This is a blog concerned primarily with the game Warhammer 40,000, produced by Games Workshop. Yes, another one.
Thursday, 27 October 2011
Ultimates - Game One
Game mission: Assassins: All HQ and Elite choices are worth double kill points, transports for said choices are also worth double kill points.
Opponent: Space Wolves
-3 x 6 long fangs with missiles
-2 Razors with las/plas - empty
-2 Razor with grey hunters
-2 Rhinos with grey hunters, rune priest (living lightning) and a wolf guard member
-2 Wolf scout units
-1 Wolf guard unit split among everyone
Synopsis:
Read the mission and immediately assumed I was screwed. It was the worst of the mission pack for my army. My main strike force (the dragons) were now worth 12 kill points for them with their transports. My only other source of melta (the autarchs) were now causing one of my dire avenger tanks to be worth a whopping 6 kill points....
I won the roll off and elected to go second.
He deployed centrally with long fangs in a blob effectively, flanked by two razors and a rhino either side, effectively symmetrical , trying (I think) to block my war walker flanking. He then made the error that lost him the game and deployed his wolf scouts in reserve using behind enemy lines. Given that they were the only two things in his army that were worth double points, and they had no meaningful target to come out behind, it was a very silly move and he knew it shortly afterwards and repeatedly stated it after the game.
I took advantage by flanking with the walkers in spite of his deployment. As it turns out, if you deploy centrally, as he did, then you are in range of war walkers even with their 24” range. Unless you can cram your entire army into a 12” channel down the center. If you want to deny flanking, you need to castle on one flank and thereby completely negate the walkers that get stuck coming in from the other side. The rest of my army was reserved.
His first two turns were predictably uneventful other than one scout unit being forced to come on to the table.
So in my turn two i rolled up 7 units.....with only one walker unit. So I took seven units, put some walkers on behind his scouts and the tanks all came on down that flank. My walkers cleaned up the scouts and then hid behind a rock to restrict death from the fangs and the priests.
His turn three his second scout unit came on from the opposite side and he hadsome pretty average shooting, his whole army did nothing until the last razor which evened it up with a dead wave serpent. He felt bad about the turn but in reality 15 missiles and 4 lascannons gets about one dead wave serpent if they are in cover (moved fast). The two preists were the real let down for him, achieving basically nothing.
My turn three i sent one squadron of walkers into the second scout unit (Two for one trade! Yay) and the rest of my army rolled onto the same flank i’d started with. My walkers took a razor and the missiles took a rhino. My suicide walker squad killed the scout squad and immobilised a rhino in hand to hand (multi charge)
Not a lot happened during his turn four aside from the damage to a walker on the major flank and the starting of the destruction of the suicide squad (he killed two, the last one was therefore out of range to charge and power-fist)
My turn four the remaining suicide walker jagged the death of a razorback via its rear armour, taking that squadrons trade-out to three kill points for one :P
The rest of my army opened up on the long fangs, cutting one squad down to one man and the second squad to three men who broke (but rallied and fired thanks to ATSKNF)
His turn five took another serpent down (the one my autarchs were in) and he couldn’t get into range to charge the occupants.
My turn five I killed one squad and the game ended on a scoreline of 7-3.
He killed two tanks and one squadron. I killed two squads of scouts, two razors and a squad of grey hunters.
After the game the obvious conclusion was that he needed to put the scouts on board in deployment and mount them up into the empty tanks turn one. That would have deprived me of four kill points and pretty much tied the game. Simple decisions that a game turns on.
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