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Old 11-10-2006   #1 (permalink)
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Default murphy's luck strikes yet again!

hmmmm... i'm known for having sound tactics and themed, but fun and competitive army lists! it's just too bad my dice are rubbish

anyways, the following is a combat patrol report from my gw store's summer campaign.
the pts values were 230pts.

guard drop troops (me!)
troops; infantry platoon:
JO w/bolter. staff; rocket launcher, grenade launcher
alpha squad; vet sergeant w/bolter. heavy bolter, grenade launcher
delta squad; vet sergeant w/shotgun. heavy bolter, grenade launcher
recce squad; 6-man remnent squad w/flamer.
fast attack; ignis squad - sentinel w/heavy flamer

ultramarines
hq; captain w/plasma pistol, power weapon & termie honours
troops; tactical squad - 6 marines w/bolters.
troops; tactical squad - 7 marines w/bolter. 1 rocket launcher.
fast attack; land speeder w/heavy bolter.

deployment: we deployed in opposit corners. i chose to deploy alpha squad at the front of my zone, thereby forcing my opponent back further into his deployment zone. delta squad took-up position on my right flank in the 2nd floor of a building. platoon command sat back on some rubble behind alpha squad, while recce squad deployed along the front of the building delta squad was defending.
my opponent deployed his marines to either side of a big rubble pile while his speeder sat back out of sight...

our objective was to capture the central building.
my basic plan was to use recce squad and the sentinel as bait to force my opponent's hand. once the marines commited, i would open up with everything! if my opponent moved cautiously, alpha squad would move forwards and take the objective under cover-fire from delta squad and my command squad!

turns 1-2:
i lost the dice for first turn, and the ultramarines began by moving the capatin and the 6-man tactical squad around the right side of the central building, while the speeder and rocket launcher squad moved around the left side...
recce squad slowly pushed forwards, supported by the sentinel to try and surprise the ultramarine captain!
as the marines kept on moving, the only shooting was alpha squad's heavy bolter and platoon command's krak rockets which repeatidly shook the land speeder!!!

turn 3-4:
the ultramarine captain saw the heavy flamer on the sentinel and immediately fired his plasma pistol, rupturing the promeathium tanks and destroying the sentinel in a spectacular fireball! however, recce squad took up positions near the wreck and flame trooper Ricard unleashed a burst of white-hot flame which consumed 2 space marines! delta squad added their firepower, but unfortunately only a single heavy bolter round found it's mark amid all the heavy smoke! the shot bounced harmlessly from the space marine's armour.
on my left, the tactical squad with the rocket launcher continued to inch forwards, but were still invisible amongst all the ruins. alpha squad and the command squad continued to pour krak rockets and heavy bolter shells into the land speeder, but yet again, either missed out-right or else only shook the crew...
recovering from the flames of recce squad, the ultramarine captain lead his warriors into combat with the guardsmen! though all the brave guardsmen died, the space marines suddenly realised their folly as now the other 25 guardsmen were pointing their guns right at them!!!
the trap was sprung and retribution was at hand! however, it was at this point that everything fell apart... despite *everyone* being in rapid fire range, not a single space marine fell!!! (i fired 34 las shots, 4 bolter shots, 2 krak grenades, 6 heavy bolter shots and a krak rocket!) in spite of all of this, i cause a grand total of 5 wounds and of corse, my opponent easily made all his saves

turns 5-6
enraged by the firestorm unleashed by the guardsmen, the ultramarines captain and his battle brothers rushed into the building delta squad was holding and ruthlessly cut them down in two rounds of combat! despite out-numbering the marines 2-1 and striking with I10 in the first round! i didn't even hit with a single attack!!! the space marines swept forwards towards my command section, the terrain hardly slowing them at all!
the now un-shaken speeder (damn, you'd of thunk 9 heavy bolter shots and 3 krak rockets would have sorted it out?!) gunned down 3 men from alpha squad the tactical squad with the rocket launcher, who had finally made it into a firing position near the objective building, opened-up and killed 5 more guardsmen! (yep, you guessed it! i failed all five 4+ cover saves...)
the final turn saw my command section get butchered by the rampaging captain while the rest of the ultramarines wiped out the few survivors of alpha squad...

and so at the end, i lost every last model in my army and killed... 2 space marines even the staff were beside themselves with disbelief and a good deal of laughter as the dice just seemed to kick me again and again...
i had been surprised my opponent had fallen for my obvious bait, and nearly cried when an entire platoon couldn't hit the broad side of a barn from inside of it!!! (delta squad did the worst - they managed 4 entire hits out of 20 shots!)
also letting me down was rolling four 1's on the glancing hits table trying to down that ruddy land speeder...


ah well, hopefully you have enjoyed this (rather one-sided!) battle report, and have had a few chuckles at my appauling luck!

cheers!
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Old 11-10-2006   #2 (permalink)
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Ouch. I never play Combat Patrol, so I don't know how you should play it, but losing with a ratio of 2:31 has gotta hurt. You were really unlucky though, by rights you should have won with minimal casualties. Sometimes we all wonder what we've done to offend the dice gods.
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Old 11-10-2006   #3 (permalink)
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Man, how unlucky can you get? I mean, seriously!! You must really have done something to annoy the dice gods! And your plan actually was working!
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Old 11-10-2006   #4 (permalink)
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Oh, and it's called Murphy's Law.

My favourite example, "The other queue will always be shorter and move quicker"
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Old 11-10-2006   #5 (permalink)
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well, here in canada it's 'murphy's luck' as we were the only ones to acctually award grand tournament players for their horrendous luck! (oh, and it's named after the venerable shawn murphy too! no joke )

even for me, this game was particularly bad... normally i usually get at least 1 or 2 really good turns, but this game was just plain painfull! i'm still trying to live this one down.lol.

oh well, dice just don't like me!
cheers!
626 - the 'luckless wonder' who has failed cypher's 4+ invulnerable save on 3D6! multiple times...
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Old 11-10-2006   #6 (permalink)
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I have a friend who refuses to call a missile launcher a missile launcher cause it has the word miss in it!Hence lots of jokes about hitile launchers
Im a great beleiver in not saying anything but a one when rolling the dice-cause if you do guess what happens
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Old 11-10-2006   #7 (permalink)
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well, it is for this very reason that the guard have 'rocket' launchers! slightly more accurate than the MISSile launchers...

still, if you want pin-point accuracy, then what you're after are 'rokkit launchas' (as everyone knows, orks are the most accurate race of all.lol.) honestly, my mate who plays orks almost never misses with his rokkits!

cheers!
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Old 11-11-2006   #8 (permalink)
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You need better Guardsman.
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Old 11-11-2006   #9 (permalink)
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Quote:
Originally Posted by Perturabo View Post
I have a friend who refuses to call a missile launcher a missile launcher cause it has the word miss in it!
yeah, i know a guy like that too! he insists on them being rocket launchers!

well, rgarding murphys law, ive seen it in action on multiple occasions - most spectacular case being a unit of 8 khorne chosen terminators all kitted out with axes of khorne etc charging a 10-man guardsman squad. by the end of just one round of combat the berzerkers had suffered three casualties, the guardsmen... none! of course, the odds evened out in the next round with the marines killing each guardsman two times over! but still, good show in the runty humans' part
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Old 11-11-2006   #10 (permalink)
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Played a guy today who if a dice came up a six for vehicle penetration he'd use a different one for the results table-because the first dice had just used up its 6 for the moment!
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Old 11-11-2006   #11 (permalink)
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the original 'murphy's luck' award winner from the '97 canadian grand tournament was a mr. shawn murphy (and no, i'm not joking, his name really is murphy?!) a great guy who is an insperation to all of us who are seemingly cursed by the dice gods!

(note: this was v2 40k!)

well, it was the 7th and final game of the tournament, and our intrepid hero had lost his first 6 games... so playing it safe, he deploys his entire ultramarine army in the solid cover of a building.
his opponent has an ork army with pulsa rokkits and the orks went first...
the ork's opening shot sees a pulsa rokkit fly in a perfect arc and smash through the roof of the building the space marines are sheltering in! the rokkit starts humming ominously...
at the start of mr. murphy's turn, his opponent rolls to see what the rokkit does... it does 'BOOM' and brings down the *entire* building, crushing every last ultramarine before they even get to move!!!

that record still stands; a 15 minute game!

other winners of this humerous, yet dreaded award include;
- the daemon army that managed to wipe itself out with their own 'comet of casandora' spell on turn 6! (a 34" blast radius is scary, yet funny!)
- the skaven army that missfired with their warp lightning cannon 1st turn and in the ensuing panic, everyone but the grey seer's unit turned tail and ran off the board!
- 2 land raiders *and* 5 termies all dying to a single shot from a vindicator! (v3 rules)
- my dark eldar who managed to kill 5 black templars in a cityfight at night! (i rolled a total of 12, 1's on the penetrating hits table trying to destroy the templars crusader...)
- the night goblin army that ran off the board 1st turn because... IT GOT DARK!

ah! good times... well, funny times more like
cheers!
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Old 11-13-2006   #12 (permalink)
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Quote:
Originally Posted by Perturabo View Post
Played a guy today who if a dice came up a six for vehicle penetration he'd use a different one for the results table-because the first dice had just used up its 6 for the moment!
haha wow. amazing.
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Old 11-15-2006   #13 (permalink)
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a load of people do that in hull. i don't hink it works though as one of my mates is still a staff's 'padawan' and hes four years older then me, and he firmly believes in it, although he has terrible luck. in fact, about a month ago, he played another friend with his tau. his etheral died and three squadsof battlesuits ran off the board!
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Old 11-16-2006   #14 (permalink)
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the amount of dice myths that are linked with wargaming and roleplaying are staggering. and the strange thing is that even people who dont believe in such things can be seen doing them, sometimes without them even realising!

classics include:
  • charging dice: leaving all your unused dice '6-up' so that they get used to resting that way, so that when you roll them they land 6-up!
  • using different coloured dice for different things
  • changing dice whenever one comes up a six
  • rituals of invocation: either a little dance or prayer to the dice god, hoping the result you want comes up
  • flick of the wrist: not as common as the others, though i know this one guy who obsesses with flicking his wrist just so whenever he rolls a dice. and the sad thing is... it usually works. He is well known for his good luck

funny what well do to overcome old murphys law
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