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Author Topic: GC 1K Saim-Hann vs Drop Pod Ultramarines  (Read 2679 times)

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Offline GoofyCommy

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GC 1K Saim-Hann vs Drop Pod Ultramarines
« on: January 21, 2009, 12:30:42 PM »
Ares VII campaign - Battle 2.

After defeating the Orks, Farseer Nayr was scouting more of the continent and came upon a squad of Space Marine bikes.  He knew from past experience with similar mon-keigh that they would be able to send reserves very quickly.  He planned to strike fast and hard, killing the reserves as they came in.

Saim-Hann Army
Farseer Nayr; jetbike, runes of warding and fortune
Warlocks - 5; jetbikes, 1 embolden, 1 enhance and 2 with destructor
Jetbikes - 7; 2 cannons, warlock with embolden
Jetbikes - 5; 1 cannon, warlock with embolden
Vyper Jetbikes* - 2; Scatter laser and shuriken cannon
Fire Prism
*I had written down scatter lasers, but when I pulled out my army I put on the Missile launchers instead.  I played with them as missile launchers, but it did not have an impact on the game.

 
Ultramarines army
Captain; bike and relic blade
Bike squad - 6; 2 flamers
Tactical Squad - 10; missile launcher, meltagun and drop pod with locator beacon
Tactical Squad - 10; missile launcher, meltagun and drop pod
Terminators - 5; Typhoon missile launcher

Setup
We rolled a Dawn of War mission with Annihilation.  My opponent is Nerzuhl here on 40K online.  Nerzuhl won the roll off and made me go first.  I figured he would start at most with the bike squad in play and everything else in reserves.  The drop pods will come in turn 1 and 2, maybe turn 3 or later with the termies if I'm lucky.  We both deployed nothing, I kept my Vypers in reserves as one unit and everything else would come in on turn 1.  My gut told me to leave everything in reserve

 
Eldar Turn 1
Most of the Eldar force zoomed onto the battlefield.  Nerzuhl and I agreed that I could enter the board at one point and move 24" with everything diagonal, as it never says, "By shortest route possible" in deploying reserves, only that they move on from just off the board.  So everything counted as moving flat out and turbo boosting.
 
Eldar - 0     Ultramarines - 0

Ultramarines Turn 1
The bikes turbo boosted onto the battlefield and the Drop Pod with locator beacon landed right in front of the Eldar force.  The Ultramarines got out of the Drop Pod and fired everything at the Warlocks, killing two warlocks and wounding Farseer Nayr.  Farseer Nayr and the warlocks were furious and wanted blood.  Terrible rolling on my armor saves.  Goodbye to embolden and enhance

Eldar - 0     Ultramarines - 0

Eldar Turn 2
Knowing that more reserves were on their way, Farseer Nayr ordered the death of the mon-keigh in front of his squad.  The jetbike squads took pisition to fire at the Ultramarines.  The warlocks called forth their destructors and engulfed 13 marines, killing 5 of them.  Three more mon-keigh were killed with shuriken fire from the remaining warlocks and guardian jetbikes.  The Fire Prism sent a large blast toward the bike squad, but it failed to get through their armor.  The remaining two members of the tactical marines fell back.  Farseer Nayr set up a defensive position and the 5 man jetbike squad moved forward toward the cowardly mon-keigh. 
I've been wanting to try that tactic for a bit.  Follow the marines as they voluntarily fall back and keep them from regrouping.  In shooting I had more bad dice rolls.  I believe only 3 of my 9 shuriken cannon shots hit.  I had lined up my jebikes trying to keep the squads from shooting through each other (forgetting that marines wouldn't take the cover saves) and left a jetbike from each squad out of range.  My gut was to shift my whole army to the left and leave the drop pod unit stranded and keep away from the bikes a few more turns.  I almost did so, but I wanted to kill the tactical squad and then next turn kill the other squad that dropped in.  I should have at least moved the Fire Prism 24" away from his army.  Now I know for next time.
   
Eldar - 0     Ultramarines - 0

Ultramarines Turn 2
The Tactical squad retreated as reserves came in.  A second Tactical squad landed in a Drop Pod right next to the Eldar Fire Prism (1.5 inches away) and the Terminators teleported in next to the locator beacon.  The Bikes moved up and led the assault on the Eldar.  Crap, now I'm surrounded!  I wish I had left that Fire Prism in reserves.  The bike squad fired on Farseer Nayr's squad, killing 2 warlocks.  The terminators fired on the 5 man jetbike squad, killing two regular jetbikes.  The tactical marines fired at the Fire Prism (meltagun), destroying the tank's main gun. I really hate it when my Fire Prism loses its Prism.  Farseer Nayr had a disturbing vision of what the mon-keigh Captain was going to do with his relic blade and he fled from the battle. Great, I needed those warlocks.  I rolled terrible on my armor saves this turn again.
   
Eldar - 0     Ultramarines - 2
 
Eldar Turn 3
The Vypers arrived to the left of the battlefield and took shelter behind the large formation.  The jetbikes turbo boosted left to get away from the mon-keigh force, and the Fire Prism moved flat out to chase the fleeing mon-keigh from the battle. I wanted to shoot with the Vypers, but could not get a good shot without facing 3 missile launchers next turn from the Terminators and the tactical squad.

Eldar - 0     Ultramarines - 2
 
Ultramarines Turn 3
The fleeing Tactical squad fired at the Fire Prism, but failed to penetrate the armor.  The captian and the bike squad moved toward the Fire Prism as the rest of the Ultramarines chased after the fleeing Eldar.  The captain's squad assaulted the Fire Prism, clamping on one grenade, but it was a dud. I got lucky on those armor penetration rolls, snake eyes for the melta (after I failed the cover save) and a 3 with the krak grenade.
   
Eldar - 0     Ultramarines - 2

Eldar Turn 4
The Fire Prism again moved flat out to chase after the fleeing mon-keigh as the Vypers moved into position to fire on the same squad.  The jetbikes moved behind the large formation and fired on the tactical squad, but could not find fault in their armor.  The jetbikes then moved further behind the formation.  I forgot that I had the scatter lasers on the Vypers.  I should have just fired on the bike squad.  They were the closer threat and worth 2 KPs.
   
Eldar - 0     Ultramarines - 2

Ultramarines Turn 4
The fleeing Tactical squad ran off the battlefield as the Captain's squad advanced toward toward the Vypers.  The rest of the company moved toward the Eldar hiding behind the formation.  The terminators fired two krak missiles into the jetbikes, but managed to only hit the rock formation.  The Captain's squad fired at the obscured Vypers and destroyed both of them. More bad rolling for me and good rolling for Nerzuhl.  3 glancing hits (1 cover save) and he rolls a 4 and 5 due to my open tops.

Eldar - 1     Ultramarines - 3

Eldar Turn 5
The Fire Prism move flat out toward the mon-keigh bikes and attempted to tank shock them, but stopped just short of the bikes.  My guess was 2" short.  I never understood why we have to guess range now.  Is tank shock that powerful?  The jetbikes used their mobility to fly on top of the formation and fire at the bike squad, killing the 2 with flamers and wounding the Captain.  The Captain's squad just shook of the casualties and continued their advanced on the Eldar. I was hoping they would fail and run of the board like my Farseer's squad did.

Eldar - 1     Ultramarines - 3

Ultramarines Turn 5
The Captain's squad continued forward and fired on the smaller jetbike squad, killing one.  The tactical squad fired the meltagun on the Fire Prism, but failed to hit the swift craft.

Eldar - 1     Ultramarines - 3   

Eldar Turn 6
The Fire Prism tank moved flat out and tried to tank shocked the tactical squad, but only managed to kill the melta gunner in the process.  The jetbikes moved into attack formation and fired everything they had at the command squad, but failed to do any damage.  They then moved into a defensive formation to minimize Eldar lives.  Again, more bad rolling for me and great rolling for Nerzuhl.  I manged 2 wounds with each squad and he passed all saves.

Eldar - 1     Ultramarines - 3   
 
Ultramarines Turn 6
The terminators fired at the Fire Prism and managed to stun it.  The tactical squad moved around to the rear of the Fire Prism and fired with their bolters.  Two glancing hits left the craft immobilized.  Charging in, they destroyed it with 1 grenade.  The resulting explosion killed a single marine. I again failed many cover saves from moving flat out.  At least one mon-keigh was killed by the Fire Prism.  The command squad fired at the large jetbike squad, killing 1 and then killed 2 more in the assault.  The jetbikes attempted to flee, but were cut down.  So I'm now at 50% with passing my re-rollable moral checks in this game.  Overall I'm at 25%.  Maybe I'll start taking more destructors...
   
Eldar - 1     Ultramarines - 5 

We had another turn, but the store was closing and my only hope was that the jetbikes could run the Ultramarines bikers off the board for 2KP.  This was not likely and I still wouldn't win, so we called the game with Nerzuhl the clear winner.  An enjoyable game overall and I'm glad I got to use my mobility and stay alive. 
 
Somehow this game reminded me of moc065 vs Sanctjud's 1500 biker army battle report in their tournament last fall...  Seer council was killed by turn 2, a Falcon escorted a unit off the board for the Eldar's only kill point and then clean up by Sanctjud as moc tried to regroup.
« Last Edit: January 21, 2009, 12:35:56 PM by GoofyCommy »

Offline moc065

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Re: GC 1K Saim-Hann vs Drop Pod Ultramarines
« Reply #1 on: January 21, 2009, 01:10:43 PM »
Nice Batrep, Awesome Pics... Horrible dice...

The JB Council is good; but when it fails, its a huge kick in the pants. Your Fireprism sort of let you down too; but I have to ask... when the FP took its first shot, why not just shoot the Droppod and hope for its explosion to kill some SM's as well.

Too bad you had a loss; but we can't win them all, and now you should be even more motivated to return the beating on this opponent... It sound as if you had fun though, and thats the most important thing, so thanks for sharing.

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Offline GoofyCommy

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Re: GC 1K Saim-Hann vs Drop Pod Ultramarines
« Reply #2 on: January 21, 2009, 01:29:38 PM »
I didn't really think about shooting the drop pod with my Fire Prism because my army was right there.  Maybe I'll try that next time. 

Offline Sanctjud

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Re: GC 1K Saim-Hann vs Drop Pod Ultramarines
« Reply #3 on: January 21, 2009, 04:16:24 PM »
A nice little fight.

Thx for reminding me of my owning Moc in that tourney game, I had almost forgotten it...
____________

 As for the game, it really ended up being much like my game vs. moc...lots of rolls coming up when they shouldn't.
Though, I'd think 'normal' reserves would have been better than first turn reserves for the whole army in general.  With that many drop pods, it's good to let him come down with no targets in sight.

I personally don't like operating at the 1K level though, 1500 is so much more comfortable IMO.

IMO, prisms don't operate well alone and at low level games, you've got a mini council already, I think more Guardian Jetbikes would be better.

I think wounding might be an issue for you, so doom might not be bad when those T5 bikers turbo around.

My 7 Cents.
If you meet a bear named Sanctjud in the tavern, don't get into his van for candy.  I did once....it's sticky, salty, and really not very nice. :(
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Offline GoofyCommy

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Re: GC 1K Saim-Hann vs Drop Pod Ultramarines
« Reply #4 on: January 21, 2009, 04:23:51 PM »
Good points there Hotness.  This is part of my LGS campaign and we are restricted to our army list.  We can have 1 HQ (including bodyguards) & 4 troops.  The other FOC slots we have to buy.  HQ 3, El 2, Tr 1, FA 1, Hvy 2.  I have 3 points to spend so I bought a heavy and FA.  True to Saim-Hann's original force org chart.  I am thinking of dropping the 1 or 2 Vypers for more warlocks.  Not sure when the points increase will happen.  I'll go into more detail in anther post and link these battle reports to it, like I did with my last escalation league.

Offline Perihelion

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Re: GC 1K Saim-Hann vs Drop Pod Ultramarines
« Reply #5 on: January 21, 2009, 10:25:14 PM »
The jetbikes moved into attack formation and fired everything they had at the command squad, but failed to do any damage.  They then moved into a defensive formation to minimize Eldar lives. 

Fun times?

Good points there Hotness. 

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