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Old December 20th, 2006, 23:33   #1 (permalink)
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Default 40K VoteWar MkVI - Final Round - Final Battle #2 - Chaos Marine versus Imperial Guard

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 -
Victory Points



Chaos
Black Legion


Chaos Lord:
Mark of Khorne; Daemonic Stature; Venom; Flight; Aura; Feel No Pain; Collar of Khorne

3x Obliterators
Deep Strike; Body Weapons

7x Plague Marines:
Infiltration; True Grit
4x Bolters; 2x Meltaguns;
Aspiring Champion w/ Plague Sword & Bolter; Daemonic Strength; Mutation

8x Khorne Berserkers:
7x Chain Axe & Bolt Pistol
Aspiring Champion w/ Powerfist & Bolt Pistol; Talisman of Burning Blood; Daemonic Mutation

8x Chaos Space Marines:
Mark of Chaos Undivided; Infiltration
5x Bolt Pistol & CCW; 2x Meltaguns
Aspiring Champion w/ Powerfist & Bolt Pistol; Daemonic Mutation

8x Bloodletters
Summoned; Hellblades

5x Chaos Space Marines:
Mark of Chaos Undivided; Infiltration
3x Bolter; 2x Plasma Gun

5x Chaos Space Marines:
Mark of Chaos Undivided; Infiltration
3x Bolter; 2x Plasma Gun

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

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





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



Kaiorab's Last Defense 235th Imperial Infantry Regiment
Imperial Guard

Doctrines:
Iron Discipline
Independent Commisars
Conscripts Platoon
Close Order Drill
Drop Troops


Command Platoon
5x Guardsmen
3x Lasguns; 1x Heavy Bolter
Veteran w/ Company Banner
Heroic Senior Officer w/ Iron Discipline; Laspistol;CCW

2x Commissars - (Usually go with conscripts)
Laspistol; CCW


Infantry Platoon 1
5x Guardsmen
3x Lasguns; 1x Autocannon
Junior Officer w/ Iron Discipline; Laspistol and CCW

10x Guardsmen
8x Lasguns; 1x Autocannon
Sergeant w/ Lasgun

10x Guardsmen
8x Lasguns; 1x Autocannon
Sergeant w/ Lasgun

10x Guardsmen
8x Lasguns; 1x Lascannon
Sergeant w/ Lasgun

10x Guardsmen
8x Lasguns; 1x Lascannon
Sergeant w/ Lasgun


Infantry Platoon 2
5x Guardsmen
3x Lasguns; 1x Autocannon
Junior Officer w/ Honorifica Imperialis; Iron Discipline; Laspistol; CCW

10x Guardsmen
8x Lasguns; 1x Autocannon
Sergeant w/ Lasgun

10x Guardsmen
8x Lasguns; 1x Autocannon
Sergeant w/ Lasgun

10x Guardsmen
8x Lasguns; 1x Lascannon
Sergeant w/ Lasgun

10x Guardsmen
8x Lasguns; 1x Lascannon
Sergeant w/ Lasgun


Infantry Platoon 3
5x Guardsmen
2x Lasguns; 1x Grenade Launcher; 1x Heavy Bolter
Junior Officer w/ Iron Discipline; Laspistol and CCW

10x Guardsmen
7x Lasguns; 1x Heavy Bolter; 1x Grenade Launcher
Sergeant w/ Lasgun

10x Guardsmen
7x Lasguns; 1x Heavy Bolter; 1x Grenade Launcher
Sergeant w/ Lasgun


50x Conscripts
Lasguns

50x Conscripts
Lasguns

Basilisk
Earthshaker Cannon; Hull Heavy Bolter; Indirect Fire

Basilisk
Earthshaker Cannon; Hull Heavy Bolter; Indirect Fire

Note:
Both Close Order Drill and Drop Troops are there for when the situation best suits each doctrine. This in no way restricts the army to use each doctrine in every game.
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Old December 21st, 2006, 02:23   #2 (permalink)
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This will be very hard for the guard player as they have hardly any AP3 weapons to cut down the marines and have no way to get to the choas deployment zone unless they deep strike there but this means less firepower in the gunline and also they cant fire there heavy weapon the turn they land so any choas troops left behind will be on them fast. No deep strike means that the guard can only draw this game and never win unless they all do a mad charge at the choas army and somehow beat them in close combat which would only be a last resort atfer they see there weapons fail to penetrate the choas marines power armour.

The Obliterators will hang back to hold the choas area and while the combat is going on which the guard cant win they can just sit there and the guard have no AP2 weapons that can get to them.

Even if the Conscripts tie up the choas close combat squads and lord all game they still cant get any troops past them and the combat will close the bored off for any ranged attacks at whatever choas leaves behind to hold there deployment zone.

Chaos
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Old December 21st, 2006, 02:23   #3 (permalink)
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Almost no ap2/3 firepower in the guard list. Lascannons are the only things and they aren't really effective. There are bassies I guess but they can't live forever. Infiltrating plasma guns are quite effective against them.

The only thing I'm not sure about is this tar pit. Its quite a but bigger than the tyranid one and will be taking less shooting (havocs will be trying to silence the heavy weapons and oblitz drop near the bassies).

However the mission is cleanse and that favours chaos I think so I'm voting rather weakly for them now.

Chaos
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Old December 21st, 2006, 02:33   #4 (permalink)
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A lack of AP 2/3 is really going to hurt the IG alot. Because of this I can see the Chaos list just steamrolling over the IG list. Having around 1/2 of the chaos list being able to infiltrate hurts the IG list even more. On top of that 4 autocannons and 4 heavybolters will just mow down a squad a turn.

Now whats even worse is the fact that the IG list only has 2 conscript squads so that will tie down 2 chaos squads. This will still leave with to many chaos models on the board to just run up and smack the IG list around.

Im sorry to say but Chaos will win :cry:
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Old December 21st, 2006, 02:35   #5 (permalink)
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IG do have bassies and the 5 man chaos marines aren't big enough to beat conscripts in cc. (why don't the commissars have power weapons? that would win conscripts many cc's).
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Old December 21st, 2006, 02:49   #6 (permalink)
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Quote:
Originally Posted by LordLink View Post
IG do have bassies and the 5 man chaos marines aren't big enough to beat conscripts in cc. (why don't the commissars have power weapons? that would win conscripts many cc's).
Because if they were that close then they would get picked out and then the conscripts would run the first chance they get.
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Old December 21st, 2006, 02:56   #7 (permalink)
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Quote:
Originally Posted by LordLink View Post
IG do have bassies and the 5 man chaos marines aren't big enough to beat conscripts in cc. (why don't the commissars have power weapons? that would win conscripts many cc's).
That is true, 2 of the 3 infiltrating are only 5 man squads. But you use the 8 man infiltrate squad to tie the conscripts in battle and use them as cover. The other squad(s) moves around and assaults the closest unit. All it will take is one unit to get into CC with the IG and a lot of damage will be done.
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Old December 21st, 2006, 04:07   #8 (permalink)
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No infiltrating here, but still only 18 inches appart. But wow... cleanse mission for the guard with 170 troops and 2 tanks... how are they actualy going to fit in there? Once combat starts there is going to be NO LOS for shooting here. Conscripts will tie up well, but if the commisar ever makes it to the front, they'll fold. The guard will be packed in their quarter with no room at all... I thought deploying 90 mutants would be hard, immagine if Chaos forces the guard back into their quarter... even if Guard gets to deploy first, I wonder if they will put the bassy right at the front.

Chaos for the win over the sardine guardsmen.
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Old December 21st, 2006, 04:25   #9 (permalink)
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xrix1 if both sides are 18 apart then the turn anything chaos moves forward they get into rapid fire distance of the IG in front of them. A lasguns pathetic vs power armour, but would you really want to subject any chaos squad to taking on entire squads of double lasgun fire? (Even those conscripts are killing 3.9 marines out of cover, let alone what two or three squads of guardsmen with heavy weapons and better aim can do to them as well.)
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Old December 21st, 2006, 14:04   #10 (permalink)
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Well it's a sad fact of life for any CC troop without movement upgrades that they have to spend a round hanging around in rapidfire range, this particular senario is no different.

However the troops start 18+ away, so Chaos will move to 12+ on it's first turn. This means that if the guardsmen want to get into double tap range on turn 1, they have to move up, ensuring that any chaos survivors can then get right into CC. The nurgle marine will probably be on point to take the las fire, unless the zerkers pass them, in which case the zerkers will have a 2nd turn charge anyway. If the guard doesn't move foarward to get into rapid fire range, then the prince should have a turn 2 charge anyway, to block LOS and shut down a lot of the Guard's firepower.

A standard board contains 1/4 cover, and the guard don't have to option of being choosy about where they deploy. There is going to be LOS blocking terrain that the guard will be behind on turn 1. Next time anyone is near a game table, I suggest trying to actualy fit 170 models + 2 tanks into a table quarter, and see what happens if Chaos pushes them back into their quarter. I really don't see the guard using a bassy to do this to Chaos. The vechicle will block LOS for the guardsmen, and put it up front where it is likely to die. As such I would suggest that the guard are going to be back in their quarter every game there isn't an ideal piece of terrain right by the centre.
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