Friday, 27 April 2012

I actually won a game!!

...Although I got the feeling a couple of times that my opponent, was letting me off a bit lightly (and he even helped me with my tactics at times) :-)

Thought Id do a brief review of how the units performed :

HQ: Forgefather Vulkan He'stan (1#, 190 pts)

I didnt really get a lot of chance to use his special rules as pretty much all my meltas and flamers got wiped out or immobilised very early in the game. He was attached to the squad of Terminators and performed okay in combat but then was killed via an instant death shot due to not having the Eternal Warrior ability. I'll definitely have to try this guy out again as i know that given the right circumstances the melta/flamer thing can work out very well but overall for this performance he's going to have to get a 5/10

Troops: Scout Squad (6#, 148 pts)

All but one were wiped out very early on. In their defence they were being shot out by three different tanks. Overall though Ive tried this unit quite a few times and not been overly impressed so its another 5/10

Troops: Tactical Squad (11#, 240 pts)

Split into combat squads and pretty much wiped out early on. The Sergeant and melta did survive though and despite not killing much they hung around until the end and were claiming an objective. 6/10

Troops: Tactical Squad (11#, 225 pts)

One of the combat squads was still pretty much intact and also claiming an objective at the end. Limited offensive output though. 6/10

Fast Attack: Land Speeder Squadron (2#, 140 pts)

Proved to be very fragile against IG heavy weapons, not entirely surprising I suppose but it would have been nice if they had at least go within Melta/Flamer range. The surprising result of being immobilised mid-table was that they provided some nice cover for units behind them and they had at least caused a few wounds on some of the heavy weapons platforms. 6/10

Elite: Terminator Assault Squad (7#, 490 pts)

It took a while for the Terminators to get into the game due to the Land Raider being immobilised before it had even moved. Once they got within striking distance though they mashed through a couple of squads and absorbed quite a bit of heavy weapons fire afterwards. One remaining terminator at the end was contesting an objective, if the game had gone into another turn though he was about to get smashed to pieces. 9/10

Fast Attack: Assault Squad (11#, 245 pts)

Like the termies they suffered from having their transport crippled early in the game, again though once they got into striking distance they were pretty effective. I certainly wouldnt take them in every game but against IG they were excellent, despite some very unlucky dice rolls (lots of 1s) meaning that they got stuck trying to smash up a vehicle for several turns. 8/10

Fast Attack: Space Marine Bike Squad (3#, 120 pts)

Wiped out before doing anything useful at all, probably my fault for poor tactics though as i thought that going flat out and getting a 4+ cover save would stop them getting  killed too early on. In this case, that was not a good idea. 6/10


After having pretty much every single vehicle destroyed or immobilised before Id even fired a shot I was able to re-group fairly well. Connor was a great opponent to play against though and I suspect if I had been a more seasoned player he would have tried a lot harder to wipe out one or two squads. Im playing against him next week as well, Orks this time, and Ive got a feeling that he may not be quite so nice to my marines and that the result might turn out a bit differently :-) I definitely owe him a big thanks for helping me out a lot as we went along and for being a really fun bloke to play against.

No comments:

Post a Comment