Turn 1: Infantry Squad Seizes Statue Objective |
Turn 2: Valkryies arrive, Marbo arrives and misses with Demo Charge |
Turn 3: Platoon Command Squad deploys via grav-chute insertion; fails to kill any traitors with Heavy Flamer & Flamer. |
Turn 3: Forces converge on the central objective. |
Turn 3: Epic Battle between Marbo and Sorcerer continues. Marbo won and then got wiped out by Terminators. |
Turn 4: Marbo gets wiped out by Terminators :) |
Turn 6: Last Charge of Col. Straken |
Impressions of 6th Edition:
-Massed Psykers are a credible defense against Flyers. I lost all three during the battle. I did put two of them in Hover mode in order to deliver mass firepower on to the Terminator squads, which did the pilots no favors. Also, I forgot to take Deny the Witch rolls when my Vendettas were targeted.
-It took over three hours to play a 1500 point game :/. Of course, we were looking up rules frequently.
-Move & Shoot games are so much more fun than any previous edition of 40k: Rapid Fire, Overwatch, and Snapshot make the game so much better.
Overall Tactics:
-I should have kept my infantry all on foot, instead of keeping 25 of them in reserve aboard the Vendettas. One Vendetta got taken out before the troops had a chance to deploy, the Platoon Command Squad miffed their one chance at glory by failing to kill a small Thousand Son squad, leaving only one Infantry Squad to hold the central objective.
-Vendettas should NEVER get placed into Hover Mode. They will die. /endstorybro
That sounds like it was a great battle! And the terrain looks nice too. Glad to hear you say that about the psykers as well since I just invested in a squad of them - and I'm also glad to see that it's not just my flamers that can never kill anything!
ReplyDeleteYeah it was a great start to 6th Ed. Terrain was all airbrushed by GMM studios, so you KNOW its good.
DeleteAlso, FYI, I've changed my blog URL to http://ig4tw.blogspot.com/
Thanks for sharing the report. Nice armies, great table!
ReplyDelete