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| Just A Regular Joe. Again ![]() ![]() ![]() Join Date: Jun 2007 Location: Butte, Montana
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Blog Entries: 10 | I have too little time to come up with fluff for this mess, but basically it is HOLD THE BRIDGES AT ALL COSTS! (baron can edit later )Battle Scenario: "On the Sereth Bridge I met a man..." The Bridges that span the River Sereth are the only stable and safe way for a force to cross the beguilingly temperamental waters. They must be secured and your forces have been given the onerous, yet necessary, task of eliminating any enemy presences in the area before the rest of the Army can advance to the next target. Objective: Your force must control BOTH Bridges and still be in possession of them when the Battle ends. To claim a Bridge you must have a scoring unit in the centre of the span with no enemy units present on the structure (scoring or otherwise). If both Bridge are not in a single force's control by the end of the last turn then Victory Points will determine the victor. Scenario Special Rules: River Sereth counts as Difficult Terrain at the best of times but every other turn an unknown phenomenon turns the placid water course into a raging torrent which counts as Dangerous Terrain for Infantry. "Victory is nigh!" Whilst on a Bridge units benefit (suffer?) from the USR for Stubborn in close combat as they see the objective within their grasp and are reluctant to let it slip so easily away. Shooting will affect them as normal. Infiltrate No Infiltrators may be placed on the opposite side of the River from where their force's deployment zone is situated- as crossing the River Sereth unnoticed is so difficult as to be impossible. Dawn The first turn is played using Night fighting rules as the initial blush of dawn is only just beginning to lighten the sky, and the men of the Imperial Guard are starting to stir from their encampment. Game Length: The game lasts for 8 Turns The Battlefield: 10 Foot By 10 Foot Board (3 Meter by 3 Meter) ![]() Votin Open until April 1st (April Fools!!!) ================================================== ======= The Forces Of Chaos: ================================================== ======= DRAGOON KING's BLACK LEGION Black Legion HQ Chaos Lord : Terminator Armour, Mark of Khorne, Bloodfeeder, Twin-linked Bolter - Mounted in Land Raider with Daemonic Possession Daemon Prince - Mark of Tzeentch, Wings, Wind of Chaos Elites 8 Chosen : 4 Plasma Guns, 1 Heavy Bolter 8 Terminators : 1 Heavy Flamer, 3 Combi-meltas Fast Attack 5 Raptors : 2 Meltaguns, Aspiring Champion with Plasma Pistol, Powerfist and Meltabombs 7 Chaos Bikers : Icon of Nurgle, 2 Flamers Heavy Support Predator : Twin-linked Lascannon, 2 Lascannons, Extra Armour Predator : Autocannon, 2 Heavy Bolters, Havoc Launcher,Extra Armour Troops 10 Bezerkers : 2 Plasma Pistols, Aspiring Champion with Power Weapon and Plasma Pistol - 285pts. Mounted in Rhino : Extra Armour 10 Bezerkers : 2 Plasma Pistols, Aspiring Champion with Power Weapon and Plasma Pistol - 285pts. Mounted in Rhino : Extra Armour STEVEBERENYI's NURGLE Retinue of TYPHUS HQ Typhus Chaos Termie Lord Daemon Weapon, Mark of Nurgle, Personal Icon Combi-Flamer Elite 10 Chaos Terminators Icon of Nurgle 2 Reaper Autocannons 10 Chaos Terminators Icon of Nurgle, 8 Twin Lightning Claws 2 Heavy Flamers TROOPS 10 Plague Marines 2 Melta Guns Rhino (Extra Armor) 10 Plague Marines 2 Melta Guns Rhino (Extra Armor) 10 Plague Marines 2 Flamers Rhino (Extra Armor) Fast Attack 3 Chaos Bikers Icon of Nurgle, 2 Meltas Heavy Support 3 Obliterators ================================================== ======= THE FORCES OF THE IMPERIUM ================================================== ======= Lynxrpken's Imperial Guard HQ heroic sinor officer bolt pistol macharian cross 4x gaurdsmen 1x heavy bolter master vox Fire support squad alpha 3x heavy bolters 6x lasguns Fire support squad bravo 3x auto cannon 6x lasgun Anti tank squad alpha 3x lascannon 6x lasgun ELITES storm trooper squad alpha 9 stormtroopers 1 vetran sgt 1 vox storm trooper squad bravo 9 stormtroopers 1 vetran sgt 1 vox TROOPS SECTION infantry platoon comand squad alpha jr officer marcarian cross 4xgaurdsmen 1x heavy bolter alpha squad 9 gurdsmen 1 sgt vox heavy bolter bravo squad 9 gurdsmen 1 sgt vox heavy bolter charlie squad 9 gurdsmen 1 sgt vox heavy bolter delta squad 9 gurdsmen 1 sgt vox heavy bolter infantry platoon #2 jr officer marcarian cross 4xgaurdsmen 1x heavy bolter foxtrot squad 9 gurdsmen 1 sgt 1 vox 1 auto cannon golf squad 9 gurdsmen 1 sgt 1 vox 1 auto cannon hotel squad 9 gurdsmen 1 sgt 1 vox 1 auto cannon india squad 9 gurdsmen 1 sgt 1 vox 1 auto cannon armoured fist squad alpha 9 gaurdsmen 1 sgt 1 heavy bolter 1 vox trandport chimera hull mounted heavy bolter turret mounted heavy bolter armoured fist squad bravo 9 gaurdsmen 1 sgt 1 heavy bolter 1 vox trandport chimera hull mounted heavy bolter turret mounted heavy bolter HEAVY SUPPORT heavy weapons platoon fire support squad charlie 3x heavy bolters 6x lasguns fire support squad delta 3x heavy bolters 6x lasguns fire support squad echo 3x heavy bolters 6x lasguns heavy weapons platoon bravo fire support squad foxtrot 3x heavy bolters 6x lasguns fire support squad golf 3x heavy bolters 6x lasguns fire support squad hotel 3x heavy bolters 6x lasguns heavy weapons platoon charlie anti tank squad charlie 3x lascannon 6x lasguns fire support squad india 3x autocannons 6x lasguns fire support squad juliet 3x autocannon 6x lasguns The Space Marine's of Baron Spikey Traits: (Fierce) Advantages- No Mercy, No Respite Take The Fight To Them Drawbacks- Eye to Eye HQ Master Terminator Armour Pair of Lightning Claws Adamantine Mantle Furious Charge =168 pts Reclusiarch(attached) Terminator Armour Storm Bolter Crozius Arcanum Rosarius Furious Charge Terminator Command Squad- 6 Terminators w/Furious Charge Terminator Armour 1x Power Weapon 5x Power Fists Storm Bolters ELITES Terminator Assault Squad Alpha- 5 Terminators w/Furious Charge Terminator Armour 4x Pair of Lightning Claws 1 Thunder Hammer & Storm Shield [Land Raider Extra Armor, Dozer Blade] Terminator Assault Squad Beta- 5 Terminators w/Furious Charge Terminator Armour 4x Pair of Lightning Claws 1x Thunder Hammer & Storm Shield [Land Raider Extra Armor, Dozer Blade] TROOPS Tactical Squad Alpha- 10 Marines w/Furious Charge Power Armour Bolt Pistol Close Combat Weapon Frag Grenades Tactical Squad Beta- 10 Marines w/Furious Charge Power Armour Bolt Pistol Close Combat Weapon Frag Grenades FAST ATTACK Assault Squad Alpha- 10 Marines w/Furious Charge (no jump packs) Power Armour Bolt Pistol Close Combat weapon Frag Grenades Assault Squad Beta- 10 Marines w/Furious Charge (no jump packs) Power Armour Bolt Pistol Close Combat weapon Frag Grenades HEAVY SUPPORT Land Raider Crusader (HQ Transport) Extra Armor, Dozer Blade ================================================== ======= Please Remember To Put Your Vote In A DIFFERENT COLOR!
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| | #3 (permalink) |
| Just A Regular Joe. Again ![]() ![]() ![]() Join Date: Jun 2007 Location: Butte, Montana
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Blog Entries: 10 | yes. but it does not count as dangerous terrain for them ever.
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| | #4 (permalink) |
| Govenor of Rynn's world ![]() ![]() ![]() Join Date: Jun 2007 Location: U-S-A!!U-S-A!!U-S-A!!U-S-A!!U-S-A!!
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| nice looking lists guys and what a great scenerio im thinking the mass of heavy weapons brought by the guard could fend off the chaos host as far as bridges IMHO no one will own both bridges so on to VPs i think the toughness of the nurgle and the brutality of the beserkers will give the chaos team the upper hand but them again those Terminator assault squad DS could cripple the other side at the right time this is a tough one to call so i voteCHAOS
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| | #5 (permalink) |
| Corporal ![]() | good senerio i'll have a battle stratagy up by the end of the night I can not do it now tomany variables for me to consiter while I am at work Iam confused on what this means Victory is nigh!" Whilst on a Bridge units benefit (suffer?) from the USR for Stubborn in close combat as they see the objective within their grasp and are reluctant to let it slip so easily away. Shooting will affect them as normal. Last edited by SteveBerenyi; 03-12-2008 at 02:15 PM. |
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| | #6 (permalink) |
| Just A Regular Joe. Again ![]() ![]() ![]() Join Date: Jun 2007 Location: Butte, Montana
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Blog Entries: 10 | while they are on the bridges they are stubborn in close combat. Stubborn is in the Rulebook.
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| | #7 (permalink) |
| The Munkey Master ![]() ![]() ![]() ![]() ![]() | Hummm well I'll have a look at the tactics when they post....I'll vote then... Its kinda too close/hard for me to imagine without them BUT THIS SENARIO KICKS BUTT!! |
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| | #8 (permalink) |
| Just A Regular Joe. Again ![]() ![]() ![]() Join Date: Jun 2007 Location: Butte, Montana
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Blog Entries: 10 | My Tactics: Turn 1 ZOOM OUT into the voluptous jungle as the night will give me freedom to move at the fastest possible speeds. Turn 2 will hopefully have almost everything in the trees i will be able to move through un hindered by shots. The Nurgle bikers racing ahead and hopefully summoning the termie squads to hold the bridges! Turns 4-8 Cause as much damage as is physically possible while (being nurgle) taking far fewer wounds than anyone else. My whole plan is to survive. and take as much out with me as possible. i am counting on my partner's Zerkers to charge headlong into the armies slaying most or the IG in HTH and tieing up some of the barons forces while my oblits bombard the armor of the baron and my termies cut down as many of his infantry as possible. The 30 Plague marines will hold the Bridge closest to the IG while the assualt termies will hold the Bridge closest to the baron. The Heavy support termies and Oblits will back up the assualt termies waiting for the SMs and MY Termie lords will be with the Assualt termies causing casualtys among the SMs
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| | #9 (permalink) |
| Adeptus Primarch ![]() ![]() ![]() | Turns 1-3: move everything towards the Bridge closest, not at full speed though, the Land Raiders will be moving at 6" and I'll try and keep the troops interspersed amongst them so they can use the Tanks bulk to shield themselves and also to provide protection from Infantry assault Turns 4-5: throw everything at Steve's forces in an attempt to punch through to the opposite shore line then continue on to the next Bridge. Turns 6-8: try to shield the IG from the majority of Steve's forces, potentially sending troops to impede Dragoon's forces (don't expect them to win, simply to stall) whilst the Guard continues to pummel the forces of Chaos with the numerous heavy weapons they have. With every single Infantry model having at least Strength and Initiative 5 on the charge it should help to counter-act the Nurgle troops higher toughness (also the HQ squad: re-roll hits, Master re-roll wounds all at Str.5, and is fearless).
__________________ Last edited by Baron Spikey; 03-12-2008 at 05:26 PM. |
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| | #10 (permalink) | |
| Corporal ![]() | ok here we go HSO and staff in additionto the fire support squads attached (alpha and bravo) will move and possition themselves just south of the hill east of the river to provide fire at the units emerging from the camp to the west this will also give them line of site with the bridge later in the battle. anti tank support alpha will move to a center possition between the two hills just outside of the deployment zone storm troopers alpha will procede west and park just south of the hill just west of the deployment zone while squad bravo moves south of the hill to the south and parks to provide defencive fire against northern moving threats. alpha squad will thus cover bravo and engage any enemie force that threatend them as well as providing cover fire for any units moving twards the bridge or threats moving north from it. entire IP alpha will move into a firing line possition north of the bridge as to provide fire against steves forces which should be approaching the bridge at this point. IP bravo will will assist in this task untill the bridge is clear as will both AFS's. once the bridge is clear this attack group (IP bravo and both AFS's will procede south and provide a simmilar line of fire for the southern bridge after turn 5 stormtrooper squad Alpha would also move into this possition and CC with threat tring to retake the northern bridge. all three heavy weapons platoons would move to deploy fire on targets on or near the northern bridge as with IP Bravo when the bridge bravo and charlie platoons would also deploy south of the northern bridge starting with charlie platoon with bravo staying put untill charlie gets into possition once it does bravo will follow droping one squad one the bridge (taking the northern bridge) while its remaining eliment moves sount east of the bridge just inside the forest to provide heavy support against anything that again may be comming northwhile at the same time after bravoand charlie and in possition alpha platoon would procede southwest to provide a line of fire against anything moving up from the south as well as maintaining a line of site with anything moving tward the bridge the command platoon would also move to this same possition should I loose the bridge I would retake it and park a AFS on it should my P not take the southern bridge the other AFS would take it parking one or both stormtroopers squads one north one south . this is all based on the assumption P is going to provide CC support for my units by engaging north and east as needed . THINGS TO KEEP IN MIND. my metals allow me to redeploy 4 squads up to 12 inches as needed this will be used to maximize the impact of the fire support squads containing the autocannons lascannons and heavy bolters as needed before the game. more to follow as the arguments progress Quote:
which He said is his plan
__________________ can the inquisition tell why kids love cinniman toast crunch? Last edited by SteveBerenyi; 03-13-2008 at 06:17 AM. | |
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| | #11 (permalink) |
| Captain ![]() ![]() Join Date: Jan 2007 Location: Maryland
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Blog Entries: 1 | I'm going to have to think on this one..........
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| | #12 (permalink) |
| Conscript ![]() Join Date: Mar 2008
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| I think both sides have a good chance but IG has more hard hitting weapons. Looking at his deployment and advancment stratagy, looks like he is going to use them a lot. pacing himself and moving in as the game pergresses. If he battal brother to the SW holds off the others they should take both. Also the number of weapons with ap 2 (lascannons) and 4 or better ( autocannons ) makes it hard to see him not taking out his points worth even if both bridges are not taken. points or objective I vote THE FORCES OF THE IMPERIUM Last edited by Baron Spikey; 03-12-2008 at 08:32 PM. Reason: you can edit your own posts by clicking the little edit button below this text |
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| | #13 (permalink) | ||
| Adeptus Arbites ![]() ![]() ![]() Join Date: Nov 2006 Location: Im not entirely sure. I think im stuck inside an alternate reality where im blue and the sky is me.
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Blog Entries: 1 | Hmm.... Hard one... Hard one.. Neither side will hold both bridges. That is definitely certain. However... my vote goes with Chaos More because I think the Termies, Zerkers & Plague Marines would 'cause ALOT of damage point-wise to the IG, and quite alot vs the SM (Though not as much.. as the SM Aren't carrying paintball guns and torches..) Very close battle for me though... Good luck!
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| | #14 (permalink) |
| Ramblin' Man ![]() ![]() | Just a few things- Lynx, you have to take command squads (like an infantry platoon does) for those Heavy Support support squads. 2, How many points are we playing here? By the way lynxrpken has 207 Men!! Thats gonna clog up any meat grinder, I don't think those berserkers are getting anywhere anytime soon, theres only two squads that can only charge 2 squads (and some raptors, and some other nasty things, but still), and theres like 20 squads in the IG side of things. I think the chaos player is better off assaulting the Marines. That being said, I think chaos might still do better... But I'm going with numerical superiority. I vote Imperium and not just because of the huge numbers, but because the marines can tie down the Chaos player by assaulting the units on the bridge. Chaos actually has less slashy death, its just better. The only problem for Spiky and Lynx is gonna be getting there, they only have a land raider and two chimeras for speed. But in an all out war, I think the Imperium will win.
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| | #16 (permalink) |
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Blog Entries: 1 | I thought long and hard about this one. I am going Chaos, the reason I dont think the IG have enough hard hitting weapons. I think with Predator support the Plgue Mrines and Zerkers will are going to be victorious, though I think there are to many termies in Steves. I dont like the Crusader in the Marines either, I think if you were using that you would want it on the bridge ASAP, that would pretty much secure it, moving it slowly isnt going to work as there are a lot of points tied into it. It's close and on another night I may have called it different, but CHAOS
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| | #17 (permalink) |
| Corporal ![]() | the chimeras are going to ignore the water (skimmers) and based on my deployment and subsequent stratagy I should have no problem stealing the bridge to the north once any center board threat is neutralised my two AFS if needed could take the southern bridge and have all the support they need with almost around 40 heavy weapons and a platoon in the center backing them up. numbers and heavy weapons where my stratagy making this list I have no good CC but we coordinated it so my P had all the CC we would need and I had all the fire power we need the two lists complement eachother perfectly |
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| | #18 (permalink) |
| Adeptus Primarch ![]() ![]() ![]() | I am tempted to send all 3 Land Raiders hurtling towards the Bridge and let the troops catch up and hold the Bridge whilst the Tanks move on- only trouble is that I dont know what Dragoon's plan is so I thought I'd best keep my army together so it can fight off anything that comes near. Don't want it getting taken apart piecemeal.
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| | #19 (permalink) |
| Lieutenant ![]() ![]() Join Date: Oct 2007 Location: UK
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Blog Entries: 1 | I dont dis count that, I went with my gut, IG numbers can easily be chopped down very quickly. I think you need heavier support IMO , if not to draw fire away from your troops if anything
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| | #20 (permalink) |
| Corporal ![]() | correct me if I am wrong but I count 51 heavy weapons 19 s 7 or higher 8 or 9 that are ap 2 or better 32 heavy bolters are hard hitting that alone is 96 s5 shots + the rest is between 108 and 128 shots per turn from a heavy weapon of some kind depending on what cant fire because it moved but even then they can shoot there lasguns which will not in theory do much untill you consiter im fielding almost 200 of - the ones which are also special weapons could be as many as 380 shots per turn from them by the way that is a very conservative extimate that is also the reason one unit or platoon is moving at a time the moving platoon is covered by the one that is unmoved
__________________ can the inquisition tell why kids love cinniman toast crunch? Last edited by lynxrpken; 03-13-2008 at 04:00 PM. |
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| | #21 (permalink) |
| Sergeant ![]() ![]() Join Date: Jan 2007 Location: pueblo, colorado (hell)
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| damnit, on one level i think that i should vote for the emperium do to all those fantastic heavy weapons and the fact that all the SM are very close combat oriented. but nurgle is here along with zerkers..............ummmm...........i'm gonna have to go with chaos i have to say that because if one or two of the zerker squads get into CC with IG you can write them off and with 8 turns they'll probably get there. also is there enough room in the deployment zone for all of Lynx's troops that is one of the questions that came to mind. all of his guns could be rendered usless if cover is utilized. and the arguement that str5 attacks and guns help against nurgle with there tgh5 is only the half truth, the feel no pain will be invaluable to the nurgle. sorry guys all chaos
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