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The Angry Marines official forum. A Warhammer 40k club based out of Sugar Land, Texas that is here to bring competition and camaraderie to the local 40k community.
 
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Fed
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thedenver(admin)
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thedenver(admin)
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thedenver(admin)


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PostSubject: First Games   First Games EmptyMon Feb 16, 2009 9:38 pm

I played Zach today and won. His mobz walked right into my vindicators so thats what pretty much got him. Also, Josh beat Peter in kill points. I think Peter is a little bumbed out because he hasnt been winning at all with his league list.
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For Dorn!

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PostSubject: Re: First Games   First Games EmptyTue Feb 17, 2009 7:31 am

Ya, I played Peter right before Josh for fun, and boarded him with only 890 points, as we never made it to turn five and my land raider with terminators and khan never made it on to the board (610 points). In my game with him I could only find one thing he did wrong which hurt him, but his biggest problem was that his guards never hit with their lascannons and when they finally did, they didn't do much. From his lascannons I only suffered 1 weapon destroyed.

As for the game of him vs. Josh I only got to see a little bit of it as I was going back and forth between that game and Denver's. But from the little I saw of it Josh was getting a lot of the rules wrong and or forgetting some of the rules. I intervened where I could but I left before the game was finished so I don't know what happened after I left; with that guard give up a lot of kill points. But in Josh's defense he played his Blood Angles correctly, as in he got into close combat as fast as he could, now BA in close combat are deadly and here, he was fighting guard, doesn't take much to figure out why Peter lost that one.

Also guard have little chance of winning a kp mission, I mean just his basic platoon which is 1 troop choice and easy to kill is worth 4 kill points. His basic command bare bones is worth 2 kill points, so in a kp mission he gives up way more then he should especially for how easy guardsmen are to kill.
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Fed




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PostSubject: Re: First Games   First Games EmptyTue Feb 17, 2009 6:34 pm

Guard have waaaaaaay too low BS if you ask me. Theres no real reason marines should have 4 and guard 3...

But hey, I play Orks, so I'm not complainin' hehe.
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spacewolflars

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PostSubject: Re: First Games   First Games EmptyTue Feb 17, 2009 10:40 pm

Jay and I played tonight and I ended up getting a win with 6 kp to 2 kp. Would've been more too if it weren't for his "AAAHH!! run to the corner tactic". I even, almost got to charge him a couple of times.

Seriously though, we all need to take up a collection to get Jay some dice that would roll something other than 1's & 2's. It would have been a lot closer if a few more of those str. 10 shots would have connected. I mean, really.

Good game, thanks Jay.

Lookin' forward to the next one.
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For Dorn!

For Dorn!


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PostSubject: Re: First Games   First Games EmptySat Feb 21, 2009 10:12 pm

Had my first league game today vs. Chris.

We played seize ground / dawn of war.

Was a good tough game, final score was 1 - 0 in favor of the fists.
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thedenver(admin)
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PostSubject: Re: First Games   First Games EmptySun Feb 22, 2009 2:37 am

nice. must have been hard
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Manichunter

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PostSubject: Re: First Games   First Games EmptySun Feb 22, 2009 7:40 pm

thedenver(admin) wrote:
nice. must have been hard

I got the money for you, will be there on thursday to play Fed.
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Zreggun

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PostSubject: Re: First Games   First Games EmptyTue Feb 24, 2009 12:17 pm

Posting this a little late but last week (Friday) Russel and I played our first league game together. We set up on the modular table with the Lustrian jungle terrain and I ended up placing that big Mayan temple right in the middle of the table. We ended up rolling Seize Ground (3 objs) with Spearhead (table quarter) deployment. One of the objectives was at the top of the temple and we each had one in our deployment zones. Russel rolled to go first and I failed to steal the initiative, so the game began.

Turn 1 -

Russel started off by move/running his 30 slugga boyz straight up the pyramid in the middle of the table while his Battlewagon of 'Ard Boyz went around it to the south (my POV). He left his shoota boyz on a raised piece of the terrain to the N of the temple and had his Grotz holding his home objective in the back. Including their pre-game scout turbo-boost, his Koptas were able to move around to my SW flank and opened up on my 'Ard Boyz (since the KFF Mek was with them). His lootas/SAG (which were hiding in the upper stories of a ruin on the far W side of the table) also opened up on the 'Ard Boyz. All in all I failed almost all of my cover/armour saves and ended up loosing half of the 'Ard Boyz in the 1st turn.

For my part of the turn I moved all of my units forward towards the temple (save the Nob Bikers which were in reserve) and switched the KFF Mek to the Shoota Boy squad, who managed to get a wound on the nearby Koptas in their shooting phase.


Turn 2 -

Russel continued to the move his slugga boyz over the top of the temple as his Battlewagon tank-shocked right into the middle of one of my slugga boy mobs. Unfortunately, his overshot the mark and ended up driving so far into the mob that there was no room for his 'Ard Boyz to disembark. Shocked The Deff Rolla also let him down as he rolled a one for the number of hits and a 1 to wound. His shoota boyz took down a few Orkz from my other slugga boy mob and then he WAAAGH'd to close the gap and assault my entire forward line including both 30-ork slugga boyz mobz and my remaining 10 'Ard Boyz. He forgot that since he had to roll difficult terrain to assault over the lip of the temple that his grenade-less slugga boyz would be fighting at I1. Regardless, I was only able to get a fraction of my own boyz into the fight and he only ended up loosing by 4 wounds (and was still fearless) so we piled in further and that was that.

In my turn I assaulted his Battlewagon with my nearby shoota boy mob and managed to stun it. My bikerz came in from reserve and got the jump on his Koptas, wiping them out and consolidated 6 inches right up next to the building where the Lootas were so that the bikez would be out of the LOS from them. The brawl on the Temple pushed further into my favor now that most all of my boyz could fight and I ended up wiping out the enemy Sluggas. One of my slugga mobz consolidated SW around the back of the stunned Battlewagon, effectively trapping the 'Ard boyz inside for another turn. My own 'Ard Boyz took shelter just below the southern lip of the Temple roof and the northern slugga mob consolidated forward towards Russel's shootas (but just outside of 12 inches Very Happy ).

Turn 3 -

Russel's Kopta reinforcements came in from reserve and opened up on my bikers along with his Tankbustaz. The Lootaz/SAG tried to clear out my slugga boyz from around the Battlewagon but Russel rolled double 2's and I got to place the template. I placed it over the Grotz at his home objective but it scattered away, luckily for him. The bikerz got hit with several missiles, two of which I placed on my warboss since he could Feel No Pain them. Regardless, I proceeded to roll 5 consecutive 1's and ended up putting two wounds on my warboss. Sad In Russel's assault phase my Shoota Boy nob managed to blow up the Battlewagon with his power klaw and enough of my boyz died in the blast for there to be enough room for his 'Ard boyz to safely disembark.

My bikers managed to move far enough to multi-assault the tankbustaz and the grotz while my shoota boyz and slugga boyz shot/assaulted the poor 'Ard Boyz that got out of the demolished Battlewagon. I WAAAGH'd my other slugga boy squad 6 inches (woot!) into Russel's shoota boyz to the far north. I ended up winning all three assaults by a large margin, leaving only the 2nd Kopta squadron and the Lootaz on the board for Russel's next turn.

By this point Tim told us to pack up so Russel, and I agreed that there was nothing left he could do to pull off a draw (since he had no scoring units left) and I ended up with the win.

Good job though, Russel! Total shame with the Battlewagon and 'Ard Boyz, though. They really got the short end of the stick. Sad
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Nick
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Nick


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PostSubject: Re: First Games   First Games EmptyTue Feb 24, 2009 2:08 pm

Sounds like you guys had a match where he could potentially have won with far superior shooting and mobility, but except for some of your armor saves everything went perfectly for you as far as Russell's movement mistakes, LOS, the shokk gun, etc.

IMO sounds like Russell should have just held back and shot you up while maneuvering for the perfect charge and to see where your bikers come in, and then hit your softened orks and nobz all at once in the last turn or two while sitting the gretchin back.
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For Dorn!

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PostSubject: Re: First Games   First Games EmptyTue Feb 24, 2009 2:09 pm

Nice write up. Wish I could have seen that game.
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Zreggun

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PostSubject: Re: First Games   First Games EmptyTue Feb 24, 2009 3:06 pm

Nick wrote:
IMO sounds like Russell should have just held back and shot you up while maneuvering for the perfect charge and to see where your bikers come in, and then hit your softened orks and nobz all at once in the last turn or two while sitting the gretchin back.

He could have, but we wouldn't have had time to finish a full 5-6 turn game because we started late due to a certain someone taking too long during their turns in an earlier game against Russel. Razz


Wink
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Nick
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PostSubject: Re: First Games   First Games EmptyTue Feb 24, 2009 3:25 pm

Well me being forced to rush probably cost me my game too so Russell and I were in the same boat in different games!
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Nick
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PostSubject: Re: First Games   First Games EmptyWed Feb 25, 2009 1:08 am

Ok I got to played a game versus Jay today that we finished even though we were rushed. Me having nothing on the board for several turns probably helped.


He played semi-mech Tau with tons of little units that didn't give a damn about kill points. I was praying for either dawn of war deployment or for kill points, but we ended up playing table quarters and bases. He also got the first turn and the quarter.


I kept my whole army in reserve since versus what he had I would probably lose almost every thing I had on the first turn of eating shooting. I had a short-range, footslogging army with few models and several lights vehicles...pretty much perfect eating for him.

I got a little screwed on the reserve rolls, with my footslogging 5 termies not coming on until the last turn of the game and my deep-striking ones coming in on the second. Got all 4 speeders in second turn but that 5-point upgrade for tau vehicles that give them a cover save outside 12 inches let him make his saves against my whole round of shooting. He termies didn't scatter but he killed 4/5 with 19 or so tau rapid firing due to his great rolling and my terrible rolling. This continued when his 7 man tau squad I charged killed my terminator when I rolled a 1 for the armor save.

Beside that not much happened. I roasted a Tau squad with a flamerthrow that made their moral check with 4 guys left and shot the speeder out of the air, and killed a hammerhead. He killed my ironclad near his objective when I failed all my cover saves. My reserve infantry were footslogging but couldn't make it to his objective in time.

Near my objective, all he had even within 2-3 feet were 4 crisis suits, one of which I quickly fried with my other ironclad. I brought enough stuff to his objective side of the board from reserve that he had to pull his whole army to stop me from coming in, while I had 2 squads of marines at my objective and out of LOS and he had nothing near it. I rolled a 1 on turn 5 and game ended in a draw, and would probably have even with 6 or 7 turns since I sacrificed most of my army to get his totally to the wrong place on the board.


Very happy to get a draw considering my situation and that my strategy from the start was to get either a small chance at a victory on his edge or default a draw.
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