Posts Tagged 'Ultramarines'

500 Point Seize Ground

Ryan and I played another 500 point game tonight.  I was playing the same Eldar as last time (3 squads of 2 Walkers with Shuriken Cannons and 2 squads of Jetbikes one with a Destructor Warlock and the other with an Embolden Warlock), and Ryan was playing Space Marines.  His army had 5 Devastators with 4 Missile Launchers, a 10 man Tactical squad with a Rocket Launcher, a 5 man Tactical squad and 2 Razorbacks with Heavy Bolters.

The mission was 4 objectives with a Spearhead deployment.  I won the roll and passed the turn to Ryan.  He deployed his two Razorbacks towards the center, with his Devastators in the back and one Combat Squad of marines in some trees.  I deployed one squad of Walkers forward behind some trees with my Jetbikes behind them and my other 4 Walkers in my corner on a hill (which was a mistake).  I then proceeded to seize the initiative and took the first turn.

The actually game went pretty quickly, and was relatively uneventful.  My forward Walkers were able to wreck both Razorbacks in the first two turn, while the rear Walkers needed two turns to get into range of anything.  From that point on, Ryan was having a tough time shooting anything other than my Jetbikes, which I had pushed forward very aggressively.  After turn 2, though, Ryan stopped failing saves.  From turns 2 through 6, I must have shot nearly 75 times and wounded close to 30 Marines, but only 4 ended up dieing.  Ryan had at least 1 Marine from every squad alive at the end of the game, while my Jetbikes had been dead from the end of turn 4.

My only hope was to contest with my Walkers, but on turn 6 Ryan was able to take one of the contesting Walkers out with Missile Launcher fire and won the game 1 objective to 0.

It was a good game, but I really need to learn to deploy my Walkers better.  They need to be in range on turn 1 otherwise they just are not as useful.  And while my Jetbikes do have Warlocks, they are not good in Combat.  About all I can hope for is to clean up 1-2 Marines, but even then it’s not guaranteed.

500pt Eldar vs. Ultramarines

Ryan and I got a game in tonight with our 500 point Combat Patrol armies.  We decided to use the Adepticon scenarios for the game.  The exact scenario was to get a scoring unit into the opponent’s deployment zone, while keeping the opponent out of your own.

My army:
3 Jetbikes with Shuriken Cannon
1 Warlock with Destructor

3 Jetbikes with Shuriken Cannon
1 Warlock with Embolden

3 squads of 2 War Walkers each with 2 Shuriken Cannons

Ryan’s army:
2 squads of 10 Tactical Marines with Flamer and Rocket Launcher and Melta-Bombs
5 Devastators with 4 Rocket Launchers

I won the roll to go first and deployed across the board.  The Walkers were deployed with one squad on each side of the table and the third in the center.  The Bikes were deployed behind cover between the Walkers.  Ryan deployed all of his Marines behind a hill on the far left.  This caused most of my army to be completely out of range from my army.  I used my scout move to get my Walkers a bit closer.

On my first turn I moved my Jetbikes flat out to the center of the table, while my Walkers moved closer to the marines.  Only one squad of Walkers was in range for shooting, and manage to kill the Devastator squad’s Leader.  Ryan moved everything except the Devastators closed and took out one of the close Walkers, and took the weapon off the other one.

Turns 2-4 were spent moving closer and slowly whittling down Ryan’s army.  One Walker managed to hold up an entire squad of Marines in assault for 3 turns before finally causing a wound and causing them to fall back.  That squad then regrouped and managed to make it all the way across the board ending up in my deployment zone on turn 5 with 2 Marines left.

At the end, Ryan had two Marines in my deployment zone, while I had a squad of Jetbikes in his.  So the game was a draw.  I should have deployed my Walkers in the center of the table so I could have brought all of their firepower to bear on at the same time, rather than splitting them up.

It was a good game, and I really liked my army, but I learned that I need to be a bit more careful with deployment when I can’t rely on superior range to see me through.

Combat Patrol Games

Tonight I was able to play two 500 point Combat Patrol games, one against Ryan and the other against JJ.  The first game I was played Eldar against Ryan’s Space Marines.

Eldar:
2 squads of 3 Jetbikes with 1 Shuriken Cannon, 1 Warlock on Jetbike with Embolden
2 squads of 2 War Walkers with Scatter Lasers

Space Marines:
3 Land Speeders with Multi-melta and Flamers
2 Heavy Bolter Razorbacks with 5 Marines

The first turn I was able to wreck one Razorback and immobilize a Speeder with Scatter Laser fire, and it basically went downhill for Ryan from there.  He was able to take out one squad of Walkers and a squad of Jetbikes, but the other squads caused problems for Ryan all game.  At the end of the game all of the speeders and Razorbacks were wrecked and the remaining squad of bikes was tied up in combat with the Marines.

The second game was against JJ’s Space Wolves and I was playing Tau.

Tau:
4 Pathfinders
Devilfish with Disruption Pods
6 Fire Warriors
6 Stealth Suits
2 Crisis Suits with Plasma Rifles and Missile Pods

Space Wolves:
3 Thunderwolves
10 Grey Hunters in Rhino
6 Long Fangs with 5 Missile Launchers

This game did not go well for the Tau.  I was able to take out the Thunderwolves with the Crisis Suits after feeding them some Gun Drones and the Fire Warriors.  The Stealth Suits failed to do anything more than shake the Rhino and then died to Grey Hunters.  And the Crisis Suits died to missile fire.

Overall it was a fun night.  I learned quite a bit about how to work with a very limited point level.

Pictures from the Tournament

Random pictures taken during game 1:

Game 2:

Game 3:

Eldar vs Ultramarines

Ryan and I played another game today with our 2000pt armies.  This will be a fairly short report, as the game itself was quite short.

Eldar:
Farseer – Doom, Fortune, Spirit Stones, Runes of Warding, Jetbike
6 Warlocks – Jetbikes, 1 Embolden, 1 Enhance, 4 Destructor
10 Dire Avengers – Exarch, Bladestorm, Dual Catapults
Wave Serpent – Spirit Stones, Shuriken Cannon
6 Fire Dragons
Wave Serpent – Spirit Stones, Shuriken Cannon, Star Engines
10 Howling Banshees – Exarch, Executioner, Acrobatics
Wave Serpent – Spirit Stones, Shuriken Cannon, Star Engines
3 Guardian Jetbikes – Shuriken Cannon
10 Guardian Defenders – Scatter Laser
Warlock – Singing Spear, Embolden
Wraithlord – Bright Lance, EML
Wraithlord – Bright Lance, EML
3 War Walkers – Scatter Lasers

Ultramarines:
3 Tactical squad, 2 with Heavy Bolters and Power Fists, 1 with Multi-melta
Sniper Scout Squad with Tellion
2 Razorbacks with Lascannons
2 Razorbacks with Heavy Bolters
2 Predators with Lascannons and side Heavy Bolters
Vindicator
3 Landspeeders, with Multi-melta and Heavy Flamer
2 Landspeeders, one with Multi-melta, the other with Multi-melta and Flamer
5 Terminators with Power Fists and Storm Bolters
Marine Captain

We rolled for the game and got Seize Ground with Pitched Battle deployment.  There were 4 loot counters, with three on the right side and one in the open on the left.  Ryan won the roll and decided to go second.

In deployment, I placed my Serpents to my left with the Dragons and Banshees in front.  The Council was placed in the center, and the rest was to my right near a hill.  The jetbikes were placed in reserve.  Ryan split his marines into combat squads and deployed in the Razorback (one squad was next to the Scouts’ Razorback).  The tanks were placed in a line along the center of his side, with the Scouts and remaining members of the combat squads hidden behind the Predators and a hill.  The Landspeeders and Terminators would deepstrike.

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Ryan did not steal the initiative, and on my turn I rushed the Council and the Serpents forward.  Using the Star Engines, I parked two of my Serpent right at the end of his tank line.  The Council moved into the center.  The only action in shooting was the War Walkers taking out two of the scouts.  Ryan did not move anything other than moving one combat squad into the empty Razorback.  He also did very little in shooting as well, only killing one of the Warlocks.

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Turn 2 is where things went very badly for Ryan.  My Wraithlords managed to do very well and each destroyed a Predator.  The Fire Dragons and Banshees disembarked and the Dragons melted the Razorback at the end, killing 3 of the Marines inside and only one of the Dragons in the resulting explosion.  The Council moved forwards, and threatened the tanks.  In assault, the Banshees attacked the remaining Marines, but only killed one.  The Council jumped the tanks and managed to get into contact with 3 of them.  Since the tanks hadn’t moved the turn previous, the Council hit automatically and with Strength 9 Witchblades against armor of 10, the Council made short work of all three tanks.

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At this point, Ryan felt like the game was pretty much over.  We finished out the turn, but with rapid fire from the marines only killing 2 more Warlocks, we decided to call the game at that point.

Eldar Victory!

I felt kind of bad at the end of this one.  It was pretty lopsided.  We discussed some tactics, and things I would have done differently, so we’ll see how things go next time.

2000pts Eldar vs Ultramarines

In preparation for the tournament this week, and due to the fact that we have the week off from work, Ryan and I have decided to get together and play some games.  I was playing my mixed Eldar and he was playing the same tank heavy Marines, with the addition of 6 Land Speeders (4 of which were proxies, since his hadn’t come in yet).  Here are the lists:

Eldar:
Farseer – Doom, Fortune, Spirit Stones, Runes of Warding, Jetbike
6 Warlocks – Jetbikes, 1 Embolden, 1 Enhance, 4 Destructor
10 Dire Avengers – Exarch, Bladestorm, Dual Catapults
Wave Serpent – Spirit Stones, Missile Launcher
6 Fire Dragons, Exarch with Dragon’s Breath Flamer
Wave Serpent – Spirit Stones, Shuriken Cannon
10 Howling Banshees – Exarch, Executioner, Acrobatics
Wave Serpent – Spirit Stones, Shuriken Cannon
3 Guardian Jetbikes – Shuriken Cannon
10 Guardian Defenders – Scatter Laser
Warlock – Singing Spear, Embolden
Wraithlord – Bright Lance, EML
Wraithlord – Bright Lance, EML
3 War Walkers – Scatter Lasers

Ultramarines:

3 Tactical squad, 2 with Heavy Bolters and Power Fists, 1 with Multi-melta
Sniper Scout Squad with Tellion
2 Razorbacks with Lascannons
2 Razorbacks with Heavy Bolters
2 Predators with Lascannons and side Heavy Bolters
Vindicator
3 squads of 2 Landspeeders, each with Multi-melta and Heavy Flamer

The game today was rolled for and it was decided that we’d be playing Annihilation with Spearhead deployment.  I won the roll to go first and passed the first turn to Ryan.  Ryan deployed the Landspeeders at the front edge of his deployment zone, followed by his tanks and then the troops on foot in back.  I deployed the Guardians behind a hill flanked by the Wraithlords.  The Walkers were towards the center, while my Serpents and Council were on the opposite side.  The Dire Avenger and Banshee Serpents were in front with the Council and Fire Dragons behind.

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Turn 1:

I did not attempt to steal the initiative and Ryan started the game by moving everything forward.  Two of the Speeders moved fast to get a cover save, while the other 4 took shots at the Avengers’ Serpent, but only managed to shake it.  The tanks were able to put two wounds on a Wraithlord and shake the Banshees’ Serpent with Lascannons and shake one of the Walkers with the Heavy Bolters.

On my turn, the Serpents sped towards the other end of my deployment edge to kind of flank the Marines.  The Council was Fortuned and sped up the center of the board.  The Walkers, Lords and Guardians all moved forward and took shots at the Speeders.  They managed to destroy one from each of the squads that fired the first turn, and then took the weapon from one and immobilize another.  So at that point there was two fully operational Speeders, one immobilized and another with just a flamer.

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Turn 2:

Ryan’s Flamer Speeder sped into my deployment zone, while the other two moved forward and fired on the Seer Council, doing no damage.  The tanks all rolled forwards and also targeted the Council, but in the end only took out one Warlock and wounded the Farseer.

Again the Farseer Fortuned the Council, and they sped forward to take on the two Speeders.  They did little significant damage with shooting, but in assault they would be able to catch both Speeders as well as the immobilized Speeder and take them out with their Witchblades.  My Jetbikes also came on and with the help of the Guardians, immobilize the one remaining Speeder.  The Walkers fired on a Heavy Bolter Razorback and turned it into a weaponless, immobile bunker.  The Avengers’ Serpent fired on the other Heavy Bolter Razorback and immobilized it, while the other Serpents moved into position.

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Turn 3:

This would be our last turn, due to time constraints.  Again the tanks rumbled forwards.  A lascannon shot was able to finish off the wounded Wraithlord, and a blast from the Vindicator took out a Walker.  The Marines marched forwards and fired on the Council, but again only managed to kill one and wound the Farseer.

All hell broke lose on my turn, as the Banshees charged out from their Serpent towards the Scouts wiping them out.  The Council burned up 6 of the Tactical Marines with Destructor and then charged them leaving 3.  The rest of the Eldar were unsuccessful at shooting any more of the tanks, so in the end the game finished with 1 killpoint for the Marines and 3 points for the Eldar.

Eldar Victory!

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Conclusion:

In almost any other scenario, I am able to take out Ryan’s tanks with no problems what-so-ever (much to his chagrin) but in annihilation, I can only roll 3’s and 4’s.  The Landspeeders had me worried in the beginning, but I was able to neutralize them early.  Bad rolling on Ryan’s part really helped me early in the game.  The Banshees definitely outperformed.  They were saved by the fact that it was the last turn, as standing out in the open is no good for them.  Finally, I need to drop the Missile Launchers from my Serpent.  They are rarely helpful in shooting, and I really think that the extra speed from Star Engines on the Banshee and Dragon Serpents could come in useful.


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