Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Friday, April 8, 2011

Combat Patrol: Salamanders vs. Daemonhunters (yes Daemonhunters)

A friend of mine is picking up the new Grey Knights. He placed his pre-order, and a long story short, he still doesn't have his codex. In his excitement though to get the new boys in grey down on the table, he broke out his old codex and we threw some dice. 500 point, combat patrol unit limitations, missions from the book. We rolled capture and control for the mission, and spearhead for deployment.

The lists were something like this:

Salamanders
10 Tactical Marines - Power Fist, Combi-Melta, Flamer, Rocket Launcher
Rhino
5 Scout Marines - 4 x Sniper Rifles 1 x Heavy Bolter with Hellfire Rounds
5 Sternguard - 5 x Combi-Meltas

Daemonhunters (I'm not sure of the name of all of his units)
10 x Troop Marines - 2 x Psycannons
1 x Sniper - Had Hellfire Rounds (2+ to hit, 2+ to wound -1 to cover)
1 x Brother Captain - Psycannon

I rolled first turn and deployed my snipers in a building on an objective, put the rhino with the tac marines just to the left of the building, and my sternguard behind them. He put the sniper and Brother-Captain in a building close to center on his side of the field, and the marines in a building on an objective adjacent to my scouts.

Turn 1:
Pretty uneventful. I moved my sternguard behind the building, shot the missile launcher at the knights in the building, scattered and missed. Shot some sniper rounds at his sniper, did a wounds that was saved. He shot and killed my bolter sniper. Shot at my rhino with his knights, got one pen, and rolled a 5... Rhino was down, and marines came crawling out.

Turn 2:
My marines started booking it for a building that was close to the bottom left side of my table The sternguard move out of the building towards his deployment zone and took a couple of shots at the Brother-Captain in the building, no wounds. Then the snipers take shots at the Brother-Captain, no wounds. His sniper picked off my rocket launcher marine. His Brother-Captain shot at my sternguard, did a couple of wounds, but Vulkan protected and I made my saves. His knights came running out of their fortification to try and cut me off before my marines could make it to safety.

Turn 3:
My marines continued to head for the building, and roll a 1 for their run... Sternguard decide they don't want to take on the fortified building by themselves and turned around and headed back to take cover beside the dead rhino. My snipers took more shots and the fortified building and get nothing. His knights moved up, and were just out of range of my marines. His sniper and Brother-Captain took some shots at my sniper killing two of them. My scouts held leaving two sitting on my objective.

Turn 4:
 My marines moved into the build so the knights would have to assault through cover if they were to assault head on from where they were (the reason I didn't move out the other way and charge is because I wanted him to have to swing around, bringing his knights closer to my sternguard), and took some shots. A few knights die to the bolter fire. The sternguard move a bit to get a little closer but kept in cover. Snipers shot at the building, nothing. He swung his troops around and opened fire at my marines killing 2. Not quite enough to allow me to fall back which is what I was hoping for. Then charged in for the assault. His Brother-Captain and sniper took some shots at my snipers killing another one. This brave scout held! Leaving him alone holding my objective. My marines whiff in the assault, he killed 4, then the good ole power fist took out 2. I lost the combat by 2 and failed my roll. However I rolled a 6 to his 2 and got away.

Turn 5:
My marines rallied and moved up and towards the building. The sternguard came out of hiding and got in range of the knights. Sternguard opened up with the meltas caused 4 wounds and 4 knights died finishing off the unit. So my marines made a break for the building that was housing an objective. His sniper finished off my last scout, and his Brother-Captain took a shot at my marines and missed.

Now he is really hoping for a 1 or a 2. The best he can hope for at this point is a draw with his only troop choice being dead, and his other two units all the way across the table. Rolled a 4, and we continued.

Turn 6:
My marines climbed to the top of the building and claimed the objective. The sternguard headed straight down the board with their eyes locked on the fortified building shooting the entire way, caused some wounds on the sniper, he made his saves. His sniper picked off one of my marines, and the Brother-Captain took out another. I made my morale leaving a lone marine holding the objective.

Now I am hoping for the game to end here. With his sniper that hits and wounds on a 2+ my poor solo marine is as good as dead. We rolled, got a 5. We played on.

Turn 7:
My sternguard continued towards the fortified building, rapid fired hellfire rounds at the sniper, caused some wounds and he saved them all with a 4+ invuln. His sniper took aim at my marine, and rolled a 1! Then his Brother-Captain took his shots and missed! The Salamanders won holding 1 objective to the Daemonhunters 0.

Monday, April 4, 2011

Colette vs. Lady Justice 25ss

This is my first attempt at a battle report, and a narrative one at that. They will get better in time, I have no doubt. I am doing this one just from memory so my facts and sequencing might be a little out of order, but this is the basic idea of how the game went.

The strategies were:
Colette: Claim Jump
Scheme: Power Ritual
Scheme: Breakthrough
Lady Justice: Destroy the Evidence.
Scheme: Breakthrough
Scheme: Can't remember the name but he needed to kill Colette

This was pretty much a battle against boxes

Colette
Cassandra
Performer
Performer
Mannequin
Mannequin

Lady Justice
The Judge
Death Marshal
Death Marshal
Death Marshal

As I walked through the abandoned industrial plant I thought to myself, "curious the places we do business. During the night I live a life glamor performing in the Star, the amazing Colette DuBois, and during the day I play in rotten industrial wastelands." It was suppose to be simply errand; take a few of the girls and head to the industrial park and inspect the area for recent Guild activity. The idea was to establish another safe spot for future transactions, and it is a good thing we were checking it out. Not moments after we arrived Lady Justice and her crew of Death Marshal's decided to pay us a visit. Whether they were there waiting for the us, or just stumbled across us by happen-chance it may never be known. But really, it doesn't matter it is safe to say this is not the place.


When the we first arrived at the park I sent Cassandra to my left and a performer of mine and her mannequin to the right, while myself and another performer and her animated prop were going to scout the middle. I wanted to do this job quick, so we were splitting up. We didn't make it halfway through the ruins before guild officers made their presence known. Lady Justice and a marshal began making their move towards Cassandra, who being the speedy worker that she is had already made it through most of the park. The performer that was with me noticed movement ahead and out of concern for her stage sister made a move to warn her. I kept my distance to evaluate the situation, and in the meantime produced a couple of additional soulstones, and pull a little trick out of my hat.


Cassandra, noticed some movement in the distance, and quickly moved to gain some cover from some ruins close by, while Lady Justice and the marshal made their slow, calculated approach to her location. Things weren't looking too good for poor Cassandra. As for my other performers they had made their randevu.


Mannequins doing what they could to help prepare the showgirls, they braced themselves for the coming assault of the Judge and a marshal. The Judge lead the way taking aim, and nearly killing one of the performers. The other marshal moved into position.


Cassandra, my poor, stupid Cassandra; that girls bravado will get the best of her one of these days. She did some fancy sword work and charged Lady Justice. She was far outmatched in sword play, and barely managed to scratch Justice. The marshal that was moving with Lady Justice rushed to Justice's aid. Poor Cassandra was now not only outclassed, but out numbered. To my pleasant surprise, by some miracle she managed to survive. The loyal mannequin did its duty and mended the performers wounds, making her appear as good as new. Using her powers of persuasion the performer convinced the Judge to come a little bit closer, in doing so he became mesmerized by her beauty, unable to move. While he was distracted the other performer moved in, poisoning the good judge. I could not wait any longer, I did my little disappearing act to switch places with the mannequin. Pulling yet another trick from my hat I summoned another dove next to the marshal, and had a little magician's duel. He was resilient however avoiding my magic. He was not so fortunate with the dove though, who managed to injure the good marshal. My second dove made its move on the marshal as well and was also successful in dishing out a little pain.


For the sake of poor Cassandra I called for a swift retreat. We managed to get away and back to the Star to lick our wounds. The good Judge was badly poisoned and still unable to move. I sure hope they were slow getting home.


We had to finish the game early, and it ended 1 VP to Lady Justice and 0 VP for Colette. We do have a rematch tonight at the club, hopefully we can finish. I will try and make notes on the turns so I can make another report and have my facts straight.