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Old 01-25-2008   #1 (permalink)
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Default Baron Spikey VS Dan 296 FINISHED - DRAW!

Type of Battle: Cleanse
Special Rules: Night Fighting, Infiltrate, Deep Strike, Variable Turn Limit, Victory Points

Pts Value: 2500

The Battlefield: Urban Setting
LT Gray is crater filled and ash waste setting
Dk Gray are roads
Black is the 1st Floor of Buildings
Yellow is 2nd Floor of buildings
Red is 3rd floor of buildings

ALL BUILDINGS BLOCK Line of Sight except from higher floors.




Battle will be open to voting until 2-11-08

Please be sure to include your reasoning for your choice and put your choice in a DIFFERENT COLOR TEXT!

Baron Spikey's Salamander Army

Salamanders Space Marines 2500pt Force

Traits
Advantages:
Cleanse & Purify
Never Despair

Disadvantage:
Eye to Eye

HQ
Master of Sanctity Monasti
Crozius Arcanum, Storm Bolter, Rosarius, Terminator Armour
=130pts

Firedrake Command Squad Fidelita - Sergeant and 4 Terminators
Sergeant Fidelita
Storm Bolter, Power Weapon, Terminator Armour
2 Terminators
Storm Bolter, Power Fist, Terminator Armour
2 Terminators
Heavy Flamer, Power Fist, Terminator Armour
=220pts

ELITES
Firedrake Squad Conecto- Sergeant and 5 Terminators
Sergeant Conecto
Storm Bolter, Power Weapon, Terminator Armour
3 Terminators
Storm Bolter, Power Fist, Terminator Armour
2 Terminators
Heavy Flamer, Power Fist, Terminator Armour
=260pts

Firedrake Squad Saevi - Sergeant and 5 Terminators
Sergeant Saevi
Storm Bolter, Power Weapon, Terminator Armour
3 Terminators
Storm Bolter, Power Fist, Terminator Armour
2 Terminators
Heavy Flamer, Power Fist, Terminator Armour
=260pts

Venerable Dreadnought Censura
Multi-Melta, Heavy Flamer, Dreadnought Close CombatWeapon, Extra Armour, Smoke Launchers
=153pts

TROOPS
Tactical Squad Ignis- Sergeant and 9 Marines
Sergeant Ignis
Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour
7 Marines
Bolter, Frag Grenades, Power Armour
2 Marines
Meltagun, Frag Grenades, Power Armour
=205pts

Tactical Squad Ju’Dicium- Sergeant and 9 Marines
Sergeant Ju’Dicium
Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour
7 Marines
Bolter, Frag Grenades, Power Armour
2 Marines
Meltagun, Frag Grenades, Power Armour
=205pts

Tactical Squad Purgo - Sergeant and 9 Marines
Sergeant Purgo
Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour
7 Marines
Bolter, Frag Grenades, Power Armour
2 Marines
Meltagun, Frag Grenades, Power Armour
=205pts

Tactical Squad Caminus- Sergeant and 9 Marines
Sergeant Caminus
Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour
7 Marines
Bolter, Frag Grenades, Power Armour
2 Marines
Meltagun, Frag Grenades, Power Armour
=205pts

Tactical Squad Pu’Nitor- Sergeant and 9 Marines
Sergeant Pu’Nitor
Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour
7 Marines
Bolter, Frag Grenades, Power Armour
2 Marines
Meltagun, Frag Grenades, Power Armour
=205pts

Tactical Squad Talio- Sergeant and 7 Marines
Sergeant Talio
Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour
5 Marines
Bolter, Frag Grenades, Power Armour
2 Marines
Meltagun, Frag Grenades, Power Armour
=173pts

HEAVY SUPPORT
Vindicator ‘Letum’
Demolisher Cannon, Storm Bolter, Extra Armour, Smoke Launchers, Dozer Blade
=138pts

Vindicator ‘Everto’
Demolisher Cannon, Storm Bolter, Extra Armour, Smoke Launchers, Dozer Blade
=138pts

With no real idea what my objective is and the knowledge that the battle will be fought in an urban environment I've created an army that will come in to its own in close range fire fights.

The Tactical Squads are the backbone of my force, able to deal with any enemy as it appears with their dual meltaguns, after all range wont be a problem in such a heavily obscured LOS battlefield. This coupled with the teleport homer each squad carries should ensure that the Tactical Squads can grind down a similarly numbered enemy in a war of attrition that they're are equipped to win.

The Dreadnought and Vindicators will be separating and deployed where ever it looks like they can barrage through the heaviest cover in order to bring the enemy into range of their relatively short ranged guns without being picked off (that's why I gave the Vindicators Dozer Blades). Each vehicle will have a Squad near it in order to provide infantry support from blasted Assault Squads and the like. If getting into close range quickly isn't viable then I'll use the Tanks to dominate firing lanes whilst the Dreadnought provides the first line of Tactical Squads with some heavy assault support.

The Firedrakes and Chaplain (with accompanying Terminators) are my units of opportunity, especially if its a take and hold mission, and will deep strike with the aid of the homers. The pair of heavy flamers should put a dent in even Space Marine armour and thats before you conside the profusion of power fists...

-------------------------------------------------------------------------

Dan's Reviler's Army (Using DA Codex)

Revilers Chapter (using dark angels codex)


Chapter Master Certo -130 points
(counts as Belial)
Terminator armour, storm bolter, Sword of silence (master crafted power weapon)

Chaplain-135
Powerfist, combi-plasma

Command squad-185 (with chaplain)
2 power weapons (replace chainsword)
2 plasma guns (replace bolter)
Apothecary

Elites-
Deathwing squad-300
1 terminator with assault cannon/power fist
1 terminator with deathwing standard
1 terminator apothecary
2 terminators with twin lightning claws

Venerable Dreadnaught-170
plasma cannon, rocket launcher, extra armour

Tactical squads-
Alpha-195
5 additional members
plasma cannon, plasma gun

Zeta-195
5 additional members
plasma cannon, plasma gun

Omicron-195
5 additional members
plasma cannon, plasma gun

Omega-195
5 additional members
plasma cannon, plasma gun

Fast Attack
Ravenwing Support Squadron-100
1 land speeder with heavy bolter/assault cannon
Ravenwing Support Squadron-100
1 land speeder with heavy bolter/assault cannon
Ravenwing Support Squadron-100
1 land speeder with heavy bolter/assault cannon

Heavy Support
Devestator Squad-245
+5 members
4 rocket launchers

Devestator Squad-245
+5 members
4 rocket launchers

2495

Tactics-
Combat squads maxed out. To keep options open and scoring units aplenty, all tactical squads and devestator squads will use combat squads. if cover is an issue when terrain is set up, i will repost on how this changes, but basically here is the plan.
each devestator squad splits into two 5 man rocket teams of two launchers each. they will set up in hard cover with wide, hopefully overlapping, firing lines. they are good anti-marine and anti-armour units. if one unit fails to take something important down (a dreadnaught, vulnerable tank) then its opposite team will lend a hand to destroy it.
Tactical squads-they will split up into two fire teams, with the plasma gun in one and the cannon in the other. the gun squad will be the more mobile force, moving up to take up cover or objectives, while the other will stay static mostly and hunker down. enemy terminator squads will be a priority target for the tactical squads. ap2 death!!
Shadow Hunters- the terminators, led by 'Belial,' will not teleport into battle. they will stay as a heavy assault unit, used to crush enemy tactical squads. chaplain/command squad-this squad will be held as a reserve assault unit. if enemy assault squads get too close for comfort, they will run in and annihilate them. meanwhile, they will stay close to the tactical squads (close together) so the apothecary can take care of the rare failed 'gets hot!' check. also, the reductor makes it so it will be much harder to break me by shooting. Best of luck spikey...Heresy Begets Retribution!

GOOD LUCK TO BOTH PARTIES AND MAY THE BEST OF LUCK TO YOU ALL!!!
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Last edited by SteveBerenyi; 02-12-2008 at 12:27 PM.
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Old 01-26-2008   #2 (permalink)
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Default Re: Baron Spikey VS Dan 296

Nobody wants to vote?
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Old 01-26-2008   #3 (permalink)
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Default Re: Baron Spikey VS Dan 296

wow this is close the vindicators are gonna blow holes in troop but with all the squads split up that's alot of shooting. all in all i tink the tipper of these both finely made armies will be the large quantities of plasma in Dan's army for the win
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Old 01-26-2008   #4 (permalink)
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Default Re: Baron Spikey VS Dan 296

If Dan would have put a few Multimeltas on the Landspeeders, I would have voted for him. I don't think the Missile Launchers will take out Baron's Vindys. Also, Baron's Termies will be tough to handle, assuming they can stay away from the Plasma Cannons. I have to go with Salamanders, by a very small margain. Both are good lists. Hey, I remembered the different color!
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Old 01-27-2008   #5 (permalink)
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Default Re: Baron Spikey VS Dan 296

well a 1-1 start isn't too bad

now I know its a Cleanse mission I can alter my tactics accordingly.

I'll keep at least 1 or 2 of my Tactical Squads hunkered down to ensure I keep hold of my own quarter with a Vindicator using the buildings to force Dan's Marines to be funnelled in a certain direction unless he wants to run the 'Demolisher Cannon Gauntlet'. The rest of my army will secure the quarter next to me after which I'd start to react to Dan's movement, with his squads split up half of his tacticals will have to choose whether to move and claim table quarters or to stay put and set up a fire base- something that wont affect me with my Assault weapon toting squads.

Nearing the end of the game I'll try and claim one of Dan's quarters with a, hopefully, crushing assault from a couple of tactical squads, dreadnought, and terminators.
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Old 01-27-2008   #6 (permalink)
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Default Re: Baron Spikey VS Dan 296

Both of these army lists seem to be very balanced (and powerful!) but looking at the terrain and lists, I have to vote for the Salamanders. Reason? I think that this battle will be close and bloody fighting. The more short range firepower of the salamanders will be decisive in my opinion and thus will leave the Salamanders with the punch they need to win this game.
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Old 01-27-2008   #7 (permalink)
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Default Re: Baron Spikey VS Dan 296

dam i knew i shouldve put the meltas on the speeders. however!
1-the landspeeders will be able to dart around the table extremely well. as skimmers ignore difficult terrain, they can get moving and pick apart the tac squads.

both armies are heavy into infantry. with the heavy cover, the vindicators arent going to be make or break units. large blast is going to hit an entire combat squad, but with 4+ cover saves its not going to be as deadly as they would in open ground.

in this sort of game i would establish firebases in the top floors of all buildings that i could capture. rocket teams on third floors would be able to see almost everything, and thus pick apart the vindies anyway. in this sort of arena, rear/side shots are going to be aplenty. even the plasma cannons could hurt side armour of 11!
the plasma cannon teams would be on the second floors, also shooting across that main thoroughfare in the middle. the terminators and chaplain squad arent going to be back up: now, theyre up close an personal, getting in there and cleaning out the buildings. omg i woud LOVE to play this on an actual table. this would be such a good game! may the best man win...
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Old 01-28-2008   #8 (permalink)
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Default Re: Baron Spikey VS Dan 296

those are all good points, except for the fact that this a cleanse mission so I'm not going to be moving my entire army forwards to engage you. I'll be keeping a couple of Tactical Squads back to hold my quarter (and the quarter nearest me). Obviously I'd put them in the 2nd floor of buildings, thereby forcing you to fight through them to reach the advantageous heights where you can see my Vindicators side and rear armour. Even if you use your Chaplain squad and terminators to root them out I've got 3 squads of 6 terminators (one of them being a 3 wound Chaplain) waiting as rapid reaction forces.

And the cover save problem is something faced by your own troops- all that plasma and those krak missiles wont do much whilst im in cover, and if you move that fire power potential drops alarmingly. Also once I've got Terminators on the board and im starting to combine fire with them, the tactical squads, and the vindicators you've got difficult choices to make- heavy flamers IGNORE cover saves...
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Old 01-28-2008   #9 (permalink)
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Default Re: Baron Spikey VS Dan 296

this is almost too close to call. lots of termies in baron's army and lots of plasma in dan's. i think i'm gonna swing my vote in dan's direction though for one reason...the ravenwing. the manuverability of the speeders will allow dan to pour on the fire where it's needed and if used carefully should be able to contest/claim table quaters in the final turn.
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Old 01-29-2008   #10 (permalink)
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Default Re: Baron Spikey VS Dan 296

2-2

lets keep it goin
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Old 01-30-2008   #11 (permalink)
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Default Re: Baron Spikey VS Dan 296

Close...as everyone has said but I'm going to have to go with DAN... Meltas/flamers would have been really great for this battle but assault cannons and heavy bolters aren't to be laughed at. Their mobility and the 2 squads of devastators he took should give him a slight edge over the Baron

But there will be blood. Lots.
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Old 01-30-2008   #12 (permalink)
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Default Re: Baron Spikey VS Dan 296

Man, it's hard to choose in this battle. I think that the speeders are gonna give Dan just the edge he needs to tip the scales though.

So, my vote goes to Dan 296.
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Old 01-31-2008   #13 (permalink)
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Default Re: Baron Spikey VS Dan 296

I tried to look at both of these lists with an unbiased view. I did this by "imagining" that I was playing against myself with each army list.

Having said that, I not only have 'actually' played with an army list that looks very much like one of these, I have won with that list. Conversely, I have played with an army list that had many of the combinations in the other list.
As a result, regardless of how unbiased I tried to be, I kept coming back to personal experience.

Put simply, the Baron Spikey's Salamander Army gets my vote. I have very bad experiences with plasma weapons of all ilks, so the proliferation of these, throughout the Revilers list, made it hard. The Landspeeders almost tipped the balance but, I think, these will be more than offset by the meltaguns (mmm, yummy!).
The Terminators also seem to be suited to the close-in combat. Need I say more?
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Old 01-31-2008   #14 (permalink)
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Default Re: Baron Spikey VS Dan 296

its weird, ive actually never lost a man, EVER, to plasma! you might say im overdue but hey, power armour + good apothecary placement means a low chance of that happening.
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Old 01-31-2008   #15 (permalink)
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Default Re: Baron Spikey VS Dan 296

I got to say the Salamanders because those meltas will really shake things up
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Old 02-01-2008   #16 (permalink)
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Default Re: Baron Spikey VS Dan 296

4-4 Wow, now this is a close battle. MORE VOTES!!!!
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Old 02-10-2008   #17 (permalink)
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Default Re: Baron Spikey VS Dan 296

this ends tomorrow. can we get a few more votes please?
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Old 02-12-2008   #18 (permalink)
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Default Re: Baron Spikey VS Dan 296

So, with a 4-4 vote, i have no choice but to declare this a DRAW!!!!!!

so, no rep awarded, but both participants are thanked for participating (everyone wins!)
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Old 02-12-2008   #19 (permalink)
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Default Re: Baron Spikey VS Dan 296

Nnnnnnnnnnooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!!!! !

How could i have missed this?!

Steve, please link me this things in the future
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Old 02-12-2008   #20 (permalink)
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Default Re: Baron Spikey VS Dan 296

It was part of my signature from the start! good game Dan I look forward to seeing you on the battlefield at a later date to fight out a decider.
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Old 02-12-2008   #21 (permalink)
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Default Re: Baron Spikey VS Dan 296

Who reads sigs these days?

We could keep this kind of things posted in a little section on the main page.
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Old 02-12-2008   #22 (permalink)
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Default Re: Baron Spikey VS Dan 296

We do- its called the Battlefield
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Old 02-12-2008   #23 (permalink)
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Default Re: Baron Spikey VS Dan 296

Damn...DRAW?!

At least the voting is up from when this first started....then we'd get 1-4 votes
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