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Battle Report, Kill Team: IG vs Dark Angels


Emicus

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More Kill Team! Woot! I was hoping to restore some honour for the Imperial Guard after the thrashing I received from Khorne Daemonkin last time. And now facing off against Marines with much lower model count I figured the Sentinels might prove their worth. Since they are AV12 front armour Walkers they can hold out for ages versus marines, which need 3 to hit and 6s to glance them with Krak grenades.

 

The Imperial Guard:
10 x Veterans w/Grenadiers (4+ armour)
- 5 Lasgunners
- Plasmagunner, w/ Master-Crafted from Specialisation
- Plasmagunner, w/ Preferred Enemy from Specialisation
- Autocannon Heavy Weapons Team, w/Relentless from Specialisation
- Sargent, Leader
in a Chimera w/ Multilaser and Heavy Bolter

 

3x Armoured Sentinels w/ Multilasers

 

Dark Angels:
4 x Ravenwing Command Squad
- 1 Grenade Launcher, w/ Master-Crafted from Specialisation
- 1 Ravenwing Champion, w/ Hatred from Specialisation
- 2 Black Knights

 

6 x Assault Marines w/Jump Packs
- 1 Sergeant w/Power Sword, w/ Fleshbane from Specialisation
- 5 Marines

 

NB: For the uninitiated, Ravenwing Black Knights are bikers meaning they have toughness 5 and can Jink for a 4+ save. In addition they have Skilled Rider bumping that up to a 3+, and being Ravenwing they can re-roll the Jink, in addition to having twin-linked Plasmaguns. These are some tough buggers.

 

My Leader Trait is Iron Resolve which increases Command Range to 12" on Break Tests and he rolls up A Cunning Ruse (D3+2 non-vehicle models can Outflank). We roll for mission and get Secure the High Ground which is essentially "King of the Hill" where a hill must be placed on the middle of the board, but elect to roll again as we've set up a beautiful cityscape board. The mission is Forward Push with 3 objectives worth 1 point at the end of the game and Slay the Leader, Linebreaker, First Blood and Break the Enemy secondary objectives. There is also Night Fighting and Mysterious Objectives which was completely forgotten.

 

The rest can be found over on www.emicus.net/ as usual, with pictures!

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I saw your opponents list and it didn't look good. Those rules are crazy good at KT level so there's not much you could do with them flying across the board like that :confused: Nice table though.

 

AV12 is great, but AV10 not so much - ideally you want to keep them back to try and force your opponent to hit the front armour. Next to impossible against speeding plasma bikers going through walls though...

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Aye I didn't even consider that he could do it until it happened. Thus my "genius" plan of utilising alley to protect the Chimera sides. Giving them specialist rules makes it even worse, I think he could have gone much further such as Stealth for a 2+ Jink on one model.

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