BATTLE REPORTS - PUBLIC GAME - 40

So here it is, the end of my 4th set of my public game series. Welcome, then, to game 40! To view my last game, click here. To view my next game click here. To view my batrep registry, click here.

To view an animated version of this battle report (with sound effects!) click here.

To view my reflections on the last ten games, click here.

This is also the beginning of the 750 pt. level of our escalation league. My randomly chosen opponent this time was a guy who didn't own a thing made by GW that wasn't a book. His entire army was proxied (well, I might add) by star wars storm troopers. :D

THE OPPONENT: The Folerans will be defeated in moments, lord Vader.

Doctrines: carapace armor, drop troops

Heroic Senior Officer (HSO) with power weapon
- retinue with lasguns
- carapace
- deepstrike
Platoon HQ
- JO with lascannon and vox
- carapace
2 infantry squads
- missile launcher and vox
- carapace
3 infantry squads
- plasma gun, frags
- carapace
- deepstrike
Autocannon sentinel

Yes, there is some wonky stuff that I didn't pick up as it was hard for me to read the list at the time. Don't worry, I'll address this.

THE DEFENDER: set phasers to stun!

Senior officer with fist
- priest with eviscerator, carapace
- standard
- retinue with LP, CCW
3x mortar squad
Platoon HQ
- JO with mortar
2 infantry squads
- missile launcher
5-man vet squad
- with 3 plasma guns
2 lascannon sentinels
Basilisk

The mission was cleanse on gamma, he won all the pre-game die rolls.

At deployment, the field looked like this:


To view a hi-res copy, click here.

Man, it's so fun to play with table quarters again. COMPLETELY throws off any weird terrain placement. That being said, this was some of the more sane terrain I've played with as of late.

Basically, my plan is to gamble a 50-50 shot that my sentinel out in the open won't get blown up and have a squad of vets and a sentinel secure the bottom table quarter while my infantry squad in the trees, and maybe some of my guys in the middle, would be able to take the other one. Given that I knew that half of his army would be dropping in, I tried to create a fairly dangerous weave of troops back in my quarter.

TURN 1

The Foleran forces crept up to the edge of the oasis:

This objective was an obvious one. Not only did this oasis have the only crossroads in quite a distance in any direction, but it also offered the only shade, water and available fortification in the area as well.

Despite it's importance, the higher-ups had opted to send in Melchoir with a small detachment. No use giving away your intentions by sending in a large force...

"Melchoir, we have visual contact," came the voice of one of the sentinel pilots over the vox, "They have set up a force in the building objective."

"Allright, men, let's get ready to-"

The officer was interrupted by a sudden burst of autocannon fire.

My opponent begins the game by moving his infantry forwards: the officer with the lascannon into a little bit of ruins while the other infantry squad scrambles towards the trees.

Meanwhile, his sentinel whips around the trees on the right and opens fire on my vets. One of the shots missed and the other hit, but failed to wound (thank you plasma masks!). His missile launcher, meanwhile, took it's shot at my sentinel out in the open and missed.

After this point, the field looked like this:

In my turn, I also rush into the trees. My hope is to be able to blast him out in the open. In retrospect, that was a touch dumb as the cover save wouldn't be as good as his armor save. Oh well. Meanwhile, my sentinel sprints into cover behind the trees.

In shooting, I do about as well as my opponent. My mortar team and my basilisk both aim at his big infantry squad and both of them scatter 6" and kill nothing. My lascannon sentinel missed his sentinel while the vets easily took it down, killing two of their own to plasma overheats (my kingdom for a 5+ save!). In the middle, my laguns and a missile fail to kill any in the big squad.

The only redeeming factor of this whole phase was my platoon HQ, whose mortar nailed right on his platoon HQ, killing three of them.

After this point, the field looked like this:

TURN 2

"Deepstrikers!"

"What?" Melchoir thought to himself, looking up. Sure enough, right above him was a squad with grav-chutes falling towards the earth.

"Open fire! Point your guns up!"

His turn begins with him getting two of this deepstriking infantry squads in. The first one, he places in my oasis. A highly risky maneuver that might have paid off if he'd rolled a hit, which he didn't. In the end, he scattered away onto one of my HQ squads, destroying the unit. The other one was targeted in front of my jungle patch and scattered, but only a couple inches away.

In the center, his troops make it into the trees in the middle.

In shooting, his deepstrikers lay down an unholy gout of fire on my dudes in the trees, getting 4 of them through the cover of the trees.

Then, in assault, his troops storm into mine. The advantage of cover is nothing compared to his carapace armor and extra attacks. He easily wins combat, and my troops run away. As I had removed all of the front row, he could only consolidate (thanks archonbjorn ;) ), leaving him stuck in the trees.

After this point, the field looked like this:

Melchoir could hear the gunfire from the other side of the thicket.

"Mortars, train on the other side of the trees!"

Moments later, the first ranging shot flew into the air as the fight raged on in the middle of the oasis:

Shooting begins with my 3x mortar team scattering way off their target again. In a second feat of tragectorial alacrity, my Platoon HQ lands one straight on his deepstrikers. I hit both of the partials giving me NINE hits! I haven't gotten that many models under a small blast template since I shot grenade launchers against kroot in the woods.

After a few fall to mortar fire, my missile launcher opens up from point blank range, nailing a fragmentation missile into the deepstrikers, scoring a similarly impressive 5 hits, taking down a few more. With the help of some lasguns and a cross shot lascannon hit from my sentinel near the vets, shooting ends with eight of his ten deepstrikers hitting the crater-laden dirt.

Then, in close combat, I charge his troops in the forest with my sentinel. Yet again, an opponent of mine underestimated the sentinel charge! His weapons patter harmlessly off my sentinel's armor while he hits with both of his attacks and easily wounds with both. One of his troopers fails his armor save.

I win combat and he fails his morale check. I catch him in a sweeping advance.

SENTINEL RAMPAGE!!!

After silently air-guitaring in my mind, the field looked like this:

TURN 3

In his turn, he gets his last squad of infantry in, leaving only his army HQ in reserves. He tried to deepstrike near my sentinel but scattered somewhat far away. In a position of safety, but not in line of sight of the sentinel.

Meanwhile, his beleaguered first deepstriking squad (who had passed their pinning check) moved towards my sentinel.

In shooting, he scores his 4th hit in a row with his plasma gunner, but both shots patter off the armor (that would be a 1 and a 2 on the penetration rolls). He partially redeems himself by acing a trooper in the jungle with his lascannon.

Feeling like he wanted to do something with his missile launcher, and having only one target in line of sight, he nails one of my retreating soldiers with a fragmentation missile.

After this point, the field looked like this:

"Melchoir, we've got more deepstrikers!"

"Where?"

"20 feet, 8 o'clock from the small ruins!"

Melchoir turned to his mortar squad.

"This time, aim carefully."

In my turn, there was little movement, so right on to shooting.

In shooting, I killed one of his two remaining deepstrikers with a lascannon, and another with a krak missile from the squad in the jungle. No matter how tempting of a target the big goober pile was, I had my sentinel to consider.

Then my mortar barrage shot at his new deepstrikers. The shot scattered just a little bit to the left, scoring a palsley 1 hit and 2 partials. Then the second shot scattered straight to the right... over 9 models. The third shot was a "hit". After rolling all of my partials, I got to roll this many dice to wound:

I don't think that I will EVER get to roll 16 to-wound dice on a single mortar barrage again.

Anyways, after the dust had cleared, 8 of his 10 soldiers were killed, and they failed their pinning check.

After this point, the field looked like this:

TURN 4

In his turn, his last deepstriker, his company HQ, came in. He tried to place it once again in the middle of the jungle patch in front of me. Once again he scattered. It just so happened, though, that he could eek a single model in:

In shooting, he again nailed a trooper in the trees with his lascannon (no! no longer a scoring unit!) His HSO nailed one of my mortar team loaders with his laspistol.

After this point, the field looked like this:

In my turn, I keep hunkering down and get ready to blast the remainder of his forces.

In shooting, my basilisk finally scores a "hit" absolutely obliterating his platoon HQ. The rest of my army makes up for its last shooting phase by not hitting a single one of his dudes.

Then, from across the board, my lascannon sentinel nails his HSO with a lascannon.

After this point, the field looked like this:

TURN 5

In his turn, he moved his only moving unit towards my sentinel.

He shot a double burst at my sentinel, this time missing twice, but the carapace saving the soldier from a burn.

"How do things look up there?" Melchoir asked through his micro-bead.

"Sentinel 2 is engaging with the remnants of the enemy forces."

"Good," the officer replied, looking down at Sanario. The priest was mumbling a prayer out of his prayer book.

Sanario paused and looked up at the officer.

"Just let me know when you're ready," the priest replied to the officer's silent inquiry before returning to his book.

After this point, the field looked like this:

In my turn, I scoot my sentinel in the middle back a bit and prepare to kill his remaining drop troopers.

In shooting, I once again flub it with my single mortar scattering away with my mortar squad barely being able to kill one. Both my lascannons and my missile launcher miss...

I thought about charging his stromtroopers with my sentinel here, but I was scared about his frag grenades. In retrospect, I stood a way better chance against his frag grenades than his plasma gun...

On the plus side, my basilisk made a pretty short scatter, being able to wing a couple of guys in the building in the other corner. Cover saves reduced it to just a few casualties.

After this point, the field looked like this:

TURN 6

In his turn, he moves his dudes up into the woods.

This time, his plasma gun finally does its job, bringing the sentinel down.

Melchoir heard the explosion from the tree stand in the center of the oasis. It could only mean one thing.

"All mortar units, zero on the center trees!"

After this point, the field looked like this:

In my turn, mourning the loss of my sentinel, I get ready to give him a proper imperial shelling.

In shooting, my basilisk misses his building while my single mortar misses the troops in the woods. My missile launcher does manage a kill and the three mortar barrage gets one of its non-ranging shots on his guys, killing a couple more.

Unfortunately, my lascannon misses, leaving him with one soldier left in his deepstriking squad.

After this point, the field looked like this:

FINAL RESULTS:

I killed everything but an infantry squad and a half for 150 pts. and I captured an ancillary table quarter for 187 pts. for a total of 787 pts. He killed an infantry squad and a half, and a sentinel for 168 pts. for a +619 in my favor for a "victorious slaughter!".

- I believe that there are good lists and bad lists, but that, in the end, the list is not as important as the general's ability to use said list. That being said, I think that this game, probably more than any other, was determined by the units that I brought to the battle compared to his army. The only way it could have been better is if I had the points to put grenade launchers back in my infantry squads.

- Some day, people will realise that no light infantry is safe if a sentinel is within 12". My only regret is not being even more aggressive with it when I had the chance on turn 5.

- This game is one where I think doctrines hurt more than helped. While you will never be sure how well an opponent will be able to castle against your deepstriking, in this case, he spent enough points on carapace to give him another squad, which would likely have been more helpful than surviving some of the mortar fire.

- My opponent decided to just knock his models over, rather than to remove them. On the one hand, that's kind of corny. On the other hand, that's kind of cool. I don't know, do you think I should start doing that?

MVP: It's kind of hard to say as most units were able to make their points back. In the end, I think I'm going to have to go with the sentinel in the middle. His presense was, in the least, a heavy distraction to my opponent, causing him to spend most of his game bungled up in the middle of the board.

Hero of the Game: My left side infantry squad. Despite a confluence of firepower, and despite not making a single cover save (or possibly armor save for that matter), they stuck it out, holding the line agains the bulk of the enemy forces.

"Their answer is still 'no', sir."

Melchoir sighed. The troops holding onto the building overlooking the oasis refused to surrender. The officer clicked off his micro-bead and leaned in towards Sanario.

"Do we have a prayer for enemies?"

"Yeah, I think so. It will take me a while to find them, though."

"Whatever."

Melchoir clicked back on his micro-bead.

"Artillery, fire!"