Wednesday, December 23, 2009

40k Planetstrike DE vs SM 1k

Tried a planetstrike game last wk. My 1st planetstrike game and barely know the planetstrike rules. Went into the battle like a headless Archon.

We decided to go with the 1st mission (planetfall) and 1 objective as both me and my opponent are new to planetstrike and using this game to learn the new stuffs.

The game was played with actual models, though no photos were taken as my camera was on loan to a friend. Trying out a new format of battle report.

Attacker - Dark eldar
Atk Stratagem - Dawn assault
Defender - Space marine (vanilla marines)
Def Stratagem - Power generator
Planetstrike mission - Planetfall
Objective: 1 bastion

Pedro kantro Darnath Lysander was the HQ.

Pre game map.

Defender (SM)
-Deploy 1 unit of 6 scouts in the ruins.
-1 unit of 5 terminators behind the aegis def lines.
-pedro + captain + 1 unit of 5 terminators deploy inside the bastion.
-1 unit of 10 tactical marines with rhino in reserve.

Attacker (DE)
- Roll 4 firestorm
- Aiming the scouts, non hit... all scatter the perimeter outside the ruins....

Unlucky pre-game rolls for me... onto DE turn 1.

DE (turn 1)
-Raider park at edge of ruins. Archon+incubi dismount 2" into ruins and charge into the scouts inside the ruins.
-scouts easily decapitated.
-talos Deepstrike and charge the terminators.(error here, misread the shock&awe rule)
-talos deal 2 wounds but was saved by terminators invul, in return ate alot of pfs.
-Dawn assault in effect, cant see anything in the dark...
-need a 4 for dawn assault to end, I roll a 4... (will be shot to bits by SM next turn)

SM (turn 1)
-rhino reserve came from atk table edge, flame + shot the warriors and they panic off
-1 warrior + 1incubi die from mass storm bolters, cyclone missile, intercepter gun, h.bolter

DE (turn 2)
-Archon retinue embark and raider flatout towards aegis def line.
-2nd warr sq Dark lance the bastion, no dmg.
-ravager shaken rhino and killed 3 tactical marines.
-Jetbike enter play from table edge and charge into terminators, killing 1 and losing 1.

SM (turn 2)
-Tactical marines embark and rhino pop smoke.
-Terminiators PFs jetbikes to bloody pulp.
-Mass fire from bastion cause 2 pen, 1 glance on raider. Cover sv both pen. Glancing cause wep (dark lance) destroyed.
-rhino hunter killer missile miss ravager.

DE (turn 3)
-ravager + 2nd warr sq fire at rhino only shaken it. ( damn smoke cover sv!!)
-3rd warr sq come in from reserve.
-archon + incubi assault terminators wiping them out and conslidate behind aegis def line.

SM (turn 3)
-tactical marines dismount and flame+bolter the DE warr sq killing 8, but warr sq(left 2 guys) pass their morale!
-concentrate firepower from bastion+SM did not do any dmg to archon and incubi.

DE (turn 4)
-archon+incubi embark raider to hide.
-3rd warr sq dark lance bastion, no dmg.
-ravager + 2nd warr sq killed 5 marines, tactical marines pass morale also!

SM (turn 4)
-bastion+SM+rhino concentrate firepower on 3rd warr sq, killing 7 and panic them off table.
-2 tactical marine assault 2nd warr sq killing them easily.

DE (turn 5)
-ravager killed the remaining tactical marines.
-raider move to capture bastion. (objective)

SM (turn 5)
-bastion+SM+rhino fired on raider, exploding it... 1 incubi died in the explosion.
-A "5" is rolled, game goes to turn 6...

DE (turn 6)
-ravager shaken the rhino again!
-archon stunned the bastion with his agonizer.

SM (turn 6)
-SM HQ+terminators leave bastion and assault the archon.
-Archon and incubi killed 2 terminators.
-Archon failed 2+ invul save and died.... smashed to bits by PFs.
-incubi cut down by pedro and captain.
-A "4" rolled, game goes to turn 7.

DE (turn 7)
-ravager last ditch effort to kill off the terminators, all wounds saved by invul.

SM (turn 7)
-Mass fire power from everything the SM had shot at the ravager, wrecking it.
-DE tabled!

Game ends

End game thoughts
long live the corpse emperor!! hehehe

I was too hasty with my HQ raider, rushing it forward solo too early and exposing it to unnecessary risk. I should also bring more raider squads to rush in during turn 5 onwards. Hiding them behind ruins if they came in early during the game. Using warrior squads on foot were just too slow and they end up getting slaughter. Bad mistake not using DE advantage of mobility.
Back to drawing board with new list.


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