40K VoteWar MkVI - Round 3 - Battle 31 - Imperial Guard versus Witch Hunters - Warhammer 40K Fantasy
 

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

    40K VoteWar MkVI - Round 3 - Battle 31 - Imperial Guard versus Witch Hunters

    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.

    Mission Type - Recon

    Mission Rules -
    Infiltration; Deep Strike; Victory Points



    Imperial Guard
    Doctrines:
    Grenadiers; Veterans; Close order drill



    Command Squad:
    Junior Officer; 4x Guardsmen
    3x lasguns; 1x Lascannon
    Officer w/ Laspistol; Close Combat Weapon

    2x Sentinels
    Autocannons; Scouts

    Fire Support Squad
    3x Heavy Bolters; 3x Lasguns

    10x Hardened Veterans
    Infiltrators
    6x Lasguns; 2x Plasma Guns; 1x Missile Launcher
    Veteran Sergeant w/ Lasgun

    10x Hardened Veterans
    Infiltrators
    6x Lasguns; 2x Plasma Guns; 1x Missile Launcher
    Veteran Sergeant w/ Lasgun

    10x Hardened Veterans
    Infiltrators
    6x Lasguns; 2x Plasma Guns; 1x Missile Launcher
    Veteran Sergeant w/ Lasgun

    10x Grenadiers
    Frag Grenades; Krak Grenades
    8x Hellguns; 2x Plasma Guns
    Chimera w/ Hull Heavy Bolter; Muti-Laser

    10x Grenadiers
    Frag Grenades; Krak Grenades
    8x Hellguns; 2x Plasma Guns
    Chimera w/ Hull Heavy Bolter; Muti-Laser

    10x Grenadiers
    Frag Grenades; Krak Grenades
    8x Hellguns; 2x Plasma Guns
    Chimera w/ Hull Heavy Bolter; Muti-Laser

    Sentinel
    Scouts; Lascannon

    Sentinel
    Scouts; Lascannon

    Sentinel
    Scouts; Lascannon

    Leman Russ Battle Tank
    3x Heavy Bolters; Battle Cannon

    Leman Russ Battle Tank
    3x Heavy Bolters; Battle Cannon

    Leman Russ Battle Tank
    3x Heavy Bolters; Battle Cannon



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


    Witch Hunters



    Cannoness – Attached to Celestian Bodyguard
    Power Weapon; Stormbolter; Auspex

    9x Celestians
    6x Boltguns; 1x Multimelta; 1x Stormbolter
    Veteran Sister w/ Power Weapon; Bolt Pistol
    Rhino w/ Smoke Launchers; Extra Armor; Searchlight

    Inquisitor lord
    Power Weapon; Inferno Pistol; Scourging
    3x Acolytes; 2x Chirurgeons; 3x Crusaders
    Land Raider w/ Extra Armor; Searchlight

    Vindicare Assassin

    10x Celestians
    7x Boltguns; 1x Multimelta; 1x Stormbolter
    Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex
    Rhino w/ Smoke Launchers; Extra Armor; Searchlight

    10x Celestians
    7x Boltguns; 1x Multimelta; 1x Stormbolter
    Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex
    Rhino w/ Smoke Launchers; Extra Armor; Searchlight

    10x Battle Sisters
    7x Bolters; 2x Storm Bolters
    Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex
    Rhino w/ Smoke Launchers; Extra Armor; Searchlight

    10x Battle Sisters
    7x Bolters; 2x Storm Bolters
    Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex
    Rhino w/ Smoke Launchers; Extra Armor; Searchlight

    Melta Torpedo Strike


    Tactics:
    the general idea is to swarm over to bolter range and let rip I use the inquisitor hq on foot as they are mostly a "counter charge"/ assassin protection unit. I hope that the assassin will be able to take out all the "hidden" lascannons in the woods/houses (or anything else that gives a 4/3+ cover save bleh...) 7 faith points in the army to be used as cc countermeasure/invo saves.

    Faith Points - 7



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  3. #2
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    Recon = The Scouts rules means that all sentinels start on the table as well as one of the Chimeras,thanks to this the starting sisters squad will get now were near the guard line thanks to the 5 Sentinels starting on the table. Sentinels may be weak but until the landraider shows up theres no way that the sisters can hit back at them.

    As soon as the Veterans show up with there useful Missile Launchers and can pick the best fireing spot to pop any Rhinos that show there faces so the question is can the guard kill off the sisters before they make it.

    A few will make it but the guard are not a normal gunline and can move away or spit up and the leman russ tanks will mess up a squad of sisters a turn as one shell must hit per turn.


    Imperial Guard
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  4. #3
    Master of Those Damn Durable Swords Roland Durendal's Avatar
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    48 (x2)

    Agree with you KOS.

    3 LC Sents on top of a fast moving chimera = disaster for Sisters. Sents can move around and take pot shots at the Rhino, and with 3 of them on the table, odds are they may get a decent shot off. And as you said, as soon as the Vets infiltrate in, it's almost definitely no longer in the Sister's favor. Accurate ML fire from the flanks will prove doom for the oncoming Sister rhinos.

    Basically I see the Vets doing accurate fire support, popping Rhinos alongside the Sents, and then the CHimera squads rushing up and unloading Plasma in the stranded sisters.

    Though I do have 1 upside for the Sisters which may help: The Melta Strike

    If they can key this onto a key piece of terrain in the IG deployment zone or in an area of likely infiltration, they're solid. B/C they either deny good firing lanes to the Guard OR they waste any guard that are hanging back and playing static.

    Tentavie vote right now for Imperial Guard

    Open to new discussion and arguments though
    If you win games against Nids with flamers (aside from the Inferno Cannon on a Hellhound), you're playing against opponents with stupidity of impressive magnitude.

    ~ Sokhar

  5. #4
    Son of LO LordLink's Avatar
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    228 (x8)

    Since when were reserves used in Gamma Recon ? slight mistake there mate.

    There is a fair bit of anti-tank in the guard list, enough to take out rhinos. Also infiltrating vets and chimeras are great for taking objectives.

    The Land Raider has to try and survive to the enemy zone. However I think the IG have a much better chance of completing the mission. They can deposit troops in there then empty chimeras can run around harrying rhinos.

    Also the sentinels can move and shoot so they can get objectives.

    The sisters are a LOT stronger in cc though so I'm open to some arguments about sisters ignoring the objective and defending their own zone.

    I vote Imperial Guard for now.
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  6. #5
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    It says that the sentinels can use there special rule "even in scenarios were they could not normally be deployed" This covers Gamma right?
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  7. #6
    Master of Those Damn Durable Swords Roland Durendal's Avatar
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    48 (x2)

    Does that mean then he can't use the Melta Strike at all?

    Tough cookies on that one if thats the case
    If you win games against Nids with flamers (aside from the Inferno Cannon on a Hellhound), you're playing against opponents with stupidity of impressive magnitude.

    ~ Sokhar

  8. #7
    Son of LO
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    252 (x0)

    No, no. The Sents can deploy in missions that would use Escalation or something, where they wouldn't be allowed to without their special rule. Gamma uses Infiltrate, Deep Strike and Victory points.

    And yes, the Melta strike can work.

  9. #8
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    "If you are playing a scenario where you can only deploy a limited number of units then any sentinels you deploy are not counted against the limit for the scenario"

    This must mean that sentinels can use there special rule.
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  10. #9
    Son of LO
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    252 (x0)

    Quote Originally Posted by KOS-MOS View Post
    "If you are playing a scenario where you can only deploy a limited number of units then any sentinels you deploy are not counted against the limit for the scenario"

    This must mean that sentinels can use there special rule.
    But this scenerio doesn't limit the number of units, does it? There's no Reserves, no Escalation... I don't see why they'd not have to deploy in the first place.

  11. #10
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    KOS-MOS - you're thinking of Patrol, where only one Troops starts on the table.

    Recon has all units on the table at the beginning.


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