Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

April 14, 2011

Video Battle Report #1 - IG vs DE @ 1500 pts



We've thrown around a few ideas and settled on trying a quick video report. I'd like to encourage everyone to let us know what you think about the game, strategy, video format, etc. We are both pretty new to doing anything like this so bear with us.

One thing we both noticed is how crazy 20/20 hindsight is when you can really pick apart what you did. We learned a lot more from this game and the one we recorded yesterday than we would have if it was only memory serving us. Youtube channel here


Here's the IG list I used:

210 Colonel Straken, Medic, 2x Bodyguard, Krak Grenades, Las Pistols

115 Veteran Squad w/Powerfist, 2x Grenade Launcher, 1x Flamer

105 Veteran Squad w/Powerfist, 2x Grenade Launcher, 1x Flamer
65 Chimera w/Hull Heavy Flamer & Dozer Blade

105 Veteran Squad w/Powerfist, 2x Grenade Launcher, 1x Flamer
65 Chimera w/Hull Heavy Flamer & Dozer Blade

115 Veteran Squad w/Powerfist, 3x Melta Gun
55 Chimera w/Hull Heavy Flamer

150 Hellhound w/Extra Armour & Smoke Launchers

140 Valkyrie w/Multiple Rocket Pods & Sponson Heavy Bolters

160 Manticore

215 Leman Russ Vanquisher w/Pask & Hull Lascannon

1500


Here's the DE list:

The Baroness IE: Baron Systhonyx.

8 Hellions

10 Warriors
Splinter Cannon
Blaster
Raider
Flicker Field
Night Shield--195 Pts.
(2 Units)

10 Wyches
1 w/Shard-net
Heckatrix
Phantom Grenade launcher
Hay Wire Grenades
Raider
Night Shields
Flicker Field

Ravager
Night shields
Flicker Fields
(2 Units)
6 Jet Bikes

2 w/ Heat Lances

3-Trueborn w/ Blasters
Raider
Night Shield
Flicker Field

5 Mandrakes

1495

March 03, 2011

Random Wargame Pics.












I'm not going to bore you with a detailed recount of my latest defeat. The pictures kinda tell the story all by themselves. The smart thing to do...

1.Would have been to use the building to my right to cut off one the major firing lanes.

2.Instead of jetting off to no where with the bikes, I should have used them as my cover shield to gain advantage of the mid-field. I would have still suffered the some loses, but everything would have been concentrated on my turn 3 to break the damn Chimera wall.

3. Dark Lances are never to be counted on. It's just dice ,but the Ravagers definitely underperformed this game. I rolled up like 15 or more shots between the two gunships and only destroyed one tank.

4. Remember your War-gear. I never rolled up my combat drugs, completely forgot about the bikes extra assault move, then forgot my Hami's have Acid guns, and I also forgot roll Flicker Fields for two of my Raiders during the game. Simple mistakes that all add up to same result.  


Well, that sums up my learning points from this game. There is always next time....

September 07, 2010

Mordheim Rebuilt: 20 The last test game.

I thought we might get a chance to start up the campaign over the weekend, but Mr. Ilg didn't work on his Pirate Warband. So, once again, the Rozenritter had to face off against the deadly Shadow Warriors. I have refrained from posting up any of the previous games because...

1.We were still learning the relearning rules
2. I've gotten my ass kicked in every single game.



The very first game we played. My leader, along with two other henchmen were killed off and I've never really recovered. The history of our test games is littered with the bodies of many brave, but dead warriors. The only lose suffered by the Shadow Warriors was a clumsy Elf, who broke his neck falling off a building.

This was our 6th game, the last game was my best so far, (I still lost) with few of my heroes gaining skills, and my Marksmen gaining an increase to their Ballistic skill. The stage was set for a old fashion skirmish and revenge....

Schenkopp and his Rozenritters take the field as single group.


The lethal Shadow warriors split into teams before advancing on the city. 

 Elf-bear-pig leads the way.

The keen sighted archers take to the ground.

The Rozenritters stick close to the buildings wary of bow-fire. 

While on the flanks, the Marksmen take up firing positions.

The Elves waste no time and advance in full force. What shots the group could see missed and Rozenritters escaped unharmed.

Meanwhile, on the opposite flank the Marksmen exchange fire with the Elven leader and his cronies. In the end, it leaves one of my warriors stunned and knocked down off the bridge.

Elf-bear-pig and his kin continue to close the distance.



The rozenritters take up a defensive formation and ready themselves against the charge.

The calm before the storm.

In a crazy turn of events, the Marksmen blasts the Elf leader into the ground.

The skirmish becomes a grand melee. The elves decimate the battle line, but fail to take any of my warriors out of action. 

The Elven Mage quickly takes down poor Brittenfeild.

Chaos in the streets.

The rampaging mage is brought low by a Crossbow bolt.

The Rozenritter counter-charge only to meet heavy resistance. Schenkopp and Elf-bear-pig do battle, after a few rounds of combat, the mighty Elf is taken down by the mercenary leader.

Despite, winning most of the combats, the losses for the Shadow Warriors were beginning to mount up. As the humans showed now signs of mercy.


After such Heavy casualties, the Shadow Warriors lost the nerve to fight and flee into the city. Leaving the human mercenaries to celebrate their first victory.

After the battle, all my warriors recovered and made off with a decent haul for this adventure into the city of the dammed. Unfortunately, for the Shadow Elves, some wounds proved to be fatal. The leader of the group was killed, along with a couple of henchmen. With most of the Heroes out of action, the exploration phase was poor to say the least. That brings our test games to close and the real campaign ever closer.

January 03, 2010

Ambush on Ice-9. A Battle Report


We have not played a big game in a long time. The last few games against Mr. Watson were smaller affairs for the sakes of time constraints. This time around, we had a little more time to kill, so why not? For this match up, I took 2,000 points of my Orks VRS. Imperial Guard. It would be the first time for me to see that many guns in action.

I won the 1st turn and set up very aggressively. If it took longer then a round or two to get into combat the Orks were cooked. After it was all said and done, what was a pitched battle, looked like a very carefully trap, and my army running right into it.





Everything in the Green tide moved up, but the large mob of Shoota boys, and the Loota's. My Flying jet-bikes manage to get the jump on the pair of transports. Followed by the Mega Nobz, and Truck boys on the wide flank. My Nob Bikers ran away from the steel wall of Russ tanks, and the Storm boys set after the evil Hell Hound.


The Ogryns moved forward to intercept the speeding bikes and the rest of the Imperial Guard made the necessary adjustments to open up targeting lanes. I don't remember much of the that shooting phase. I'm still under shell shock form the number of template and endless las-gun fire.


The Storm boys got flamed by the Hell hound. My Shoota mob suffered under sniper fire and mortar shells. The pair of Kopters were shown off the board by Multi lasers from the Chimeras. My bit of luck was the plasma toting storm-trooper hiding in the building missed my Dread.


I had to get into combat fast, or the next round of fire would end the game for sure. War-Boss and company ran to meet the ab-humans, with the Dread chasing after them. The Trucks on the flanks engaged troublesome transports. The mad charge by storm boys came to an end when they crashed into the flame tank. The sheer mass of the mob also made contact with a nearby Sentinel.


My Mega Nobz cracked opened the lead Chimera, spilling out the unit inside. Not be shown up the Truck Boyz trashed the lone walker. My bit of bad luck for the turn showed up as the Storm Boys only tore off the weapon the walker. The Nob in the unit missed every attack on the flame tank. Both units of Loota's did nothing, and things were starting to look bleak. The War boss and the Dread did the job a little too good. The Ogyrns quickly disappeared in a fury of Choppas. This left both units out in the open for counter fire.


I don't have very many pictures towards the mid game. I was too busy scraping my army off the board from the Maelstrom of templates that followed. The free Chimera busted out of the death trap surrounding it, and headed right for my deployment zone.

The Hell Hound left the Sentinel to the storm boys. As the close by penal legion attempted to save the damaged walker.

The storm battered my biker Nobz into nothingness. Leaving only the War-Boss and pair of wounded cronies. In the near ruins, the Storm troopers finally figured out the "on" button, and zapped the dread into slag. The Loota's were burnt to ashes. While the large boys mob took a beating again from the mortars, and the damn Rats hiding far away.

The exposed Veterans ran to claim revenge the fallen walker,charging and pommeling the Truck Boys.
At this point I'm just going to finish out with how my Mega-Knobs managed to sprint across the table and make the game interesting. The Rest of the army was falling part as War boss met his end at the hands of the Lord Commissar leading the army. The great green hope showed the guard the business end of their Kustom Schorcas and blasted the escaping Veteran squad.



For once the Guard were out of position and only I lost one to the next round of counter fire.The dice were kind, as they tore after the mortar team giving my boys grief all game. With a Waaggh! and some Power Klaws, the Nobs put a end to guns. The bonus movement was big, and brought them ever closer to his objective. This time they were more exposed, taking heavy loses, in return for the gain in ground. Once more the Commissar Lord rose up with the defenders to fight the Megas off in the final turn before time ran out. In the last round the Chimera and running Penal Legion secured my side of the board.

It was a solid game. The Boys were in it till the very end, but it was painfully clear that might of the Guard had won the day. If I had to play it over again? All I had to do was put the large infantry mob in reserve. Instead of letting them get beat up the whole time. That would have at least put up a speed bump on my objective at the end. Such a little thing, so very simple, could have change to whole ending of the game, or at least got me the Draw. Ah... well there is always next time!

Thanks goes out to Mr. Z. for lett'n me babysit his Ice table.