I'll start off, I suppose, with a battle report. After that, I'll talk about how the Water tactics (as laid out beautifully by Silent Requiem) were used during the battle. Then, I'll go more in-depth talking about my two armies (I played both sides, to try out Water tactics more fully), and talk about how their particular characteristics allow them to be played in a more Water-ish Style (as opposed to the Air and Earth armies most people would expect from them).
Here is my Iron Warriors list.
Here is the 2000pt version of my Biker list. The 1500pt version is exactly the same, but with one less techmarine, one less multi-melta squad, and 2 fewer land speeders.
The game was a 1500pt Gamma-level Take and Hold.
I played on a standard 4'x6' board, with scattered sections of forest, a few hedges, a fence, and the broken-up ship from Battle For Macragge, the cockpit of which was the objective in the center of the table. Matter of fact, why don't I just show you? (I must warn you though, I'm still in the early stages of building my Biker list. At the moment, almost all of it is proxied using Necrons. I'll explain what's what after the pictures.)
Overall initial settup
Bikers' deployment zone
Iron Warriors' deployment zone
End of first turn, view 1
End of first turn, view 2
Line of Sight (LoS) denial, view 1
LoS denial, view 2
Okay, proxies. I always feel terrible using more than a couple proxies, but it's necessary when building a new army (so I don't waste a few hundred dollars). There are 3 Chaos bikers out there, 1 with a sword and 2 without. The sword guy (far left) is my Master, and the other 2 are techmarines. All the Necron Wraiths (tall, skinny ones) are regular bikers. All the Necron Destroyers (with short, 4-barreled guns) have plasma guns. All the (3) Necron Heavy Destroyers (long, single-barreled guns) are Heavy Bolter Attack Bikes. And both the (2) Necron Tomb Spyders (low, beetle-like things) are Multi-Melta Bikers. The Land Speeder is a Land Speeder.
One last note before I begin. I played this game shortly before realizing that plasma guns on Bikers cannot shoot 24" while moving. We had a big, long debate about it over here, but long-story short, I've changed my list since then to include fewer plasma. I'm just saying that now so you'll understand that, during this game, I used the long-range plasma very much to my advantage.
I think IW had to set up first, if I remember correctly (this was a week or two ago, so some things are a bit fuzzy). I rolled for dusk/dawn and it ended up being a dawn assault (nightfight 1st turn).
I counted two of my bike squads as FA so they'd set up last. I knew that the bikers would probably try to set up a refused flank, since that's typical biker deployment (and good sense). My Iron Warriors set up the autocannon Havocs and both the las/plas squads in a clump in the center of their deployment zone, with the dreadnought on one side of them. The Defiler set up a bit off to the right because the bikers were starting to amass over on the left (mostly spread out, but a bit heavy to the left, and that's where the best cover was, so I knew more would end up there). That meant the Defiler would have a nice clear LoS to anything that came out from behind cover, but would be far enough away to minimize incoming fire. Meanwhile, both the Rhinos set up on the left flank, covered by the autocannon squad. The idea was that they'd run up towards the bikers and use the threat of powerful short-ranged shooting and close combat to flush the bikes out from behind their cover.
The bikers put their very last squad of bikes (Multi-Melta) on the far right flank. The idea was that they'd turbo-boost forward the first turn, getting behind the cover on the far right side of the IW deployment zone. Then, they'd pop out from behind the cover, kill the Defiler, and run over to engage the shooty block in CC just long enough to allow the rest of my army to advance (with a techmarine in each squad, the bikes can do fairly well in CC, especially against IWs with no ACs). However, the IWs saw this, and put their one infiltrating squad in the woods on the far right flank to guard against that squad of bikes.
We (I) rolled for first turn. The bikers won, and gave first turn to the Iron Warriors.
Dawn assault didn't help my IWs very much, as very few things had range to anything. On the left flank, I moved my 2 Rhinos foward, popping smoke on the front one (with Havocs and Lt) and using it to block LoS to the back one (with Posessed). The autocannon squad tried to shoot bikes, but couldn't see far enough. In the middle, my Dreadnought Fire Frenzied (very bad when no enemies are in LoS!) and killed 4 of the 5 members of the nearest las/plas squad! On the right flank, my Defiler moved towards the bikers and it and the infiltrating squad killed 2 regular bikers and wounded the attack bike.
During their turn, my Bikers moved up into more defensive positions (right behind terrain pieces). The only squad that did not go for cover was the bike squad on the far right flank. They zoomed straight at the Defiler! Using the techmarine's signum to re-roll missed hits, they managed to get a single weapon destroyed result (and, I think, a stun, but the Defiler ignored it). However, by taking off its battle cannon, they had done their job. Over on the left flank, my large clump of units managed to shake and weapon destroy the front Rhino, but they didn't quite have range to see the autocannon squad.
On the left flank, my Defiler moved away from the MM bike squad (it had range with the reaper anyway, and it would need to engage the left flank eventually). I'm pretty sure the infiltrating plasma squad stayed put. On the left flank, my two Rhinos moved foward again, this time with the Possessed's Rhino leap-frogging ahead and popping its smokes. In the middle, the dread moved slightly forward in order to shoot the MM bikes on the right. During the shooting phase, everything that had range targeted that one squad of bikers. The bikes were lucky that so much of the weaponry allowed them their saves. I lost the attack bike and the 2 plasma gun bikers, but the techmarine survived with one wound (love those 2+ saves!) On the left flank, my autocannon shot a bike squad, but they made their saves (plasma was out of range).
All alone now, the techmarine on the right flank turbo-boosted over to the central squad behind cover. Those bikers moved very slightly to the left so they'd have LoS to the advancing Rhinos. On the left flank, all my bike squads bunched up behind cover. They shot and killed, I think, 3 of the autocannon squad, which subsequently failed its Ld test and ran away. The bikes over there also immobilized and shook the front (possessed) Rhino. That was nice, but not quite a complete job, so my bike squad in the center of the board shot the same Rhino and destroyed it, killing 2 Possessed in the wreck and entangling the rest (hiding behind the wreckage).
On the right flank, my Defiler and infiltrating squad both moved towards the center of the board. In the center, my dreadnought again fire frenzied, although this time he didn't kill anyone (shooting the 1-man lascannon squad, and I made my cover saves). The rest of that clump stayed in place, still keeping the bikers pinned in place, on the hopes that my Havoc squad would make it far enough to do some damage to the tightly-packed bikers. On the right flank, the Havocs' Rhino moved forward, and slightly in towards the center of the board, so that any bike that came out to shoot it would be visible to my central firebase. I didn't get my men out because the bikers behind the forest would have simply moved back a few inches and been out of my range the next turn. Shooting phase was uneventful, as nothing was in LoS.
In the center/right flank (now becoming the same thing, since nothing was left far-right), my HB bike squad and techmarine moved slightly right to shoot at the advancing infiltrating plasma squad (making sure to stay outside of charge range and LoS from the central firebase). I had range with both plasma guns (barely) and the Heavy Bolter, and I think I killed 2 of his men. On the left flank, a single MM Attack Bike moved out from behind cover (staying within 2" of one of its squadmates) to shoot the Rhino. I figured a single twin-linked (from signum) multi-melta shot should suffice, and then I'd lose only one biker from return fire. The plan paid off, as the MM penned and annihilated the Rhino, killing 2 of the marines inside in the explosion. The rest of that squad got out towards the center of the board, so that none of the bikers on the left flank could shoot them without coming far out of cover.
At this point, my dreadnought decided it was a good time to blood rage. He moved about 6-7 inches towards the left flank, accomplishing absolutely nothing (at least he didn't shoot his own mates again). The lone lascannon marine and the autocannon Havocs stayed put, but the full lascannon squad ventured out of cover towards the objective (they got within the 12" with just the one move). On the left flank, the Possessed had no choice but to jump out from behind their cover and charge forward at the bikes (if they had waited another turn, the bikers would never have been in charge range). Over on the right flank, the Defiler and infiltrating plasma squad both moved towards the objective (rather than engage the bikes in a 22" shooting war, the marines headed for woods in the hopes that they could, next turn, move into the woods and either rapid-fire or charge, giving them an advantage over the bikes). I think the Defiler shot a bike back behind cover on the left flank, but the biker made his save.
The bike squad on the right flank moved back in towards the center again, hoping to shoot the dismounted Havocs. The techmarine stayed in coherecy with the squad (so they could use his signum), but moved just to the right-most edge of the woods, so the next turn he could dart around and charge the infiltrating plasma squad. The bikes shot and killed, a couple of the Havocs. On the left flank, things stayed pretty much where they were, forming ranks to shoot the advancing possessed. They killed off 5 of the 6 remaining possessed, and then the Land Speeder (the only thing left to shoot) decided the Havocs were a more pressing concern, so it hovered up above the line of the trees and shot them (exposing itself to enemy fire by doing so). I think both meltaguns and the Lt were left alive, but it might have only been one meltagun and the Lt.
What was left of the Havoc squad moved towards the bikers on the right flank, but wasn't within range of them. The Defiler moved towards the ceter of the table, and the infiltrating plasma squad moved into the woods by the bike squad (though not far enough to charge them). In the center, the las/plas team stayed where it was (no reason to go closer and risk getting hit by rapid-fire), and the autcannon Havocs moved up to join it. My dreadnought once again went crazy (4 times in one game is a new record for me!), this time fire frenzying. The beautiful thing was, he had LoS to bikers for once! He and the lone lascannon marine (who also had LoS, barely) killed off, I believe, 2 or 3 bikers bewteen them. The full lascannon team shot down the land speeder. And the plasma squad on the right flank rapid-fired at the bikers (1 plasma and 1-2 bolters could see the 6" out of cover), and killed 2 bikers there. Back on the left flank, the last remaining possessed charged into the nearest bike squad and actually managed to pull down 2 bikers with his daemonic talons. The other two bikers fled and regrouped a little ways off. The possessed wasn't close enough to consolidate into any other squad, so he just sat in the open.
On the right flank, the techmarine disengaged from the bike unit, zoomed around the corner of the forest, and got within 6" of the plasma squad. He killed one man with his plasma pistol. The squad of bikers there moved so that the HB was still behind cover, but the two plasma gunners could see the Defiler. They shot it and immobilized it. On the left flank, my squads started getting ready to move to the center of the board (and avoid LoS from the dreadnought). I did move my Master close to the possessed, but then my squads just shot the possessed before my Master could charge. Back on the right flank, the techmarine charged the unit of marines (5 left, I believe), and killed 3-4 more while taking no wounds in return (combat shield saved him from the one P Fist hit he took).
Sixth, and final, Turn:
The dreadnought moved towards the center of the board (not sure if he made it within 12" or not). The dreadnought, both lascannons, the autocannons, Defiler, and meltagun Havocs killed off the two plasma bikers in the center of the board, but the HB survived by being out of LoS. In CC, the techmarine finished off the last of the infiltrating plasma squad.
The techmarine moved behind the Defiler. All the rest of my army moved to within 12" of the objective in the center (one squad had to turbo-boost to get there). The techmarine killed the Defiler with his plasma pistol. A squad of bikers immobilized the dreadnought with plasma, and another squad along with a techmarine and the Master killed 4 members of the autocannon Havocs (bringing them below 50%).
The IW army ended with an immobile dreadnought, a full las/plas squad in the objective, a half las/plas squad, a half autocannon Havoc squad, and an immobile Rhino. The Biker army had a wounded techmarine, a full techmarine, a full Master, two half-squads of bikers, and two full squad of bikers within 12" of the objective. It was either a solid or a crushing victory for the Bikers, I'm not sure which (too lazy to calculate against myself).
As I said, sometime later (tonight or tomorrow), I'll continue on with a look at how Silent Requiem's Water tactics played a big part in this game.
Edited by Aidoneus, 23 March 2007 - 12:21 AM.