WELCOME FELLOW BOLT CATCHERS!
Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.
Tuesday, 14 December 2010
Onwards!!
So far, i've just mofied the turret ring and done up some Old Crow Crossfire turrets that I ordered with bits from my box. The turrets resin quality is amazing, with a realistic shape that I really wanted. I was even tempted to replace the Leman Russ turret, but maybe another time.
Shifting the justification of the turret was a little difficult, but mainly because the necessery pin vice was broken, so a bit of manual drilling was required, with a blunt bit. Could only do enough for one before my fingers gave way. Oh well. I need a hobby drill it seems.
The plan now is to finish the turrets, fixing some antenna, cutting out a scratch built gun shield for the 2nd one. Then Im on to modifying the top back and sides so it looks a little more armoured then AV10. Thinking plasticard spaced armour, Zimmerit, more plates, ablative. We shall see. In the meanwhile, I got myself another battle force. I still dont like the Cadien or the Catachan heads, but I may of got an idea...
:D:D:D
Monday, 13 December 2010
Doubles Tournament! OUTLAND 2010.
At Outland, last week, was a little doubles tournament I was fortunate to enter. Myself and my usual nemesis Rory decided to put our differences (usually the average statline) aside and team up for the betterment of the Imperium. 500pts each, special rules which for some delightful reason allowed for ordenance. Well, I was never a stipler for the rules!
Taking a healthy platoon of infantry, tons of flamers, a special squad sporting a demolition charge and a basalisk, I was set. Rory, supplamented this with Tactical squad, an Assualt squad and Smily himself!
First game saw us playing Dawn of War conditions with around 6 objectives. Our opponents were two very rulesy blokes with Space Marines and Khorne Chaos Marines. Suprisingly it was the bad luck that got us, the bad cover movement, the loss of the basalisk in the second turn, all further compounded by two very profesional tournament players (if not they should have been.). Bitter? Yeah, but we lost, so I get to be. :D
The second game saw us up against another odd match up. Tyranids and Space Marines. Very nicely painted, the two brothers were great fun to play against, especially as me and Rory were ready for them. Having been blooded in the last game, we used every tactic we could muster. Playing a simple Conquer and Control with a Pitched Battle, it was our objective and theirs. Between the Basalisk (Which never seemed to miss from this point onwards), and the suprisingly effective demo charge, the space marine thrust along the right flank was obliterated.
Though while one surviving assualt marine managed to destroy nearly twenty guardsmen by himself, he was finally brought low by flanking drill fire from the surviving two squads. Meanwhile, Rory supported the centre, and had his assualt nutters charge straight onto the left and contest their objective making it a neat light victory.
Finally, for the last match, we had the best match of all. Orks and Tyranids. Now to be fair, my force was designed to take down horde armies, as displayed in some of the picture. Between this fact and the fact that the Tyranid player had limited choices in his army (he had been asked to even the numbers last minute) it was a one sided battle. Being an Annihilation objective too, saw us rake up the points with clinical fire and flame templates.
Though, at the start, Rorys precious Assualt team of doom were reaped by the infiltrating Genestealers, on the right, the Imperial Guard scored up an impressive tally with flamers, las gun volleys and ordenance.
Although the Orks made it to one of the squads, with obvious results, the next turn saw massed rapid firing reduce them to paste. Go Guardsmen!
Overall, the day was highly enjoyable, and for many it was their first real tournament. Our first opponents walked away with first prize, though me and Rory somehoe managed to scrape away in second place and Best Painted! All in all a good day!
Ork Flash Gits, lovingly converted by Fredderik Torp of Outland Kirkegate and new bane of my life. 5+ cover saves from their leading Mek Boy, plus the 4+ Feel no pain save. We Hatz Em!
Electrition + Rhino = Rhino in Use lighting effects!
Some really enthusiastic gamers with their first armies. Unbelievable what a bit of mature patience can do. Wish I was mature. Or patient!
Tuesday, 26 October 2010
A plan!! Never give up! Never surrender!!
Still! The point here is that eventually I got over it and began pouring through the codex with a mathmathical mind. Two key changes I decided to try.
- Swapping Infantry Platoons for Veterens in Carapace armour mounted in Chimeras.
- Take more Leman Russessess!!!!
Meh, I never used orders much anyway.
More tanks! One can never have enough boom! Especially with the new potential for 9 Russes in an army. What was I thinking!!?! Now I already have a Demolisher, so I'll try 2 more normal Russes. Im thinking of converting those excess Chimeras in to Russes much in the same way those pesky marines turn Rhinos into Predators. Anything you can do....
Finally found a fantastic turret replacement from Old Crow miniatures. The Crossfire Turret is amazing value for 4 English pounds, and Jez, the store owner I believe is very helpful.
I was intending to negotiate a Sabre Turret, but they are well too big, if no realistic. Think Abrams Battle Tank and you'd be very close. One to conisder later I believe.
For the extra armour, thinking side skirts made of plasticard I have, sandbags and zimmerit on the front and something fancy for the back replacement. Unfortunally these Chimeras have already been built and painted so my options are slim. Still, cheaper than picking up two Leman Russes. 380 Krones each!? Thats around 40 pounds to those back in the home country.
So the test army is looking like this.
- Lord Commisar with Plasma pistol.
- Veteren Squad with 3 Plasma Guns, Lascannon.
- Chimera. X3
- Leman Russ with Lascannon on the hull. X2
- Leman Russ Demolisher X1
- Valkyrie X1
- Rough Riders X8
Ill sort out a count as game and see how effective it is. I do want to find out before I buy it all!
Need more plasma!!
Monday, 18 October 2010
Post Battle Thoughts
The loss was huge. But, like nearly every game, the loser walks away with more to think about. What did I learn from this game? Especially a day on, after the vengeful rage has subsided.
Well, I can sum up the cause for the disaster in three simple sections.
Cause 1: The Player
Unfortunatly, working for 48 hours before the game and having only 4 hours sleep did take its toll. Mistakes were made. Namely the forgetting of the Storm Troopers, whome I was forced to deploy as Deep Strikers. I would have preffered them setting up as either scouts or outflanking, better being able to stall and surprise. I cannot complain with what they managed to accomplished, but by golly they could have done so much more!
Also, for some reason, I moved my men forward in the first turn, over eager to claim the objective and running straight into the fearful Space Marine Counter attack. The maths is clear, whoever gets to rapid fire first, usually hits hardest. What I did in that first turn was outright simplistic stupidity that can and did result in a horrible mess. Think two predators destructors firing all, two tactical squads (one rapid firing) and a razorback all pounding into my units.
Cause 2: The Army
While the Space Marines can utilise any weapon to better kill their foe, the Imperial Guard are running up hill. Not many weapons could be described as Space Marine killers (ie removing that infamous 3+ save). This means it comes down to fire efficiancy. Either lots of it, or lots of plasma and ordenance. I had neither.
In many ways, my army was better suited to killing Orks or Eldar. ALso, what kind of IG army lacks a proper Leman Russ or three?
The continuing choice of Basalisks has to stop also. The mobile artillary, now costing 125 pts is a waste at such range. Unable torely on armour, scenery or cheapness, its better suiting to huge boards where its indirect fire (now a compusary addition) is better suited.
Indeed, removing those two walking basalisks and replacing them with one maybe two Leman RUsses changes the aspect of battle instantly. Armour 14 is not something to ignore. (Unless its Necrons...)
Cause 3: The Other
Unfortunatly the board size was smaller than normal, pushing the deployment to a meagre 7". this didnt cause to much of an issue until the lack of room to retreat came into the fold.
Man of the match? Storm Trooper Squad, for executing the enemy general. Again. :D
So.
What next? So far I have been musing on these possible fixes:
- Leman Russes! If he's going to be extra fluffy and use lots of Tactical Squads with rhinos, I should return the favour with at least two more Lemans.
- Imperial Veterans in Chimera Vs Imperial Guard Infantry platoons...
- More Rough riders! 30! Theyre only 10pts each!
- Ditch the Basalisks. Maybe ditch a squad of storm troop.
- Deep strike the Valkyrie next time for instant suprise.
- More plasma guns!
Noooo! Why am I not learning!!!
Once again, my poor guys were slaughtered to a man. That man being the me.
For the battle report, well written as it is, have a look at Rorys disgusting blog here.
I couldnt do it. Too painful. He however was smiling with every word.
Problems? Well its always a fearful path when you lose a game, its very easy to think "If I had a chuck norris I could have won, maybe I should buy a chuck norris." Dangerous thinking. Especially when usually you lost because of bad luck/poor decisions.
Except now Im sure.
The average Imperial Guardsmen is very very human. He has a weapon which in all fairness is an insult. Though to be fair its more expensive then he is. Most Imperial Guard experts claim that the Imperial Guard use numbers to win the game. Think Operation Meat Shield.
Tried it. Dieded.
The average Space Marine is God in Warhammer 40,000. Conspiracy theorists and angry ex GW gamers (especially including the fundamentalist warmachine movement) claim that the company GW makes Space Marines super because sell the most. Maybe their right. But I wanted to look at the maths.
So.
Space Marine fires at a guardsmen.
- BS of 4 means he must roll a 3+ to hit. So 2/3 odds.
- S of a Boltgun is 4 against the IG's T of 3, means again 3+, 2/3 odds.
- AP of a Boltgun is 5. Armour save of an IG is 5. Result is that the armour is negated.
Therefore. When a whole Tactical squad fires at a squad of guard:
- 10 shots. 7 hit (rounding up). 3 Wound and kill.
This is under ideal conditions, ie, not in short rage, not including the cheaper special funky weapons of death like flamers and H.Bolters.
Now a IG fires.
- BS of 3 means 4+ 50/50
- S of a lasgun is 3, against the Space Marine T of 4 = 5+ . = 1/3
- AP of a lasgun is -, ie, nuthin. Which means they will get their wopping save of 3+. Which means 2/3 of all succesful wounds get stopped.
That of coarse means on average a guard squad will do:
- 10 shots. 5 hit. 2 wound. Most of the time all wounds being saved. = 0 wounds. Ah crap.
But what about special weapons? The ultimate levellers? Well for some reason, the Tactical squad can buy certain weapons for cheaper then the IG, most strangely the Plasma gun. Which admittidly is a bit wasted on guardsmen! But dangerous to the now completly nerfed Chaos Marine players. That though is not my problem. :D
Now out of the special weapons and Heavy Weapons, the SPace Marines can use about the same in their Tactical squads as the IG use in their infantry squads. Flamers, Heavy Bolters and such are really good at killing many things. However, although lascannons and meltaguns can kill space marines really good (if they hit!), plasma guns are the only viable counter to the space marines wopping 3+ save.
It seems to me that there is a large distance between the world of 4+ armour saves and 3+. Nearly all the weapons in warhammer 40,000 short of ordenance and planetary explosions do not take away that pesky of saves. Now, although weapons such as the Auto Cannon and Heavy bolter can wound them easily, that save will still stop those heavy caliber rounds 2/3rds of the time, after miraculously hitting and wounding. Not looking good is it?
But dont you get more Imperial Guardsmen then Space Marines? ANd what about Orders!?
Well, true, the Infantry Guardsmen only costs a meagre 5pts, while a Tactical marine costs a rather large 18pts.
So, lets take an average Tactical squad of 10 marines, with heavy bolter (which is free) and a flamer. That comes to around 200pts (rounding it up neatly).
For that value, we can take nearly a whole platoon of guardsmen, but we will leave some space for special weapons, which strangle again, cost more than the men carrying them:
- Command section 30pts
- Squad 50
- Squad 50
=130pts, 70 for 4 plasma guns and a melta gun.
Okay.
Space marines fire at one squad at a time. Which is helpful. Opening up, they instantly kill 4 guardsmen. + 2 with Heavy Bolter.
Up close, this would be a massacre, as they rapid fire bolters and torch the whole squad.
Eg.
Flamer fires first, to better hit as many as possible. Presuming it coats five, average killing 2 or 3 outright.
8 Bolters rapid firing = 16 shots. 10 hit. 6 Wound and kill instantly.
Heavy Bolter, we presume ran so cannot fire.
Result = One Guardsmen left. Probably running for his life!
Imperial Guard Platoon get to fire first at long range:
30 Lasgun shots from entire platoon. 15 hit average. 5 wounding. 2 or 3 saving, killing around 2.
4 Plasma guns open up. 2 hit. Lets be generous and say that both wound, no saves.
Result is 4/5 dead.
Imagine short range firing!
So why doesnt this work in practice!?
- Scenery blocking massed firepower.
- Close Combat. (The bane of all guardsmen)
- Space Marines have a penchant for Rhino drop offs.
- Other units, Predator Destructors.
Excuses aside, most of the time its all about who fires first. Usually a Space Marine Tactical squad will destroy an entire unit of guard in one volley. While this doesnt exactly get him many points, the return fire is alreay stymied. Also, on a board not big enough to support all those teeming hundreds of men, scenery can be a real bitch.
Lesson here?
- Dont spread out your guard. Concentrate the fire volleys into one squad at a time (that being the most deadly or best fit).
- Avoid CQC as much as possible.
- Use as many plasma guns as possible.
- Do not rush forward into their guns, let them come to you and catch them in a short ranged volley.
- If in doubt, use a Russ.
Friday, 8 October 2010
2000pts at dawn. 7 days until REVENGE!!!
Thats right. Weve finally assigned a period of time when I can finally settle the score with my erstwhile opponent Rory, who we can believe is still cackling at midnight while stroking an evil moustache while reading the space marine statline over and over again.
"15pts and a line of 4s? Muhahaha"
Bastard. God I hate space marines.
2000pts. All painted, though unfortunatly not on Rorys new board. While hes been labouring on the 8' by 4' city fight set up, we will decorate the good old reliable card and clothe scene with guardsmen blood.
But oh no. Riks been busy.
Finally, after nearly a year of waiting, I finally got of my arse and began painting what is the nicest, most gorgeous kit ever produced.
Im basing the camo paint off a picture I found of a Russian fighter bomber during WW2. Primarily the fraying of the white paint is supposidly caused by wear and tear. Apparently, most of the time Winter Camoflage was simply white washed in a hurry. Not always the immaculate Branch pattern camoflage of the Waffen SS no no! Still, after a few hundred coats of white I gave up and began slavering on a drizzle of Badab black to simulate grim and such, dragged latterally (sp?). I think it worked out ok, but it still needs touching up. By no means finished, but it will be ready for next Saturdays Rematch!
In other news, Ive been digging out some "new project" stuff that never really took off. Having little or no money does wonders for finishing off stuff, avoiding the lure of the new and the shiny.
??? Some Ork Kannons, making a better use and IG missile Launchers. Why? Because the city fight Imperial Guard Im working on arnt tekno savvy enough to have lascannons, as theyre based off (or will be) a russian/german pioneers brigade. In other words, as much explosives as possible. Leman Russ alternatives, artillary, demolition charges, flamers, and tons of mismatched troops.
Lastly, Ive got these buggers to finish. Good news on the horizon as the next plastic set by Warlord, the Plastic British Infantry, will give my Landsers someone to worry about. CHeap, traditional, and hopefully popular once I get a small skirmish set up. Cant wait to try the rules out.
More soon!
Wednesday, 22 September 2010
So many little things!!!
MOUSE GUARD!! If you havnt heard of this fantastic phenomenon by the artist and writer David Petersen, check it out. Think Brian Jacques Redwall given a beautiful finish, less detail, more character and violence paired side by side with adult themes (no, not sex). Brilliant. The drawing above is mine, my poor ass attempt to copy his work because he also has an RPG game set in the same world and the three above are the players characters in my last campaign that I ran. Note that the one in the middle, Cole, is now a dead mouse, as that player Geir has taken over the campaign for its second chapter allowing me to play!! Yippee! Pirate mouse!
Valkyrie!!!
My big decision had been whether to go for the much lauded Vendette modification, but their was something holy about its primary function as a transport (think vietnam huey choppers), oh, and the missles the normal one gets are Space Marine killers. Fire and forget baby! Also, gotta love those brass aquilas.
Thinking of copying a "bit" of a camo pattern used on the old Sherman Fireflies to mask their extended barrels to the enemy until it was too late. Think the typical greens of the IG with an "icing" coat over the top, effectivly masking its shape with natural lines. Add a snarling mouth and we "should" have a good looking winter war Valk. Just paint it white? Did that recently with my second unit of Storm Troopers and there is a reason there isnt a pic here.
Needless to say I now HATE the colour white. I need something else to paint. Thankfully...
Germans!! Finally my dream of having my own Omaha will come to pass! These new plastic 28mm figures from Warlord Miniatures have been a long time coming. Im planning on using the largely unknown rules set "Rules of Engagement" for it. If you remember Warhammer 40,000 way back in the 3rd (or was it 2nd?) edition with the Imperial Guard, well its very similar. However, there are new rules for supression, morale states etc, allowing for very "Band of Brothers" combat experiences. Tanks? Sure, though if you through in a Konigstiger, expect your opponent to just leave. Havnt tried it yet, but for platoon level combat, high level of historical accuracy with no penalty to the fun (note this Osprey!), it makes a very good alternative to the Flames of War series, which seems to be more expensive than GW stuff these days! (Except for certain 3rd party websites...)
Anyway, the painting continues to keep me on the edge of sanity. Got a MOrdheim game this Sunday, gotta knock up a Skaven Warband in three days. Sheesh, thank god I didnt have to pay for them...
Monday, 30 August 2010
Post Battle Evaluation
Still. Always next time.
As games go though, that was definitly in my upper levels of awesome. You really can't beat two fully painted (though some of Rorys models werent based. I pointed this out) going at each other. Never going back. Its a great incentive to have, when you gotta paint it to play it. I laboured on my Storm Troopers, and if I heard right, Rory worked on loads more (though dark blue marines, you know, just saying...).
So why did I lose? What could I do next time? One way of looking at it is to look through each units performance and keep it or ditch it for the next game.
So on with the budget report.
Command HQ
My command section really didnt do much. But then that was my fault. Why? Because it was designed to sit back and give orders, the new order rules. I forgot them for half the game. I forgot them when I deployed.
There is really only three ways you can go with the command section:
- Lead from the front. This is pretty much going for a mid to CQC ranged squad fitted out with plasma, melta, flamer weapons and really shooting at stuff close up until the enevitable combat. Obviously some extra shiny in the shape of a Commisar, Primaris Psyker, priest with eviserator etc will help some, but remember your playing on the weakness of the IG here. Beware of well, everything. 'Cus its harder than you.
- Lead from the back. This is more and more growing to be a popular option among the armies I see. Sitting your Command HQ at the back next to the armies infantry heavy weapons like the Lascannon batteries, perfect for issuing orders like "my target" or "Bring it down." The downside is that most enemy armies will be more manuverable than you and a quick Land Speeder or just about every Eldar unit can quickly nip around and ruin your day. Consider maxing out the units long ranged firepower, using cover, carapace armour, Nork Dead Dog or some body guards and possible a Hydra to scare off any assassin speeder units.
- Lead from the tank. The Chimera offers many things. An inbuilt fridge. A warm cushy seat, and of coarse the ability to issue orders from its hull edges. A chimera mounted HQ is risky business. It can get just about everywhere its needed, but at the cost of being a very big target. Carapace armour is good here too to help survive the nearly enevitable explosive fun.
Infantry Platoons
The core of the IG army gets some stick. A guardsmen is (now) 5pts. He has dismal stats, though much better than the pointless Conscript, a weapon which alone can do nothing but make very lucky and embarasing strikes. The inclusion of heavy weapons and special weapons turn this motly crew of meatbags into a heavy weapon unit with many lives. So be it.
Of coarse, at only 5 pts a man, these squads suddenly make friends. 500pts will get you 100 Guardsmen. Armed with frag grenades and access to everything from krak grenades to Lascannons. 500pts. For this you get twenty spacemarines. Suddenly IG seem like a mathmatical thing where IG = Space Marines Squared. My point being, with the IG dont do anything by halves.
In this game my Infantry were largely just fodder. Their heavy weapons were a threat to vehicles but only if the rest of the units firepower was sacrificed. Against Space Marine units, it just added to the fusilade of hopeful shots trying to make them fail their armour save. All in all. More is MORE! Like I said. Flood the board. Guardsmen are cheap. They can still carry the special weapons and for the price of a Space Marine Tactical squad (lets say 200pts) you can get either 40 plain IG, or 30 with the trimmings. Plasma guns anyone?
What am I thinking? More troopers.
Storm Troopers
The SAS wannabies got unlucky. Their weapons are a GodSend for Bolt Catching Imperial Guard players who cant seem to beat that Armour save of 3+. Why? Hot shots. AP3 Lasguns. Fired at point blank with plasma shots from the Serg's pistol and the two potential special weapons, thats one decimated and expensive tactical squad. Still that said, they are NOT cheap. However they make for excellent assasins and are really good for eliminating that annoying GOD unit of Space Marines that kills everything it touches. Deep Strike and shoot using the special rules for much fun.
Lesson here? They got unlucky. Use em again, bring their buddies if possible.
Ratling Snipers
What? I had Ratlings in my army? I didnt even notice.
FIRED.
NEXT!!
Demolisher Battle Tank
Ahh the Demolisher. The ultimate in room clearance. Sadly also the Ultimate in attracting fire. If this babies alone, expect it gone by turn two. You really need to use cover with this puppy, or better yet, have more of them to spread out the pain. Its a vehicle, and as such it will get unlucky and killed in the most painful way possible, taking almost 200pts with it and its Space Marine squiging ordenance.
Remember people: More IS MORE!
Basalisks
Basalisks have no place on a small board. They are artillary. As such they dont have any right being close to the enemy. Sadly, with their old problem with armour and their indirect fire upgrade being compulsery, you will now always have a 30pts downfall as you try and fail to hit Indirectly. Most enemy armies will take three steps forward and get within the minimum distance.
Unless your using good terrain and you have the advantage of numbers, think Leman Russ. Their just 30pts more and they are alround, better bang for buck. Even if they are ugly things.
Verdict? Seek alternatives for Ordenance needs.
For Now.
Rough Riders
REMEMBER THE GRENADES. REMEMBER THE GRENADES.
Cavalry, traveling 6" in the movement phase, D6 in the shooting with 12" as a charge is a quick combat. They will nearly always get the charge. Then add a one turn power weapon hit at strentgh and initiative 5 and ask yourself why you arnt already buying Warhammer Fantasy units to convert 30 of them. At ten points a pop these, kids, are the future of ANTI Space Marine counter striking.
However, it must be said. Once your opponent gets wind of how hard they are, expect them to die in droves under drilled bolt fire. 5+ armour save aint gonna cut it. Get em in quick and hard. Like their lances, they usually dont survive very long, but if they earn their points back (which isnt hard if you aim them right), its worth every point.
Just remember that they come with frag and krak grenades.
Final Word.
One of the great things of games like this, the good game, isthat you can get a rational feedback on what worked and what didnt. Essentially its like finetuning an engine. At the moment mine is just ready to rev up, even if it is making a horrible noise. All it needs is a little fine tuning and it will be running over Space Marines sooner than you think.
The danger comes when suddenly something else peaks your interest. Oh, that army didnt work, maybe I should sell it and collect chaos.
NO
Stick to it. Keep trying new things and stick with that which works. Its half the fun. Especially when it works and then your enemy has to rethink his strategy.
Now, I have a Valkery in my bits box to finally put together and some spare Chimeras to convert.
On with the War!!
Saturday, 28 August 2010
Turn 4 and 5. The bitterness Ooooooo
Previously on Bolt Catchers...
Turn 4 Imperial Guard. The tide turns...
The Assualt continues as the remaining guard squad in the centre clashes with the remains of the Space Marines finest over the centre objective. After the squad is sent packing and bloody only one Assualt Marine remains, alone and victorious.
On the right flank the firebase hiding in the swamp continues its torrent of fire, now aided by me remembering the bloody orders rule. That many lasgun shots later, sees a few dead and post humously embarresed Space Marines with sun tans.
Turn 4 Space Marines. Bloody Space Marines.
The two Predators open fire on the storm troopers, their autocannon/heavy bolter payloads making short work of their carapace armour. Only the Veteren Sergeant is left standing, staring down the barrel of a reloading autocannon.
On the right flank, another Tactical squad proves that in the new rules vehicles and combat dont mix. Hitting the rear armour with krak grenades makes short work of even the unlucky demolisher. I cry...
On top of the Fire Base and the right most objective, the remaining guardsmen squares of against the horde of Marines before being thrown off the edge to his grizzly death. My entire right flank falls silent as theyre all dead.
Also on the right flank the marines storm forward, the remains of one Tactical squad within range to deliver the flame template to my guys in the swamp, meaning no saves! An entire squad is burned and routed.
Turn 5 Imperial Guard. Every inch in blood.
Determind to at least strike a draw, I push on, every gun sounding off as the dark blue tide came ever closer... (insert tense music here=)
The right flank folding in, the armies commander can only watch as his men are slaughtered before his eyes, the moment seconds before his own death.
Basalisk number two falls to a lucky shot from a Lascannon, making the artillaries magazine cookoff sending its wreckage high into the dawn sky. BOOM! hehe.
In desperation, the remaining red cog squad charge forward, hoping to find cover in assualt. The theory was good, the results fatal as not a marine is killed before the entire squad is slain to a man.
Turn 5 Space Marines. Mopping up.
Feeling extra confident, Rory made his final moves, knowing that he didnt need to worry about a following turn.
The lone Marine leaped from the ruins, abandoning his mission in favour of a streak of revenge. Bloody minded he leaps into the grey building, killing four guardsmen before being brought down.
The Right Flank is firmly in Marine hands as two objectives are taken. With not much more shooting to do. The game is over.
End Result. Space Marine narrow victory.
As the dust settled and the roar of battle reduced to a kind of ouchy moan as the last of my men were rounded up and promptly shot, I could only think on how I had come so close. What failed me??
The objectives at the end of the game:-
Objective 1. Grey Building
Result: Imperial Guard Claimed
Objective 2. Ruins of the crashed aquila.
Result: Contested.
Objective 3. Killzone.
Result: Space Marine Claimed.
Objective 4. Firebase.
Result: Space Marine Claimed.
Turn 2 and Turn 3. The death toll climbs...
Previously on Bolt Catchers...
Turn 2 Imperial Guard
BOOM! Goes the boom stick! The turn started with little movement from my end, the majority of the objectives still in my grasp, going nearly straight to the shooting phase without the problems from night fight I began with the big guns.
See those space marines? They used to be driving around in a Razorback. Yeah, penetrated and exploded with ordenance. Not even cover remained and yet the super men stood unscathed from the crater wondering what to do next...
Move shooting saw the odd marine being picked off by overkilling lascannons. Forgetting the new Imperial Guard order rules meant that I wasnt going to get the full effect of the points I paid for. Lasguns were still well out of effective range, and the other ordenance did very little but stretch the scatter rules realistic quality to its extremes. How far??
Even the Storm Troopers hadnt arrived yet, which I was quite happy about. I knew those assualt marines in the centre would make their move soon and I intended to trap them amid crossfire, hopefully framed with hotshot AP3 killers.
Turn 2 Space Marines
Across my opponents side the Space Marines exploded into motion, the whole line rushing forward to beat back my lines.
On my left flank, the two Predator Destructors opened up their autocannons at the visable Basalisk, only managing to dent the paintword. Thank christ he didnt choose Annihilators! Those Rough Riders would be moving next turn!
On my right, sporradic fire did very little as the bulk of Rorys marines pushed forward around the front of the fire base. The Devestators fired a full volly of krak missiles at the Tank, missing or making scratches but little else.
In the centre, the assualt squad made its move, led by their armies commander, Smiley, they tore into the guard squad in the Aquilas ruins, using their frag grenades to even the score.
The men hidden on the left flank in the grey ruins could only watch as the Space Marines began their war work. They would get theirs!!
The assualt phase over, the remains of the IG squad ran away, successfully withdrawing behind friendly lines. Consolodating best he could, Rory was happy. Hed just taken an objective from me. But I had a plan.
Turn 3 Imperial Guard. Attack!
The Storm troopers arrived, landing far left of their original target, landing them smack down right near the Predators. Instead of trying to run in the shoot phase, the brave *stupid* sergeant had his men open fire on the bailed out Marines in the Razorback, slaying them all in an effective volley. Slowly the Predator turrets turned and the Storm Troopers shared a distinct "oh crap" moment.
On the ground floor of the grey ruins on the left flank, the commader of blue cog platoon waited with machine patience with his unit of Plasma Troopers, secure that the objective behind them would not be under threat any time soon.
On the right, the Demolisher fired, killing one random Marine as his shot missed again. The Stratagos logged a note to have the crews eyes completly removed and replaced with better synthetics.
In the centre the Cavalry lined up for the charge, forgetting at the crucial moment, to use frag grenades to level the initiative order. As it was, the Space Marines would be striking first. This was going to get messy.
Before...
After.
Like I said, messy. Losing the combat and hopelessy unlikely of remaining thanks to the new leadership rules, they bolted and ran, straight off the board. Still, damage had been done and most importantly, Smiley, got killeded!
Turn 3 Space Marines. Rorys revenge...
On the right flank, the Marines finally bailed out and opened up in practiced bolter drill, slaughtering the squad taking shelter their despite the cover. The Devestators opened up again.
And Immobalised my Tank! Also scoring a shaken result making it a very soon to be dead tank!
Elsewhere on the board, more Space Marines were moving forward. In the centre, the remains of the Assualt squad hunkered down, hoping to ride the battle out until reinforcements arrived. Though as the Plasma Troopers to his left readied their weapons, and the other Basalisk lined up its barrel, they knew this was going to REALLY get messy.