This is part of the series for The Mighty Green Machine (TMGM)... and although I am at the 1250pts level in their build/paint.... A time factor kicked in, and my opponent was doing his first 5th Ed game; thus we decided to do more of a demo game at the 1000pts level... This was for fun and learning, as Matt is a long time playing getting into 5th Ed and I don't think that either of us has to "Win" vs the other.... So expect mistakes in tactics, etc.... simply chaulk them up to this being a game to Demo 5th Ed for Matt, and giving him a chance to try out his army with the new SM Codex as well.... PS... I was also trying to get a fairly balanced game.
The Mighty Green Machine. (SupREME-10 aka moc065)
Lord with ResOrb
5 Immortals
10 Warriors
10 Warriors
5 Destoryers
2 Tomb Spyders
1000pts, 2 SU's, 7 KP's, PO = 7/31 with 33 figures.Shrike and Associates (Matt ~ and the list is from memory, OK)
Shrike
Dread with Ass-can and CCW
10 Tactical Marines, Plasma Cannon and Melta gun
10 Tactical, Heavy Bolter and Rhino (Combat Squads)
10 Assault Marines
~1000pts, 3 SU's, 7 KP's, 33 figures. The Mighty Green Machine Shrike and Associates
The mission was Annihilation (Kill Points) with a Spear Head set-up (Table Quarters)... Matt won first turn and decided to take it, he also said that Shrike and the Assault squad would be coming in as standard Reserves from the table edge. Yes we discussed DeepStrike; but he was unsure if Shrike could actually assault after Deepstriking, and thus decided to take the other route (since Shrike would allow his army to have the Fleet of Foot Universal Special Rule, and effectively grant him a 19"-24" assault on the turn Shrike arrived). The Mighty Green Machine simply all set-up as a strung up gang of machines, ready to respond to the SM's as needed (seriously, I did not put any thought into their set-up, aside from keeping everything within Res Orb range).
Set up.... Here are Matt's Space Marines taking full advantage of cover (no need as Necrons will almost always grant SM's their 3+ save)... then a shot of The Mighty Green Machine, and then a side shot showing what the battle field looked like in general.
Turn 1 I guess Matt was afraid that I might steal the initiative as he certainly could have set up closer to the centre and still enjoyed his 3+ saves from my shooting, etc.... Anyway, I failed to roll a six and Matt was first to play... He advanced his Heavy Bolter team into the forest, and the Dread and other half of the combat team broke to make their way towards the Necron line; while his Rhino did a max mave and pivot in order to build a blocking wall for his infantry on that flank {as shown in first pic}. He then ran the Dread and both halves of the combat team to get them deeper into possition {as shown in second pic}. And his shooting with the Plasma Cannon was decent as it sent 2 Destroyers down.
I responded with an insane WBB roll to have both Destroyers self repair (gotta love Tomb Spyders and their range extending capabilty). I then moved the entire army forward into a better firing position; but I was careful to not get to close to Matt's table edge, as Shrike and Associates were really the biggest threat in Matt's army. In my shooting, the Immortals and Destroyers combined their efforts to remove 4/5 guys from the Heavy Bolter team; but the H-Bolter guy stood fast (easily passing his LD test) and I was somewhat disappointed as I was hopeing to simply remove the squad completely. I also ran the Tomb Spyders and built and attending Scarab Swarm for each of them. {as shown in third pic} Score TMGM = 0, SM's = 0
Turn 2 OK, so Matt was holding his own through the first turn and hopeing to get Shrike and Associates right as soon as possible; but a 2 on the Reserves Dice had them waiting for at least turn 3 (I laughed a little on the inside, as this bought me more time to deal with things like the Dread, since I seriously lacked in ranged anti-tank, and Tomb Spyders are good; but their not great).
Matt continued to move his Dread, Rhino, and assault combat squad closer to the TMGM, and was still using his Rhino as a mobile "Cover" wall. In shooting he combined the Plasma Cannon and Heavy Bolter to down the same two Destroyers. His combat squad and the Dread managed to get rid of the attending Scarab Swarms, and wound the closer Tomb Spyder.... And somehow he was in range to assault my Tomb Spyder with his Dread, and killed it outright {as shown in first pic}... I was not impressed as normally TS's don't go down that easilily.
The Tomb Spyder once again bought me an extended WBB range and both Destroyers simply self repaired again. I decided that TMGM did not need to move except for the Tomb Spyder who made a bee line straight for the Dread. In shooting the Immortals killed off the H-Bolter dude, and the Destroyers killed 2/5 of Matt's combat squad (they passed their LD test with ease)... I then poured some rapid Fire into the Dread and managed to remove a weapon (guess which one).. before I assaulted with the Tomb Spyder {as shown in second pic}. In the assault, the Tomb Spyder lost its attending Scarab Swarm and took another wound. I did manage to damage the Dread twice; but poor Damage dice had me shake it both times; at least the TS didn't take any additional wounds for being Fearless and loosing Combat Rezolution {as shown in the third pic}. Score TMGM = 1, SM's = 1
Turn 3 Matt wips out his "Holy amphetamine parrote" dice and rolls for Shrike and Associates to come in from Reserves (not really, as we were sharing my dice; but he was happy about it, none the less)...
Matt had Shrike +10 come in (from the table edge) and go straight for my Warriors in the middle (I never passed the middle of the Battle field so I knew he would not make the Assault; but he still had some options). He then moved the Rhino to continue having it limit my LOS, and the combat squad follwed in behind the Rhino to lend their assistance where ever needed. His shotting went to crap as the Plasma Scattered horribly. He then ran with the Combat Squad and Shrike +10, but failed big time to get the Combat squad into CC with my Warriors (rolled poorly), and as he saw the distance was not in his favour decided to throw Shrike +10 into the CC with the Dread and Tomb Spyder. Close Combat went very well for the SM's as they ripped the Tomb Spyder a new A-hole in super short order; before consolidating to better possitions {as shown in first pic ~ disregard Dread position as Matt was not finished deciding his consol move.}.
WBB was not an issue; but the loss of my Tomb Spyder would have to be revenged. I moved TMGM into possition to gain maximum shooting on Shrike +10 as they certainly scared the hell out of me and possitioning was critical combined with the order of unit firing to max out my chances. I then gave them a little Rapid Fire action from the Warriors in the ruins, followed by some Staff of Light and Rapid Fire action from the Lord and other Warriors...still Shrike +3 at this point... so the Destroyers kept the shooting going and all that was left was Shrike @ 2 wounds remaining, so the Immortals gave him a blast from their Gauss Blasters and finally finished him off {as shown in second pic}... Yes it took a lot; but I never woud have to deal with that death squad in close combat, in fact I was so happy that I took a little keepsake pic of where the Shrike +10 squad was at the start of the turn, if you listen closely you can still hear their deathcries {as shown in third pic}. Score TMGM = 3, SM's = 2
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