10 Nov 2011

Relictors vs Ultramarines Dreadnought Heavy - 1750pts

This was a Dread heavy list from both sides, randomly, as we had no idea of what forces each other would bring. Relictors had a Master of the Forge with Conversion Beamer (but purely for Dreads as Heavies option), 5 Dreads (2xRifleman, 1xVen, 1x Contemptor, 1x Normal) and a squad of Assault Termies n Godhammer Land Raider. Tac squad w/ TLLC Razorback and some Sniper Scouts. Turn 1 set up for Relictors shown above, waiting for the inevitable Drop Pod assault. The mission was Dawn of War (which we forgot about Night effects but shooting was rubbish anyway), Killpoints (*edit 12 available on Relictor Side, 15 on Ultraside), Scouts spreadout on LandingPad to avoid a Pod landing.

Ultras had a MotF on foot, Sternguard in Pod, 4 Dreads (Ven in Pod, Chaplain in Pod, Ironclad in Pod, Normal in Pod) and some Tac, Scout and Assault Termies in Redeemer Land Raider. Podfest. The first 3 Pods were Lucius Pattern, enabling Assault on Deep Strike arrival - nasty but expected.First turn saw 3 Ultras arrive (he chose 2nd, so Relictor turn was purely movement and lame shooting at only visible target some scouts in bolstered defences) and 3 charging Dreads killing the Relictor MotF and immobilising Relictor Ven Dread (re-rolled a 6 to a 4!) but nothing with Contemptor which was charged by Ultra Ven Dread. Ironclad was short on charge due to Drop Pod scattering (but rules wise we have now decided that actually he may have been in range due to 2" Disembarkation rule from pod edge to back of base giving a few more inches). The picture above shows the result after the Relictor Turn 2 - all deepstriked Dreads dead. Ultra Turn 2 saw deepstrike Dread (in the "Deathwind" normal Pod above) and Sternguard by the Relictor Ven Dread. Sternguard shot a Termie then died horribly in Relictor Turn 3. Ultra Dread landed, shot ineffectively and died horribly to shooting, result shown above. Ultras retaliated by Thunderhammer Charging Landraider, but failed to damage. Ultra MotF was charged by remaining Relictor Termies and died in a flurry of Lightning Claws before they themselves died to the Ultra Termies counter charge. The Godhammer died to MM shot from Redeemer and Ultra Termies died to lots of Rifleman Dakka in turn 5+6. Only a Redeemer survived this end of table and MM was ripped off by the Contemptor ending its only real threat (AV13 dread). Drop Pods were popped to gain the Killpoints (Unit and Transport).

The other end of the table had the Ultra Scouts and Tac Sqd lurking in cover whole game doing nothing. Eventually tarpitting and slowly dying to Relictor normal Dread - no lucky Krak grenades I'm afraid.

So ended a Ultramarine massacre. Turn 1 charge by Ironclad would have taken out the LR, however the LR shooting was poor throughout and was popped later so doubt that would have changed anything. The Relictor counter to the first turn Dop Pod assault with some lucky damage rolls and again on the second turn Drop Pod assault won the game on Relictor Turn 3. I expected drop pods and they don't phase me. I think the points would have been better spent on some more dakka (265pts would have got another LR) and just walked on the edge on turn one. The Ultra Scouts in high building the other side of the battlefield and Tac behind a building did nothing but preserve 2 killpoints but were being whittled down in CC with a Dread. Then it was a case of mopping up... sry Pornstarjedi. Killpoint tally was 10 to Relictors, (Dread x 4/Pod x3, Sternguard, Termies and MotF), more if I could pop two more remaining Pods on turn 7 we didn't play as Pornstarjedi conceeded and 5 to Ultras (MotF and Termies, LR, Combat Sqd Tac and Razorback). Thanks to Skarvald for comments, edited to reflect. Trophy stays with Relictors.

7 comments:

  1. Curious, did you use the updated Lucius dp rules?

    ReplyDelete
  2. We did for 3 pods (the blue ones), apart from we forgot to make his Dreads do dangerous terrain tests! Maybe that would of helped me too.

    ReplyDelete
  3. Yea the dangerous terrain tests was what I was curious about. Also I believe the points cost is higher.

    ReplyDelete
  4. Yes, it was 65pts each for the 3, and 35 for other two 'normal' pods. Enough points for a Landraider with MM instead - I would have taken that I think. Drop Pod assaults cannot be relied on.

    ReplyDelete
  5. Hm.. I think the Kill Points you listed are less than they actually are for the armies? I think you might be grouping Dedicated Trasnports and their units inside as 1 KP, which is not true. The vehicle and the unit are each worth 1 KP. :)

    ReplyDelete
  6. Oh, okay, then I had loads of KPs then. I thought the transport was part of the Unit, in that case it was a total landslide win for me! lol

    ReplyDelete
  7. a very fun battle though- I'm not liking the new drop pod rules! I did notice a small faus paux with regards Ironclads- all walkers count difficult terrain as difficult- but an Ironclad has 'move through cover' rule- does this mean I roll 2 die for dangerous terrain and pick the highest?

    ReplyDelete

For the Emperor! (and other Xenos welcome...)

Blog Widget by LinkWithin