Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts

Tuesday, June 21, 2011

Retrospective: 6 August 2010 Counteroffensive VII (Game 1)

The Eibel Offensive
The desert planet of Auros IX has seen numerous conflicts, and much blood spilled upon its red sands.  The Imperial Guard regiment in the sector was sent to the ninth planet to investigate the possibility of survivors of a new enemy of the Imperium to the region, a splinter Hive Fleet that was engaged and (largely) defeated by the naval fleet that was making a routine sweep through the Auros sector.

Under the command of Commander Eibel, and accompanied by the infamous xenos specialist Inquisitor Vader, the small force scouted Auros IX and immediately upon finding signs of xenos drop-spores, began a standard search-and-destroy pattern around the landing site.  As they approached a long-abandoned Imperial mining camp, the sands suddenly erupted upward, and what appeared to be the core of the surviving xenos elements, led by a “Hive Tyrant” designee, rushed toward the Imperial units.

Retrospective: 7 August 2010 Counteroffensive VII (Game 2)

Opponent: Phil (Imperial Guard) was a new player to the 40K hobby, and he and his young son had shown up at Counteroffensive hoping to get in a few games with more experienced players.  While my able colleagues took on the enthusiastic younger gentleman, I faced off against Phil’s mix of Guard units with 1500 points of my “counts-as-Tau” Slann lizardmen.  I removed the two Piranha and one unit of Pathfinders (moving “their” transport to the Fire warriors) to make points, while Phil had the following:
  • Commander with Standard, Astropath, Vox, and Medic
  • 2x Platoon Commanders (one with Vox/Missile/Commissar, one with Plasma Pistol and Vox)
  • 4x IG infantry squads w/Vox (Lascannon, Autocannon, HBolter/Melta, Missile/Plasma)
  • 1x Veterans with 2 Flamers, Heavy Flamer, and Meltabombs
  • 2x Leman Russ MBT (one with HBolter sponsons, one with MMelta sponsons)
  • 6 Ogryn (in Reserve)
  • Marbo (in Reserve)

Saturday, April 3, 2010

27 March 2010 FrAG (Frederick Area Gamers) Tournament (Intro)

The 3167th is a “Revenant” regiment, nominally part of a Necromundan founding (and indeed, the largest single portion of the regiment is the several platoons of Underhive gangers that still makes up its infantry core), but consisting of orphaned squads and platoons from dozens of different, nearly annihilated Imperial Guard units.  As a result, the regiment is a constantly changing hodge-podge of traditions, uniforms, equipment, and units, but nevertheless an effective fighting unit due to the experience of the battle-hardened survivors that make up its highly diverse ranks.

3167th Necromunda “Revenants” (2000 pts)
  • Company Commander with Fleet Officer, Standard, 2 Bodyguards
  • 2x Platoon Command with 2 Meltas, each in Chimera with turret Heavy Flamer
  • 6x IG Infantry squads (3 per platoon) – 3xMissile, 2xLascannon, 1xAutocannon
  • 4x Autocannon Heavy Weapon Squads
  • x3 Scout Sentinels with Autocannon (in squadron)
  • Hellhound
  • Exterminator with three Heavy Bolters and Pask
  • 2x Executioner with Plasma sponsons and hull Lascannon


What did I bring?
After having fielded a basically unpainted Sisters of Battle army in two successive tournaments, I decided to change things up for this FrAG tournament.  It’s much nicer for opponents to face a fully painted army, after all.  My initial thought was to field a re-worked Slann (proxy Tau Empire) army list, with fewer Fire Warriors and with some converted Kroot and Piranhas making up the extra points, but I ran into a problem: I just didn’t have the desire to finish the painting in time.  Oh well.

Fortunately, I have several fully painted armies, including over 6,000 points of fully painted Imperial Guardsmen – I’ve been playing Warhammer 40K for a  looooong time, and Imperial Guard has been my army of choice for many years.  So I dug around my collection and threw together a list that (a) had all the autocannons I owned, shoe-horned into it, (b) was infantry heavy, and yet still (c) easy enough to transport and set-up without worrying too much about finding enough cover for every model.

27 March 2010 FrAG (Frederick Area Gamers) Tournament (Game 1)

Opponent: Tien (Tyranids).  A cheerful younger gamer with an eclectic but quite punchy collection of Tyranid models, Tien was fielding a number of very nice conversions in his list, including Giger-esque Ymgarl Stealers, multi-legged kitbashes standing in for Tervigons, and an imposing Broodlord straight out of the Space Hulk game.  This was my first game against the new Tyranids, and I wasn’t sure how well my infantry-heavy Guard army would do, but there’s no better way to learn than to face the chittering horde.

Army: (2000 pts)
  • Hive Tyrant with lots of Psychic Powers
  • Carnifex with all Talons, and Bioplasma
  • Trygon Prime
  • Mawloc
  • Zoanthrope

  • x3 Hive Guard
  • x10 Ymgarl Genestealers
  • x10 Gargoyles
  • 2x Tervigons
  • 2x10 Termagants
  • x15 Hormagaunts
  • x10 Genestealers with Broodlord upgrade
Mission: “Cleanse” – table-quarters deployment, and the first two turns are played with Nightfight rules.  Primary objective: capture quarters (as objectives).  Secondary/Tertiary bonuses: gain the most VPs, and kill the enemy’s most expensive HQ choice.

Terrain: Cityfight.  The table had a lot of low ruins (about eight) scattered about, with two pieces of area ruined terrain as well.  There was one large intact three-story building in my corner, and a large multi-story factory building in Tien’s corner.  (We treated both as area terrain, to make things simpler).  Line-of-sight at ground level was decent, but with plenty of obstructing terrain no matter which direction you looked.

27 March 2010 FrAG (Frederick Area Gamers) Tournament (Game 2)

Opponent: Tim (Tau Empire), a.k.a. “Old Shatter Hands” from the Tau of War gaming blog.  A soft-spoken, thoughtful fellow with a beautifully painted Tau army, I discovered after the battle that Tim had intentionally reworked his army list in order to do something a bit less predictable with the Tau.  Fully aware of what the Tau were capable of, I was a bit nervous about facing them with the Imperial Guard, but at least I knew that neither of us would be making much use of the Assault Phase of the game.

Army: (2000 pts)
  • Commander (BS5) and two Bodyguards (BS4) with Plas/Missile, plus two Gun Drones and gear
  • Shas’el (solo, BS5) with Fusion/Missile
  • 1x3 Crisis Suits (BS3) with twin-Missile and Flamer
  • 1x3 Broadsides (BS4) with Smart Missiles and two Shield Drones
  • 2x8 Fire Warriors, in Devilfish with D-Pod and Multi-tracker
  • 1x5 Pathfinders, in Devilfish with D-Pod and Multi-tracker
  • 1x10 Kroot, plus 5 Kroot Hounds
  • x3 Piranha (BS4) with Fusion and D-Pods
  • x1 Hammerhead (BS4) with Railgun, Smart Missiles, D-Pod, Multitracker, Target Lock
  • x1 Skyray (BS4) with Smart Missiles, D-Pod, Multitracker, Target Lock
Mission: “Total Annihilation” – 12 inch deployment from long table edge.  Primary objective: kill points.  Secondary/Tertiary bonuses: get at least one Troops choice into the enemy deployment zone at any point in the game, and kill the most expensive enemy unit.

Terrain: Cityfight.  The table had several large pieces of area terrain ruins spread through the center of the table, three two-story ruins scattered about the table, a very solid bunker (on Tim’s side of the table), and a four-story ruin on the left side of my deployment zone.

27 March 2010 FrAG (Frederick Area Gamers) Tournament (Game 3)

Opponent: Marc (Space Wolves).  The entirely deserving winner of the Best Sportsmanship award, Marc is a boisterous, gregarious, hilarious, and also deceptively canny and skilled wargamer.  With Marc fielding a Space Wolf army capable of getting almost anywhere on the table it needs to, complete with some beautiful (albeit non-GW) Thunderwolf models, I knew that the game would come down to the first one or two turns of the game – could I stop the Thunderwolves and tie up the Drop-podders long enough to gain the advantage?  Or would the Space Wolves instead tear through my massed infantry?

Army: (2000 pts)
  • Wolf Lord on Thunderwolf, plus another character on Thunderwolf, in a unit of 4 Thunderwolf cavalry, plus two “ablative” wolves
  • Runepriest in Terminator Armor with Force Lightning ability
  • 1x15 Wolves
  • 1x5 Scouts with meltagun, plus Wolfguard with combi-melta
  • 3x10 Grey Hunters with two Meltaguns in Drop-pods
  • 2x5 Longfangs (6 Missile Launchers, 2 Lascannons total), each with Wolfguard champ
Mission: “King of the Hill” – 12 inch deployment from long table edge, and each player gets to place one objective marker.  Primary objective: have the most units (of any type) within 6 inches of the center of the table.  Secondary/Tertiary bonuses: wipe out all enemy Troops choices, and capture at least one objective marker.
   
Terrain: My third Cityfight in a row!  Both Marc and I had already fought on this table, so we randomly re-arranged the terrain with the use of 3d6 and scatter dice, resulting in a circle of area terrain and ruined buildings surrounding a totally open kill zone in the very center of the table, easily 20 inches across, and almost 48 inches wide.  We each placed our objective on the leading edge of a large piece of area terrain, overlooking the Kill Zone in the center of the table.

Friday, March 5, 2010

20 February 2010 Inner Circle High Stakes Jamboree and Pancake Breakfast (Game 1)

Opponent: Steve S (Imperial Guard).  A cheerful fellow with a mechanized Guard army slightly more painted than my own force, Steve was brutally honest about what a mish-mash his own force was.  Between the Hellhounds and Immolators, however, it was going to be one flamer-crazy ride, and we both knew that any model wearing less than full power armor was going to vanish off the tabletop in a gout of blazing promethium if there were any enemy vehicles nearby.

Army: (2000 pts)
  • 5x Chimeras (2x Vet with 3 Plasma, 2x Vet with 3 Melta, HQ with Astropath)
  • 4x Hellhounds in 2 squadrons
  • 2x Sentinels with Lascannon, in squadron
  • 2x Leman Russ Executioner with HPG sponsons and LC hull
  • 1x Basilisk
Mission: Annihilation, Pitched Battle.  The only variation to the usual rules was that the victor would be determined by 4th-edition Victory Points, rather than Kill Points.

Friday, January 1, 2010

Retrospective: 1 Aug ’09 Counteroffensive VI (Game 3)

Opponent: Bryan “Justiciar”, a.k.a. “Lawman” (Infantry Imperial Guard). Another long-time Millenium Gate resident, Bryan was testing out his new Imperial Guard army, and it was substantially large. Although fielding three Heavy Support choices as support vehicles, the majority was dudes with guns, and a ton of heavy weapon support, too. As a long-time Guard player myself (dating back to 2nd edition), I knew what kind of hurt such a list could put out, and wasn’t sure my Slann could handle it. But heck, it’s just a game – why not give it the old one-two and see how it turns out?

Army: (1500 points)
  • 1x HQ Command with Meltas, including Kell and a Fleet Officer (-1 to reserve rolls)
  • 2x Lt Junior Command squads with Grenade Launchers and Power weapons
  • 3x IG squads with meltas
  • 1x IG squad with plasma
  • 1x Specialist squad with demo charges
  • 2x IG squads with Autocannon & Plasma
  • 2x IG squads with Missile & Grenade Launcher
  • 2x Heavy weapons squads with 3 Lascannons
  • 2x Leman Russ tanks
  • 1x Griffon
Mission: “Annihilation” (Kill points) and Dawn of War (18” apart and Nightfight rules in the first turn)

Terrain: High wall with ramparts near a large hill on the far left side, an intact building on the far right flank, scattered ruins in an arc around the other edges of the table, with two small copses of trees in the very center of the table.

What happened?
For some odd reason, I chose to go second – I think my thinking was that I wanted to respond to Bryan’s deployment. I also chose to split up my 6 Ranger (Crisis) suits into three teams of two, instead of the two teams of three models I usually use. Bryan chose to set-up nearly all of his infantry-heavy army on the wall with ramparts, and on the hill nearby, in a castle set-up, as follows:
  • Rear: Command Squad (out of LOS behind the big wall)

  • Center Left (hill on left): IG+Plasma & Lt Squad in rear, IG+AC, IG+ML in front
  • Center Right (wall/rampart): 2x3 Lascannon, IG+AC

  • Front of both: 3xIG+Melta, IG+ML, Demo Charges, Lt Squad
I deployed two units of the Brave (Fire Warriors) in heavy cover on my right flank, with the HQ suit out of LOS behind them. I used their Scout move to put both units of Scouts (Pathfinders) into the empty building on Bryan’s left flank (my right), instantly giving them a great LOS and amazing protection in the process! (note that I’ve since realized that the “scouts” rule does not allow units to set-up, irregardless, in a Dawn of War mission)

Bryan’s opening round was non-existent due to the Nightfight rules, and in response I markerlit and wiped out a Lascannon heavy weapons team, and shredded his AC squad on the wall, who went to ground so as not to risk fleeing.

None of Bryan’s tanks came onto the table from Reserve, but my Hornsuits (B-sides) clambered in to help. His firepower continued to be ineffectual (much of it was aimed at the building my Scouts (Pathfinders) were hiding in, to no effect), but I wiped out his second Lascannon heavy weapons team, and hurt the Missile/Grenade squad at the front of his castle set-up.

Bryan had been moving several of his foot-infantry units (the five in the front of his castle setup) forward toward my deployment zone this whole time, and in turn three, all three of my two-man Ranger (Crisis) suit teams dropped in, bracketing three clusters of his infantry units and flaming them to kingdom come. Two units of the Brave (Fire Warriors) also walked on from reserve, within rapid-fire range of two other IG squads, and backed up by other units already in position, Bryan lost seven units in a single turn. They had been delayed by the Fleet Officer, but arrived at just the perfect time! At the top of the fourth turn, Bryan had just four infantry units remaining, two of them badly hurt.

At just this time, all three of his Heavy Supports rumbled onto the table, and between them blew away three Ranger (Crisis) Suits. I responded by blowing up two vehicles (the Griffon and one Leman Russ), and turning the other into an immobilized, weaponless hulk. I also wiped out or forced to fall back every last infantry model on the table, save the (mostly hidden) Command Squad. One fleeing plasma-gunner killed a fourth Ranger (Crisis) suits as he fled, but with only a Colonel (and squad) and a Leman Russ hulk, Bryan conceded in Turn 5. In all, I had racked up 17 kill points, and Bryan had racked up 2 – the two pairs of Ranger (Crisis) suits.

Turning the Tables.
As a pointed out to Bryan, one of the first things he could have done in a Kill Point mission was to merge his 8 infantry squads into two big squads of 40 models. That would have increased the resilience of the squads as a whole, while reducing the kill points they gave up (to 2 total).

There was also the inexplicable decision to leave a perfectly good building in his own deployment zone…unoccupied! All this did was to allow my shooty units to occupy it and close the doors – turning the building into an immobile transport with far too many fire points for his comfort.

Finally, there was the very strange decision to keep all his infantry units bunched up when he KNEW that I had flamers on all my deep-strike capable suits. It’s not like this is an army list that Bryan is unfamiliar with, because he has a Tau army.

Then again, this was one of the very first games (if not the very first) that Bryan was playing with Imperial Guard. I’m given to understand that he did much better in the next few games he played.

Sunday, September 27, 2009

Warmonger Club 40K Tournament: Slann vs Mech IG

Opponent: Pete

Army: (1850 pts) -- Russ Squadron (2xLR and 1xDemolisher), H-Hound Squadron (3xBanewolf), 3xVeterans in Chimeras, Creed + Squad in Chimera, Inquisitor + 2xMystics in Chimera

Terrain: A desert board with many low ruins and low hills scattered about the middle of the board. Neither Pete nor I felt a huge need to move the terrain about, as it gave us both plenty of cover and didn’t really block LOS in any direction.

Mission: Pitched Battle, Annihilation

Summary: Pete won the roll-off to go first, so I set up in a class ‘refused flank’, with my entire army facing his softest flank, the one with the three Banewolves. I also placed most of my Fire Warriors in Reserve, as against all-mech, there was very little they could do at the start of the game.

Pete then used his Scout move (courtesy of Creed) to move his Banewolves right up to my firebase. I had completely forgotten that they could do this. What can I say? I was very tired. I failed to grab the initiative, and so I got a load of Banewolf love in the first turn, losing a Fire Warrior unit, and killing 1/3 of my Crisis Suits before the game even started. Fortunately, that was all that happened – Pete managed to immobilize one Banewolf getting the other two into position (did I mention that there was a lot of terrain?) and so I only had to deal with two in the squadron.

Freed of any worries because of the conviction that I had lost the game already, I spent the next several turns going after all his AV12 vehicles, while his Russ Squadron slowly (ever so slowly) whittled down the Shield Drones of one Broadside team. Note: a 2xBroadside, 2xShield Drone team is ridiculously resilient. I didn’t lose a single Broadside in my army all game, though I did take wounds and lose most of my Shield drones.

Demonstrating the sick amount of firepower at their disposal, the suits had destroyed all of Pete’s vehicles by the end of the fourth turn, and wiped out nearly all of the infantry units as well. All Pete had left at the end of the game was Creed himself, and the Inquisitor’s small unit that he joined for safety’s sake (yes, we know now that Creed isn’t an IC, but we’ve been gaming since 3rd edition and didn’t know that things had changed) -- but both characters were down to their last wound. The Fire Warriors in reserve walked onto the table just in time to shred one Chimera, before being chased off the table by a unit of Veterans. Oh, the shame! In the end, it was a slaughter, and Pete was almost totally tabled – but because I had lost all my ‘expendable’ units – commander, fire warriors, and devil-fish, it was a tie on Kill Points.

A tie. Ay, caramba.

What Should I Have Done?: This last game demonstrated rather conclusively how sub-par Fire Warriors have become in the new edition – they are the weak spot of the Tau army list. My Suits were astounding, performing like real champs, and pretty much doing all the damage (supported by Pathfinder markerlights, of course), but the notion of “sacrificial units” no longer works in 5th edition the way it may have worked in 4th edition. Although my list did perfectly in wiping out the enemy, I gave away far too many Kill Points, and in general trade off too much firepower.

In other words, if I want to go with Tau firepower, I really need to concentrate on an “Alpha Strike” mentality, and pour as many points as possible into suits, and use the Troops slots purely for mission objective grabbing. Which seems to be what the 5th edition army design philosophy appears to be in general.

More specific to this game, it was real dumb of me to forget that Creed allows one unit to have a Scout move. I was very lucky that Pete’s Banewolves didn’t do far more damage to me than they did.

Warmonger Club 40K Tournament: Slann vs IG

Opponent: Steve

Army: (1850 pts) -- “Grateful Dead” Imperial Guard. Maxed Command squad, 3x Vets, 1x Platoon (Lt, 2xInf, 2xSpecialists), 2x Psyker Battle, 2x Leman Russ, 2x Rough Riders. Lots of Grenade Launchers, Plasmaguns, and Meltaguns throughout all the infantry squads, but only two infantry heavy weapons (Missile Launchers) total.

Terrain: A ring of ruined buildings surrounding a small (18” wide) open area in the middle of the table. Plenty of cover and LOS for all involved.

Mission: Dawn of War, Secure & Control

Summary: I got the first turn, but between Steve and I both having to move all of our infantry from off the board, we only got three turns into the game. I deep-struck all my Crisis Suits onto his gun-lines, but they deviated badly, and I got exactly zero flamer shots off before most of them were overwhelmed. Although I managed to shred both of his Rough Rider units, immobilize and de-fang his Russes, neutralize nearly all his long-range fire, as well as wipe two of his other infantry squads, the game ended up as a draw, with the tie-breaker coming down to Kill Points. Steve had the edge: 5 of my units wiped, to four of his.

What Should I Have Done?: I essentially threw away my Crisis Suits in this mission; they would have been far better served coming to provide long-range support from behind, rather than simply deep-striking wholly unsupported into the IG lines. They ate a faceful of lasguns for their efforts, and despite my amazingly good armor saves, there’s only so many armor saves you can really roll before going down. My decision to deep-strike them was where I decisively lost the game.

This was also a reminder of how poorly my fourth-edition tactics of “sacrificing units” works in the mission objectives of the new edition of the game. Even had Steve and I continued all five turns, it would have been a comparable result – after losing my Crisis Suits, I had few units that could shred infantry as well or as reliably as they could, and certainly no units that could realistically contest his objective, which was neatly within his “castle” formation on the far side of the table from me. I had demonstrated how effectively I could destroy any units in the open (his Rough-Riders), but there were only so many Markerlights that I could use to “strip” IG cover saves, and only so many IG units I could target with them each turn (=two).