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Post by Servo on Feb 1, 2012 14:31:07 GMT -5
Round 2: Dark Eldar vs. Ghostmarines
Tile 25 -> 32
Ghostmarines defending.
Mission: Annihilation Deployment: Dawn of War Points: 1000 Turns: 6 Time: 2.5 hours
Ghostmarines setup terrain and chose mission; Dark Eldar chose deployment type, deployment zones, and chose first turn.
Dark Eldar tried some new tactics that caused power armour to rapidly fill with urine. However, the Dark Eldar could not maximize their assaults as the Marines were so spread out, and in turn 4 they started to fall to concentrated fire.
Of special note are the Scouts, who fired 4 sniper rifles and 1 missile launcher for 3 turns in a row and failed to hit 14 out of the 15 shots. The squad has been reassigned to change the Emperor's colostomy bag for the next 100 years.
Ghostmarines win 5-1 and defend their territory.
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Post by Mephiston on Feb 2, 2012 9:10:01 GMT -5
Did your scouts accidentally bring their training Nerf guns again?
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Post by tiamat on Feb 2, 2012 17:05:46 GMT -5
>sounds like a well-deserved fate.<
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Post by ghostwheel11 on Feb 9, 2012 18:11:22 GMT -5
Round 2: Orks vs necrons
Tile 16 > 15
Necrons defending.
Mission: Capture and Control Deployment: Pitched Battle Points: 1000 Turns: 6 Time: 7 hours
Necrons setup terrain, chose mission, deployment type, and Orks chose side and chose to deploy 2nd and go second.
Necrons go out and started making ork warbikers and Defkoptas miserable with a combined effort of scarabs, wraiths, spyders, and flayed ones. Necrons also tested the Ork Boyz' electrical conductivity with unit of Tesla Carbines. Deathmarks made their debut and proceed to break and fall back across the entire board from the assault of Defdread. Scarab swarm of 7 bases was swatted in one round of assault from a 25 ork squad of boyz. Spyders grab their picket signs and the production of scarabs comes to a halt. new cryptek weapon causes some ork advancement issues, which allows necrons to hold their objective and cause a tactical draw giving the tie to the defending Necrons
Necrons defend their territory.
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Post by Servo on Apr 8, 2012 14:28:17 GMT -5
Round 2: Ghostmarines vs. Dark Eldar
Tile 32 -> 36
Dark Eldar defending.
Mission: Annihilation Deployment: Dawn of War Points: 1250 Turns: 6 Time: 4 hours
Dark Eldar setup terrain, chose mission, chose deployment type, and chose deployment zones; Ghost Marines chose to setup second and have the second turn.
Dark Eldar tried a deployment strategy that looked very scary, but was severely hampered by some truly dismal rolling for reserves.
Points of interest during the game include: an uncharacteristically lucky shot from a Space Marine "MISS-ile" launcher which killed the Archon on the first turn; a Wych that survived sustained fire from a Devastator Squad and Land Speeder for 3 turns by crouching behind a pile of sandbags apparently filled with adamantium; a combat with a squad of Incubi against a Librarian and 10 Tactical Marines which only 3 Incubi survived; and a worthless Scout Squad which (for the second game in a row!) could not hit the ground even if their guns were pointed down.
Ghostmarines win 8-3 and take a territory from Dark Eldar.
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Post by tiamat on Apr 15, 2012 15:27:03 GMT -5
>i think you need to re-evaluate the usefulness of SM scouts.<
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Post by JohnnyDangerous on May 15, 2012 7:04:15 GMT -5
Gentlemen,
As part of the experimental control procedures enacted at the beginning of this experiment known as the "Hoth Hath No Fury Campaign" it is my displeasure to report that the campaign is reaching dangerous territory.
The campaign has endured 192 days, for which 2 rounds have been almost completed... It would seem that enough experimental data hath been derived for the purposes of this trial. The summer is coming,and Chicago is not Winterfell(Game of thrones reference)
I feel like either the campaign should draw to an end soon or be extended to not only encompass the winter but also the summer. The issue, as a third party appears to be in actual game play time.... there is not as much available as originally thought.
While extending dates on the current system will keep the winter campaign alive, it does not solve the primary issue which is busy lives and an over enthusiastic tribute to the game.
The data has been collected between advantages and disadvantages being fair and just based upon geographic position.... to me it becomes more of a situation which asks how can we do this better, how can we make it easier, and how can we do more with what is essentially less...
If the campaign is continued... where will my army(ies) fit into the structure?
I have enough metals for the next summer tourney.... but once I have moved... How do we go forward? The current campaign is at a limited life...
Where do we go from here? What was learned? What can we do better?
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Post by Mephiston on May 20, 2012 11:37:37 GMT -5
Most wars extend far beyond the estimated timeline. Most thought the Civil war would be over in month (4 years), Vietnam lasted 10 years, Iraq was declared over in 3 weeks then lasted 7 years. Tom, perhaps when you move back you can act as a stand-in. I would love to have you play my army when I'm too busy in order to move things along.
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Post by erontherelentless on May 28, 2012 15:42:48 GMT -5
Blood Angels attacking, Dark Eldar defending. 1000 points Pitched Batlle Annihilation 7 Rounds 3 Hours Dark Eldar Wins and holds territory.
This was one for the ages. Upon seeing a Storm Raven appear on the battlefield, the Dark Eldar Forces took to shelter. Hiding in ruins they were able to surrive the barrage form the Blood Angel forces. As the upper hand in the battle switched from Blood Angels to Dark Eldar and back again several timesr through out the entire game, it seemed that all hope was lost for the Dark Eldar. Intelligence from the battle showed that the odds of a Blood Angels victory was at 84% to the ever so small 1.8% of Dark Eldar. But in the final moments of battle, with his squad about to face certain peril at the hands of a Dreadnought, the Archon jumped into action and with one perfectly placed haywire grenade won the battle for the Dark Eldar.
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Post by ghostwheel11 on May 28, 2012 18:33:01 GMT -5
Round 2: Necrons vs. Blood Angels
Tile 3 -> 4 (I think, I know I'd like it to be this one, but I could just be remembering in my favor)
Blood Angels defending.
Mission: Seize Ground Deployment: Pitched Battle Points: 750 Turns: 5 Time: 4 hours
Blood Angels did everything but determine who goes first. But the Necrons decided to let them go and fail to steal it.
The scariest part of Blood Angels deployment was that there was a giant gunship, bedecked with missiles, staring at the Necron force. Necrons don't remember anything else, because at that moment before the game started, nothing else mattered.
As nasty as that stormraven gunship was, the Necrons still got back up after being killed. Although they were getting up fewer and fewer times as the rounds went on (whole squad of immortals and all but one of the warriors, Necron guns still managed to electrify a scout squad and scramble an assault squad.
Things were going fairly well for the Blood Angels until the Destroyer Lord and his Wraith retinue were finally able to get into close combat. The first victim was the stormraven gunship, and it took quite a beating from from the wraiths until they peeled off to assault another squad that was threatening the necrons holding an objective. After the stormraven was immobilized, the wraiths had caused a "tactical retreat" from the last remaining member of an assault squad in an attempt to trip over another objective and cause a draw, but the wraith's wouldn't let the marine go.
Meanwhile the lumbering dreadnaught was seconds away from killing the last necron guarding the one objective when the Destroyer lord decided that the gunship was more just a "ship" now that it's removed some of it's weaponry and cannot move so it peeled off from assaulting the stormraven and charged in swinging on the dreadnaught.
The dreadnaught thought that with it's very high strength it could kill the Lord of Destroyers with one swift stroke...it was wrong, this Lord is tougher than the standard Overlord and thus was able to bring it's Warscythe to bear upon the dreadnaught. With one perfect swing, the warscythe's blade cut both arms in twain.
Thus the Necrons take their territory by objectives 1-0 over the blood angels. Although it was bloody, and exceptionally close, the Necrons managed to turn the tide with the Lord/Wraith combo.
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Post by Sil Odan on May 29, 2012 13:55:20 GMT -5
Intelligence from the battle showed that the odds of a Blood Angels victory was at 84% to the ever so small 1.8% of Dark Eldar. The other 14.2% that went unmentioned was in case the Orks decided to get off their lazy buts and blitzkrieg both armies on Memorial Day. But they didn't. Too damn hot.
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Post by Mephiston on May 29, 2012 16:59:49 GMT -5
It's no joke. The bottom of the 7th came down to his Archon vs. my Dreadnought. His only shot was a grenade that he had to roll a 3+, then a 6, then a 5+. We calculated that to a 1/54 chance or 1.8%. Had he failed I three dice and needed a 5+ followed by a 2+. We calculated that to an 84% chance. The bastard rolled 6,6,6. ![](http://lh4.googleusercontent.com/-bvok2LgTFIs/T8VIhcJJWZI/AAAAAAAAAv4/sduP_To4MLA/s800/2012-05-28%252012.49.28.jpg)
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Post by Mephiston on May 29, 2012 17:04:52 GMT -5
Quick amendment to the aforementioned Blood Angels vs. Dark Eldar report. The shifting tides of who might win was staggering in the last three rounds. To tie the Stormraven pilot knew that he must take out that pesky Pain Engine. Good thing he had twin linked Assault Cannons, twin linked Heavy Bolters, 2 sets of Hurricane Bolters (6 twin linked Bolters) and 4 Blood Strike missiles. Anything less would have been inadequate. Of course the Dark Eldar found it in their spirit to take revenge. Typically they would prefer to wreck such a trophy and take prisoners but they made an exception and took down the Stormraven in style, leaving quite possibly the largest crater to every be reported via this channel. See below: ![](http://lh4.googleusercontent.com/-yPWbIJSoiPA/T8VHb9DPveI/AAAAAAAAAvs/XhV2qaxYKxY/s800/2012-05-28%252012.11.05.jpg) ![](http://lh3.googleusercontent.com/-n2hGRez6FpY/T8VHbmcXgII/AAAAAAAAAvo/j3dIdS2mzD8/s800/2012-05-28%252012.49.16.jpg)
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Post by Sil Odan on May 30, 2012 9:17:34 GMT -5
His only shot was a grenade that he had to roll a 3+, then a 6, then a 5+. How did you guys come up with the 3+ to hit with the grenade? Was the walker immobolized, or was there some crazy Dark Eldar trickery afoot (trickery referring to their plethora of nasty wargear and sweaters)? Not that it matters since he insanely rolled the number of the beast, but (under normal circumstances) to hit with a grenade against a walker that isn't immobolized, you need to roll a 6. Just curious.
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Post by Servo on May 30, 2012 16:39:27 GMT -5
His only shot was a grenade that he had to roll a 3+, then a 6, then a 5+. How did you guys come up with the 3+ to hit with the grenade? Was the walker immobolized, or was there some crazy Dark Eldar trickery afoot (trickery referring to their plethora of nasty wargear and sweaters)? Not that it matters since he insanely rolled the number of the beast, but (under normal circumstances) to hit with a grenade against a walker that isn't immobolized, you need to roll a 6. Just curious.You are right. The 3 of us could not find that rule at all during the game, but after you say that I opened my rulebook and found it in 20 seconds. I wish this entire rulebook was bulletpointed and indexed! Oh well, luckily Eron rolled the Beast, anyway.
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