tag:blogger.com,1999:blog-2668255476316917252.post1302544711094994950..comments2024-03-25T20:55:48.523+00:00Comments on Didcot Wargames Club: Battle Report 13- 1500 pts Dark Angels Ravenwing vs OrksMike (Didcot Wargames Club)http://www.blogger.com/profile/04136576868354842829noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-2668255476316917252.post-18775665642174684582015-07-27T15:57:23.314+01:002015-07-27T15:57:23.314+01:00Hi Seb, glad you like it.
As I said above, I thi...Hi Seb, glad you like it. <br /><br />As I said above, I think the failed charge of the Goraknaut in turn 2 was key and you were really unlucky not to get it. If you had got the Naut on the Relic I really don't think I would have been able to shift it. The only chance I would have had in combat would be the few meltabombs in each squad and the command squad (though their rending attacks would need a 6 to wound followed by a 5 or 6 to glance, so a tall order to try and get). Shooting might have helped me destroy it, but then I would not be able to Jink and would have lost a lot more models each turn. <br /><br />The Support squadron performed way better than I was expecting. Even with snap shots, they could still do a lot of damage. The Jink saves for the Ravenwing are insane. No matter what you threw at the command squad, they just would not die. Your best hope was in combat with all the power claws, something you tried to do, but I was fortunate to be able to stop them on overwatch. <br /><br />I think if you took the first turn, it would have been a very different battle, I was quite surprised when you gave it to me. What was your reasoning behind that? Was it to have the last game turn to try and grab the Relic?<br /><br />Your plan was sound, it was just the dice that let you down in that battle. Mike (Didcot Wargames Club)https://www.blogger.com/profile/04136576868354842829noreply@blogger.comtag:blogger.com,1999:blog-2668255476316917252.post-16219991112892167202015-07-27T14:26:30.484+01:002015-07-27T14:26:30.484+01:00Hi Michael,
First of all thanks very much for thi...Hi Michael,<br /><br />First of all thanks very much for this great Batrep! I really enjoyed reading it and especially playing against such a fair opponent like you. It was nice to recapitulate the game but this time from a different perspective.<br /><br />Basically, my strategy was to get into the centre as fast as possible and block access to the relic. Then retreat into as much cover I could find behind the ruins. After having had a really good turn 1 by wiping out your grav weaponry-squad and your Librarian, without great losses myself, I got a bit too self-confident. Problem was, I thought that your shooting wouldn't be a great risk but I totally underestimated your Ravenwing Support Squadron. I also got more and more aware that your jink saves were negating almost all my shooting.<br />It took me one turn too long to realise that I should have sacrificed my shooting for running in order to get into close combat - since that was your weak spot. At the point when you got hold on the relic I saw my chances melting away .. haha!<br /><br />I hope to have a rematch at one point (maybe this time with my Green Tide, Ork Bikers, or my new Khorne Army)!<br /><br />Best, SebAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-2668255476316917252.post-20050370396888533502015-07-25T08:18:49.911+01:002015-07-25T08:18:49.911+01:00Well, I wouldn't do that in all situations. Bu...Well, I wouldn't do that in all situations. But playing against Dark Eldar with two Units of Reavers, commanded by a good general, in the finals, yeah, I'm gonna pull out all the stops, because he would have pulled basically the same thing if I'd let him.<br /><br />In the end, what really won it for me was the fact that I had ObSec and he didn't, but I wouldn't have been able to get my Culties into that position without dropping the Relic back 8" on Turn 1.<br /><br />And yeah, the Rules for the Relic are kind of sketchy. I've seen a number of TOs edit that one to prohibit Turbo-Boosting, Flat Out moves, or Jetbike/Jetpack Assault Phase Moves while carrying the Relic.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2668255476316917252.post-9623354815460736252015-07-24T09:51:54.053+01:002015-07-24T09:51:54.053+01:00I guess I am just too nice to my opponent, I read ...I guess I am just too nice to my opponent, I read that you could not run with the Relic and assumed this applied to turboboosting as well. <br /><br />That's some sneaky tricks for moving the Relic, I'm glad I haven't come up against you in a tournament, would need to be on top form that day!Mike (Didcot Wargames Club)https://www.blogger.com/profile/04136576868354842829noreply@blogger.comtag:blogger.com,1999:blog-2668255476316917252.post-69631998401512266432015-07-24T04:26:31.573+01:002015-07-24T04:26:31.573+01:00Yeah, that was a very well-played turnaround on a ...Yeah, that was a very well-played turnaround on a bad matchup.<br /><br />Also, a couple of specific tricks on the Relic:<br />- The first one's really risky in a situation like this if you get Seized on, but with a 12" Scout Redeployment, you can actually start the Game on the Relic. You still don't pick it up until the end of the first Movement Phase, but that's where the next two tricks come in.<br />- You can't Run with the Relic, but other forms of Movement are fine, so long as the Model carrying it doesn't move more than 6" in any one Phase. Specifically, in this case, you can Turbo-Boost with it, as long as the Model holding the Relic doesn't move more than 6" in that Phase.<br />- Also remember the options to pass the Relic and drop it. Bikes are fantastic for this with their long Bases. One dude Scouts up onto it. At the end of the Movement Phase, he passes it back to the Biker in BtB behind him, who then drops it an inch behind him. Bam, like 7" of shift in the position of the Relic without the Models carrying it moving at all. I won a Tournament a couple of months ago with my Daemonkin by pulling that move off with some Flesh Hounds and a MaulerFiend.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2668255476316917252.post-24320521338900647092015-07-23T16:38:37.989+01:002015-07-23T16:38:37.989+01:00Thanks, I didn't realise that only the weapons...Thanks, I didn't realise that only the weapons that fired could not fire next turn. Will remember that for the future. <br /><br />I'm glad it worked out so well. I was seriously worried when I saw the dread mob as I did not think I had much in the way of anti-walker firepower on the table, but the plasma talons and assault cannons did the job in the end. Mike (Didcot Wargames Club)https://www.blogger.com/profile/04136576868354842829noreply@blogger.comtag:blogger.com,1999:blog-2668255476316917252.post-84403516016787157992015-07-23T16:15:55.572+01:002015-07-23T16:15:55.572+01:00Nice to see the boys in black getting the job done...Nice to see the boys in black getting the job done!<br /><br />I would note that you probably should have Intercepted the Dakkajet with the Support Squadron's Heavy Bolters. Interceptor only limits next Turn's fire with the specific Weapons that were fired during the Opponent's Movement Phase, so you still would have had all the Assault Cannon available to go after the Morkanaut.Anonymousnoreply@blogger.com