Sunday, October 23, 2011

40K Battle Report: Imperial Guard vs. Marines

Battle Report!

I successfully recruited one of my buddies to come over to the house and try a game of 40K. I put together a small force of marines for him and a guard army for me. The battle would be seize ground, with the variation that any infantry unit could hold an objective. Here is the breakdown:

  • Space Marine Captain with Power Sword and Artificer Armor
  • Command Squad with the following equipment: 1 Plasma Pistol, 1 Pair of Lightning Claws, 1 Power Sword,Company Champion, and Apothecary
  • 10 Man Tactical Squad with Plasma Gun and Heavy Bolter
  • 3 Space Marine Bikers with a Melta Gun
I was a little worried about this army since I only have a few models at hand (hence all the extra equipment). Turns out they were fine!

  • Company Command Squad with Autocannon
  • Platoon Command Squad with Missile Launcher and 2 Plasma Guns
  • 2 Squads with Heavy Bolter and a Power Sword on the Sergeants
  • Veteran Squad with 3 Plasma Guns in a Chimera
  • 2 Armored Sentinels with Autocannon and Plasma Cannon
I honestly thought this would be enough plasma. I really did.

 Aaron split the tactical squad into combat squads and moved the heavy bolter to the top of a building in the first round. He had a good field of fire and began putting the hurt down early on. They also controlled an objective. There was one near his deployment zone and two near the center. The rest of his force began running down the table to pounce on the center objectives right away. He left his bikes in reserve.
 This unit would prove the toughest to dislodge. After this command squad got in the ruins, it proved very difficult to put any wounds on them. Their Apothecary kept them going despite Lasguns, Heavy Bolters, and Autocannons causing tons of wounds. I had intended to wipe them out with the Veterans, but they were delayed in getting there.
 Here is a birds-eye view. I spent three turns leap frogging my infantry units near them, but was unable to cause any casualties. I refrained from getting too close to their potential assault.
 The Captain went off on his own, trusting to his armor to see him safe. The bikes racing up behind got a bead on the Sentinels, who themselves were targeting the combat squad on the other objective. You can't see it here, but the Captain is getting ready to assault a squad between the buildings.

 In a later turn, he managed to wipe the squad out, but then my Chimera finally showed up and three veterans with Plasma Guns popped out the top hatch and hosed him with six shots! Despite some fevered dice rolling, the Space Marine Captain was wiped out. He performed well, however, destroying the squad I was trying to use to seize an objective with.
The chimera, platoon command squad, and sentinels wiped out the bikers and the combat squad on objective number two. We rolled to see if round six would begin and it was a "2." Game Over! With another round I could have used my vehicles to contest the other objectives and the veterans to hold one. Close to a victory, but not close enough. Congratulations to the Noob!

I made two big mistakes. For some reason I put the Missile Launcher and Plasma Guns in a standard platoon command squad. They should have been my Company Command Squad where these weapons would have benefited from the improved BS. As it was, the Company Command Squad was pretty useless as the marines got their normal save from the autocannon hits and the junior officer could not force the marines to reroll cover saves from the plasma.

Mistake number two was keeping the chimera in reserve. He would have been better off shooting all weapons from round one and pushing into enemy territory to try and contest that objective. The delay to round four because of lousy reserve rolls was punishing.

A good fun game. 600 points is all right by me.


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