40K VoteWar MkVI - Round 6 - Battle 55 - Space Marines versus Alpha Legion (Seed) - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

Closed Thread
Results 1 to 7 of 7
  1. #1
    Now with STFU flames! Caluin's Avatar
    Join Date
    Jul 2005
    Age
    36
    Posts
    5,917
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    708 (x8)

    40K VoteWar MkVI - Round 6 - Battle 55 - Space Marines versus Alpha Legion (Seed)

    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 - Cleanse

    Mission Rules -
    Infiltration; Deep Strike; Victory Points



    Emperors Lions

    Space Marines

    Traits:

    Honor Your Wargear; We Stand Alone.


    Chapter Master:
    Terminator Armor; Storm Bolter; Power Sword; Bionics; Auspex.

    5x Terminators Command Squad:
    2x Storm Bolter & Powerfist; 2 Assault Cannons & Powerfist
    Terminator Sergeant w/ Storm Bolter & Power Weapon

    8x Devastators;
    Infiltration
    4x Bolters; 4x Missile Launchers

    8x Devastators;
    Infiltration
    4x Bolters; 4x Missile Launchers

    8x Devastators;
    Tank Hunters
    4x Bolters; 4x Missile Launchers

    5x Tactical Marines:
    3x Bolters; 1x Plasma Cannon; 1x Plasma Gun

    5x Tactical Marines:
    3x Bolters; 1x Plasma Cannon; 1x Plasma Gun

    5x Tactical Marines:
    3x Bolters; 1x Plasma Cannon; 1x Plasma Gun

    Landspeeder Tornado:
    Assault Cannon; Heavy Bolter

    Landspeeder Tornado:
    Assault Cannon; Heavy Bolter

    Landspeeder Tornado:
    Assault Cannon; Heavy Bolter

    Whirlwind

    Whirlwind

    Whirlwind


    Quick Reference-
    45 models
    6 Vehicles




    Tactics-
    Shoot 'em. Devastators bring versatile firepower; although not able to always use infiltrate; being an elite will mean they place after most heavy support choices.
    The tactical squads will be used to engage things with good 2+ saves; and defend against deep strike.
    The land speeders will defend the flanks; and repel super fast armies.
    The whirlwinds will slow down enemy advances with pinning; and help cut through hoards; indirect fire will make them difficult to stop.
    The Terminators spear head the force; add counter charge; and bring good weapons; they also have a nasty surprise for infiltrators who get to close.




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




    Iron Warriors Second Task Force, Omega Squad
    (Alpha Legion rules)



    Chaos Lord:
    Mark of Chaos Undivided; Infiltration; Furious Charge
    Dark Blade; Close Combat Weapon; Daemonic Speed; Strength; Aura; Resilience
    Frag Grenades; Spiky Bits

    3x Obliterators
    Body Weaponry; Deep Strike

    10x Chaos Marines
    Mark of Chaos Undivided; Furious Charge; Infiltration
    7x Bolt Pistols & CCW; 2x Meltaguns
    Aspiring Champion w/ Powerfist & Bolt Pistol

    10x Chaos Marines
    Mark of Chaos Undivided; Furious Charge; Infiltration
    7x Bolt Pistols & CCW; 2x Meltaguns
    Aspiring Champion w/ Powerfist & Bolt Pistol

    6x Chaos Marines:
    Mark of Chaos Undivided; Infiltration
    4x Bolters; 2x Plasma Guns

    6x Chaos Marines:
    Mark of Chaos Undivided; Infiltration
    4x Bolters; 2x Plasma Guns

    7x Raptors:
    Mark of Chaos Undivided; Furious Charge; Infiltration
    4x Bolt Pistol & CCW; 2x Meltaguns
    Aspiring Champion w/ Power Weapon; Daemonic Strength; Daemonic Mutation

    8x Chaos Havocs:
    Mark of Chaos Undivided; Tank Hunters; Infiltration
    4x Autocannons; 4x Bolters

    8x Chaos Havocs:
    Mark of Chaos Undivided; Tank Hunters; Infiltration
    4x Missile Launchers; 4x Bolters



  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Son of LO LordLink's Avatar
    Join Date
    Aug 2005
    Location
    Australian. Capital. Territory
    Age
    26
    Posts
    3,475
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputation
    228 (x8)

    grrr another battle in which I can't really vote until hearing more arguments. This is a close round.

    I'm currently leaning chaos as the havocs can infiltrate to get some good LoS on the whirlwinds and autocannons are guaranteed kill vs a land speeder.

    Missiles will dish out some damage but once in cc chaos can start to cut them apart.

    I don't think anyone will really hold the objective. Obliterators might have a table quarter.
    Check out my Codex: Farmyard Animals here!

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

    Fluffmaster
    Anzac Clan

  4. #3
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
    Join Date
    Sep 2005
    Location
    Portland, Oregon
    Age
    30
    Posts
    3,861
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    185 (x8)

    The auspex is gonna have a field day most likely 2 squads will be detected. That averages 3 marines guned down, per squad shot at. So the chaos player is probably looking at 6 less marines before the start of the game.

    Who ever gets first turn is at a massive advantage, that is the biggest factor i see for this mission.

    The pros and cons for each list:

    Marines-
    Pros
    • The marines can kill 24 MEQs in the opening volley of firepower, with first turn.
    • The auspex will gun down 6 MEQs before the game starts.
    • The chaos lord can be instant deathed by MLs or Powerfists.
    Cons
    • Not as Assaulty as Chaos.
    Chaos
    Pros
    • Superior CC.
    • First turn charge, with first turn.
    • Reasonable firepower.
    Cons
    • Requires first turn to have any chance of winning.
    • Vulnerable to counter charge.
    Who ever goes first will probably win, however, if the marines go first, I could see no way for the chaos player to win.

    Chaos would lose 30 marines, thats all 3 assault oriented squads, plus 3 extra woulds, which just happens to be the number of wounds the lord has, or he could just be counter charged later.

    If chaos went first, the marines could still dish out significant firepower, and put up a counter charge, the game would be closer.

    Therefore, I vote marines, since they would win by a high margin if they went first.


    I don't think anyone will really hold the objective.
    I agree, this will be an absolute slaughter, neither party can afford to be bothered with taking table quarters, each army needs all it can get.
    Questions about drop pods? Click Here.

    [SIGPIC][/SIGPIC]

    Death From Above!
    Need help with your HQ? Click Here.

  5. #4
    Orks_n_Bugs Bugs_n_Orks's Avatar
    Join Date
    Jun 2005
    Location
    Here and there
    Age
    31
    Posts
    1,388
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    188 (x4)

    I think Chaos has this one.

    I see this battle as pretty similar to the SM vs. DE fight last round.
    -If SM get first turn they can put a pretty good dent in the chaos force.
    -However if chaos goes first there will be a raptor squad and a Lord in the SM lines first turn, plus a pile of dead SM stuff from pretty effective chaos shooting.

    The major difference being that chaos is a fair bit more durable than the DE. And careful deployment can significantly reduce the amount of damage they'd take if SM got first turn.

    a few infiltrating plasma shots will cut the termie squad down quite a bit. And without them at full strength the SM really have nothing that can even hope to stand up to any of the numerous CC Chaos squads.

    And unless the oblits park themselves infront of all the plasma squaqds for a few turns, there's not a whole lot that can do any serious damage to them.

    mission advantage is about even, chaos can start in every corner while speeders can easily move into them if they survive long enough.
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

  6. #5
    Member drdapoo's Avatar
    Join Date
    Jul 2006
    Location
    NY
    Age
    31
    Posts
    215
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    6 (x1)

    Its the good old gun line vs fast attack. All chaos has to do is rush a flank, tie guys up and bring in the rest of the forces. The marines have lots of firepower but the only thing helping counter assault is a termie squad, which could easily be on the other side of the board. But I have to admit if that raptor squad is cut down then chaos will have a harder time getting into cc with the marines.
    Chaos
    - destroy the terminator squad, and the marines lack good counter cc

    Marines
    - shoot the raptors down chaos will be alot slower.

    Like the people stated above, its all about who gets first turn

    Chaos for the win
    In the rule book, on page 5, it says:
    "The most important rule about playing games of Warhammer 40K is to have fun!"

  7. #6
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
    Join Date
    Sep 2005
    Location
    Portland, Oregon
    Age
    30
    Posts
    3,861
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    185 (x8)

    a few infiltrating plasma shots will cut the termie squad down quite a bit. And without them at full strength the SM really have nothing that can even hope to stand up to any of the numerous CC Chaos squads.
    4 plasma shots: 2.668 hits, 2.24 dead, 1.49 dead, rounds down to 1. Thus 4 terminators + terminator HQ can still counter charge.

    Really this game is much much more like last game - these are basically the same lists, with the smallest of modifications, they both seem to be the same list, with a small twist..

    -If SM get first turn they can put a pretty good dent in the chaos force.
    -However if chaos goes first there will be a raptor squad and a Lord in the SM lines first turn, plus a pile of dead SM stuff from pretty effective chaos shooting.
    Yes who ever gets first turn will probably win, but who would win more? If chaos loses first turn, they will be down 30 marines, that would basically be their entire assault core, and a crushing defeat.

    If the marines lose first turn, they be hit with 2 squads in CC, and rougly 5 dead marines from shooting, they would still spread out, and have a decent chance at a counter charge. That would make the game closer. And thus in 10 games, the marines would probably win 6 of them, while cause picks up 4.
    Questions about drop pods? Click Here.

    [SIGPIC][/SIGPIC]

    Death From Above!
    Need help with your HQ? Click Here.

  8. #7
    Senior Member xrix1's Avatar
    Join Date
    Aug 2005
    Location
    Guelph (Canada)
    Age
    36
    Posts
    671
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    62 (x2)

    Chaos for the win.

    It's a really nice marine list, but it seems to really bank on not getting charged. It seems to opperate on a similar principle to a static Tau list, shoot first, then shoot more, then shoot again once they're all dead. If there was just a little more CC in the list backed by all that shooting, I think I would give it to the marines. As it currentaly stands, that Lord can eat whole squads without worrying about anything. If the termies do get into CC with him, he still has a good chance of doing enough damage to them that he won't be fisted. The Auspects are a nice addition to this list, seeing how many people like infiltration (myself among them), but it's only on one squad that can only cover so much area, and with WYSIWYG the AL player will know to avoid it.

Closed Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts