onsdag 7 september 2016

Tournament in Norrköping

This weekend there was a tournament in Norrköping, Sweden. I decided to give the Imperial Fists another chance, despite loosing my one and only test run using this chapter.

I did some minor changes to the army I played against the Tyranids. I wanted even more presence on the ground, and also a BP weapon to spread out opposing formations making them more susceptible to clipping assaults. This is the army I ended up with:

Imperial Fists (NetEA V1.3 - Developmental)
==================================================
CENTURION [425]
4 Assault Centurion, 2 Land Raider Crusaders

CENTURION [300]
4 Devastator Centurion

TACTICAL [300]
6 Tactical units, Razorback LAS, Rhino

TACTICAL [275]
6 Tactical units, Rhino

SCOUTS [150]
4 Scout units, 2 Bunkers + Minefields

SCOUTS [150]
4 Scout units, 2 Bunkers + Minefields

LAND SPEEDERS [200]
5 Land speeder

LAND SPEEDERS [200]
5 Land speeder

WHIRLWIND BATTERY [300]
4 Whirlwinds

THUNDERFIRE BATTERY [250]
4 Thunderfire Cannons

HYPERIOS PLATFORMS [125]
3 Hyperios Platforms

HYPERIOS PLATFORMS [125]
3 Hyperios Platforms

2 STORM TALONS [200]


Battle Reports

Sorry about the lack of details in the report below. I didn't have time to document all the details of every action as these were competitive tournament games with a time limit on each game.

Game 1 vs. Dark Angels
Game 2 vs. Imperial Guard
Game 3 vs. White Scars
 

Tournament - Game 1 vs. Dark Angels

This weekend there was a tournament in Norrköping, Sweden. Even thou I lost my one and only test game using the Imperial Fist, I decided to give them another try. Here is what I brought to the tournament:

Imperial Fists (NetEA V1.3 - Developmental)
==================================================
CENTURION [425]
4 Assault Centurion, 2 Land Raider Crusaders

CENTURION [300]
4 Devastator Centurion

TACTICAL [300]
6 Tactical units, Razorback LAS, Rhino

TACTICAL [275]
6 Tactical units, Rhino

SCOUTS [150]
4 Scout units, 2 Bunkers + Minefields

SCOUTS [150]
4 Scout units, 2 Bunkers + Minefields

LAND SPEEDERS [200]
5 Land speeder

LAND SPEEDERS [200]
5 Land speeder

WHIRLWIND BATTERY [300]
4 Whirlwinds

THUNDERFIRE BATTERY [250]
4 Thunderfire Cannons

HYPERIOS PLATFORMS [125]
3 Hyperios Platforms

HYPERIOS PLATFORMS [125]
3 Hyperios Platforms

2 STORM TALONS [200]

Sorry about the lack of details in the report below. I didn't have time to document all the details of every action as this was a competitive tournament game with a time limit on each game.

Game 1 vs. Dark Angels Space Marines

In my first game I faces a very air heavy Dark Angels (EpicUK) list:

Landing Craft 350
Thunderhawk 200
Nephilim 200
Nephilim 200
Nephilim 200
Devastators + Librarian 300
Devastators + Librarian 300
Deathwing + Chaplain 400
Ravenwing + Supreme 425
Ravenwing Support - 5 Typhoon 250
Assault 175

The Landing Craft was loaded up with both devastator squads, and the Thunderhawk with assault marines. The Dark Angels won the strategy roll and choose corner deployment, well it was mostly me deploying stuff...

In my corner I deployed Tacticals and Whirlwinds screened from air assaults by Land Speeders on the long table edge. On the short table edge is the other formation of Tacticals and the Assault Centurions. In the upper left of the picture are my bunkers. The left most holds Devastator Centurions and the other two my Thunderfire battery. One unit of Scouts and Hyperios Platforms are also garrisoned next to each set of bunker(s).

On my opponents side of the table there are Typhoons garrisoned behind the rock formation to the right, and the Ravenwing (BTS) is deployed to the left, next to the blitz.

Turn 1

Dark Angels win initiative and start off with a sustained fire from the Typhoons on my Devastator Centurions who survived with a single BM. They were popped up behind the rock formation and needed to get out of my line of fire...

After some further stalling, IF putting Hyperios Platforms on overwatch and the DA doing ground attacks with their fighters, Dark Angels (being severely behind on activations) had to make a move. They brought in the Thunderhawk to take out the Scouts guarding the ruins in the lower middle of the table. The air assault went horribly bad for the Dark Angels, the Thunderhawk lots a DC on the approach and thanks to some lucky dice the Scouts managed to wipe out the assault marines along with their air transport. The three surviving Scouts followed up with a marshal action to get rid of their blast markers.

The marshal action took the Scouts a bit too close to the Ravenwing who decided to finish what the assault marines failed to do. The Scouts were killed without losses to the Ravenwing.
This took the Ravinwing into range from the IF Whirlwinds who sustained fire. The Supreme Commander was lost to the barrage.

After some further exchange of fire the Dark Angels brought in the Landing Craft. They fired at the Tacticals and killed most of their vehicles and a few infantry units.
The IF responded by engaging and wiping out one of the Devastator units with the Land Speeders.
Meanwhile the Imperial Fist is advancing along the top of the board, without facing any resistance.
At the end of turn one the Assault Centurions marched up the board to face the Dark Angel forces deployed from the Landing Craft.

Turn 2

Dark Angels brings in the Terminators to deal with the Assault Centurions. Unfortunately for the DA, IF wins initiative.

IF advance with the Land Speeders to put some blast markers, and follow up with an engage from the Assault Centurions. 
Neither side manages to do much damage, but the DA Terminators loose the combat and breaks.
Dark Angels responds by wiping out the remaining Tacticals in an FF engage from the Landing Craft, supported by devastators.
The Imperial Fist continues their advance down the upper and center parts of the battlefield. Tacticals double and place blastmarkers on the Typhoons and Land Speeders finishes the job, breaking the Typhoons
In a, slightly desperate, attempt to win the lower side of the table Dark Angels goes for the Assault Centurions. The bring in fighters to place blast markers, and engage with the Devastators.
This ends badly for the Devastators, but they manage to kill one Land Raider limiting the mobility of the Assault Centurions.

Turn 3

The Imperial Fist is in a good position at this point. Most of the Dark Angels ground forces are broken or wiped out.

I don't have much details from turn three but the heroes of this turn was definitely a unit of IF Land Speeders who managed to capture the DA blitz, repelling assaults from both the Ravenwing and the Landing Craft.
In the end Imperial Fists wins the game with 4-0 (Dark Angels BTS survived) in turn three.

Tournament - Game 2 vs. Imperial Guard

Second game of the day and I was facing Imperial Guard.

Sorry about the lack of details in the report below. I didn't have time to document all the details of every action as this was a competitive tournament game with a time limit.

Here is the Imperial Guard Steel Legion army:
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INFANTRY COMPANY [250]
Commander, 12 Infantry

INFANTRY COMPANY [300]
Commander, 12 Infantry, Hydra

SUPER-HEAVY TANK COMPANY [600]
3 Shadowsword, Hydra, Griffon Battery (3 Griffons)

ARTILLERY BATTERY [250]
3 Manticores

SENTINEL SQUADRON [100]
4 Sentinels

DEATHSTRIKE MISSILE BATTERY [200]
2 Deathstrike Missile Launchers

FLAK BATTERY [150]
3 Hydra

VULTURE SQUADRON [300]
4 Vultures

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

REGIMENTAL HQ [550]
Supreme Commander, 12 Infantry, 7 Chimera, Hydra

And my Imperial Fists:
=================================================
CENTURION [425] - 4 Assault Centurion, 2 Land Raider Crusaders
CENTURION [300] - 4 Devastator Centurion
TACTICAL [300] - 6 Tactical units, Razorback LAS, Rhino
TACTICAL [275] - 6 Tactical units, Rhino
SCOUTS [150] - 4 Scout units, 2 Bunkers + Minefields
SCOUTS [150] - 4 Scout units, 2 Bunkers + Minefields
LAND SPEEDERS [200] - 5 Land speeder
LAND SPEEDERS [200] - 5 Land speeder
WHIRLWIND BATTERY [300] - 4 Whirlwinds
THUNDERFIRE BATTERY [250] - 4 Thunderfire Cannons
HYPERIOS PLATFORMS [125] - 3 Hyperios Platforms
HYPERIOS PLATFORMS [125] - 3 Hyperios Platforms
2 STORM TALONS [200]
 

Deployment

Deployment from the IF left flank. Tacticals, Whirlwinds and the other Tactical formation in the deployment zone. In front of them in the bunker are Devastator Centurions. To the left of the bunker in the ruin is a Scout formation and in the bigger ruin to the right of the bunker are Hyperios Platforms. Behind the larger ruin is a unit of Land Speeders.
On the right side the there are Assault Centurions in the deployment zone (deployed out of cover to avoid the Land Raiders being killed by the Deathstrike missiles). Garrisoned in front of them are the Thunderfire Battery in bunkers, Scouts in the ruins to the right of the bunkers and Hyperios Platforms behind the Scouts. Also another unit of Land Speeders covering the right wing.
IG focused their forces in their right side. Two infantry companies garrisoned along with Sentinels and Vultures. In their deployment zone (from the left) is the Superheavy Tanks, Manticores, Hydras and Deathstrike missiles.
The left flank of the IG army was covered by the Regimental HQ

Turn 1

After some initial stalling and bombarding each other with artillery IG made the first move. The Regimental HQ doubled up the IF right flank and broke the Speeders guarding that flank.
Imperial Fist launched an attack on the other flank, clipping the Infantry Company with the Scouts. The Scouts loose the combat but manage to break the Infantry Company in the process (sorry about the bad quality of the picture). IG advances the Sentinels to guard the area vacated by the Inf. Co.
IF doubles the Tacticals up their left flank and kill some more of the broken Infantry Company. The Vultures revenge their fallen brethren by blowing up all of the Rhinos from the Tacticals.
In the center the Hydras makes a kamikaze move to get rid of the Land Speeders. They kill 3 breaking the formation, and the IF Thunderfire Battery only manages to kill one Hydra in return. Both formations break and withdraws.
On the IF right flank Scouts advance to slow down the Regimental HQ while the Assault Centurions makes their way over there to deal with the guardsmen. The Assault Centurions still stay out of cover to shield theri Land Raiders since the Deathstrikes failed to activate turn one and still have two missiles coming their way.

Turn 2

IF wins initiative and decides to go for the Regimental HQ. Assault Centurions double up and kills a few units with their flamers. Scouts retain and engage with the centurions as fire support. IF wins the combat and only four Chimeras and four guardsmen gets away. Scouts loose two units in the assault. The Regimental HQ withdraws to where they started. At this point the Centurions forget to shield their vehicles, and the Deathstrikes launch ther missiles. Somehow they manage to miss both!
On the IF left flank Vultures advance and kills the last Devastator Centurion hiding in the Bunker. The rest of his formation was evaporated by the Shadowswords in turn one. In return the Hyperios platforms and the Tacticals (out of picture, above the left ruin) manages to kill two Vultures, breaking the formation.
In the center, Tacticals are doubling towards a take and hold objective but get most of their transports blown up by the advancing Shadowswords.

Turn 3

Both sides control their own side of the table. IF are advancing, trying to get to the take and hold objectives. IF left side:
IF right side:
I don't have too many pictures from this turn as I was too busy trying to figure out how to win the game :) A decisive move was when the Superheavy tank company stringed out to contest both T&H objectives.
At this point I had nothing left that could break the Superheavies, and my only chance to get a victory out of this game was to grab "they shall not pass". There was a lot of maneuvering back and forth but in the end the IG managed to open up a passage for the Regimental HQ to double across the middle denying IF the TSNP objective.

Result

Due to time constraints we had to end the game after turn three. At this point Imperial Fists had 1-0 with Defend to Flag. The game ended in a draw (~200 points in favor of the Fists).

Tournament - Game 3 vs. White Scars

Last game of the day and again I was facing my fellow Space Marines, this time from the White Scars chapter.

A lot of pictures are missing from this game, as I kept forgetting to take photos of the important events.

White Scars (Epic-UK v070414)
==================================================
TERMINATOR [700]
4 Terminator units and 4 Land Raiders, Supreme Commander

BIKE [425]
8 Bikes, Chaplain

LAND SPEEDER [250]
5 Land Speeder Typhoon

WHIRLWIND [350]
4 Whirlwinds, Vindicator

PREDATORS [275]
4 x Predator Annihilators

ASSAULT [225]
4 Assault units, Chaplain

ASSAULT [175]
4 Assault units

THUNDERHAWK [200]
1 Thunderhawk gunship

THUNDERBOLTS [150]
2 Thunderbolt Fighters

MARAUDERS [250]
2 Marauder Bombers

And my Imperial Fists:
=================================================
CENTURION [425] - 4 Assault Centurion, 2 Land Raider Crusaders
CENTURION [300] - 4 Devastator Centurion
TACTICAL [300] - 6 Tactical units, Razorback LAS, Rhino
TACTICAL [275] - 6 Tactical units, Rhino
SCOUTS [150] - 4 Scout units, 2 Bunkers + Minefields
SCOUTS [150] - 4 Scout units, 2 Bunkers + Minefields
LAND SPEEDERS [200] - 5 Land speeder
LAND SPEEDERS [200] - 5 Land speeder
WHIRLWIND BATTERY [300] - 4 Whirlwinds
THUNDERFIRE BATTERY [250] - 4 Thunderfire Cannons
HYPERIOS PLATFORMS [125] - 3 Hyperios Platforms
HYPERIOS PLATFORMS [125] - 3 Hyperios Platforms
2 STORM TALONS [200]
 

Turn 1 

My oponent placed the objectives on the very edges of the battle field, as far back as possible. This forced me to deploy most of my forces in my deployment zone or garrisioned form my blitz. Right side of the battlefield: Scouts garrisoned in the bunkers chained out from the objective using the minefields. also a unit of Land Speeders garrisoned from the right T&H objective. Behind them from the right are: Tacticals, Hyperios platforms, Devastator Centurions and behind them Whirlwinds.
Left side of the battlefield: Scouts garrisoned in the bunker and Land Speeders from the left T&H objective. Behind them from the left: Tacticals, Thunderfire battery, Assault Centurions and Hyperios Platforms.
White Scars deployed (from the left in the picture above): Assault marines in the left most forest, Bikes, Whirlwinds, Terminators and Annihilators (not shown in the picture). Typhoons garrisoned on the WS left flank and the Assault marines with Chaplain the the Thunderhawk.


A lot of the action in turn one was focused around a forest on the IF left flank. White Scars killed the Land Speeder formation guarding the area using Typhoons and Annihilators. The lone surviving Land Speeder was later hacked down by the Marauder bombers.

IF moved a unit of Tacticals to defend the forest, and WS responded with moving up the terminators to support an air assault by the Thunderhawk. The Tacticals broke but managed to kill most of the Assault marines in the process. The WS forces and remaining broken Tacticals shown in the picture above.
IF did not want to give up the forest, so Scouts moved out of the bunkers to occupy the forest. Devastator Centurions moved in to the empty bunkers and managed to kill two Terminators, including the Supreme, with their heavy bolters.

On the IF left flank the Land Speeders had marched across the table to help out on the right flank. WS marched the Bikes up to their right T&H objective. IF responded with a double from the Assault Centurions, killing a lot of them with their flamers. The Scouts left the protection of their bunker to help them out. Picture below is form turn two when the Assault Centurions and Scouts engaged the remaining bikes, wiping them out for three scout units. The Tactical moved up the battlefield, to hold the center.

Turn 2

The battle for the forest continues. IF scouts engage and kills all but one of the Typhoons. In return they were engaged and broken by Assault marines. Wite Scars advance the terminators, killing all but one of the rallied Tacticals.

IF responded with sustained fire from the Devastator Centurions on the Terminators. With the aid of some lucky dice they killed two Land Raiders and a Terminator. The empty Thunderhawk engages and kills the remaining broken Scouts, and Annihilators advance and break the Hyperios Platforms to pave the way for the Marauders to wipe out the single surviving Tactical unit. IF brings in Storm Talons to place the final blast marker required to break the Terminators. IF right flank after turn 2:
Meanwhile the remaining Tactical formation moved to grab Blitz.

Turn 3

I apparently completely forgot to take photos from this turn :(

On the IF right flank the Annihilators made a desperate attempt to grab the IF Blitz. They were finally broken in an engage by the IF Whirlwinds.

The WS Whirlwinds moved up the center to defend their T&H objectives. They were spread very thin to reach both objectives. The Devastator Centurions killed one of the tanks, which was enough to leave one of the T&H open for the Thunderfire battery to grab.

The rallied Terminators moved to stop the Tacticals from securing the WS blitz. They were wiped out in an engage by the Tacticals who with that action secured both Blitz and BTS.

Summary

The game ended 4-0 to the Imperial Fist. A single surviving annihilator managed to rally and deny TSNP. The massive activation advantage worked a lot in my favor this game. 

I also have to admit that I was very lucky with my dice in this game while my opponent was unlucky with quite few of his rolls. Especially the Terminators and Land Raiders seemed to have severe issues with their armor...