Tuesday, August 30, 2011

'Ard Boys : Chambers' game 2

by: Chambers


Hard Boys 2011 Game Two: the Green Tide Boogaloo

His List:

HQ: Ghazghkull Thraka (1#, 225 pts)
HQ: Big Mek (1#, 85 pts)
            Kustom Force Field

Elite: Kommandos (10#, 175 pts)
            9 Kommandos and Boss Snikrot

Troops: Boyz (28#, 213 pts)
            27 Boyz ; Big Shoota x2;
            Boyz Nob ; Power Klaw
Troops: Boyz (28#, 213 pts)
            27 Boyz ; Big Shoota x2;
            Boyz Nob ; Power Klaw
Troops: Boyz (28#, 213 pts)
            27 Boyz ; Big Shoota x2;
            Boyz Nob ; Power Klaw
Troops: Boyz (28#, 213 pts)
            27 Boyz ; Big Shoota x2;
            Boyz Nob ; Power Klaw
Troops: Boyz (28#, 213 pts)
            27 Boyz ; Big Shoota x2;
            Boyz Nob ; Power Klaw
Troops: Boyz (28#, 213 pts)
            27 Boyz ; Big Shoota x2;
            Boyz Nob ; Power Klaw

Fast Attack: Deffkoptas (5#, 250 pts)
            5 Deffkoptas w/Twin Linked Rokkit Launcha x2; Bigbomm x2; Buzzsaw x1
Fast Attack: Deffkoptas (4#, 215 pts)
            4 Deffkoptas w/Twin Linked Rokkit Launcha x2; Bigbomm x2; Buzzsaw x1

Heavy Support: Killer Kans (3#, 150 pts)
            3 Killer Kans w/ Rokkit Launcha x3
Heavy Support: Killer Kans (3#, 120 pts)
            3 Killer Kans  w/ Big Shoota x1; Skorcha x2

Total Roster Cost: 2498

This was the opponent that I did not want to face, I have been struggling against hoards in the weekly games (read getting creamed by) and I have never faced off against a true green tide before.  The saving grace for me was that much of his extra mobility and typical tactics were quashed by the lack of special rules allowed in this scenario.  Turns out that he had never fought against Blood Angles in this edition so he was just as uncertain of this match up as I was.

Deployment and Early Game.
He win the roll for side and starts to deploy is army out of plastic bags.  Each squad was separated in it's own plastic bag in order to speed up deployment.  In the end he holds back three boy squads, both deffkopta squads, and snikrot.  I deploy everything except one assault squad who would go after the 2 point objective closest to my side.  I fail to seize and he advances forward.  I push every thing forward and grab his all rocket squad of kans with my terminator squad.  I then proceed to not only create a choke point so that at most one squad can get to my lines at a time but I also choke at destroying the kans.  My shooting while above average can only do so much to that many bodies, nothing appreciable will come out of any of the shooting phases this game. 


Mid to Late Game
Round two he gets two of his boy squads, snikrot and calls Gazie's Waaagh.  I will admit I was caught off guard by how much distance he was able to cover on that turn.  He catches both of my razorbacks and both of my vindicators along with my command squad which was in combat with one remaining kan.  Once again being fast saves my bacon, because I had moved over six inches in the previous turn he need sixes to hit all of my vehicles.  This lead to a bucket load of dice being thrown and only getting weapon destroyed results on my tanks.  In the combat with my I shifted all of my attacks to the boyz in the attempt to skew the combat resolution more heavily in my favor.  This is also where my priest paid off the feel no pain rolls allowed me not only survive his initial assault but were able to keep all but one terminator alive.  I respond on my turn by assaulting with everything that I have on the two 2 point objectives, for those keeping track at home I got in all of my reserves which turned out to be clutch as we would not see anything past third turn. 

Round three has all of the rest of his reserves arrive and he puts as much pressure as he can on the two point objective on his side in an attempt to minimize his loss.  At this point his boyz squad is hovering just above the fearless count.  A 15 minute warning is called at which point one of the on lookers decides that this would be a great time to kabitz and start asking questions.  We both ignore and start to talk over him eventually I think that some one else clued him in that we might not want him discussing our game with us as we frantically tried to finish the game turn.  At my opponents suggestion we skip the two combats in the middle of the board seeing as no matter what happens the center objective would end up contested.  On the 2 point objective closet to me he makes me roll to kill his models that were contesting the objective but leaves the dead in place to pass the turn to me.  With less than ten minutes remaining I move on top of the close 2 point objective using the push method and dump out my second assault marine squad next to the far 2 point objective.  Quick measurements show that I can pull of a multi charge and get every one with in range of a priest.  At this point my only hope is to bring the boyz squad to less than half and force moral checks to make them run.  I win a frantic combat by eight and my opponent needs to roll snake eyes on one of two squads to stay and contest the objective otherwise I would squeak into another major win.  Short story is that he didn't get the roll he needed. 

Note:
While we barley made it to the end of the third turn at no point did I feel like the guy across from me was slow playing.  He never deployed or moved his models with the 2 inch coherency that he is allowed.  Rather he would measure the front row and then quickly move the models behind in to fill the gaps.  He ran during the movement phase (with my permission) and when time was getting short it was he that suggested we skip non-essential combats and literally pushed piles of models to where they would finish the game.   Played in tournaments in fact last year at the second round I had an opponent try to stretch his last turn out to deny mine.  In this case my opponent did everything that he could to make sure that I got as many rounds as he did. 


End Result:
Major Victory for me

The MVP:
Sang Priests, I made a bucket load of 4+ fnp saves and rolled more than a few threes to wound on the charge.  The  two priest swung what would have at best been a draw into a major win for me.

The Goat:
The Vanguard Vets again, I could have tied up two Killa Kans with much fewer points, silly me for thinking that the assault vets with two power fists and a thunder hammer could take down two kans in three combats. 

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