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 Post subject: Outnumbered and outgunned...
PostPosted: Sun Jan 04, 2009 6:05 pm 
Veteran Sergeant
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Joined: Sun Apr 20, 2008 5:27 pm
Posts: 102
Location: NE England
Today Captain Combus Fann confronted a force of corrupted guardsmen on Evora. It seems they were here to retrievea few fallen officers, presuably from a previous battle. Whilr we didn't need these officers, anything that Chaos wants is something we must stop, and so we leapt into battle.

Overall, the battle was a dice-rolling disaster for us. Our reinforcements from orbit (one vindicator and a Master of the Forge, along with a drop-podding Dreadnought and a drop-podding thunderfire) did almost nothing. The Master of the Forgeonly succeeded in repairing the vindicator's damaged cannon, before another blast killed him and ripped the cannon from the hull. All the vindicator did was attract fire, but at least it did that well. The dreadnought managed to fry a heavy weapons team with a heavy flamer, but the tank behind that it was aiming at (rear armour, FFS) was unharmed by either the flamer or its multi-melta (and they were both twin-linked). The thunderfire weathered a lot of fire, but in the end, all it takes is one lucky las-shot and everything's over. The hero of the day was Combus Fann, who managed to toast over twenty traitors to the Imperial Cause, while smiting many more with his Halberd. In the end, however, even he was forced to retreat, after seeing his entire force collapse under the weight of numbers.

Best Unit:
Fann, without a doubt. Got most of my kills.

Runner up:
The scout squad. Through careful use of hellfire shells, they managed to kill what seemed to be over 3 times their number in traitors.

Worst Unit:
The vindicator. It managed to kill 2 guardsmen with its storm bolter.

runner up:
Master of the forge. The conversion beamer did nothing. A techmarine could have done what he managed throughout the game.

Overall plan:
Sound in theory, but could never have worked. I couldn't just cling to one objective, but by spreading my units to get them all I spread them far too thinly, even with combat squads.

What I have learned:
I need help. I just can't work out how to defeat guard. It seems that I am either far too outnumbered or too lacking in anti-tank to cause a dent.

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 Post subject:
PostPosted: Sun Jan 04, 2009 11:05 pm 
White Raven
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Location: Hebburnium - Newcastle
aye those fickle dice gods and their cruel twists of fate, its always hard to win a game when they are against you, so your captains feats are all the more impressive. The vindicator should be painted with a target on it, it does as proved draw fire pretty well, which is something i plan for. Most of the time my vindi doesnt last till after turn 1 but in that turn lots of otherthings can slip under your enemies radar. Your scouts did well, its interesting that you choose the heavy bolter i know many people who stick solely to the missile launcher/telion combo but im glad they worked out for you.


With Guard i feel like they have the potential to be the greatest force ever but they just aren't. try to take a lot of troops, 9/10 a lot of marines vs a helluva lot of guard will be a pretty one sided fight, and now with free heavy bolters etc, it should help out if you plan to shoot. The massed firepower is a problem, so if you want try and tie some squad up with some assualt marines. even a 5 man squad can stop a 20 man squad shooting, and probably have a decent enough chance.

I face Guard in a similar way to facing Orks, lots of standardish troops, and a few heavy hitters such as devs should work out quite well.

thats the only advice i can sort of give hope it helps!!!

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 Post subject:
PostPosted: Sun Jan 04, 2009 11:50 pm 
Reclusiarch
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Joined: Mon Jun 23, 2008 10:20 pm
Posts: 1811
Location: Germany
Guard doesn't like:

-Land raiders
-whirlwinds (barrage)
-lots of bolters and heavy bolters

maybe DS dreads or DS landspeeder could also do acceptable.

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 Post subject:
PostPosted: Mon Jan 05, 2009 4:37 pm 
Veteran Sergeant
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Joined: Sun Apr 20, 2008 5:27 pm
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Location: NE England
White Raven Jaspercation wrote:
Your scouts did well, its interesting that you choose the heavy bolter i know many people who stick solely to the missile launcher/telion combo but im glad they worked out for you.


Well, I thought about that, but if you take a heavy bolter with hellfire, then you still get Telion's bonus but you get the blast of frag with the strength of krak. The only problem is the lack of range and AP compared to the missile.

_________________
Self-proclaimed naysmith.

W/D/L
Hive fleet spite: 2/0/1
Raven Guard Successor: 4/0/3
Daemonhunters: 1/1/3

On msn? Add me!

Link to my rules project


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 Post subject:
PostPosted: Mon Jan 05, 2009 4:52 pm 
White Raven
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Location: Hebburnium - Newcastle
Dvil wrote:
White Raven Jaspercation wrote:
Your scouts did well, its interesting that you choose the heavy bolter i know many people who stick solely to the missile launcher/telion combo but im glad they worked out for you.


Well, I thought about that, but if you take a heavy bolter with hellfire, then you still get Telion's bonus but you get the blast of frag with the strength of krak. The only problem is the lack of range and AP compared to the missile.


Yeah i see what your getting at, i have a few heavy bolter scout i may use, may come in handy v hordes and if your on a point tight budget. most people tend to throw the missile launcher in as a sort of "in case" upgrade, but to be effective you need telion, how has a great weapon himself which you'll miss out on, and with the new "hit" rules it means telion can be taken out of a 5 man squad as long as your enemy scores 6 wounds, and without telion as i said before its not effective.


For the points and the punch you get from it, i actually think the heavy bolter makes sense, the number of shots lets you rattle off rounds with not much need of telion so boosting your overall firepower by having telions shooting.

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Check out my Geekly/weekly Blog @ http://jaspercation.blog.co.uk/

Victorus aut Mortis = i.e glory to the black dudes with jump packs and pointy claws
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 Post subject:
PostPosted: Fri Jan 09, 2009 2:42 pm 
Master Artificier
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Joined: Sun Apr 27, 2008 4:43 pm
Posts: 1900
Location: An Englishman in Dallas TX
It's a learning curve. Lists always evolve and certain parts will do bad one game and shine the next. I don't think you have a problem with guard, a few tweaks and your there.

The guys have already given good advice so I wont repeat that.

I will say that 2 vindis is better than 1 and makes so much difference. With 1 it will become a target unless you have a land raider, it dishes out pie plates and no one likes that. Run 2 and see what I mean :)

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