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Vraksian Traitors 1.08 Vs Emperor's Children 2024- 01-15

 Post subject: Vraksian Traitors 1.08 Vs Emperor's Children 2024- 01-15
PostPosted: Tue Jan 16, 2024 2:58 pm 
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Joined: Tue May 10, 2011 7:56 pm
Posts: 700
Location: Lancaster, PA
Vraks 2 Emperor's Children 0

This game was to test the Manticores as an Artillery Company choice. In the original Vraks 1.06, there was a complaint that the Artillery company was too good.
Originally I was going to field 2 all Manticore Artillery Companies. The idea was to break the list. 2 would break the social contract. My opponent was nice enough to assist with testing. There was no point to wasting his free time completely. Only one Artillery Company was taken.

Vraksian Traitors (NetEA v1.08)
==================================================

ARTILLERY COMPANY [650]
9 Manticores

ARTILLERY BATTERY [250]
3 Bombards

ARTILLERY BATTERY [250]
3 Bombards

MALCADOR TANK COMPANY [700]
10 Malcador, Flak (1 Hydra)

DISCIPLES OF XAPHAN [300]
8 Disciples of Xaphan, 4 Chimeras

REGIMENTAL HQ PLATOON [400]
Supreme Commander, 12 Infantry, 1 Hell hound

TANK HUNTER SQUADRON [200]
3 Leman Russ Destroyer Tank Hunters

FLAK BATTERY [150]
3 Hydra

SENTINEL SQUADRON [100]
4 Sentinels

Kal got 2995 on his list. When entered in ArmyForge I got 2905. Kal will have to enlighten me on what I missed.
Emperor's Children (4.1 - Approved)
==================================================

DAEMON POOL [90]
6 Lesser Daemon

RETINUE [330]
6 Chaos Marine units, Chaos Warlord (Supreme Commander), 3 Rhino, Daemonic Pact

RETINUE [280]
6 Chaos Marine units, Chaos Lord, 3 Rhino, Daemonic Pact

RETINUE [330]
6 Chaos Marine units, Sorcerer Lord, 3 Rhino, Replace 4 chaos marine units with 4 Havok units, Daemonic Pact

NOISE MARINE RETINUE [515]
7 Noise Marine, Sorcerer Lord, Daemonic Pact, Dreadclaws, 3 Emperors Children Dreadnought

NOISE MARINE RETINUE [485]
9 Noise Marine, Sorcerer Lord, Daemonic Pact, Dreadclaws, Emperors Children Dreadnought

DEVASTATION CLASS CRUISER [150]

QUESTOR TITAN [300]

HELLBLADE SQUADRON [200]
3 Hellblade Interceptors

HELLTALON SQUADRON [225]

2 Helltalon Fighter Bombers


Game On
Kal plots drops. No Garrisons
Image

Malcadors garrison on over watch off left flank objective
Inf Co with SC garrison on overwatch off Blitz in terrain.
With no teleporters to worry about and only the drop to predict. I buried the Artillery Co in the corner deep in the Flak bubble.
Image
Image

Turn 1
EC wins strategy Roll
EC Hell Talons GA Disciples 2 KIA 3BM, Bombs hit the Tank hunter 1BM
V Art Co failed initiative, SC reroll used. Sustain on Tactical 1KIA 7BM, Titan 5BM Broken, Havocs 3KIA 8BM Broken
Image
Image
EC Hell Blades GA Disciples 1BM
Image
V Hydras Fail Hold remove BM
EC Tactical Marshal remove 4BM advance
Image
V Dsiciples Marshal remove 4BM advance
Image
EC Tactical with SC Doubles targets Disciples BM
Image
V Bombards sustain Tacticals with SC 4KIA 6BM
ImageRetain
V Tank hunters Overwatch
EC Spacecraft orbital misses and Drop 1
Image
Drop 2 is pushed out. Disciples are scouts
Image
Image
Overwatch on unload Inf Co Drop 1 BM
Image
EC Retains with Drop 1 and fails. SC reroll fails.
Image
V Bombards sustain Drop 2 2KIA 4BM
Image
Image
Retain
V Sentinels March ZOC Drop 2
Image
EC Drop 2 engage Sentials 4KIA eliminated
Image
V Malcadors double Drop 1 6KIA 7BM Broken
Image

End of Turn 1
Planes leave Talons 1 KIA 2BM, Blades BM
EC Drop 1 rallies
EC Drop 2 broken
EC Havocs broken
EC titan rallies
EC tactical with SC broken
V remove all BMs, none broken


The Artillery Co alone put the EC in a terrible spot. The nine manticores landing 18 BP with disrupt. It’s too much. The three pie plates cover enough area to engage multiple detachments. The 5BMs just from getting hit breaks units to easy. This gives you an activation advantage in the first turn.

Manticore should be limited to artillery support only. Your Artillery company should only have access to Basilisk. The Artillery Co should be a 0-1 core choice. Manticores in the detachment of three offer 6BP with disrupt and two templates. They will perform the design function of breaking a unit. And only one unit.

_________________
mattie
http://maashes.blogspot.com/


Last edited by m_folais on Tue Jan 16, 2024 3:14 pm, edited 1 time in total.

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 Post subject: Re: Vraksian Traitors 1.08 Vs Emperor's Children 2024- 01-15
PostPosted: Tue Jan 16, 2024 3:12 pm 
Brood Brother
Brood Brother

Joined: Tue May 10, 2011 7:56 pm
Posts: 700
Location: Lancaster, PA
Turn 2
EC wins strategy roll
EC Titan doubles Disciples 3KIA 4BM
Retain and summon
EC Drop 2 engages Disciples eliminated
V Bombards sustain Drop 1 3KIA 4BM Broken
Retain
V Tank hunters fail Hold
EC Hell Blades GA Tank hunters BM
V Inf Co advances Drop 2 BM
EC Hell Talons Failed
V Hydras advance Drop 2 1KIA 2 BM
EC Tactical Doubles Hydra BM
V Bombards sustain Tactical eliminated and Tactical with SC 2BM broken
V Malcadors double Tact 3KIA 4BM broken
V Artillery Co Advance

End of T2
Planes leave BM
EC Titan remove all BMs
EC Drop 2 removes 3BM
EC Tactical broken
SC broken
Havocs return to service
V Tank hunter remove 1 BM

Turn 3 is a mopping up action. V win strategy. Artillery Co fires. The EC only have 2 effective detachments. Everything else is broken or gone. Vraks have lost only 2. Due to speed of the Vraks units, I was only able to get T&H and DTF. The Blitz was too far away.

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mattie
http://maashes.blogspot.com/


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