I think it was more it shouldn't be 0-1 and in the 1/3 restriction.
Saying that Rug would you now think having the capacity for a stack of titans, 2 assaultish formations and those big mechanised formations would be too much?
Sadly I took so long picking an army and messing around it took forever to start. I had a camera but I didn't want to slow things down further with photos and notes and stuff.
Still heres a potted history.
Rugs game was characterised by awful dice at near every turn.
His terminators were in reserve for teleport, mine were in the thunderhawk.
The objectives were pretty much in the top left quarter and the bottom right quarter.
Rugs deployment was in three parts. The Tacticals on the far right (from my perspective me), then bikes, assault and tacticals in the centre and the whirlwinds, speeders and titans castled in the woods on the left.
My deployment was the land speeders guarding the warhound on the right, on the far left some lone assault marines in the hope of drawing the terminators off and then on the centre left the tacticals, predators and devs behind a hill in a big clump.
Turn one init me
The first turn was characterised by some delaying and flank strikes until the centre tacticals were reduced enough to allow the terminators to drop in to kill most of the whirlwinds and bm the surrounding formations (despite whirlwind small arms fire killing one). For their pains they were warhounded and the single survivor never rallied for the rest of the game. The Reaver showed itself to draw a bead on the warhound, but the doubling fire proved ineffective, doing only a point of damage and staggering the beast (raising the question - does your facing change?). In return it copped the fire of the preds and tacticals, stripping shields and doing a point of damage.
Turn two I won a critical init roll and after sending more fire into the reaver from the tacs and getting a point or two of damage, assaulted with the assault marines. The Reaver was knocked down to 1dc and broken, fleeing back into the wood. My aircraft all failed to appear this turn. Turn two was probably the worse for Rug dice wise, with the rallied whirlwind managing to break itself amoung other events like the bikes firefighting the down two stands assault marines and losing after only killing one infantry stand, and poor saving throws all round.
Turn three the whirlwind finally manged to fire after Rug got the initiative. It didn't save the reaver though as the devestator marines set themselves up to support an air assault from the empty thunderhawk, knocking off the last point of damage. The terminators contested the blitz and an objective but the tacticals fluffed it, losing an assault against the warhound and leaving it free to go contest my blitz.
Time run out but Rugs marines had a bad position for turn 4, facing my airforce without flak cover, and still having to deal with the warhound to clear the blitz (and the thawk would just land to contest it last thing) and the untouched dev and tac formations to secure their own blitz whilst stopping me taking the closeby other two objectives. End of game we reckoned would be blitz, take and hold and bts for me - with marines with no bm's can't even expect them to fail their activation rolls to move and fire! Still it wasn't nessecerily in the bag, getting the initiative and some lucky assaults with the warhound and three surviving assault marines could have drawn or won it. A bit more luck on rugs part earlier would have meant more activations needed to kill the reaver and a potential turn 3 win 2-1 to him. Hell him winning initiative turn 2 would have meant the reaver could have sustained into one of the big formations and stripped the armour away, crippling its movement.
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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