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(BATREP) Marine Armour Concept

 Post subject: (BATREP) Marine Armour Concept
PostPosted: Sat Jun 30, 2007 1:11 am 
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Turn 4

Initiative = Marine

M - Land Raider 1 Advances ignoring the lone Baneblade and fires on Mech Coy 1, destroying 1 Chimera and a Hydra.

M - Tac 1 capable of good ranged fire now that it has no BM, Sustains Fire on the remaining Baneblade, catching it in a rare crossfire it is destroyed.

IG - Marauder 2 in a drunken stuper attempts to Ground Attck Tac 2 but fails to hit anything in his current state.

IG - Marauder 1, seeing the dismal performance of Marauder 2, show him how its done with a Graound Attack on Land Raider 1, destroying a single Raider.

M - The remaining Land Raider from formation 2 Sustains Fire on Mech Coy 1 causing two hits. To which Geoff pulls out to 6's to save.

IG - Bombards Sustain Fire on Bike 2, killing four and breaking the only viable Marine force on the right.

M - Whirlwind 1 Sustains Fire on Mech Coy 1, the barrage kills 1 chimera and 3 Guards stands.

IG - Arty Coy Sustains Fire on Whirlwind 2, destroying 2 units and breaking the formation.

M - Tac 2 fails to receive his commanders vox and Marshalls.

IG - Mech Coys 1, finds some big balls and Engages Land Raider 1. 5 scoring shots to 17, 2 Hits to 5. A land Raider is destroyed and so is their commander, the Marines win 8-3. A further five dead guard and Mech 1 is broken.

The Asssault



IG - Thunderbolt Ground Attacks Bike 1 causing no damage.

IG - Guard Regt Hq, seeing that all marine formations on the right are withdrawing to consolidate, doubles forward and takes both Guard OBJ. they fire on the remaining Land Raider on their flank, breaking the formation.

End Game



Rally
Air
IG - Ok

Ground
IG - Mech 1 and 2 Fail
M - Land Raider 2, Whirlwind 2 fail

Victory 1-0 to Guard
Points
Guard 1525 lossed
Marine 2030 Lossed

Huzza to Guard

All Over Marine



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 Post subject: (BATREP) Marine Armour Concept
PostPosted: Sat Jun 30, 2007 1:22 am 
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Overall,

I like the feel of the list and the ability to add armour to the Tac formations. The Land Raiders ability to add the additional two makes them a more durable formation and gives them quite a big hit. This is our second game, the last one I will post later. On both occassions the Marine has lossed. This can be attributed in the first game to bad tactics and allot of Guard superheavies. Last night I had some bad rolling to save which hurt the overall result and a few mistakes in target acquisition. The other thing I am looking at is bikes, they where next to useless throughout the game. The bikes on the right flank did nothing but move throughout the game and it took three turns to get Bike 1 to assault. I think speeders are a better choice and will field them in coming games.

Cheers
Cal


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 Post subject: (BATREP) Marine Armour Concept
PostPosted: Sat Jun 30, 2007 4:03 am 
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Actually the Marines won this game with 505 points in a tie-break because the IG didn't manage to accomplish at least 2 goals.

Nice battlereport and some nicely painted BloodRavens :)





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 Post subject: (BATREP) Marine Armour Concept
PostPosted: Sat Jun 30, 2007 5:24 am 
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(CAL001 @ Jun. 30 2007,04:44)
QUOTE
* Question, we played the air as follows, Approach Move - Defensive Flak - Intercept Move - Defensive Fire From Marauder - Interceptor Fire. Is this right?

Ah, a garage game :)

Air - the sequence is (I think) bomber moves, interceptors move, ground flak fires, bomber flak fires, interceptors fire. So bombing under the cover of your own flak is a boost.

Though I could be wrong, SG forum best place to ask.

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 Post subject: (BATREP) Marine Armour Concept
PostPosted: Sat Jun 30, 2007 9:53 am 
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(Hena @ Jun. 30 2007,17:13)
QUOTE

(CAL001 @ Jun. 30 2007,01:44)
QUOTE
Right, down to business. It's not a Blood Angels list, I use Blood Ravens. On to the game.

But why not use one of the lists already there? There are reasons why not everything is allowed in a one list.

What I am looking at is an amendment to the core list to make the Marine Armoured option viable. I am not looking to create something new, just testing some options and providing feedback.

There has been plenty of discussion on the matter of Marines failure to be successful with an all ground army without Titans. I am just exploring some options that I think might solve the problem.

Cheers
Cal


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 Post subject: (BATREP) Marine Armour Concept
PostPosted: Mon Jul 02, 2007 9:49 am 
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Thanks for putting this up Cal,

This was our second game and a fairly close one. Just a note to people commenting "please don't get too worked up over the lists". Both of us are trying out a range of different ideas to see what works and what doesn't. We play in a very friendly manner and most lists aren't super min-maxed to win at any cost. In fact you will often find us giving each other tactical advice on how to beat ourselves...?

The first game i took a lot of tanks and superheavies. Ive never had much luck with guard infantry so i decided to give them a try. I've noticed that guard infantry aren't much chop when it comes to shooting and arty eats them up real quick. This game i kept them mounted a bit more and found they survived alot better.

I also gave the maruders a go at 5+ save and DC 2  for 300pts as suggested in the guard threads. With this setup i don't think the price drop is justified. Also 3BP per plane would be rather devastating.. this would need more testing especially if combined with the 2DC option.

Anyhow this was a last minute game, which gave the poor old table tennis table a workout. Wait till Cal's awesome city terrain is done (2.5m x 2m) of epic city buildings and ruins (ITS HUGE).

Actually the Marines won this game with 505 points in a tie-break because the IG didn't manage to accomplish at least 2 goals.

Nice battlereport and some nicely painted BloodRavens


Ahh thats just the way CAL has written it. What he means is the guard killed 2000 odd points of marines whilst loosing only 1500 or so. That is why the guard one the tie break.

Look forward to the next write up CAL


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 Post subject: (BATREP) Marine Armour Concept
PostPosted: Mon Jul 02, 2007 10:33 am 
3BP would mean an extra BM from the attack - no reall difference between 4bp and 6bp!


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