Showing posts with label Gt7Tournament. Show all posts
Showing posts with label Gt7Tournament. Show all posts

Monday, June 12, 2017

Battle Report: Salamanders vs. Alpha Legion (1500 pts)

In the Goodbye to 7th Edition Tournament, the first battle was a brutal 30k face off between the Salamanders Legion and the Alpha Legion. Whichever way it would go, the Emperor was sure to win. Or at least that's what we both thought when the game began (!)

Alpha Legion List: 
HQs: Autilon Skorr (Pride of the Legion Rite of War), Master of Signals
Elites: Contemptor Mortis Dreadnought (Kheres)
Troops: Assault Squad (plasma pitols, serg with thunder hammer); Terminator Squad (Axes, plasma blaster, thunder hammer); Veteran Squad (two melta guns)
Fast Attack: Storm Eagle (las cannons)
Heavy Support: Heavy support squad (missile launchers)

Salamanders List:
HQs: Praetor (thunder hammer, halo, combi-melta; Covenant of Fire Rite of War); Master of Signals
Elites: Contemptor Dreadnought (multi melta); Contemptor Mortis (Kheres); Dreadnought Talon (2x Multi Melta and one with 2 CCWs)
Troops: 2x Tactical squads (serg with power sword)
Heavy Support: Heavy support squad (volkite culverins)

I will freely admit that out of all of the lists taking part in the tournament, this was the one that I feared the most. No less than 5 dreadnoughts combined with the Covenant of Fire rite of war in the Salamanders legion is very strong. Those heavy flamers in the hands of the dreadnoughts are to be feared, and those melta weapons were always going to be deadly.

However, the battle was to be fought over a pair of objectives -- one in each of our deployment zones. I figured that my approach here was to almost entirely ignore the dreadnoughts and instead take out the troops. That way, without any objective secured units, I could potentially still win. If I could figure out a way to stay alive.

Of course, one thing that the Alpha Legion has going for it is the mutable tactics. Hence, I decided to select Tank Hunters. Combined with the Master of Ambush warlord trait, I can still infiltrate three units -- and this is exactly what I ended up doing.

The Salamanders deployment was pretty much a straight line as pictured below.


This provided the first opportunity for me really. I would infiltrate my assault squad and try to eliminate one of the troops squads (top right) whilst using the master of signals to take out the heavy support (bottom centre on the crates). I would then shoot the remaining squad (not shown, but located further down and left). 

This plan actually worked very well. By the middle turns, I was engaged deeply in close combat. However, despite my initial alpha strike (pun semi-intended), the dreadnoughts in close combat really slew my troops very quickly. However, with the good fortune to have the first turn, coupled with my Storm Eagle coming on very early in the game from reserves, the tide slightly pivoted in my direction. 


As my units got stuck in, losses on both sides mounted up quickly. With dreadnoughts in close combat, all of my assault squad got wiped out, and most of my veterans too. The Storm Eagle brought in the terminators to the fight and eventually, I managed to seize control of the objective on the opposite board edge. The enemy master of signals started to wipe out my missile launchers, but not before they accounted for a couple of dreadnoughts. Meanwhile my mortis managed to wreck a few of the enemy. With only a few marines left and my contemptor, I had secured one objective and was pinging away at the remaining enemy dreadnought. 

As turn 5 rolled around, the game was almost mine -- just one dreadnought remained to be killed. But rather than yield the massacre to me, this dreadnought went on the run behind cover to ping my storm eagle from the sky. 

The game ended here. I had one objective, lots of dead things (basically only my mortis and a few marines left) and the Salamanders had one hiding dreadnought. The game was won. But only narrowly and at a very steep cost. 



Saturday, June 10, 2017

Goodbye to 7th Tournament: Boards

Friday saw a "Goodbye to 7th" tournament. I was playing my 30k Alpha Legion force, and I'll detail the battles in full reports later on. But for now, I wanted to show the tables that we were playing on and fighting over. Each was themed and some had a few special rules (e.g., difficult terrain in the water and nearby to deathworld scenery; fires that provide cover, but a certain distance must be maintained away from). The scenery is a mixture of Games Workshop, MDF terrain from CNC miniature scenery and TTcombat, plus various homemade items and other items. 


World: 1417-402.  Cognomens: Isha’s Necklace.
Classed as a death world by the forces of the Sons of Horus, 1417-402 has a single redeeming feature – a very large ocean teeming with moderately benign life. In comparison, its archipelagos are covered with all manner of flora and fauna widely to be considered immiscible to human colonization. Control of this world and its oceans could provide a food supply for planets many sectors removed. 




World: Ravishol.  Cognomens: None.
Ravishol is part of the 500 worlds in the realm of Ultramar and comes under the direct purview of the Ultramarines. After the Betrayal at Calth, the planet came under attack from unknown forces, although reports variously suggest World Eaters, Blackshields and Knights-Errant for a similarly wide variety of reasons. Ten thousand years later, Nurgle looks to attempt to gain a foothold here too. Sent here to investigate, any would-be attacker would have to contend with the corpses of the cities that litter its surface.


World: 53.417.  Cognomen: Altruism.
Discovered by an Iron Hands fleet during the Great Crusade, the world of Altruism was marked early on as a good prospect for colonization. Although at the hot end of ideal temperatures for unenhanced humans, the colonists readily took to the world and founded a settlement. It was not long thereafter that deep deposits of valuable minerals and fuel were discovered. Altruism thrived and is a prosperous, yet minimally inhabited world making it an easy target for all warlords.



World: Angstrom’s Rest. Cognomens: 1772-2.  (Imperial Fists).
A small contingent of Imperial Fists secured this world against the large predators that had plagued the small human population locked here since the night of the Age of Darkness. Cut off by warp storms themselves, the Fists established a temporary operation on the surface of the planet for the purposes of refuelling their orbital cruisers



World: Tancredi. Cognomen: 15-220.
All Forge Worlds are important to the Mechanicum and offer significant resources to would be conqueres. The world of Tancredi is no exception. Sitting at a pressure point between segmenta, Tancredi was ever on the list of targets for the enemy, and for worlds to be protected by the Imperium due to its vast shipyards. Tancredi finds itself at a nexus in both time and space.


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