WELCOME FELLOW BOLT CATCHERS!


An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.

Monday 30 August 2010

Post Battle Evaluation

Close. So damnably close.

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:
  1. 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.
  2. 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.
  3. 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.
All in all, I dont think Ill be changing the fundantals of the squad. The COmand section can be seen as the starting block for the whole army, it being the decider on how the rest of the IG act. In truth, this can go both ways. In other words, if your army is always charging forwards, get Colonel Iron Hand Stracken for strong CQC HQ with great up close and personal orders and leadership bonuses including 12" Furious assualt. Very surprising to the enemy. Though if you prefer the basic IG sentiment, ie stand and shoot some, have your command HQ sitting their with the big guns, giving them orders and bonuses all around until everything infront of you is dust.

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.

Monday 23 August 2010

Deployment and Turn 1. The Dawn of War approaches.

As the game began, we eased into reading the rules on how to deploy. Quite simple really. We roll, the winner deploys his HQ and up to two Troops choices. Hehehe (sung to the voice of evil), two troop choices means 8 objective claiming units for moi. And huzzaa, didnt I win the roll. Bring on the fan fair.


Following to my "plan," I deploy the boys across the board in strong cover save giving positions. One unit in the firebase, claiming Objective four, two in the Swamp with a command section and watched over by the Command HQ.
On the left hand side two squads make to advance into the Aquila ruins and claim the main objective while on the far left the other command section flanks the last squad in the grey ruins, sitting pretty on the first objective. Majority covered, things are starting good!

Ballistic unit Theta-C7 Nintendo follows his unit into the unpainted menageri of non flying Aquila bits.




Nearer the right flank. Red Cog platoon sink in literally and wait for fire orders as the enemy approaches. Before them lies Objective three, perilously close to their deployment area and *shudder close combat.

Under the direct download guidence from Junction Magos Fenwick, Blue Cog Platoon 2nd squad deploy in the grey ruins on the left flank. Here they would enjoy that 4+ save they dreamed about weeks before. Ahhhhh.


The Enemy Deploys.

A Lord looking over his castle. Its walls made of men and its battlements fesstooned with hopeful hundreds (well around just under a hundred including command staff and mascots.). Falling foul of being ordinary in having very little to deploy, Rory decides to spread out, hunker down his troops in Rhinos and hold out amid the disappearing dusk. Sunlight was coming.


Turn 1. I get the first go!! Someone loves me Yahaaa!

Thats right! I got the first go. To the sound of rumbling earth and squeeling tracks, the big stuff rolled on. Briefly dwarfing the minor force the enemy had against them. Even though Night Fight conditions prevailed, could I get a lucky early win here??

As seen through the eyes of a Space Marine (Black Scorpion chapter.) Sergeant, the well entrenched Imperial Guard wait for dawn to shoot like hell.


"Errr. Sir, can you get in the vehicle sir, you going to get shot." The driver said, trying his best not to let his obvious derision get in the way of respect. "So?" Asked the Sergeant, putting on his best over sized sun glasses. "Im hoping to be. Get some tanning."



Blue Cog 1st Squad directs the arriving Demolisher tank to the best firing position. He would later be post humously executed for stupidity.

Moving up the centre, the two squads advanced claiming objective two for the good guys. Shooting proved to be altogether a "like watching England at the Eurovision" affair with very little in the way of well, anything. Crippling the centre Rhino was the highlight. Oh well.


Turn 1. The enemy arrives. (aka this is where I lose...)

It was at this point in the game that I realised that.
  1. Rorys sadness and facial expression of worry was all faked.
  2. His infantry nearly numbered as much as mine and they were all here.

Deploying on the left sat two Rhinos packed with Marines, flanked by a Devestator squad that quickly ran into the ruins (quickly meaning a 6 was rolled). Finally, on the right, a razor back went full speed as the two Predators went tank hunting.

Thank god for Night Fight.

In the centre, the kill-everything-in-seconds jump squad stalked behind the hill while the crippled rhino tried desperatly to repare itself. Just look at all them choppy things!!

Moving full speed meant that on the right flank I now had to worry about the squad in the razorback and the imminent threat of anti personnel fire from those two tanks! Thankfully the guardsmen were securly protected amidst their ruins, while the basalisk switched firmwear to direct fire mode.

Thankfully, Rorys shooting phase was no better than mine, seeing every shot that could see, miss.

Next turn was mine. His army mostly in the open and every trigger in my army ready to get happy.

As we rolled quickly into Turn two. The Storm Troopers got closer to deployment, artillary found their bearings and infantry lined up for enfilading fire.

Over the horizon of our already crowded battlescape, the wisps of dawn spread.

Game 1. The Myceen Incident. Preperations.


As with all games, there is a preporation time. A period of moments where we can reflect, grip our fists in eager passive aggresive displays of geeky slaughter and generally lie to ourselves about how easy this will be when his guys aint got no shiny.

If there is one thing about Warhammer 40,000 that I have learnt, is that the all that glitters most often aint gold. Yupp, its usually overpriced steaming ass waffle, as I found to my horror facing a very typical Space Marine Tactical squad horde with accompanying glitter of shiny.

Bitter? Only in acceptable quantities. But Im getting ahead of myself. Behold! Below are the pics before the game took place. Ill be posting each turn as a post, as Facebook pointed out that these things need to be chronological. Much like it aint. Stupid Facebook.


His Army.

Rory. My latest in a long line of "wargame buddies," that not easily explainable amalgamation of friend, confidant, eternal nemesis and focus for my IC hate. Thats right Rory, my Imperial Guard hate you, and I demand my right to Prefered Enemy!





Rory went for the very deadly and tournament ready Tactical hoard of doomyness. Now I will admit, he didnt go nuts, as Rory, like me, is a sucker for shiny. Hence the two Predator Destructors. I mean, they wernt going to be a threat where they? Anyway, Ill let him comment on his choices and battle plans. Lord knows I didnt know what to expect. A space marine army has a main weakness in its size. This was NOT looking good!

Maybe I could bribe them...


Appart from labouring on numerous tactical marines, a predator, some rhinos et al. Rory suprised me with this little last minute number. Thats right kiddies. SMILEY! His very own jump packing, guardsmen wacking, chaplain with skull helm. He would be accompanied by a full strength assualt squad.

Say it with me: Crapple!

An over view of the dreaded enemy. Note the full strength devestator squad on the left toting missle launchers. There prowess in battle is legendary, evoking the nick name: The Lucky Aces. Named sarcastically on account of their accuracy being akin to an extended member of the Asshole family in Space Balls.


+++My Army!+++

Who would be leaping into this maelstrum of Adeptus Astartes on a bender!? To a cry of a stat line of 3's, armour made essentially of last weeks newspapers, guns taken from the planatariums light emmiters and given the courage of (if you last longer than five minutes you get a coffee voucher!), in come the Guard. Not just any Imperial Guard, but the heavily converted and laboured over Skitarii Binary 212nd. Note the metal limbs and cybernetics. Effect in game? None. Really, I mean none. Carapace upgrades as Veterens will be discussed in another chapter, when I can bulk out the reasoning of: 10PT GUARDSMEN!? ARE YOU MAD!? GOOD DAY SIR!! I SAID GOOD DAY!!

The over equiped Stratagos (Read: History nerd for Company Commander). Armed with Bolter, power weapon etc. Though for this game I gave him nothing. (I did explain this to Rory, but I suspect he didnt care as a guardsmen with a power weapon still hits like a Twilight fan.)

Damn flash! Behind the lazy ratlings, you can see the first product of our "paint it, use it" rule. Lovely buggers, sculpted before the addition of computer aided model makeyness. Shit tons of detail. Thank any gods you love for Badab Black! Got another squad todo, but can't decide if Ill cop out and make them Inquisitorial or get stuck in and make another squad of white and greens.

Hate the flash. Got a good friend who will be bringing a tripod toting SLR cam for the next game. Yay for Tristan! This is Veteren Serg Kellun 1. Named because of a heroic incident in the battle and martyred because of it. Next time he will be downloaded into another Skitarii frame designated Kellun 1.1. He is currently based of Vista, though we hope to be upgrading him with Win 7 soon. :D

Getting serious now, and trying my best to ignore the bad cam action (gosh that sounds rude, must edit that later...). Overview of the Skitarii Binary 212nd. Defense force of the planet Myceen and generally bolt catchers for the very sneeky escape plans used by the resident Magos Radley (Who runs away alot, we decided).

Bit blurry, but note the choice of two platoons of three, two walking ...basalisks (the twins), a demolisher to finish the demanded ordenance, rough riders and ratlings (why did I bother?) and a lone Armoured Sentinel with Lascannon (Read ratlings).
Oh and the Storm Troopers, a recent addition.


Side view of my guys, a little better. Seriously needed a better camera for this but you can already see one problem. Not enough troops against his tac hoard! Though the equiped weapons were pretty average, one platoon command squad did have the plasma gun festival of "please dont roll a one."


The Board. (so great it gets it own chapter thing!)

Now as I may or may not of said. We are starting in the main, from scratch. Relying on Rorys space (which was his open plan kitchen table, his girlfriend securly grumbling from the next room -sorry Suzanne x), we set up using what we had, each moment caught between telling ourselves how great and old school it was and promising something better.





Now, avoiding the use of powerpoint to technically add on the details of the board and of the location of the four objective markers I will simply explain. Firstly, for this battle report, my left and right will be used, in the commentary. Also, for those of you in mid stoner or drunk or if you are lucky, both, I will explain that my centre is also his centre and thus doesnt require much messing. Still with me there on the bean bag? Good.

What mission did we roll? Dawn of War. Fantastic computer game that, not like DOW 2, no no. But what did that mean in the actual proper game? In a word? Escalation. Night fight on turn one, deploying limitied troops and HQ, while the rest rolled on from your edge during your first turn. Disasterous for those of us with Heavy Weapons. The lucky roller would get to push their opponents back with aggresive deployment. Sounds good. A plan was forming, which is rare. The days of winging it slowly being left behind. Yippee!

Objective Marker 1- Left Flank, grey ruined building.
Objective Marker 2- Amidst the ruins of the crashed Aquila.
Objective Marker 3- In the open ground "kill zone" between the swamp and a small ruin.
Objective Marker 4- Right Flank, sitting atop the large Imperial Firebase.

Here was the plan. Starting with a strong presence of my large Troops choices and my ever present order giving HQ command, I would deploy aggresivly and push the Space Marines back, moving up and sitting tight, playing the Guards strentgh in defence while my big stuff rolled on. Storm Troopers sitting in reserve while the ratskins grumbled because they couldnt infiltrate straight into scenery. Jerks.
Both Basalisks would come on the left flank, being in a good kill corridor across the length of the board and against anything coming on the left. Demolisher would right flank while the rest would wait to leap down the centre if needed.

Well..... that was the plan.