May 5, 2014

Army Lists: Armoured Company v1.1

184th Cadian Regiment

Army List

HQ

Leman Russ Punisher, Knight Commander Pask, Sponson Multi Melta, Hull Lascannon, Relic plating
Leman Russ Punisher, Sponson Multi Melta, Hull Lascannon

Primaris Psyker
Primaris Psyker

Troops

Infantry Platoon 1
Platoon command squad
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Conscripts (20)
Infantry Platoon 2
Platoon command squad
Infantry squad (Autocannon)
Infantry squad (Autocannon)
Infantry squad (Autocannon)
Special Weapons Squad (Sniper rifles)

Heavy Support

Leman Russ Squadron 1
Leman Russ Executioner (Sponson Plasma cannons)
Leman Russ Executioner (Sponson Plasma cannons)
Leman Russ Squadron 2
Leman Russ Vanquisher (Hull Lascannon)
Leman Russ Vanquisher (Hull Lascannon)
Wyvern Battery
Wyvern (2 Stormshard Mortars, Searchlight)
Wyvern (2 Stormshard Mortars)

1850 points

Apr 27, 2014

Batrep: Astra Militarum vs Tau Empire

Battle for supplies: The Relic

1850 points battle

184th Cadian

First game with the Armoured Company list:
HQ
Company Command Squad, vox caster, Company Standard

Leman Russ Punisher, Knight Commander Pask, Sponson Heavy Bolters
Leman Russ Punisher, Sponson Heavy Bolters

Primaris Psyker
Primaris Psyker
Troops
Platoon command squad
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Conscripts (20)

Platoon command squad
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Heavy Support
Leman Russ Exterminator, Sponson Multimeltas
Leman Russ Exterminator, Sponson Multimeltas

Leman Russ Battle Tank
Leman Russ Battle Tank

Wyvern
Wyvern

Sam's Tau Empire

HQ
Commander Farsight
XV8 Crisis Farsight Bodyguard Team 
        Crisis Bodyguard, Cmd and Ctrl Node, Drone controller, Multi-spectrum SS
        Crisis Bodyguard, 2x Fusion blaster, Target lock
        Crisis Bodyguard, 2x Fusion blaster, Target lock
        Crisis Bodyguard, 2x Fusion blaster, Target lock
        Crisis Bodyguard, 2x Plasma rifle
        5x Gun Drone, 5x Twin-linked pulse carbine
Elites
XV104 Riptide, Counterfire defence system, Early warning override, Ion accelerato, T-L fusion blaster
XV104 Riptide, Counterfire defence system, Early warning override, Ion accelerato, T-L fusion blaster
Troops
Fire Warrior Team, 6x Fire Warrior Shas'la with pulse rifle, Photon grenades
Fire Warrior Team, 6x Fire Warrior Shas'la with pulse rifle, Photon grenades
Fire Warrior Team, 6x Fire Warrior Shas'la with pulse rifle, Photon grenades
Fire Warrior Team, 6x Fire Warrior Shas'la with pulse rifle, Photon grenades

Kroot Carnivore Squad, Kroot Hound (Acute Senses), Sniper rounds, 15x Kroot
Kroot Carnivore Squad, Kroot Hound (Acute Senses), Sniper rounds, 15x Kroot
Fast Attack
Pathfinder Team, 5x Pathfinder Shas'la, 5x Pulse carbine with Markerlight
Pathfinder Team, 5x Pathfinder Shas'la, 5x Pulse carbine with Markerlight
Heavy Support
Sky Ray Missile Defense Gunship, 2x Networked markerlight, 6x Seeker missile, Twin-linked smart missile system, Velocity tracker

XV88 Broadside Team 
        Broadside Shas'ui, Early warning override, T-L high-yield missile pod, T-L smart missile system
        Broadside Shas'ui, Early warning override, T-L high-yield missile pod, T-L smart missile system
        Broadside Shas'vre, Early warning override, T-L high-yield missile pod, T-L smart missile system

Mission and Deployment

Mission: The Relic
Deployment: Dawn of War
We rolled and my opponent won the roll off and deployed first
Night fighting was not in effect for turn 1.
The table

The battle will be fought inside a ruined fortified city. The walls are blocking the line of sight, because the game would be much more interesting for two armies that rely so heavily on long range shooting. Main exception is the road that goes across the city and nearby the relic: even if narrow, it allows a pretty clear line of fire for both armies. Craters are difficult terrain that provide 5+ cover for the models inside, tank traps are also impassable for tanks and barbed wire is dangerous terrain for infantry. Trenches provide 5+ cover for who's inside and the bunker is just an opened building: basically, a 4+ ruin with a roof to keep things simple.

My opponent picked the bottom half and deployed forward, with three fire warriors in the middle, to man the comms relay and probably grab the relic as soon as possible. One riptide for each flank, supported by a pathfinder team. The Sky Ray gunship deployed on the road, and the broadsides on the left, covered by the small bunker. Kroots are outflanking, one FW squad and Farsight and friends in reserve

I immediately thought that if I diluted my firepower along the line to match his deployment evenly it would have been very hard for me to focus my forces and remove units consistently: with my three tank squadrons with different fire ranges (very long with the Battle Tanks, medium-long with the Exterminators and short with the Punishers) I decided to define a "death zone" between my center and the relic, to obliterate every contender and covering the advance of my meatshi... ehm, conscripts. The lascannon squads are on the flanks, to fire at the Riptides and broadsides, and generally covering the flanks. Wyverns placed on a safe place with easy access to the whole enemy deployment, ready to annihilate enemy scoring units.

Scout moves brings pathfinders forward to the Aegis on the right and inside the trenches on the left flank, ready to pin their markerlights on my units.

I roll to seize, and roll a SIX. The emperor protects, I rev up my engines and roll forward, seizing the initiative, surprising the opponent!

The battle

Turn 1 - 184th Cadian
Tau empire's main strength is the markerlight. Cutting off my enemy's markerlight sources was paramount to prevent the complete destruction of my force. Riptides, without markerlight support, are much less scary and much less strong for their cost. Sure, they're not weak units at all, but they wouldn't be BS5 ignoring cover monsters with S9AP2 large blasts and twinlinked fusion blasters.

Another consideration is that my opponent doesn't have a lot of long range firepower. Broadsides and Sky Ray Gunship will be on my priority list, even if they won't be able to really damage my tanks, because they can really put a dent on my infantry forces with poor retaliation from my fire base.

Movement phase begins with Prescience going off successfully to twinlink Pask's squadron and the Leman Russ Battle Tanks on the far right of my deployment zone. The conscripts, Pask and Exterminators move forward, to force deepstrikes further away and to get near the relic.

Shooting phase I got some lucky rolls: With some lascannons I took 2 wounds off from the blue riptide, but also killed one broadside, which forced a morale test, which failed, and made them run off the board!
Wyverns also eradicated one of the two pathfinders squad, while the conscripts and Pask killed off the other one... Well, I was able to kill them at least three times over, with Pask's firepower alone. But better safe than sorry, and there's no kill as good as overkill, so be it! Eradicators killed 4 firewarriors and made the 2 left run for their lives off the board. Also, Pask used the new "Fire and Shroud" order, popping smoke after his attack. That's a mistake, because I was scared by Riptides' S9 blasts, but it would have been better to keep it for the next turn to protect from deepstrikers.

My opponent had some bad luck with his morale rolls, honestly, but my priority targets would have been reduced greatly anyway, so I'm ok with that.
Turn 1 - Tau Empire
I don't really know what my opponent strategy will develop at this point, but after the movement phase i presume he's trying to build pressure on my flanks, with the help of the kroot outflankers next turn, and waiting to farsight to drop in the middle to to a two or three pronged attack.

Shooting phase is lackluster, with only half a dozen guardsmen killed. The blue riptide damage itself with its unstable nova reactor, but the other one successfully powers up the 3++ shield
Turn 2 - 184th Cadian
Some minor shuffling to force the outflankers to show up further down the sides, and to grab the relic which i can't for a fraction of an inch. I should really had moved back with my Leman Russes, so i would have been outside of the melta range of any deepstriker. I thought that fusion blasters were like meltaguns in terms of range, and not 18". Well, one learns through mistakes.

Half of my army, Pask included, unloads on the 3++ Riptide, because it was the greatest threat at the time. I manage to remove only 4 wounds of it. I really thought i would kill it outright, but the 3++ shield and 2+ armor did a great job at absorbing firepower. Wyverns manage to obliterate the two remaining firewarriors squads, thanks to 8 twin linked barrage blasts that can reroll failed to wound rolls. Only 2 warriors survive the death barrage, but they flee (they will later fail to regroup and leave the table).

At this point, my opponent has no scoring units on the table. Sure, kroots will soon come from reserves, but I'm pretty confident in my Wyverns firepower. After all, they're just light infantry, the ideal target for the s4ap6 shred barrage.
Turn 2 - Tau Empire

Reserves time! Both kroot squads come on the table, one on each side. Farsight arrives with his friends, deepstriking in front of my conscripts and Punishers. Riptides keep moving forward. Incidentally, both lose another wound from their nova reactor or frying in their own gets hot! guns. I suppose that Tau Engineers will be executed for their incompetence!

The shooting phase see an Infantry Squad broken by kroot fire on the left flank, minor casualties on the combined squad on the right. the command squad obliterated by the Sky Ray missiles, conscript reduced by half from Farsight. I lost a Leman Russ Battle Tank from the black Riptide fusions, which also loses another wound due to gets hot! and a Punisher from crisis fusion blasters. One Punisher gets Immobilized, too.

The blue Riptide continues its bad luck streak and overheats its Nova reactor once again, and fails the charge range rolling a double 1.

I knew that Farsight drop would have hurt me, but it would have done a lot more damage with a little bit of luck. I can't complain, because my firepower is still strong and Pask is still alive.
Turn 3 - 184th Cadian
Very minor movements, basically just a reshuffling to properly welcome Farsight and his unit, grab the relic and bubblewrap my tanks as much as possible.

Wyverns completely remove the kroots on the left flank, while the Conscripts, Pask and Exterminators destroy the crisis suits down to a drone and half-wounded Farsight himself, which fails the morale test and runs away.

I now appreciate a lot the multimelta sponsons over the heavy bolters one... I'll probably have more of them in the future.
Turn 3 - Tau Empire
This turn is my opponent's last chance to turn the tide of the game. In a series of desperate moves, he sets up as many assaults as possible to try and destroy my lines once and for all.

He manages to destroy one combined squad on the left flank and the immobilized Exterminator. The remaining gun drone detached from Farsight to assault the conscript, while Farsight himself assaulted Pask, shaking the crew.
Turn 4 - 184th Cadian
The remaining forces of the Tau Empire gets slaughtered from the short range firepower of the 184th Cadian. My opponent surrenders!

Final considerations

MVP of the game: the Wyverns. a 130 points unit that killed around 550 points worth of enemy infantry. An absolute game changer, will definitely find a place in every list i'll play.
Second place goes to Pask and his friend: They removed 5 wounds from two Riptides, overkilled some pathfinders and badly damaged Farsight.
Honor mention to the Exterminators with Multimeltas.
Very bad performance for the Leman Russ Battle Tanks, which killed only 3 kroots during the whole game. I'll probably get another squadron of Exterminator with Multimeltas, because they cost the same and are awesome.
I had very bad luck with my lascannons, which almost always failed to hit altogether. I'll probably put one of the two Psykers to oversee on their aiming.

Apr 22, 2014

Army Lists: Armoured Company

184th Cadian Regiment

Army List

HQ

Company Command Squad, vox caster, Company Standard

Leman Russ Punisher, Knight Commander Pask, Sponson Heavy Bolters
Leman Russ Punisher, Sponson Heavy Bolters

Primaris Psyker
Primaris Psyker

Troops

Infantry Platoon 1
Platoon command squad
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Conscripts (20)
Infantry Platoon 2
Platoon command squad
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry squad (Lascannon)

Heavy Support

Leman Russ Squadron 1
Leman Russ Exterminator (Exterminator Autocannon, Sponson Multimeltas)
Leman Russ Exterminator (Exterminator Autocannon, Sponson Multimeltas)

Leman Russ Squadron 2
Leman Russ Battle Tank (Heavy battle cannon)
Leman Russ Battle Tank (Heavy battle cannon)


Wyvern Battery
Wyvern (2 Stormshard Mortars)
Wyvern (2 Stormshard Mortars)

1850 points

Jan 2, 2014

Army Lists: Wall of Steel

184th Cadian Regiment

Army List

HQ

Company Command Squad, vox

Troops

Infantry Platoon 1
Platoon command squad
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry squad (Lascannon)
Infantry squad (Meltagun)
Infantry squad (Meltagun)
Infantry Platoon 2
Platoon command squad
Infantry squad (Autocannon, vox)
Infantry squad (Autocannon)
Infantry squad (Autocannon)
Infantry squad (Meltagun)
Infantry Squad (Meltagun)

Fast Attack

Vendetta (Heavy Bolters)

Heavy Support

Leman Russ Squadron 1
Leman Russ Exterminator (Exterminator Autocannon, Sponson Heavy Bolters)
Leman Russ Exterminator (Exterminator Autocannon, Sponson Heavy Bolters)
Leman Russ Squadron 2
Leman Russ Demolisher (Demolisher cannon)
Leman Russ Demolisher (Demolisher cannon)

Manticore Rocket Launcher

Fortifications

Bastion (Quad gun)

1850 points

Nov 24, 2012

Batrep: Imperial Guard vs Imperial Guard

The enemy within

2000 points battle

Army Lists

184th Cadian

Third playtest with the Army List Heavy Armour v1.0

Andy's Imperial Guard

HQ

Company Command Squad w/ Heavy Bolter

Troops

Veteran Squad w/ 3 Meltaguns, Demolitions
Veteran Squad w/ 3 Plasma Guns, Demolitions
Platoon Command Squad w/ Heavy Bolter
*Infantry Squad w/ Grenade Launcher, Heavy Bolter
*Infantry Squad w/ Grenade Launcher, Heavy Bolter
*Infantry Squad w/ Grenade Launcher

Fast Attack

Vendetta Gunship
Vendetta Gunship

Heavy Support

Ordanance Battery:
*Basilisk
*Basilisk
Leman Russ Squadron:
*Leman Russ Battle Tank w/ Heavy Bolter Sponsons
*Leman Russ Battle Tank w/ Heavy Bolter Sponsons
*Leman Russ Battle Tank w/ Heavy Bolter Sponsons
Leman Russ Squadron:
*Leman Russ Executioner w/ Heavy Bolter Sponsons
*Leman Russ Executioner w/ Heavy Bolter Sponsons

Mission and deployment

Mission: The Crusade (4 objectives)
Deployment: Dawn of War
We rolled and i deployed the first objective and table side, but my opponent won the roll off and deployed first
Night fighting was not in effect for turn 1.

Ok, the table is quite flat in the middle, and there are plenty of fire lanes despite the scattered wrecks and hills on the table. I've secured the only piece of LOS blocking terrain, which will be a perfect hideout for my Manticore. Plus, with my Aegis defence line, i can basically get cover for every model, which is always good.

My opponent list is even more off balance than mine, despite being quite similar. 5 AV14 vehicles are HUGE and will be a pain to crack. Also, with 2 basilisk I'm facing a very big number of large blasts, and i need to deploy accordingly. I will never be able to silence all of them, so i'd be better off ignoring them altogether. Primary targets: the basilisk. they'll murder my infantry ignoring my aegis line cover and they'll be a pain for my vehicles too, expecially the manticore.

I'm afraid this game will be seriously favoured from who gets the alpha strike... Thanks to the Emperor, I rolled to seize and got a 6! The 184th stolen the initiative and will open fire first. I let out a HUGE sigh of relief.

The Battle

Deployment

My opponent deployed first and castled his infantry and artillery in the top left corner of the map, garrisoning the ruined building and the objective inside it. This will be my main focus for the early turns for two reasons: 1. the game is won by scoring infantry, and his only resilient infantry presence is in this corner (the airborne veterans will be easily dispatched after disembark since they'll be nicely clumped together); 2. I haven't enough firepower to reliably and quickly destroy or disable FIVE av14 vehicles, so i'd be better off destroying the scoring units and just weathering the incoming retaliation from the tanks.

Therefore, I deployed my tanks straight ahead to the enemy stronghold and far away from enemy tanks. My infantry is either out of LOS or behind the Aegis, and the manticore is safely hidden behind the hill.

I usually combine my squads, expecially against a non-assault enemy where my Regimental standard is enough to keep my units on the board. This time though, I fear that i'll be going to ground a lot of times to save 3x large blasts and 6x small ones with 18 heavy bolter shots, and I don't want to waste an order just to get up and fire again with 40 men. With multiple squads, i can safely afford to go to ground and leave them there for one turn without a sensible loss in my firepower anyway. Also, in the worst case of bad save rolls, focused fire on a unit would be simply overkill.

Introduction

Blessed is the mind too small for doubt

Traitors... Enemies everywhere... Who can you trust? Who is sane, and who is corrupted? Your brethren is plotting against you, attack first, attack swiftly, leave none alive...

37th Frysean Armored Regiment HQ
Colonel Vankyle:"Captain, the 184th Cadian regiment has betrayed the Emperor's light. I've got proofs about suspicious movement and reinforcement requests which are unusual."
Captain Utler:"Uh, sir, are you sure about that? The 184th has always served dutifully and..."*BANG*
Col. Vankyle:"Anybody else willing to discuss my orders?"

184th Cadian Regiment HQ
Scanner Operator:"Sir, did we have any notice about the relocation of the 37th Armoured towards our position?"
Surveillance Officer:"What? are they moving THE WHOLE DAMNED REGIMENT towards us?"
Scanner Op.:"This is what it looks like, sir. They don't even answer our vox calls..."

They're not what they seem... They want to destroy you, you cannot allow that... You'll be an honored Colonel if you can stomp this betrayal on its early days... The truth is in your hands, don't believe what you're being told... Follow your doubts.

Turn 1 - 184th Cadian

Nobody understood why the 37th Armoured was directed towards the trenches of the 184th, but for sure they cannot move sneakily: the roar of several Leman Russes and Basilisks cannot be hidden in any way. The sun was high, and soon the sunshine reflected from the metal hulls cruising, uncovering their position.

The steel of wall was a mighty view to see, despite their betrayal. The time for preparations was running low, and the Colonel was still preparing his plan.
Colonel Wright:"We aren't prepared to withstand such an heavy number of battle tanks! If we let them crash on our lines on their terms, we don't stand a chance. First, we need to achieve artillery superiority, or the infantry will be disintegrated shortly. Second, we need to clear the enemy infantry, so we'll be allowed to surround and outmaneuver the tanks. Hopefully, we can force them to surrender and recover the heavy tanks without much damages..."

Peeking from their hideout, the Manticore's crew prepared the Storm Eagle Rockets under the supervision of a Techpriest.
Techpriest:"Praise the machine spirit, for its guidance on the rockets and its good will to prevent malfunctioning. Tend to the vehicle you've been assigned to, so it may allow you to accomplish your mission and protect it from the enemy."

Following the ritual instructions, the crew inserted the enemy artillery coordinates and the cogitator accepted them. The multiple warhead rocket went high into the sky, unleashing its payload.

Two large explosion marked the signal for the advance of the flanking attack. Rolling down from the hills, four Leman Russes opened fire against the enemy infantry which was escorting the Basilisks.

A shower of high caliber lead and self propelled, mass-reactive heavy bolter rounds pierced the lightly armoured artillery tanks and slaughtered the hapless infantry outside the ruins. Screaming for the pain, they ran into the ruins rearby, trying to protect themselves, but several plasma bursts melted the rocks and who was standing behind them.

LRXC02 vox operator"Sir, we silenced their artillery, and the infantry escort has been surprised in the open! They're scrambling for cover, but we have them in our targets."
Colonel Wright:"Good job, guardsman. Keep advancing!"

Colonel Wright:"Guardsmen! The enemy is incoming! Man the barricades, and prepare your weapons! These traitors must be destroyed!"

They knew you were coming... who betrayed you? Are there spies in your own allies? Do not have worries, everything is going according to plan, they can't even notice that...

Well, that was good. Thankfully, I seized the initiative: I really feel that this has been a real game changer. Since I have deployed the Aegis Defence Line outside my deployment zone, I had some room more to scatter away, so i can reduce the blasts effect on my infantry. The left flank advanced with all my tanks.

The lascannons missed or anyway failed to penetrate the tough av14 wall, but the manticore managed to explode one basilisk and immobilize the other one (2 warheads rolled). Since i can't afford to leave them standing, because my manticore is my most reliable weapon against the russes, the Exterminators tanks finished the last one.

The Executioners instead opened fire against the infantry outside the ruins (I focused fire who was outside cover, just to be sure) and they scored an impressive amount of kills (around 15).

A small squad which wasn't protected by the Aegis Line, ran forward alongside the hill, out of LOS by the enemy's executioners

Points count: First Blood for 184th

Turn 1 - 37th Frysean Armoured

You can't let them win, destroy the traitors... You'll be honored and powerful, you will get promoted to General...

The Leman Russ Battle Tanks spotted the Cadian armour and revved up their engine to intercept them before it was too late. Their turret slowly rotated and aimed for the exposed side armour of the advancing enemy tanks: the high explosive shells slammed into the target.

The shockwave echoed through the plains: shortly after, a thick, greasy smoke started pouring from the rightmost Leman Russ Executioner. The hatches opened, and a couple crewmen ran away: the plasma coils have been damaged by the explosions and it's not safe to wait nearby after all...

LRXC02 officer, Lieutenant Cooper:"Sir, this is LRXC02 officer. Our right track has been shattered and we cannot move without repairings. Our vox operator has been knocked out by the explosion, but we are still able to fire. The machine spirit isn't pleased, but we suppose we can cope with that for some time at least."

The infantry, the infantry is dangerous... burn them in plasma...

The enemy armour keep advancing across the field, with the right squadron heading towards the entrenched infantry, ready to shower them in plasma explosions. Heavy bolters added their angry screams to the plasma whistles, aiming to the guardsmen behind the barricade.

Sergeant Karlst:"TAKE COVER!"
The first rank of guardsmen sheltered behind the Aegis shields, which resisted the plasma fire.
Sergeant Karlst:"Is everybody ok?"

The remaining of the infantry platoon ran to cover in the ruins so it regained coherency, and the Leman Russes moved forward to close the distance. The Battle Tank squadron opened fire into the executioners, aiming for the side armor obtaining 3 glances and one penetration (my mistake here, i should have angled them better), as a result i got one wreck and one immobilized result.

The enemy Executioners opened fire against one squad behind the aegis line, scoring 17 wounds (remembered what i said about overkill in the pre-game analysis?) but the squad went to ground and i saved EVERY ONE OF THEM. It feels so great to have terminator-equivalent guardsmen!

Turn 2 - 184th Cadian

Colonel Wright:"Damn those tanks, we need more firepower! Artillery, open fire, suppress those tanks! Call in the reinforcements from the air support!"

The rocket battery extended the rituals for the new input, and soon another rocket flew towards the new target. The ordnance dropped three warheads on the enemy tanks. When the dust settled a little, the tanks were still rolling forward.

A loud jet sound crossed above the infantrymen heads: a Vendetta gunship has arrived, Its lasers fired against the main threat. The high energy beams pierced the armor of the tanks.

The leading tank, which received the most damages, slowly cranked to an halt.

Sergeant Karlst:"The air force is arrived, boys! 1 Tank gone, 4 more to go!"

Despite the damages received, the remaining Leman Russes kept firing at full effect against the remaining infantry. The high velocity bullets shattered rock and meat alike, as if there was no difference whatsoever. One by one, the traitor infantrymen got slaughtered: the firepower unleashed was so impressive that retreating was not an option, because it would have provided the autocannons a new, easier target.

Colonel Wright:"Lt. Cooper! We have identified the enemy command post. Destroy these traitors, in the name of the Emperor!"
Without moving, the immobilized tank aimed its plasma destroyer cannon on the enemy command post. The magnifying lenses shown a guard officer shouting against his men, visibly in distress: nobody in the crew shown any remorse when the plasma batteries discharged their payload on the designated target.
Lieutenant Cooper:"Kill confirmed, sir. No more enemy contacts in the target area"

Colonel Wright:"Dispatch an assault squad, we need to capture those enemy Executioners intact, or the Techpriests will put up a grudge that will take forever to resolve".

Ok, I definitely got the upper hand this turn. Only one Vendetta shows up, and, with some help from the Manticore Rocket Launcher i manage to wreck one Leman Russ and stun another one. The Executioner destroy the enemy Company Command Squad and the Exterminators whittle down again the enemy platoon which is now 5 models strong from the starting 30. The lone infantry squad assaulted the executioners (despite not having any mean to damage them in assault) to gain more inches: in a single turn that squad moved 15", which is not bad for a footslogging guardsman. I know that they will not survive the next turn and they're a simple distraction for the enemy executioners... And if they get ignored, i get closer to the enemy deployment zone, anyway.

Point count: 2 - 0 for the 184th Cadian (First blood and Slay the warlord)

Turn 2 - 37th Frysean Armoured

The plan is going forward, nobody can see that yet... The pieces are falling together perfectly...

Another Vendetta joined the battlefield, cheered by the 184th Cadian Guardsmen as it swooped above in the sky. The gunship turned on itself in mid air and the cheers immediately stop as soon as the Lascannons opened fire against the artillery emplacement hidden behind the hill.

Colonel Wright:"Traitors! Destroy them at once!"

The anti-air gun emplacement tracked the new suprise threat, trying to anticipate the flyer's position. Many autocannon shots ricocheted from the armored wings, with little effect apart from a little trail of smoke now following the Vendetta. It was not enough to down the flyer or even to prevent its strafing run: high energy beams melted and pierced the thin armor of the Manticore.

The lasers critically damaged the engine compartment, causing a chain reaction which ignited the fuel compartment: the explosion teared the vehicle from the inside out, throwing flaming debris everywhere.

Private Russel:"Look out, Sergeant!"
The guardsman thrown himself at the sergeant, pulling him to the ground while a metal shrapnel zoomed nearby *THUMP*
Sergeant Jorge:"Thank you, Russel. Russel? Oh, damn it...";
The guardsman saved the life of his sergeant, because a large debris pierced the back of his flak armor, but not his body. Blood was rushing out from the wound at an alarming rate, and his mouth was now opened in an endless, mute shout of warning.

Ok, this turn one of my opponent's Vendetta shows up from reserves, which is intercepted by the quad gun and i got a single glancing hit, and manages to pen and explode my Manticore, despite the 3+ cover save i had. Of course, it exploded the full 6" and killed 1 vox operator and 1 sergeant, which rerouted his wound to a passerby guardsman instead.
The enemy Executioners moved back 6" and plastered my decoy squad in plasma and heavy bolters shot: 17 wounds which, despite saving 4 going to ground with a 6+ save, destroyed it completely. Oh well, too bad.

Turn 3 - 184th Cadian

Colonel Wright:"Air support, keep firing on those Battle Tanks, we can handle the other gunship. Keep focus on your mission! - Infantry, Open fire against the enemy gunship! You must destroy it at once"
The heavy weapons opened fire against the fast moving enemy flyer. Several energy beams and tracing bullets pierced across the sky, but it was very difficult to aim such a fast aircraft with infantry-carried weaponry! The enemy pilot ignored these weak attempts and zoomed away in the clouds.

The Cadian flyer kept strafing the enemy battle tank, scoring another kill: only one enemy Leman Russ Battle Tank was still standing.

Lieutenant von Richt: Lieutenant, get ready to jump, we're near the launch point.
Lieutenant Huey: You heard the man, we're going to jump at the green light.
The small assault team was ready to jump and clean the enemy outpost on the hill. Their flamethrowers are loaded, and the grav chutes are turned on and ready to work, if the machine spirit agree.

My 2nd Vendetta failed to show up, not that i need it anymore but still, it's only 1 chance out of 9 that this would happen. Anyway, the game is almost over i guess: I manage to wreck another LRBT, and i proceed to finish the infantry platoon only to leave one single survivor, which for the third time in a row does not fail his morale check (again, this has a 30% probability of success)

Turn 3 - 37th Frysean Armoured

The enemy stronghold in the ruins was no more. The very ruins were, if possible, destroyed to tiny, melted pieces. Nothing was moving anymore after the incredible amount of lead and plasma delivered to the enemy fortification.

Slowly, one by one, the enemy tanks slowed to an halt and their crewmen frantically shouted their surrender across the common imperial emergency frequencies. From the ruins, a lone survivor raised a white flag, a dirty napkin tied to its lasgun.

Colonel Wright:"Look at those pathetic traitors! Looking for the Emperor's mercy, where they cannot find any. Sergeant, take every enemy survivor with your team and bring them in front of our fortification line. Get the enemy tank crews outside their tanks: tell them that if they surrender their Leman Russes, they will not be killed with the rest of their company. If they still hesitate, lie to them and promise everything they ask you. Just let them out before they damage their own tanks! We need those."

In a couple of minutes, the enemy prisoners were taken in front of the still smoking Cadian fortifications and put in line in front of Colonel Wright.

Colonel Wright:"You've committed the worst crime against the Imperium. You've attacked your fellow Guardsmen, without warning or explaination. I don't know what pushed you or your officers into this, but for sure your actions will not go unpunished! And, if you're not personally guilty of treason, INNOCENCE PROVES NOTHING! Your actions caused the loss of three mighty Leman Russes. You caused the loss of two Basilisks and one sacred Manticore. You have betrayed the Emperor's guidance, laws and will: there is only possible outcome for this! FIRST RANK, FIRE!"

Well, even his vendetta failed to show up, so i guess this even my bad reserve rolls. With nothing much else to do, he keep firing with his remaining tanks, only to achieve an immobilized result on my leading Exterminator LR (well, he's indeed lucky with his LRBT pen rolls!) and a single casualty on an infantry squad (well, 13 wounds before i went to ground!)

My opponent surrenders!

Victory to the 184th Cadian Regiment!

Post-battle analysis

Ok, objectively, I had it easy thanks to my luck while seizing the initiative. I guess it would have been VERY different if I had to resist 2 basilisk barrages, and potentially losing my own artillery. Anyway, this is a game of dice so these things happen.

Also, I'm glad i did not panic about all that AV14 i was against, and i focused on the troops. I guess that this game proved extensively once again that only a little scoring infantry presence (my opponent's list had 500 pts of infantry, 260 of which in reserve inside the vendettas) isn't going to win you any match and makes your opponent game much easier to manage. Anyway I managed to destroy 2 AV14 vehicles thanks to my Artillery and Vendettas (ok, they counted as AV13 for them, but still) which is a good result nevertheless

I'm glad that i didn't combine any of my infantry squads. This cost me a little firepower (only 2 TwinLinked Lascannons each turn instead of 4) but help my survivability a lot. I need to consider this approach, also because I didn't field any commissar.

Special mention to my aegis line. Approximatively, the squads behind would have suffered around 30 wounds, which resulted in 1 (ONE) casualty, across three turns. We can safely say that it made its points back with ease (50 pts spent saved 130 pts of infantry at least)

This game also explains what's the difference between "play to the mission" and "Kill what's big and scary". Honestly, I did sighed in relief when my opponent began firing his Battle Tanks into my own Leman Russes: my s7 tanks were basically useless after i wiped his infantry, so he decided to use them as a defensive unit instead of attacking my own troops. I guess that an advance towards my lines (to deny me the aegis cover) while blasting everything in sight with 3x large blasts would have been more effective in the long run.

Nov 17, 2012

Batrep: Imperial Guard vs Orks

Preemptive strike

1500 points battle

Army Lists

184th Cadian

First playtest with the Army List Mobile ground forces v1.0

Vahiagi's mek Waaaagh!

3x lootas, 2 of them with big mek and shokk gun
2x deff dreads with 2x rokkits each
2x squadrons of 2x warbuggies with twinlinked rokkit launcha
Trukk with some boyz
3x squadrons of 3x Killa kanz with Grotzookas

Mission and deployment

Mission: Purge the alien (the KP-equivalent one)
Deployment: Hammer and Anvil (short table edges)
I rolled and got first turn.
Night fighting is in effect for turn 1.

Well well well. The deployment is very good for my list: potentially I can have more space between my lines and the enemy if i deploy full back.
I must admit that i didn't know the actual statline of the killa kanz, expecially their range. If i did, i would have played my first ranks somewhat differently.
The table has plenty of cover in the deployment zones and a very nice, empty field of fire in the middle: this is very very appreciated from my Lascannons.

The Battle

Deployment

The table has been formed following the 6th edition guidelines: split the table in 6 squares and roll a d3 to see how many terrain pieces are in for each sector. The rolls have been quite above the average! It turned out that this table was very balanced, so I'm gonna like this way of table building, even if it requires a bit more time.

I deploy my aegis line halfway in my deployment zone, to get more inches from my opponent lines, and the flamer platoon in front. Their task is to get at them and slow them down as much as possible... which they would have accomplished better if they stood back and waited for their units to stagger forward (i didn't know that the killa kanz grotzooka was so short ranged... well, nevermind they'll absorb the lootas fire.

My opponent deployed as close to me as possible, of course. The killa kanz provide mobile cover to who's behind, lootas are in cover and ready to fire.

Introduction

General:"Ah! Come in, colonel. You'll be happy to know this time I have secured a safe mission for you and your men!"
Colonel (Thinking):"Sure, safe mission. I've never seen one, even when they assured me it was..."
C: "Thank you sir! It will be absolutely bully! What's it about?" G: "You need to perform a cleansing mission on this planet. It has been more than 10 years since the last ork cleaning mission, and it's about time for a new one"
C (thinking): "TEN YEARS?? Those greenskins would have had time to build a whole new HUGE mechanized army!"
C: "I completely agree, sir. My men will be enthusiast to know the details of this mission"
G: "I couldn't expect worse from your men, colonel. Go now, and prepare for battle"
G (thinking): "I guess he doesn't need to know that the last time we tried to clean the planet, we lost half a regiment worth of vehicle and machinery. It would only hamper his morale, for sure."
* * *
"We can't trust the greenskins. The command wants us to believe they're still in a feral state, with primitive weapons: I don't think that we'll be armed enough with a couple of flamethrowers, we'd better bring some heavy weapons with us."
"Sir, the command HQ has detached 2 Leman russes "demolisher" to our regiment. Isn't it a bit... unusual... for an ork cleaning?"
"Corporal, remember, we can never know in advance what we can meet on the battlefield, only that the more gun we have, the better it is. Anyway, yes, it's unusual"
* * *
For a change, the regiment lands on the planet smoothly and without delays. After all, this is still an Imperial planet, and no enemies are nearby... except those orks that are theoretically under control.
A squadron of Scout Sentinels is detached in the night following the planetfall, to discover the greenskins nests. After a single hour of scouting, every contact with the explorers is lost. The last transmission was all but clear, and only a loud "WAAAAAGH!" could be made out from the static discharges.
The greenskins are coming.

Turn 1 - Imperial Guard

The cranking noises of several orkish vehicles grew louder and louder every minute passing away. The night was still thick, and nobody could spot the approaching enemy.
"Lieutenant, send your platoon forward. We need visual confirmation for our target, to open fire. On the double!"
Hundreds of boots began to march in the dark fields, with the friendly, lumbering presence of the Demolisher following the cautious advance.
"Sir, we found them! It's a mechanized formation, we can't spot any greenskin but they're filled to the brim with walkers, several sizes. We don't have any weaponry available to suppress them or slow down their advance! We need orders, sir!"
"Good job, Lieutenant. Move your men to the flank of the valley, find any cover available and await for reinforcement. Fire support is going to open fire soon. Keep reporting any new enemy information you can gather."
The tanks were the only one in the immediate vicinity able to open fire across the dark fields. Their heavy bolters began clattering away to the approaching walkers, every round lightened the surroundings like a lightning storm. Shortly after, the first demolisher cannon shell blasted away in the middle of the enemy formation.
"Sir, we report one large explosion, but we cannot confirm any kill. They're still advancing!"
The flamer platoon and the demolisher advanced across the field, trying to get as near as possible to the flanks, to get cover or out of LOS as much as possible.
The Lemans' bolters opened fire on the top and bottom squadrons of kans, and the bottom one uses its cannon too. The blast scattered away and is then blocked by cover, and the 6 bolter rounds managed to remove a single HP from one of them.
Here i have made an HUGE HUGE error: i forgot that my tanks have searchlights, thus, all my lascannons and quad gun would have been able to fire. I could have killed a killa kan or two, maybe... Another error: the killa kanz have grotzookas which are short ranged plus they really murder infantry in the open. It haven't been a really brilliant move to march across the field with my guardsmen, closing the gap for them. and only for a single demolisher shot which did nothing!

Turn 1 - Orks

"Little oomies wanna play! Stomp 'em! WAAAAAGH!"
The killa kanz squadron advanced towards the marching infantrymen, unleashing all their firepower in a single, deadly salvo. Whistling in the air, the rockets slammed into the guard lines: several guardsmen blew up in pieces, and many others screamed in pain when the shrapnels hit their bodies.
"HARR HARR HARR, dey'r blowwin up all around uns! SMASH DEM!"
From the back of the enemy formation, automatic fire answered the clattering of the Guard's heavy bolters: a lot of high caliber rounds whizzed around the wounded guardsmen, slaying more of them.
"SIR! SIR! They're slaughtering us! We request immediate assistance!"
"Hold on a little longer, Lieutenant. Reinforcements are under way. Find the best cover you can get and keep your heads down.
Ouch. Really. This turn is where i learned about grotzookas firepower, the hard way.
Everything except lootas moved forward. The buggies tried to glance the demolishers, and only 1 hull point is chipped away from the lowest LRD. Everything else opened fire against the infantry squads up front, and i lose several men in the process. At least, every morale test is passed.

Turn 2 - Imperial Guard

"Airborn Storm troopers reporting in. We're commencing the drop run, ETA 120 seconds"
As soon as the sun began to rise, the valkiries lift off the regimental HQ carrying the special operation forces. The greenskins were too much armoured for the light weaponry issued to the guardsmen, and a quick response was needed.
"There's an old landing area behind the enemy column. You have to drop there and destroy as much vehicles as possible, to slow down the enemy advance and take out the biggest threats"
Still scattered by the explosions, the survivors from the frontline, staggered back up, the sergeants yelling orders about positioning and weapon checking and setting up counterattacks and pay attention and... Just more noises in the battle. The cannons kept roaring, and now the Lascannons added their crack to the battle. The remaining guardsmen ran for cover, waiting to be rescued from their comrades, and started digging some trenches.
On the north flank, there was no place to hide. The only hope was to close the distance from the enemy line as quickly as possible, and hide in the buildings ahead.
"Move, move, move! If you want to see the light of another day, we must reach those buildings and take shelter behind them! And those rusty warbuggies won't stop us, at all! On the double!"
The young Lieutenant drove his men on a desperate run for their only hope of survival.
"Use your grenades! we must blow them up!"
Several explosive charges flew into the opened warbuggies, but the orks managed to throw all of them out of the chassis, before reversing and stuttering away. If possible, they now sprouted more smoke than before.
The enemy contraptions were now visible in the dawn's light, and the colonel itself directed the fire of the heavy laser batteries. Several beams crashed in one of the biggest walkers, halting it on its feet.
The landing has been perfect, the long training they endured has paid off. Both special units are exactly where planned, ready to blast off some greenskins.
Their enhanced lasguns provide covering fire to the melta beams and plasma bolts raining on the rear of the enemy formations: the dread staggered to a cranky halt, before blowing up, throwing razor sharp shrapnel on the field.
"Secure this landing field, we need to clear this sector to allow the rest of the army to regroup!"
The black infantry squads moved behind the buildings and pulled off a charge against the warbuggies. 9 inches and one glance free! yay! Quick note, now the good old frag grenades have been demoted to s3 and can't be used in assault either. Krak grenades are mandatory for infantry squad that plan to assault vehicles.
The purple squad got back in coherency and got called "Incoming" for a 5+ cover save in the open and a 2+ save for who's behind the tanker.
The four twinlinked lascannons managed to stun the first deff dread...
The CCS lascannon and quadgun are stopped by cover saves
The top demolisher misses completely, but the bottom one manage to wreck a killa can and immobilize another one.
The melta stormtroopers manages to explode the other deff dread (yay first blood for me) and killing a loota in the explosion, but the plasma stormtroopers only manage to glance a single HP from the warbuggies (note that 4 out of 5 plasma shots hit the target, but i managed to roll only one 3. Very bad luck!)
Quick fun note, the snipers PCS manage to pen a killa kan with rending, but it's stopped by cover. Snap!

Turn 2 - Orks

"Da boy wich bringz me da moar oomie head will drive da trukk next ride! WAAAAGH!"
The trukk drove ahead towards the already weakened northern flank, and the greenskins inside jumped out, firing their makeshift weapons in the general direction of the distracted guardsmen: despite the high firepower, the nonexistent training of the orks only managed to kill very few men. This didn't discouraged the aliens, but instead they charged the line with beastly fury, slaughtering every single guardsman.
"HARR HARR HARR! Look da stupid Grokk, it killz da self fellin on his choppa!"
"Sir, the landing field is not secure, the rear guard of the enemy formation is well defended. Our scanners detect several weapon emplacements all around the quadrant. We'll need heavier support to... HIT THE DIRT! INCOMING!"
The automatic weapons of the ork looters opened fire on the stormtroopers on the landing field. The high caliber - high velocity bullets teared through the reinforced ceramite plates of their carapace, slaughtering the hapless drop troops in a single, deadly salvo.
"Sergeant! SERGEANT! Answer, Sergeant! ... Damnit"
"Sir, Captain Allen reports that the southern flank is taking heavy casualties. We've also lost every contact with Lieutenant Steward and his platoon. What shall we do?"
The situation was looking very bleak, and very little of the first ranks was still able to fight on. The rear-guard diversion has been suppressed as soon as it started, and the enemy battle line was closing in.
It was in times like this that the Colonel thanked the emperor that there were no commissars in sight.
"Corporal, order a full retreat to every forward unit still able to listen to the message. Covering fire is being set up at the main defence line. We'll stop the greenskins there, or the whole mission would become an even greater disaster."
Oh well, this turn hurts a lot. I' ve lost a stunning 4 units in a single turn!
The warbuggies on top disengaged and allowed the boyz to charge the half depleted infantry squads reducing them to a red mush. I manage to kill a single ork boy, wohoo! Three killa kanz murder the small platoon squad with no chances of retaliation, while the other 2 squadrons kept blowing the other two infantry squads to pieces with their grotzookas, hitting the CCS nearby too. At least i passed every single morale check so far. Basically i am left with the static platoon and the main CCS completely unscathed, one demolisher at full condition, one with 2HP left, less than a quarter of a platoon, half secondary CCS (approximately 860 points worth of army) versus my opponent full army minus a deff dread, a killa kan, a loota and a boy. Ouch!
VP count: IG 1+First blood, orks 4

Turn 3 - Imperial Guard

"We must cover our retreat AND slow down their advance at the same time. They're not very fast but for sure are tough targets, our lasguns are completely ineffective. Corporal, request a long range Basilisk barrage on the enemy column to the regiment HQ, immediately!"
"Yes sir! Requesting fire for effect in quadrant NQ-12, range 5 miles, square."
...
"Sir, the 77th artillery reports that their Basilisk are currently under maintenance, and they'll be unavailable for at least three hours, maybe four!"
"Get immediately back on that radio. We won't have that many hours, and the next target after our position is the 77th field HQ. They don't want to wait that much, I am sure."
The scattered remnants of an once whole platoon were staggering through a forest to link back with the forces behind the main defence line, a blank stare on their faces. The battle cannons roared, the bolters clattered away and the lascannons whined loudly in the air, destroying orkish equipment and scattering metal scraps all across the field.
"Private, do you see that loose joint on the leg of that walker thing? Aim at it and stop that tin can immediately!"
After a deep breath, the sniper raised his long-las to the shoulder, identified the weak spot, muttered a prayer for a precise shot for his rifle and pulled the trigger.
The overcharged energy beam melted the already weak joints of the ork contraption, breaking them.
"Good job, private. Good job!"
PLAY TO THE MISSION
They should sell stickers with that sentence. I'd buy several. Everything except heavy weapons moved as back as possible, with a little run too. It's not a good strategy to give my opponent two more free kill points when I handed him so gently 4 of them.
Shooting phase has been a little more satisfying than before. Despite the top Demolisher missing everything again (it scattered exactly between the kanz and the trukk) I manage to explode one, wreck a second and immobilize a third from a single kanz squadron and to immobilize two more (from the other 2 different squadrons). Since my opponent is really lacking in mobility, crippling his forward elements is a great plan to buy more time.
Note: one of the latter immobilizations is due to another rending penetration shot from a sniper. Woah! VP count: IG 2 - Orks 4

Turn 3 - Orks

"Sir, the artillery regiment is still unavailable. They're rushing thingh as much as they can, but their Commissar pretends that every single Basilisk has to be in perfect clean condition before opening fire on the greenskins"
The green horde kept marching across the fields, every second closer to the main (and last) line of defense of the 184th.
The killa kanz kept pounding the falling back men of the first ranks. After a storm of explosions, only one sergeant made it back the aegis defense line: every other guardsman has been killed.
Without any other closer target, the lootas finally opened fire against the main fortifications of the Imperial forces. The sound of the lead slamming on the ferrocrete and zipping mere inches from the heads was deafening. Not too late the sound of shattered flesh added to the mix: the rate of fire was enough to pass through the emplacements and kill several guards.
"Sir, we have lost more than half of our forces, and the HQ can't send any reinforcements until the air field is secure again. What shall we do, sir?"
"Arrange medical evacuation for every guardsman that's still alive but unable to fight. Reinforce the aegis line, and be ready to open timed lasgun volleys when the greenskins will get close enough. Every heavy weapon still available shall open fire to the closest target. We must hold the line until the 77th finish cleaning their Basilisks. They're our only hope."
Another turn of general, slow advance for the orks.
The farthest back lootas advanced too along the bottom flank, to get in range of the aegis line next turn. I guess he forgot that heavy weapons can snapfire even when they move...
The remaining squadron of two killa kanz almost wiped away the remnants of the first platoon, and only a sergeant survived! Killpoint denied! (so far)
And lastly, the other 2 loota squads opened fire on the line, killing 7 guardsmen and a Lasercannon!
VP count: IG 2 - orks 4

Turn 4 - Imperial Guard

The orks are now so close to the imperial fortifications that their stench and the smell of the greasy oil their machines burned was thick in the air. The time available to stop the aliens was running short.
Every single shot has now to have an effect, or the green tide will overrun the guardsmen still alive.
The reckless advance of the orks has put them in the clear fields of fire in front of the Guard line: without anything obscuring the visual, the guardsmen now have a perfect target for their weapons.
Shouting orders, the Colonel directed the fire of the surviving men.
The lascannons discharged their high energy beams in the thinly armoured vehicles racing towards the line: several of them exploded with huge blasts, leaving only charred remnants and metal pieces scattered on the field
"Private, i need another straight shot. That buggy is coming right towards us: kill the driver, so they'll stop and we can get outta here"
The sniper took a deep breath, aimed the long las at the ork driver's head and fired. The overcharged beam of the modified lasgun pierced the air. A sudden bump of the warbuggy saved the head of the ork, but the shot hit the exposed gasoline tank! The explosion broke the car in two pieces, throwing them apart on the field.
"That wasn't exactly what I asked for, private, but good job nevertheless!" Let's go now, it's not safe here anymore."
Well, finally I manage to kill something this turn.
I keep retreating the lonely sergeant to hide him behind the hill, to save a killpoint, with the second CCS following him closely.
The top demolisher manages to miss everything, again. The bottom one misses too, but at least scatters on a killa kan, wrecking it. Lascannon fire blows up the trukk and glances to a single HP the last deff dread and a great sniper manages to hit, penetrate and explode one of the bottom warbuggies. HERO! (mathammer, for a unit of 4 snipers at bs3 to explode an av10 vehicle, i have a 3% success chance)
VP count: IG 3 - orks 4

Final Turns

From this point onwards, nothing much happens, except "Orks advance" and "Guard fires back", so i leave the technical commentary aside in favor of the storytelling
The exploding ork vehicles sprouted thick, black, greasy smoke pillars that blocked the visual of the remaining guard survivors. The senior officer knew it wasn't over: it's never over when there are greenskins around.
He was right: after a short lull, war cries pierced the smoke and echoed through the imperial fortifications
Another wave emerged into sight, screaming and running towards the last survivors. The battle tank opened fire, deafening the guards nearby and blasting the running orks. The small lasguns whined rhythmically, burning the thick, green hide of the xenos.
The green tide smashed against the first line, like a storm. Several orks climbed on top of the tanks, opened the hatches and slaughtered the occupants. Nothing except the lasguns and the souls of an handful of guardsmen now stand between the orks and total defeat.
"Men! we all know that our duty is our loyalty to the Emperor. Our duty is to protect His worlds and enforce his will. The highest honor we can dream to achieve is to die knowing that we have accomplished our mission! Do not be afraid, this battle is going to the end, and we bought enough time to alert and prepare a proper response from the planetary command. The Emperor light will shine upon us! We will fight together as one, to repel the enemy of the imperium. OPEN FIRE!"
Two dozens of lasguns opened fire simultaneously, carving a hole in the advancing orks. Following the shouted rythm of the sergeant voice, a fusillade of laser whittled the green ranks.
One by one, the lasguns fell silent. The orks stormed the barricades and overwhelmed every single soldier that tried to stand up against them. Where you could have heard lasguns discharge, you'd now hear only screams of pain.
* * *
Several hours later, an abandoned vox caster, crackled back to life...
*fzzttt* *fzzttt* "77th artillery regiment ready to fire. Commencing Basiliks barrage at coordinates 5.621.64.4 grid A6. Please confirm the order, Colonel."
No one was there to answer.

Army Lists: Heavy Armour v1.0

184th Cadian Regiment

Army List

HQ

Company Command Squad (vox, Autocannon, regimental standard)

Troops

Infantry Platoon 1
Platoon command squad (4x flamers)
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry squad (Lascannon, vox)
Infantry squad (Lascannon)
Infantry Platoon 2
Platoon command squad (4x flamers)
Infantry squad (Autocannon)
Infantry squad (Autocannon)
Infantry squad (Autocannon)
Infantry squad (Autocannon)

Fast Attack

Vendetta (Heavy Bolters)
Vendetta (Heavy Bolters)

Heavy Support

Leman Russ Squadron 1
Leman Russ Exterminator (Exterminator Autocannon, Sponson Heavy Bolters)
Leman Russ Exterminator (Exterminator Autocannon, Sponson Heavy Bolters)
Leman Russ Squadron 2
Leman Russ Executioner (Executioner plasma cannon)
Leman Russ Executioner (Executioner plasma cannon)

Manticore Rocket Launcher (Camo Netting)

Fortifications

Aegis Defense line (Quad gun)

2000 points

Strategy

Straight to the point. Unless I have extensive Chimera transports and/or Al Raheem, I'll never have enough mobility. Therefore, I'd better accept this and instead play the missions following my rules: I don't care if you can go anywhere, zooming around me and grabbing every objective while i cant, my mission is to kill your troops!

With this focus in mind, here comes the AV14 wall of steel. As you can see, the strength is designed to destroy light transports and to slaughter infantry. Every kind of infantry, even marines. Yeah, i've dropped the s8ap3 standard Russes, but if you think about it for a second, an expert player isn't going to clump up his marines so it would be VERY hard to get more than 6-8 hits below 2 blasts (and how many times your russes scattered into nothing?), while 2 Exterminators with sponson heavy bolters throw out 8 twinlinked Autocannon shots plus 18 heavy bolter shots which averages 4 dead marines with a very, very reliability but high potential (and if the enemy is a xeno with 4+ armour, it's pratically blown away with 11 UNSAVED wounds.

To summarize, use the Leman Russes to destroy enemy transports, then let them unleash hell into enemy scoring units. Use the Manticore to pry open tougher targets, using fire support from the Vendettas and LasCannon infantry. Keep the autocannon squads separate and use them as meatshield for enemy shooting and buffer for enemy assaulters.

PLAY TO THE MISSION! (also known as: KILL ENEMY TROOPS)

Another small tip about objectives placement. Do not clump your objectives INSIDE your lines. Instead, place them 6"-12" in front of your units. The enemy usually is going to charge you as fast as he can. Be sure that you don't give him another reason to smash your guardsmen to death: hopefully he'll split a little forces to get to the objectives instead throwing everything plus the kitchen sink at your lines.