plasma gun, 1x autocannon, infiltrate

    18x Cultists
    18x Laspistol & CCW, furious charge, infiltrate



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


    Imperial Guard
    Recon Division #34

    10x Armored Fists
    x9 lasguns, 1x flamer
    Chimera Transport:
    turret mounted multilaser, heavy flamer, smoke launcher,
    extra armor

    6x Storm Troopers
    x4 hellguns, 1x melta, 1x plasma gun
    Chimera Transport
    turret mounted multilaser, heavy flamer, smoke launcher,
    extra armor

    Sentinel Walker
    Autocannon, armored crew compartment, smoke launcher



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  3. #2
    señor brushman! brushman's Avatar
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    77 (x3)

    I don't think Imperial Guard have sufficiant firepower to kill the space marines. Chaos marines will infiltrate to a good fireing position, and start shooting at either the chimera's or the sentinal. The Sentinel Walker should go down fairly easy with it's low armor. The Imperial Guard infantry will be susceptible to assault from the Chaos Lt. The Cultists can soak up more wounds, hopefully keeping the other space marine squads alive.

    I think Alpha Legion will win.

  4. #3
    Eternal Crusader Helbrecht's Avatar
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    116 (x5)

    Chaos will blow the tanks first or second turn pinning the guradsmen if they haven't diembarked which will in turn be massacred in cc by the Lt. and cultsists.

    Alpha Legion for the Win
    Xbox Gamertag: x Helbrecht x

  5. #4
    LO's Shadow Captain Lost Nemesis's Avatar
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    830 (x8)

    Autocannons, Plasma Guns, and even the S6 Lt. will be quite capable of destroying the two Chimeras and one Sentinel. After that, it's simply a wrap-up with the Lt. and the Cultists - there's no way that Imperial Guard can stand up against that sort of CC force, even Cultists.

    I can see the IG blasting one of the CSM squads, as they have so few people, but I think their focus will be on the first-turn-charge Lt. It's hard not to focus on something like that.

    Alpha Legion for the win.

  6. #5
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    192 (x7)

    The Imp Guard may have alot of firepower, but its concentrated into only three units.

    The multi lasers and autocannon are nice, but it's not enough IMO.

    If the AL general was smart, he'd make a screen with the infiltrating Cultists, forcing priority checks on the guard, which with low leadership, will be tough to pass.

    This leaves the CSM to quickly engage the Guard in CC and handing them their bums on a silver platter.

    Alpha Legion for the win.

  7. #6
    Son of LO LordLink's Avatar
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    228 (x8)

    The Lieutenant is S6 and can quite easily get a side charge on the AV10. With 5 attacks he will blow it sky high. After that he can tie up armoured fists in cc cultists will come to back him up. The sentinel is no match for the 10 marines.

    I vote Alpha Legion
    Check out my Codex: Farmyard Animals here!

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  8. #7
    Senior Member lastspartacus's Avatar
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    28 (x2)

    firstly, the fact that you take one barely anti tank weapon per squad doesnt mean you will down an enemy tank. the sentinel and chimeras have many upgrades to increase their survivability. even infiltrating, the autocannon is a weak anti-tank gun,
    think of the rolls it would need to make against the chimera, with extra armor its probably going to keep moving, and the smokes insure that it will only be glancing for a turn.
    the sentinel is closed topped, and as to the cultists, the chimeras alone are packing enough to deal with them. the heavy flamers will massacre any cultists that try for a tie up.
    the gaurd squad has an additional flamer. besides the cultists who can do nothing to the tank, what it really comes down to is can two minimum sized marine squads really down a tank so easily? i think not. then out come the guard squad and the storm trooper squad with anti marine special weapons. assuming the marines can infiltrate properly, they only have a turn of shooting an autocannon at smoke shrouded extra armored chimerii before they turn their front armor towards them, and even against AV 12, the autocannon needs a six for penetrating.
    honestly, IG quite confidently.

  9. #8
    señor brushman! brushman's Avatar
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    77 (x3)

    firstly, the fact that you take one barely anti tank weapon per squad doesnt mean you will down an enemy tank. the sentinel and chimeras have many upgrades to increase their survivability
    2 Autocannons is enough. If screened by the Cultists, which a good commander would do if the circumstances were right, these autocannon weilding squads will be quite safe from fire. They have a good BS, so they will probably hit, and a good strength, which is sufficiant for destroying the chimera. May be a bit tough on the front armour, but if they can get a shot at the side armor it should be fairly easy to damage, if not destroy the vehicle.

    Not to mention the Lt. who can also damage the vehicle.

    The sentinel with armored crew compartment will hardly save it from being destroyed. It's still stuck with it's weak all around armour that can be easily penetrated by Autocannon, and the Chaos Lt. The Autocannon also comes with 2 shots each, making it even more capable of taking down armour.

    even infiltrating, the autocannon is a weak anti-tank gun,
    It may not be as strong as say, a lascannon or missile launcher, but with it's multiple shots it makes up for it. Besides, it's not like the Imperial Guard have anything with a real high armour value.

    think of the rolls it would need to make against the chimera, with extra armor its probably going to keep moving, and the smokes insure that it will only be glancing for a turn.
    Sure. You have 4 shots total from both chaos space marine squad. 3/4 will probably hit. Against the front armour, you need a 5 to glance, 6 to penetrate. Pretty bad, but you're likely to get at least 1 glancing/penetrating. If you position right, you can hit the side armour, which you only need a 3 to glance, and anything higher to penetrate. Most likely, that vehicle will be damaged or destroyed.

    Smoke may save it for one turn, I give you that, but that one turn probably won't be enough.

    the sentinel is closed topped, and as to the cultists, the chimeras alone are packing enough to deal with them.
    That's what they're there for. To soak up shots, while the rest of the army moves up, and the chaos space marine squads destroy the chimeras, or other parts of the imperial guard army.

    the gaurd squad has an additional flamer.
    The Lt will probably get the charge making the flamer useless. Against the cultists, I admit, the flamers could do some damage, if you positioned right and they were in the area.

    besides the cultists who can do nothing to the tank, what it really comes down to is can two minimum sized marine squads really down a tank so easily?
    It will probably have some trouble, but it will eventually down it. It'd be a lot easier against the side armor of the chimera, which is quite weak compared to the frontal armour.

    then out come the guard squad and the storm trooper squad with anti marine special weapons.
    Out they come, perfect for getting assaulted by Chaos Lietenants. They will help and provide some extra fire, but I still don't think it's enough. After the space marine squads are finished with the chimera's, they can direct their attention on the disembarked imperial guard. The Cultists, if not dead already can assault, and will probably win, or at least lock them up in combat rendering their ranged weapons useless. And, the chaos lt. will be able to assault relativley quickly, thanks to his speed.

    You make some good points, but I stand by Alpha Legion winning.

  10. #9
    Member sephirth's Avatar
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    8 (x1)

    Alpha Legion

    I just can't see the guard being able to kill off the marines before they get wiped out. Chaos has enough anti tank to kill off the guard vehicles, and any one of their squads could hold out in close combat against the guard, until the LT showed up to finish it off.
    Another squad will almost always benefit you more than a few upgrades to all squads. Remember: Troops before Toys.

  11. #10
    Son of LO LordLink's Avatar
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    228 (x8)

    With everything infiltrating and deploying after the chimera something good has to be hitting it in the side. Lt. gets a 1st turn charge with 5 S6 attacks against a low AV. Autocannons can break AV12.

    Think of autocannons as missile launchers with +1 shot and -1 Strength. I would sacrifice a point of strength for an extra attack. They are better than missile launchers at hunting AV12.

    When the Chimera dies the guard are pinned. The Lt. won't be getting shot down. The guard are no match for chaos in cc.
    Check out my Codex: Farmyard Animals here!

    If anyone wants any kind of help writing fluff for any kind of GW army just ask.

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