Post by grubnards on Aug 26, 2012 1:43:35 GMT -5
Had a game with Joe today as he is looking to get in some practice before nova. This was a perfect chance for me to use my chaos marines for the first time in 6th ed. I did take some pics but it is really late so I'll add them in later.
Raid on Ceti Alpha V
Dawn of War Deployment - 2000pts (1999 +1 NOVA Format)
Primary - Kill Points
Secondary - Objectives
Third- Get into opponents deployment zone (?)
Terrain was preset and there were no mysterious objectives or terrain in play for this game.
We each had two objectives that we placed in our own deployment zones.
Archon Eoj was pleased to finally get his chance to prove his worth by leading a raid against a mon-keigh settlement designated Ceti Alpha V by rogue trader Khan Noonien Singh in 281M40. Ceti Aplha V was the primary producer of ores and gases that were vital to the local Imperial war effort. In 781M40, the neighboring planet, Ceti Alpha VI suffered a catastrophic collision with large asteroid, sending large sections into the path of the planets orbit. Those chunks struck Ceti Alpha V, knocking it off of its orbit, turning the once vibrant planet into an arid wasteland. Most of the mining and processing operations were stopped and a skeleton crew remains to this day, struggling to mine what they can in some of the harshest conditions known in the galaxy.
None of that mattered to Archon Eohj as they were all seen as fodder for the slave pens of Commoragh. All plans and preparations were made, many deal were struck with the Hamoculi covens to provide Archon Eoj with augmented troops to help him in his quest to earn his name in Commoragh's high society. If he could pull this off and return to Commoragh with his slave ships full of cargo; wealth, power, and glory would be his. If he failed... well he did not want to think about what the haemoculi said would need to be paid to compensate their losses.
The designated time for the raid came but due to some delays, the raid did not start in the darkness of night as planned, instead, the sun's rays had just started to appear on the horizon. Not a problem thought Eoj, after all, what defense the mon-keigh had at their disposal would hardly be of any concern to him or his forces. As the flotilla of raiders and razorwings neared the settlement, smoke and flames were seen rising from the settlement. What was going on?
Had a rival Archon learned of his plans and lead a raid before him, making off with his prizes? As they neared the burned out settlement, they could see the savage attack made against the settlement was made by far cruder armaments. Then they came across the first mutilated and desecrated bodies of the miners... hundreds of bodies formed into huge symbols dedicated to the evil powers of the chaos gods. Well, this certainly changed things, possibly for the better. If he could return to Commoragh with pens filled with the augmented bodies of the Mon-Keigh, his rise to power would be certain. With a slight nod of his head, the attack began...
Deployment:
I setup primarily in the left flank with my defiler and 1 rhino holding the left flank. The Havocs started at the base of the ruins housing my objectives. My rhino with berzerkers, land raider with my Dark Disciple and his retinue of terminators went to the right of the ruins and my Oblits sat on a piece of area terrain with my 2nd objective. My last squad of troops parked behind the obilts.
I place a squad of 3 terminators into reserve and they would be deep striking in. Joe spreads his army across the board pretty evenly with the large unit of grotesques and the archon in the center area terrain. His wracks sat in a ruin on his left flank and he deployed a raider on his right flank and another on his left flank (this one had more wracks) and one near the center with more wracks. He also had a large beast squad and some scourges all between the grotesque blob and his right flank.
My warlord trait allowed me to shuffle 3 units d6 inches. I shuffled around my rhino and defiler in the left flank a little so that my rhino could get a 25% cover save and the defiler could get a better line on the units across from them. I believe joe's warlord trait did nothing for him.
Turn 1.
No night fighting and Joe does not seize initiative.
I move my land raider and rhino up towards the beast squad. I wanted to take out that mess before his grotesgues as the beasts could move fast and tarpit my units until the grotesques got in and made a mess out of me. My rhino and defiler manage to only kill 1 thing. My havocs spend this turn moving into and up the ruins to provide them ample targets and a 4+ cover save. Most other shooting was ineffective. Joe advances up all of his units. He is able to wound one of my obilts and knock off 2 hull points between his scourges and trueborn warriors. His beast try to charge the berzerker rhino but he rolls a 1 and 2 for his charge. He rerolls both due to fleet but gets a 2 and 2 I believe, causing him to fail his charge.
I advanced my two vehicles. Shooting was ineffective.
Turn 2.
MY termies deep strike in near the wracks in his left flank. Two of his raiders were near the board edge and the third was in the middle of the grotesque and beast squad so I decided to play it safe and let them come in near the wracks holding the left ruins with an objective. I pull my land raider behind some ruins to give it better cover and I move the berzerker rhino up to flame the beast squad. I kill some of the beasts between my combi-flamer and plasma cannons from my oblits.
Here I was able to knock down some of the beast squad
My havocs whittle down some of the true born and my defiler misses the raider (or Joe makes his jink, i can't remember). I kill 1 or 2 wracks with my deepstrike termies.
Joe's two razorwings come in. The scourges, trueborn, and razorwing manage to pop the rhino with the berzerkers.
The other razorwing lines up a shot on the rear of my land raider with it's last hull point and he rolls.... two 1s!!! This would be repeated throughout the game. His wracks charge my termies, killing 2. The grotesques shuffle their way towards the center.
Turn 3.
My defiler knocks a hull point off of the razorwing with its reaper autocannon. My squad in the rhino pops his empty trueborn raider and the havocs whittle down the trueborn and scourges. I knock down a couple more beasts and get ready to accept the beast charge.
Reaper Autocannon hitting the razorwing
Joe pops the land raider with his raider in my right flank. The razorwings again fail to hit anything. Again, really bad rolls on his part. His wracks knock off my last termie and he consolidates back into the ruins. The beasts charge in and I kill 6 and I make all of my saving throws in return.
My land raider is no more
Turn 4.
I am able to wipe out the last scourges and trueborn with massed shooting. I also pop the raider in the center with the wracks, exploding it causing more wounds on the remaining beasts.My oblits take down the raider in my right flank and the chaos lord and termies header towards the wracks that disembarked. The berzerkers do more damage to the beasts and they break and get away. My rhino on the right continues to move towards the wracks in his ruins. The termies do some damage to his units and i lose 1 termie. we stay locked.
Does not look good for the berzerkers
Not a scratch. Khorne must be pleased
Joe kills a oblit and assualts my rhino with his grotesques. He wrecks my rhino and I get out on the right side. Again, no significant damage from the razorwings. His wracks assault the remaining berzerkes and we whittle each off of each others forces and stay locked in combat.
Turn 5.
My shooting does very little damage to his grotesques. The termies finish off the wracks in my right flank and the chaos marines edge towards his wrack in the ruins, eager to get away from the grotesques. The berzerker/wrack fight gets knocked down to just 1 berzerker vs 2 of his guys. we stay locked. I damage one of the razorwings, causing it to become immobilized so it can only fly straight and 18inches, guaranteeing that it will leave the board. Joe's wracks in the ruins come out and assault my marines. The grotesques head towards my termie/lord.
Last pic of the game. You can see that the squad of grotesques were heading my way.
Turn 6.
Little damage done in shooting. My lone berzerker finishes of the last two models in combat. I forget if his wracks kill my warriors or if they stay locked in combat. Regardless, the game ends.
I win kill points 7 to 4 so we do not have to worry about 2nd or 3rd scoring.
A great and fun game. Joe's dice rolls just flat out sucked for him all game. He could not roll charges, hits or wounds. His saves and FNP were pretty good but whenever he needed a break his dice abandoned him. Chaos, on the other hand, seemed to do much better in 6th edition. This is my first time using them and between snap firing with the heavies and the terminator power mauls and axes, they seemed to do better in CC. While three of my vehicles did eventually wreck due to hull points, I don't think they were as bad as the internet makes them out. They lived long enough to get my units where I needed them. The only thing that sucks is that berzerkers cannot charge a full turn after disembarking from a rhino. Unless that gets adjusted in the new dex, I'll have to run them out of a land raider.
Archon Eoj gathered what was left of his raiding party and made his way back to commoragh. As they sped away he could hear the screams of fear and pain as his troops that were left behind were being defiled by the murderous chaos tainted mon-keigh. He started thinking of his self preservation and how he could frame this failure against one of the haemoculi covens and hope that this would drive a wedge between the covens long enough for him to slip away and start anew.
Sorry for the crappy writing and I apologize if I did not remember it all in the correct order. I wanted to type this up before I forget it all... d**n old age.
Raid on Ceti Alpha V
Dawn of War Deployment - 2000pts (1999 +1 NOVA Format)
Primary - Kill Points
Secondary - Objectives
Third- Get into opponents deployment zone (?)
Terrain was preset and there were no mysterious objectives or terrain in play for this game.
We each had two objectives that we placed in our own deployment zones.
Archon Eoj was pleased to finally get his chance to prove his worth by leading a raid against a mon-keigh settlement designated Ceti Alpha V by rogue trader Khan Noonien Singh in 281M40. Ceti Aplha V was the primary producer of ores and gases that were vital to the local Imperial war effort. In 781M40, the neighboring planet, Ceti Alpha VI suffered a catastrophic collision with large asteroid, sending large sections into the path of the planets orbit. Those chunks struck Ceti Alpha V, knocking it off of its orbit, turning the once vibrant planet into an arid wasteland. Most of the mining and processing operations were stopped and a skeleton crew remains to this day, struggling to mine what they can in some of the harshest conditions known in the galaxy.
None of that mattered to Archon Eohj as they were all seen as fodder for the slave pens of Commoragh. All plans and preparations were made, many deal were struck with the Hamoculi covens to provide Archon Eoj with augmented troops to help him in his quest to earn his name in Commoragh's high society. If he could pull this off and return to Commoragh with his slave ships full of cargo; wealth, power, and glory would be his. If he failed... well he did not want to think about what the haemoculi said would need to be paid to compensate their losses.
The designated time for the raid came but due to some delays, the raid did not start in the darkness of night as planned, instead, the sun's rays had just started to appear on the horizon. Not a problem thought Eoj, after all, what defense the mon-keigh had at their disposal would hardly be of any concern to him or his forces. As the flotilla of raiders and razorwings neared the settlement, smoke and flames were seen rising from the settlement. What was going on?
Had a rival Archon learned of his plans and lead a raid before him, making off with his prizes? As they neared the burned out settlement, they could see the savage attack made against the settlement was made by far cruder armaments. Then they came across the first mutilated and desecrated bodies of the miners... hundreds of bodies formed into huge symbols dedicated to the evil powers of the chaos gods. Well, this certainly changed things, possibly for the better. If he could return to Commoragh with pens filled with the augmented bodies of the Mon-Keigh, his rise to power would be certain. With a slight nod of his head, the attack began...
Deployment:
I setup primarily in the left flank with my defiler and 1 rhino holding the left flank. The Havocs started at the base of the ruins housing my objectives. My rhino with berzerkers, land raider with my Dark Disciple and his retinue of terminators went to the right of the ruins and my Oblits sat on a piece of area terrain with my 2nd objective. My last squad of troops parked behind the obilts.
I place a squad of 3 terminators into reserve and they would be deep striking in. Joe spreads his army across the board pretty evenly with the large unit of grotesques and the archon in the center area terrain. His wracks sat in a ruin on his left flank and he deployed a raider on his right flank and another on his left flank (this one had more wracks) and one near the center with more wracks. He also had a large beast squad and some scourges all between the grotesque blob and his right flank.
My warlord trait allowed me to shuffle 3 units d6 inches. I shuffled around my rhino and defiler in the left flank a little so that my rhino could get a 25% cover save and the defiler could get a better line on the units across from them. I believe joe's warlord trait did nothing for him.
Turn 1.
No night fighting and Joe does not seize initiative.
I move my land raider and rhino up towards the beast squad. I wanted to take out that mess before his grotesgues as the beasts could move fast and tarpit my units until the grotesques got in and made a mess out of me. My rhino and defiler manage to only kill 1 thing. My havocs spend this turn moving into and up the ruins to provide them ample targets and a 4+ cover save. Most other shooting was ineffective. Joe advances up all of his units. He is able to wound one of my obilts and knock off 2 hull points between his scourges and trueborn warriors. His beast try to charge the berzerker rhino but he rolls a 1 and 2 for his charge. He rerolls both due to fleet but gets a 2 and 2 I believe, causing him to fail his charge.
I advanced my two vehicles. Shooting was ineffective.
Turn 2.
MY termies deep strike in near the wracks in his left flank. Two of his raiders were near the board edge and the third was in the middle of the grotesque and beast squad so I decided to play it safe and let them come in near the wracks holding the left ruins with an objective. I pull my land raider behind some ruins to give it better cover and I move the berzerker rhino up to flame the beast squad. I kill some of the beasts between my combi-flamer and plasma cannons from my oblits.
Here I was able to knock down some of the beast squad
My havocs whittle down some of the true born and my defiler misses the raider (or Joe makes his jink, i can't remember). I kill 1 or 2 wracks with my deepstrike termies.
Joe's two razorwings come in. The scourges, trueborn, and razorwing manage to pop the rhino with the berzerkers.
The other razorwing lines up a shot on the rear of my land raider with it's last hull point and he rolls.... two 1s!!! This would be repeated throughout the game. His wracks charge my termies, killing 2. The grotesques shuffle their way towards the center.
Turn 3.
My defiler knocks a hull point off of the razorwing with its reaper autocannon. My squad in the rhino pops his empty trueborn raider and the havocs whittle down the trueborn and scourges. I knock down a couple more beasts and get ready to accept the beast charge.
Reaper Autocannon hitting the razorwing
Joe pops the land raider with his raider in my right flank. The razorwings again fail to hit anything. Again, really bad rolls on his part. His wracks knock off my last termie and he consolidates back into the ruins. The beasts charge in and I kill 6 and I make all of my saving throws in return.
My land raider is no more
Turn 4.
I am able to wipe out the last scourges and trueborn with massed shooting. I also pop the raider in the center with the wracks, exploding it causing more wounds on the remaining beasts.My oblits take down the raider in my right flank and the chaos lord and termies header towards the wracks that disembarked. The berzerkers do more damage to the beasts and they break and get away. My rhino on the right continues to move towards the wracks in his ruins. The termies do some damage to his units and i lose 1 termie. we stay locked.
Does not look good for the berzerkers
Not a scratch. Khorne must be pleased
Joe kills a oblit and assualts my rhino with his grotesques. He wrecks my rhino and I get out on the right side. Again, no significant damage from the razorwings. His wracks assault the remaining berzerkes and we whittle each off of each others forces and stay locked in combat.
Turn 5.
My shooting does very little damage to his grotesques. The termies finish off the wracks in my right flank and the chaos marines edge towards his wrack in the ruins, eager to get away from the grotesques. The berzerker/wrack fight gets knocked down to just 1 berzerker vs 2 of his guys. we stay locked. I damage one of the razorwings, causing it to become immobilized so it can only fly straight and 18inches, guaranteeing that it will leave the board. Joe's wracks in the ruins come out and assault my marines. The grotesques head towards my termie/lord.
Last pic of the game. You can see that the squad of grotesques were heading my way.
Turn 6.
Little damage done in shooting. My lone berzerker finishes of the last two models in combat. I forget if his wracks kill my warriors or if they stay locked in combat. Regardless, the game ends.
I win kill points 7 to 4 so we do not have to worry about 2nd or 3rd scoring.
A great and fun game. Joe's dice rolls just flat out sucked for him all game. He could not roll charges, hits or wounds. His saves and FNP were pretty good but whenever he needed a break his dice abandoned him. Chaos, on the other hand, seemed to do much better in 6th edition. This is my first time using them and between snap firing with the heavies and the terminator power mauls and axes, they seemed to do better in CC. While three of my vehicles did eventually wreck due to hull points, I don't think they were as bad as the internet makes them out. They lived long enough to get my units where I needed them. The only thing that sucks is that berzerkers cannot charge a full turn after disembarking from a rhino. Unless that gets adjusted in the new dex, I'll have to run them out of a land raider.
Archon Eoj gathered what was left of his raiding party and made his way back to commoragh. As they sped away he could hear the screams of fear and pain as his troops that were left behind were being defiled by the murderous chaos tainted mon-keigh. He started thinking of his self preservation and how he could frame this failure against one of the haemoculi covens and hope that this would drive a wedge between the covens long enough for him to slip away and start anew.
Sorry for the crappy writing and I apologize if I did not remember it all in the correct order. I wanted to type this up before I forget it all... d**n old age.