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 Post subject: Eynaide VII riots - Report from Helios battleship
PostPosted: Mon May 18, 2009 4:10 pm 
Shadow Captain
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Joined: Mon Mar 30, 2009 1:56 pm
Posts: 307
The Helios Battleship emerged brutally from the immaterium.

Crew were shaken as the heaviest stabilizers entered in action.
Aajz Solari stared a bit at the astropath team to check if a problem were occuring, near the command platform, but quickly removed his doubts from his mind.

Something external should have stopped them. It was a mere classic approach for a battleship of this class.
« Astropath Cassius speaking, Captain. It seems the enemy has deployed a sort of strong disruption signal around one of those satellites.
We performed an emergency out come from the Warp, to avoid any issue.» An hologram map appeared before Solari's eyes, with blinking spots showing a triangular area between the planet's moons.

« The disruption signal prevents the Helios from approaching near Eyneide. I think their field is more reactive due to the mass of the battleship ».

Aajz remembered that his best friend, Darius, often compared the Eynaide systems to a crystal pillar. Unvaluables, but way too fragile.
The riots on Eynaide VII begun only one month ago, but the damage done to the Imperium logistics chain was already high.
In the last days, a militia rose from the south of the planet, quickly performed a Coup d'Etat, killing the planetary Administrator and cut all planet communications with the outer space.

Aajz turned to the communication officier : « Open a crypted planetary channel with Sergeant Lahon ».

Some seconds later, the Scout squad sergeant face displayed on the monitor screen.
«Lahon listening, Captain. »

«What's new, Sergeant ? Did the situation evolved on the ground ? »

« Positive. The Guard is moving right now towards the Hydral Communication Center.
We saw three infantry squad, some artillery support with them. In the far distance, dust clouds suggest heavy tank support.»

Aajz marked a pause.

« Ok, so they just saw us now. They know the communication center is going to be a priority target.
We can't deploy efficiently through this disruption signal.
But they're reacting to our approach, so I bet they didn't expect us to come this soon.»

Darius Alistair, who knew Aajz for twelves years, tried as usual to warn the Captain.
« What if the Center is already heavily guarded ? »

« Scanners show only a small biological signal ».
« Aajz, they can be underground, inside the bunkers, you know it ! »
« Then we will have finish with the first squads until they go out » said the Space Marine Captain.

Darius rolled his eyes.

«Astropath Cassius, may smaller ships like Thunderhawks move freely through this forcefield ? » said Solari.

Cassius was used to Solari direct speaking. He knows too he expected a short, concise answer.
« Yes, Captain. Not freely, but it would be manageable, I guess. »

« It would ? Ask the Squads Antioch, Enoch and Nightwind to meet me at the bridge in 5 minutes.
Call the Veterans, too.»
Aajz begun to smile as he left the command board...



Solari' Spearhead – 1500 pts

HQ

Shadow Captain Aajz Solari

Elite

The fist of Corax – 5 Sternguard, 2 melta, 2 combi-melta, Drop pod / Deathwind laucher with Locator Beacon.

Troops

Enoch Squad – 10 tactical, 1 combi-melta, 1 melta, 1 MultiMelta, Drop pod / Deathwind laucher.

Antioch Squad – 10 Tactical, 1 power weapon, 1 flamer, 1 missile launcher, Drop pod / Deathwind launcher.

Storm Eye Squad – 5 Scout, 4 Sniper rifles, 1 Missile Launcher.

Fast Attack

Nightwind squad – 10 Assault Marines, 1 powerfist, 2 flamers, melta-bomb.

Whisper Squad – 3 Scout Bikers, 1 Locator Beacon.

Abel & Caïn – 2 Landspeeders squadron with Typhoon pattern.


Renegade Imperial Guard from Eynaide VII - previous CCXV regiment. - 1500 pts

HQ
Command Squad

Lord Commissar; carapace armor, plas-pistol, power weapon
Medic
Standard Bearer
Seven Guardmen

Elite

Guardman Marbo (not sure if he's elite or not)

10 Veterans
- Sergeant w/ Power Fist
- 3x Melta Guns

Troops

Infantry Platoon Command Squad
1 Junior Officer w/ laspistol, close combat weapon.
1 Guardsman w/ missile launcher
3 Guardsman w/ lasgun

Infantry Platoon
1 Sergeant w/ laspistol, close combat weapon
1 Guardsman w/ lascannon
8 Guardsmen w/ lasguns

nfantry Platoon
1 Sergeant w/ laspistol, close combat weapon
1 Guardsman w/ lascannon
8 Guardsmen w/ lasguns

Infantry Platoon
1 Sergeant w/ laspistol, close combat weapon
1 Guardsman w/ lascannon
8 Guardsmen w/ lasguns

Autocannon x 3 Support Team
Autocannon x 3 Support Team

Fast Attack
Hellhound
Valkyrie (veterans inside)

Heavy Support
Leman Russ Battle Tank
Leman Russ Demolisher

(IG list may contains some minor mistakes, I don't have his exact list).

Scenario : Capture and Control
Deployment : Dawn of war

Ravens stole the initiative.


Last edited by Aldebaran on Tue May 19, 2009 3:05 pm, edited 5 times in total.

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 Post subject:
PostPosted: Mon May 18, 2009 10:52 pm 
Shadow Captain
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Joined: Mon Mar 30, 2009 1:56 pm
Posts: 307
Important : The heavy Tank on the turn2B (IG turn) which deploy the veteran is an Anti-grav Valkyrie !
The model is not present in my version of Vassal. I'll correct it with the new release, next week.

Also : Sometimes I've put an explosion template on vehicule to show they suffer a damage, this is a not a frag grenade ! :)


BATTLE MAP

Image

Comments :
The map doesn't provide much cover at the center of the table.
No full cover here, only 4+. So as I stole the init of the game, I choose to play first.

I deploy on the low side of the map.
I'm well aware the Valkyrie may contest my objective at the end of turn 5, but I've got 6 missile launcher
and some melta guys, so I hope to destroy it as soon as I can.

I choose to put my objective in a high watch tower in the left corner of my zone.

My opponent choose another watchtower in the middle of its field.

THE BIG PLAN

Well, the plan is to drag him near a table border, forcing him to narrow is deployment.
That way, I plan to maximize usage of rapid fire bolters, and Deathwind launchers at the second turn.

Drop podding assault is an advantage here : I will have two Pods arriving at Turn 1,
whereas he must wait Turn 2 to get reinforcements, dur to Dawn of War scenario.

So I plan to do major damage to his army on my turn 1 and 2, to be the strongest as possible
when the Tank heavy support will come in.

I plan to assault with Aajz alone. I know this is risky, but the IG HQ has no powerfist, only two power weapons,
so Aajz won't be instant killed. And this is my best bet to counter IG orders from the beginning of the game.

Abel & Cain, my Typhoons, will support the force at long range, staying not far from snipers, to assist them if needed.
I believe opponent will be focus with the assault drop pod in his lines, so my long range Typhoons will be safe for a moment.


DEPLOYMENT

Image

Normally, I deploy first. But all my troops have infiltrating abilities. This is good, I realize.
I'll react to his deployment, and then play first.

IG :

He deployed massively his troops, to be in front of my objective, as I guessed.
This is impressive, because he put on the table near 50 models, where I will have only 15 models to deploy.

His HQ units is deployed in front of his lines, which surprise me much.
But I think after he plan to trap and kill Aajz with his power weapons.
He put an Autocannon support troop inside his objective,
one of three model at each floor level, with a very good LOS on my Deployment zone.
And protect another one behind a first line of Guardsmen.


Ravens :

I deploy Aajz to be sure he will be able to assault the Commissar at first turn.
Some maths tells me Power weapons will be S3, so he could have a hard time hurting me.
I put my faith in Aajz, but i think to myself I will not redo that against Chaos Marine or such.

I infiltrate with him a squad will AT capabilities, to try to melta the Autocannon behing the first line of Guardsmen.
I plan to offer them covers with two Drop pods landing near in the next turn.

Then I deploy Storm Eye Scouts on my objective, with their camo-cloaks protecting them.


TURN ONE



Ravens :

Image

Coming out of a forest where he was hiding with the anti-tank squad Enoch, Solari gave the signal, and Drop Pods were launched.
Some minutes later, in an deafening sound, Pods Landed, one empty, the other containing the anti-personnal Antioch squad
One of them hit perfectly, the other scatter 5, but avoiding models, it scatters only 2.

Enoch squad moved and made itself a LOS on the autocannon, protected by aline of guardmens.
Solari moved to prepare assaulting the Renegade commissar.

In the shooting,
Antioch made little damage to the first line of Guardsmen, despite Rapid Firing, killing only 2 traitors.
Enoch had more chance, the combined fire of two melta(one combi) and some bolter shots killed two Autocannon !

My Scout failed to do anything, all their shoot was missed. Aajz told them not to play chess in the objective, but they did'nt listen it seems :)

Aajz begun to strike in the HQ squad, making the commissar lose one wound, and killing three guardmens, the medic failing to do something about it...


Renegade Imperial Guard :

Image

The guard hold firm in its position, and decide to reply with heavy shooting.
But as the commissar were lock in combat, the lack of orders cut their efficiency, and only three Marines did go to the Emperor.

The CC phase saw Aajz cut in half the last guardsman, and make the commissar lose 2 wounds, but one was saved by the medic.
In response, Aajz felt a power weapon strike at his legs, and lose one wound.

TURN TWO

Image

Ravens :
All the rest of the Spearhead force arrived to help their comrades.
Solari known he has to be efficient before the tank would come in, so he make the Veterans landed near him.

Two deathwind launchers fired, and six guardmens died.

Abel & Cain focus their fire (4 krak missiles !) on the Objective with the Autocanon squads.
Due to instant Death, 2 Autocannons Team died. Very good operation for protecting the middle of the field.

Aajz ordered his squads to engage in CC enemy, to make them fear the tanks later would hurt their own men,

Then focus to his CC.
His claws killed the medic, this time, but the space marine captain lose again another wound.
Seeing the carnage made on his Command Squad, the commissar feared for his life,
and the remaining tried to run to escape.
Solari made a sweeping advance, and kill both traitors !

Others CC saw the killing of two guardmens, no loss for the marines.


IG :

Image

Then they came. One Hellhound, one Leman Russ Battle Tank, one LR Demolisher appeared behind the last line of
Guardmens.

On the East side of the battlefield, a vrombing Valkyrie landed to disembark its Veterans.

The Demolisher Cannon fired. The Veterans Drop pod exploded, killing two Veterans, and leaving Aajz who was behind in cover,
in the front of the LR Battle tank !
Coldy, the Battle tank aim at the captain, and Aajz was made out of combat by a terrible shot... (He's immortal, you didn't know ? ;) )

Then the hellhound fired also, and manage to kill 4 Marines...

On my Objective, the Guardman Marbo appeared near my Scout, a floor lower, to clean the objective.
A luck for me was he could not move at this turn, and couldn't be deployed at the same floor level because it was too small
to respect the 1' distance from my scouts.

But the tides of battle begun to change, I said to myself.

TURN THREE

Ravens :

Image

Well, this turn proven me no one fight more efficiently than a wounded Raven.

The Enoch Squad finished its Guardmens in CC.

The Antioch Squad , assaulting the LR BT with F6 krak grenade, on a stationnary vehicule, disable its main weapon, and immobilize it !

Only the Three Veterans left managed to do nothing to LR Demolisher, and this with 3 meltaguns ! Incredible...

The scout bike squad move at Turbo boost, to distract the veterans and the rest of a Platoon squad.
I hoped they would be a little safe, the ennemy had no flamers, so they would be 5 Toughness, and 3+ cover saves.

My Assault Squad jumped, in cover with the hill, to assault the Valkyrie next turn.

Then... Abel & Cain rotate to shoot their death rain on the bold Marbo.
3 hits, 3 wounds, 1 wounds was not saved by Marbo's Stealth, he was instant Death by a krak missile.


IG :

Image

The Renegade began to feel a bit disturbed by the recent loss, and the tanks tried both a
bold move.

The LR Demolisher move rapidly towards the Drop pod and pointed back at the Veteran,
but the shoot scattered and he only managed to kill one.

The hellhound was more dangerous, killing again 3 of my Marines.

The last of his Autocannon failed to rally, and run.

His Veterans moved to protected his objective.

Their cumulated fire with some guardmens left killed a Scout biker, and my Scout team flee 3D6...
But that wasn't really a problem, this move protected them from being assaulted.

TURN FOUR


Ravens :

Image

Antioch squad managed to destroy the Hellhound with Krak grenade.

Enoch squad, with their multimelta and melta, toasted the Demolisher Cannon, and another weapon.

My scout returned and assaulted the remaining guardmens, killing 3.
The Nightwind Squad didn't manage to do anything to the Valkyrie.

IG :

The Valkyrie quit the CC and shoot on the scout, killing one. I guessed their chess game was over ;)

The Veterans killed two of my Assault Squad.



TURN FIVE

Ravens :

Image

Antioch Squad & the two Sternguards made a butcher in the assault phase, killing 6 Guardmens.

The assault squad used two Flamers againts Veterans, then assault them, killing five.
One assault marine died.

Bikers killed two more platoons, they flee after that.

Abel & Cain move to flank the Valkyrie, and shooted four Krak missile. Despite the cover save due to its quickness,
the metal bird was wrecked.

IG :

The player gave up.
--------------------------

Solari were saved by the techno-medic of the commandment Thunderhawk, and will surely remember
this day on this cursed Eyneide VII....

Units of the day :
- Aajz, for disabling order from the beginning.
- Typhoon : Their day of glory. From Autocannon or Marbo instant kills to destroying the Valkyrie, it was by far my most versatile weapons.
The drop pod assault made my opponents forget these. Never forget their firepower.
- Tactical with krak grenade. Massed F6 grenade finished by destroying a 10 AV rear tank almost surely than a multimelta. To be remembered.

- hellhounds : this fast attack toasted me 9 marines. Nasty little beast when you bad roll armor saves.

My opponent was great, good moment and jokes, we both made very bad rolls at times.
He did some errors, for examples his Veterans use that were to slow and hesitant,
and the use of marbo. (He didn't realise quite well the Typhoon squadron had 4 missile shots, he told me).

But I made also some, my use of bikers wasn't optimal, and Aajz could have been killed in the first turn.

But hey, Solari is a bit of a gambler, no ? ;)


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


Last edited by Aldebaran on Tue May 19, 2009 7:54 pm, edited 5 times in total.

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 Post subject:
PostPosted: Tue May 19, 2009 11:38 am 
Shadow Captain
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Joined: Mon Mar 30, 2009 1:56 pm
Posts: 307
Report finished, at last.

Comments welcome !


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 Post subject:
PostPosted: Tue May 19, 2009 6:04 pm 
Reclusiarch
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Joined: Mon Jun 23, 2008 10:20 pm
Posts: 1811
Location: Germany
Aldebaran wrote:
Report finished, at last.

Comments welcome !

Good when both had fun in a game.

Guard need its big guns to kill stuff, so its a bit of advantage to have the flexibility of SM.
The "pyromaniacs" were really successful in your game, 9 toasted marines is a lot and maybe was the most effective IG unit in this game.
And i think you've seen that IG isn't even good in CC with a new dex. If the IG can bury your units in bodys, then its another outcome.

Nice read, expecting more to come. :wink:

_________________
There is a reason why blue communist ants
should not rule the galaxy!

Jaspercation in Jan 09:
if youre gonna get terminators ,
get Raven Guard one.


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 Post subject:
PostPosted: Tue May 19, 2009 6:43 pm 
White Raven
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Joined: Tue Sep 23, 2008 8:45 pm
Posts: 789
Location: N. Manitou Island
great bat rep!

glad to hear typhoons are working as they should!

_________________
Building tourney lists is all about showing up to the competition able to put forth the best effort possible.


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 Post subject:
PostPosted: Sat May 23, 2009 2:44 pm 
Recruit
Joined: Sun Mar 22, 2009 4:30 pm
Posts: 3
Good fight, didn't the guard player have more than one unit who could issue orders?
Anyway the typhoons did well.

well played


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