Game 3:
Mission: Recon – Get complete units of troops into the opposing deployment zone at end of game.
Opponent: Grey Knights:
-Coteaz and a second inquisitor
-2 Psiflemen
-2 stormravens with DCA henchmen in them. No meltas in with them...
-2 empty razors from the DCA henchmen
-4 bolterbacks with psybolts, 3 guys in each, 2 melta guns
-1 bolterback with psybolts and purifiers inside
I believe I won the roll and chose second, I reserved everything...again. He came forward in his first two turns, sweeping forward across the board. His two psyflemen stayed back
I rolled on turn two and put multiple penetrating results on a dreadnought and stacks on a razorback....I blew it up after 9 penetrating hits....then discovered it was empty....sigh.
His turn three bought down one serpent, but the walkers were predominately safe from his bolterbacks and the ravens were up the other end of the table. Since they had no melta in with them there was bugger all the death cult assassins were going to do, so he kept them effectively out of everything as two free scoring units and the two ravens just zipped around using machine spirit to launch lascannons at wave serpents...who promptly ignored said lascannon shots for most of the game.
My turn three I dropped all three squads of dragons, popped three (OCCUPIED) bolterbacks and used the walkers to drill the squads that popped out (three man squads don’t last long against 18 S6 shots)
His turn four saw him returning fire, drilling the dragons (Jesus I go through a LOT of fire dragons in a tournament, there must be some craftworld somewhere dedicated JUST to the production of fire dragon babies and some crazy fast-mature process) and not a lot else.
My turn four saw him down to the two troop squads in the ravens and one more squad still mobile but outside its ride, so it was hiding. I threw my troops squads forward round my flank and buried them in his deployment zone while the walkers did their johnnie walker impression. Over the course of the game I have no idea how much they killed, but let’s just say they got their points and didn’t die.
His turn 5 the ravens advanced a little to try to give cover to the cowering squad who boarded an empty razor and got into my deployment zone, they almost kill a walker and generally look more threatening than they actually were.
My turn 5 I directed 54 S6 shots at the nearest raven and did bugger all. Bloody thing. I got four troop choices into his deployment zone, after having to go back and do a ferry trip for a squad who’s ride got immobilised. Ended up with 10 Dire avengers hiding behind a building in his deployment zone while my autarchs jumped back in a tank and, with a cry of “RAMMING SPEED” launched themselves merrily to hell courtesy of the front armour of a psyfleman.
The game ended at 4-3.
Overall a good game, he suffered from having three man guardsmen squads as his troops and a profusion of S6 that couldn’t get good shots at walkers but also couldn’t do anything to serpents. His two DCA squads in Ravens really were of minimal use against me which, given that they were probably close to 800 poitns between them, was a large chunk of his army doing nothing.
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