Turn 1, or "I can tell I'm not playing against Orks." No teleports. Marines win the initiative and make me go first.
My 'Shees Double up behind some ruins on the far right of the board. I keep them inside the Serpents, so I'm in range to Engage into CC with the RDev detachement; the RTacs are the only forces that can get LoS to them, and only if they Double, so I'm trusting the Serpents' 5+ RA saves to protect my 'Shees. The RDev responds by going on Overwatch. The Storm Guardian Host (SGard) Doubles up behind the left-most rear ruins, deploys 4 Guardians in the ruins and the Spirit Council and another 3 Guardians still in their Serpents behind the unloaded ones. Part of the RDev detachment has LoS on the SGard, but only 1 Devestator stand, 1 Dred, and the Hunter. Again, I trust in my Serpents' 5+ RA saves, and the front two sacrificial lambs to protect me if he takes the bait; he decides to hold off, because I still have the Wraithgate and Warlock to activate. The SGuard Serpents lay a BM on the RDevs.
The LTacs Double out into the open, near the leftmost TnH on my side, which gives them a LoS through the rubble to my SGard. Thanks to both my cover modifier, his Double modifier, and his 6+ AT stat, there are no hits. After a bit of debating over the wisdom of ending in range of the LDevs, I Double my LFalc troupe, use Hit-and-Run to shoot at the LTacs (only placing a BM), and then ending outside 45 cm of the LDevs in the city on the left. Again, I'm hoping he'll take the bait. Instead he Doubles the LDevs into the same ruins that the SGard are hiding behind, and shoots at the RFlacs, killing one Falcon. At this point, I really want to see what the Warlord will do, so I Advance the RFalcs into 30 cm of the LDevs, letting the Firestorms be surpressed, and manage to kill their Hunter and one Dred.
Activating the RFalcs was a mistake, however, as the Warlord was now able to Double forward to get into 60cm range, and lay 6 hits (the Volcano cannon rolled a 1). I managed to save the Firestorms, but they were broken, and retreated over behind the rightmost rear ruins. I Advanced the Scorpion, Pop-Up, move behind its hill and shoot at the LDevs instead of the Warlord; the Marine player hadn't expected that, but I wasn't going to waste MW shots on Void Shields. Besides, I hit 3 Dev stands, which broke the detachment; it retreated back towards the Marine baseline. The RTacs were the only unactivated Marines left, so off they went. They Doubled up to the rightmost front ruins where they had a LoS on the broken RFalcs. Their Double modifier meant that they diddn't score any hits, but the automatic BM took out one of the Firestorms anyway.
The Warlock retaliated by Doubling up near the Shees (setting up for a combined Engage the next turn). The RDevs used their Overwatch shots, but the LoS crossed some of the ruins, giving my Titan a cover modifier; between that, the Holofield save, and the Reinforced Armor, the Warlock just took one BM. It then unloaded in the RTacs (getting 5 stands and a Rhino under my Psy-Cannon's template). I killed 2 Rhinos and 2 Tac stands. It wasn't as crushing as I'd hoped, but not bad for a Double, and it ensured that they'd have BMs in the Turn 2 assault. I finish the turn by Advancing the Wraithlord Guardians (WGard) out of the Wraithgate, stretching a little so that they have a stand within Commander range of the Warlock, and every other stand touching a Wraithlord. The Wraithlords and Farseer were on the front line so they can reach the RDevs in CC, and I had 6 Guardian stands within 15 cm of the RDevs. They fire AT shots, but all the RDev AVs were in cover, so I only lay a second BM (again, ensuring the detachment will have BMs in the next turn's assault.
_________________ Happy to have survived to being a Grognard!
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