Ok, so I played an impromptu game that was planned on Thursday, set up on Friday, 'cause we had the time, and played on Saturday afternoon. As it was played in the garage that is unfinished (common in Southern California)so there is no insulation nor air conditioning: the 95 degree weather was the third opponent. Heat aside, I was able to pull of another win. yay. My buddy King used a strange list that included 4 squads of terminators for a total of 22 of them.
The set up: We played full ITC mission Seize Ground with secondaries. I picked Marked for death, and chose his termie squads, Recon, and Behind Enemy Lines. He chose Reaper (smart), engineers (gutsy) and Old School (easy).
I actually deployed faster, so when both rolled 3's for 1st turn decision having that plus one allowed me to choose first turn.
Turn one: His set up was lopsided so I focused on the weaker side for easy kills. The deployed shokk attack and battle wagon did some damage on a berserker squad wiping them out, but there were two more to deal with. I did minimal damage to an Oblierator and a 3 man biker squad.
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End of turn one. |
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Other side of the end of turn one. |
By the end of the turn, I had some objectives and killed a unit. looking good. His turn yielded very little killing, as he rolled horribly and only removed some boys, a bit of damage on the battle wagon, but no units killed.
Turn two. This was the big turn as I deployed my tely-porta battle wagon and both squads of storm boys. The wagon had a hard time fitting where I wanted and maybe chose a not so ideal location, but it ended up working out. The storm boys got stuck in with some chaos space marine (CSM) and the other got stuck in with the bikers and his warp smith, you know to tie them up.
The storm buys wiped out the CSM squad and the other was doing their job of tying them up. If I had power claws on both squads that would be pretty killer, but the points adjustment would be tough.
King's Turn 2: This is where I felt the brunt of his army and started to loose some guys. Since he deep striked (struck) all his termies, they made their presence felt this turn. Again, he went lopsided and put 3 on the strong side and one on the weak side. The strong side took out a mob of gretchin and 16 boys from a 30 ork mob. That 16 is important and will come up again later. The other things he dropped in were the other two obliterators. My weak side was where I put my battle wagon and he assaulted with one of them. That was important as it could not move till that obliterator was gone; smart move. The other termies charged everything and he made some amazing rolls. They were nine inches away and he was rolling 11's and 10's like they were free. I was relying that they were probably not going to make it in, but most of them made it in.
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The weak side |
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U.S.G.T. in effect! |
Turn 3: I had Rezmekkas Redder armor, so that obliterator that was still stuck in with the battle wagon, took a mortal wound, but still had one left. I used 5 cp to do this, but the mob of 30 were reduced to 14 with shooting and fighting. in the morale phase, instead of rolling a d6 adding 16 to it, I opted for insane bravery, and at the start of the turn, did Unstoppable Green Tide and brought them in on the other side of the board. That was the first time I used that and I used it to go to his weak side of the board: is was amazing! The one squad of termies that did not make their charge roll, I wiped out from shooting about half my army at them, and got the Marked For Death point. On his turn, he assaulted my nobz that were planning to assault the termies I shot off the board with the dark apostle, his disciples, and two spawns. That took out half my squad of Nobz, but I was able to take out one spawn in return. They were in danger of failing morale, but I rolled a 1, so they stayed.
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My Nobz about ready to receive a chaos charge! |
As the sun was now directly shooting into the garage, as the door faces west, it was silly how hot it was and the sweat was dripping off my face. It was time to call it. With a tallying up of our points, we ended at turn three 15 to 8. I was happy with that as a successful win. The best strategy I used to focus on his weak stuff and run away from the bigger stuff. I told King that if I can play a game with him where I prevent his berserkers from charging, is an automatic win, and I did end up taking out all three squads, the last ones in overwatch! The MVP's of the game for me were the flyers as they got a lot of good shooting in, and my Shokk Attack Guns (SAG). For the SAG's, one regular, and one souped up, twice I rolled above 11 and those mortal wounds were great, but besides that, I found they were consistently shooting well, which was great for such a random weapon.
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Really cool lit Blasta Jet! |
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