40K - game report (last night)q

Zed

Rogue Chimp
thought id share this with you

A report of the semi sort of combat patrol game we played last night (from what i can remember)

http://news.a20gamers.co.uk/#post15

It was damn good fun, and for those of you thinking "i fancy trying some 40K (again) it might give you that little nudge to do it :)
 

Readon

Full Member
Looks like it was fun game, shame it finished on turn 4 it would have been interesting to see what happened next.
 

Zed

Rogue Chimp
Looks like it was fun game, shame it finished on turn 4 it would have been interesting to see what happened next.
the problem with combat patrol if you follow the rules correctly you cannot field synapse. Hence the reason i put 3 units of genestealers onto the board (i acutally had 600 points as we were a man down) and then everything else was testing behaviour each round.

starting to like spore mines though
 

Readon

Full Member
Nids have it a bit tough with combat patrol rules.
Which combat patrol rules did you use? as i'm not certain but couldn't you have fielded a Zoanthrope... it wouldn't able to use the psychic powers but you would get synapse (of course it's a little useless without the powers).
 

Zeus

Full Member
figured i'd post a quick report of a game my blood angels had last night... no pictures i'm afraid, as i'm far too forgetful to take them :(

so.
the Noble Blood Angels:
Chief Librarian Mephiston (for those who dont know, very dangerous melee char - potentially 9 attacks on the charge, at WS6, str5. one of the few combat-librarians left. he's supposedly being upgraded next codex, but that may be wishful thinking.)
Chaplain Lemartes (mostly to give reroll attacks to DC and Mephy)
3* Death company marines w/ jump packs and pistols
2* 10man assault squads w/ plasma pistols (but no power weapons :p)
1* 5man Devestator squad w/ Missile Launchers
1* Venerable DC Dreadnaught
1* predator w/ many lascannons.
(this list was mostly designed to go up against nids, hence the lack of power weapons - since anything thats got an armour save worth caring about is tough enough that marines probably cant hurt it very well in combat anyway.)

against the Savage Space Wolves:
(i'm not so clear on exactly what it all was i'm afraid, but heres a rough run down)
a chaplain equivalent
Rockfist (grey hunter upgrade-character, w/ str 5, terminator armour, and a str 10 thunderhammer. that he can throw at things. at str 10 ap 1. with BS 5. wtf? :p)
2* grey hunter squads
2* longfang squads (1 with 5 heavy bolters, 1 with 5 missiles)
2* wolf scout squads (one with bolters, one with close combat weapons various anti-vehicle weapons) - off infiltrating somewhere, and can move on from my table edge on a 3+.

the game is objectives gathering, with them all scattered around the centre.

space wolves turn 1:
grey hunters advance on objectives. long fangs hit the dreadnaught with a series of kraks, tearing an arm off and stopping it from shooting (yay for rerolls. 3 penetratings and a glancing, and thats all he got :p). heavy bolters shred a few assault marines on the right.
blood angels turn 1:
assault squads leap forwards, one towards a pack of grey hunters on my left, the other towards the long fangs in the trees to my right. the death company (with mephiston and lemartes attached) move forwards slowly in the centre, to make sure they get the charge next turn. dreadnaught moves up alongside them.
the predator vaporises 2 longfangs - the sarge, and one with an ML. my devestators put a barrage of frags into the heavy bolter longfangs, and bring down 2 of them (15 hits, 3 wounds, 2 kills. i suck at wounds, he sucks at saves, so it evens out i guess :p).
assault squad on the left shoots up the grey hunters a bit, and causes them to run away - but they're miles from the table edge, so will just rally next turn.

at this point i'm starting to panic a little, as i've no idea how i'm going to bring down the grey hunters with rockfist, and i know i've got 2 squads of wolfscouts about to attack me in the back.

space wolves turn 2:
as expected, 2 packs of wolf scouts behind me. the CC ones go after my predator, making a lovely crater out of it. the ones with bolters cant get close enough to my devestators to charge them (as they're on top of a building) so instead shoot up my death company. this has no effect whatsoever, as apparently i'm incapable of failing feel no pain saves. rockfist hurls his thunderhammer at the dreadnaught, tears off the other arm, and then him and his grey hunters charge it. not looking good for my dreadnaught at all.
grey hunters on my left rally automatically, turn round, and blow the crap out of most of my assault squad on that side. guess i shouldve charged, after all.
i'm a little unclear on what the heavy bolters did that turn - i'm fairly sure they fired on my assault squad that was about to charge them, and did no damage at all. the missile launchers managed to take out my devestator's sargeant, with terrible consequences the following turn :(
somehow my dreadnaught survived the CC phase, despite about 5 str 10 thunderhammer hits and a few power fist hits coming for him. this was the one significant piece of good luck in the game, and pretty much won it for me.

blood angels turn 2:
the deathcompany and chars, along with the assault squad from the left, proceed to charge in to help the dreadnaught, safe in the knowledge that rockfist is still in base-to-base with the dreadnaught, so wont be instant killing any of them. dont manage to kill them all, but wound rockfist and kill about half of his squad. the dreadnaught somehow survives again.
my assault squad on the right finally reaches the long fangs. manage to kill 2 of the ones with missiles, but none of the heavy bolters - I win the combat, but unfortunately the ML ones break and i can't chase them down, so the 2 remaining are free.

space wolves turn 3:
i think my opponent was mostly giving up at this stage.
his 2 missile launcher longfangs and his bolter-scouts manage to take down 2 of my devestators, and i manage to fail the break test by 1 (bloody dead sargeants...), causing them to run down a level, to where they can easily be charged by the scouts, and finished off.
the scouts on my left, having killed the predator, are out slogging accross open ground at this stage, with nothing useful to do - but i've nothing ranged to kill them, so thats ok.
mephiston and the chaplain finish off the rest of rockfists squad, leaving rockfist himself to be torn appart by about 25 attacks from the death company, assault squad, and dreadnaught. having passed about 8 saves in a row at this stage (most of them invulnerable) he proceeds to fail 4 out of 5 on 2+s.
my assault squad on the right causes the heavy bolters to flee from the combat.

from that point, its really just a case of mopping up the last traces - we didnt bother playing the rest. my 3 man death company + chars is pretty much capable of taking out a squad a turn, first going for the bolter scouts, and then heading towards the CC scouts. This leaves a pack of grey hunters holding one objective, and my 2 assault squads holding an objective each on the other end of the table (having finished of the last 2 missile long fangs with massed plasma pistol fire). i wouldnt have been able to easily take out the remaining grey hunters easily (the DC lot were busy taking out scouts, i'd got no ranged stuff left, the dreadnaught was alive - but immobile with no arms, and it would be silly to risk my troop choices to maybe take out theirs).

all in all was a short and bloody game - as it tends to be when 2 CC armies go at it like that :p


i'll try and remember to take pictures next time.
 

Zed

Rogue Chimp
Sounds like a fun game.
Suprised to not see JotWW though. I thought it was mandatory in a Space wolves army to give you that .. ooo your dead because you have sucky initiative .. attack.
 

Zeus

Full Member
Iirc, doesn't work against jump troops?
Wouldve helped on devs and dreadnaught (does it work on vehicles?) but that's about it. Much nastier on me is the one that makes all terrain difficult and dangerous to jump troops :p
mephy can generally stop both, with his L10 and oldstyle psychic hood.. In theory
 

Readon

Full Member
That game sounded like a lot of fun. It would be interesting to see a repeat of that battle once new BA codex appears, some of the rumoured new units and psychic powers are looking very tasty.
 

Zeus

Full Member
Oh it'll be repeated alright - space wolves and blood angels are our main armies, so fight fairly often.

Also, their standard of judging how good a new codex is, is how long it stands up to blood angels for :p
 

Zeus

Full Member
Cool, hope they do a decent job of it.

I think Dow 2 proved rpg mechanics are fine for 40k.
 

Zed

Rogue Chimp
Niiice. What do you think - tyranids becoming the high level atagonists after wading through Tau, Elder, Dark Eldar and Chaos you finally realise the threat is nids. Big, monstrous nids with large bony nobbly bits
 

Zeus

Full Member
it depends how they do it. i always thought an ace way to do it would be to have you as rogue-trader types (well not actual rogue traders as they're farrrrr too powerful), travelling around, doing missions, trading, etc.

but... i cant help but worry it'll be like WAR. marines/eldar/tau on one side, vs chaos/darkeldar/orks on the other. fight on one planet for levels 1-10 (every race gets their own, where their racial enemies are causing troublez!), then go off to a different one with minor pvp at level 10-20. 'starports' to capture instead of keeps. and so on. that sort of thing...
roving bands of nids as generic enemies, imperial guard as 'good guy' grunts, and minor demons as 'bad guy' grunts.

but we'll see.
 

Aaelon

Max Rincewind(eq)Caramon(wow)
yeah I thought that myself.A planetside type game instead would be good if they did it right.
 
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