2012-08-15

Battle report: Space Marines VS Imperial Guard


I played another game with my fiancée this weekend, this time I “forced” her to play with my less than completely painted marines. They are a bit more forgiving, and I wanted her to try something that’s a bit more forgiving, so that mistakes can be made, and they will not ruin everything.


She ended up with a force consisting of;
1 10 man tactical squad w/ Missile launcher
1 10 man tactical squad w/ Heavy bolter and Flamer
1 5 man assault squad w/ Plasma pistol and Power sword

I used the same Imperial guard force as last time, and that consisted of;
1 Command squad w/ Melta gun and Medic
2 Infantry squads w/ Flamer and Vox
1 Command squad w/ Standard
2 Infantry squads w/ Grenade launcher
1 Veteran squad w/ 3 Plasma guns

This is what our setup looked like, both tactical squads was deployed as combat squads.

Imperial Guard 1
I won the first turn and started of with advancing the entire battle line, trying to get into range with a few of the marines. In the shooting phase the center squads successfully downed two marines from the squad with the missile launcher, on the right flank one marine in the heavy bolter squad fell to sustained las fire.

Space Marines 1
All but the heavy weapon squads advanced, more or less successfully, the center squad got realy stuck in some rocks and could only more a few inches.
In the center the fire from the two tactical squads only took down a few guardsmen after some lucky cover rolls from me, but on the right flank the leading squad fared a bit worse, and lost half of its members, and promptly fled.

Imperial Guard 2
The advanced stalled a bit in the imperial second turn, in the center and on the right general feeling was that cover was a good idea, but on the left no marine fire had found the squads there, so they advanced, taking careful aim on the assault marines in the front of the marines advance.
The firing phase was not a good one for anyone in power armour, not a single save was made for the assault marines and all that was visible to any of the guards get shot down, leaving only a single survivor that failed his moral test and fled of the board in a gigantic leap. My fiancée was not very impressed with the dice right then. On the left another marine fell after being bombarded with lasgun fire from the remaining squad there.

Space Marine 2
The remaining mobile squads continued forward while the heavies stayed put. The firing was incredible disappointing as the heavy bolter and advancing squad only managed to kill a single member of the command squad on the left. In the center the missile launcher missed everything as well, but his squad mates and the advancing squad took out at least two more veterans.
Mostly this was a turn of incredibly bad dice for my fiancée and above average for me. This however was about to change…

Imperial Guard 2
Naturally my fleeing squad did not regroup, and left the board.
On the far left my command squad ran into the building (or ruin as we classed all buildings on the board) while the center styed still and the one squad on the far left advanced, hoping to get into the back of the space marine lines, hopefully dispatching the heavies there.
The shooting was far from impressive as on the right the advancing squad shrugged of lots of lasgun hits, but at least one finally fell to the command squads melta gun. In the center and left everything fired of the advancing squad in the center, but even though I hit with a lot of shots, almost none wounded, and only one armour save was failed. The success from the previous turn did not continue…

Space Marine 3
This turn the things I dreaded started to happened, as the marines on the right got close enough to attempt a charge, the center one was still quite a bit away.
The fire from the center squads took down my veterans hard, whipping them out after some good rolling. On the right the heavy bolter squad failed with most shots, but still killed one of the guardsmen hiding in the house.
Then the assault came, and my command on the right didn’t have a chance. Even though the marines missed with most attacks, they still killed two and the guards did squat in return, and then fled the field (but at least they did not get run down by the marines).

Imperial Guard 4
My command fled of the board as a good start for this turn, and the rest of my forces shuffled around a bit, with the exception of my, now midfield squad that continued forward, setting up for some rapid fire action on the center marines. And rapid fire they did, killing three of the squad members, making the remaining sergeant flee!
Other than that not much was good for the guards, as every other hit that was scored was saved.
It was beginning to look really grim for the proud guardsmen.

Space marine 4
On the right the squad there moved up to get closer to the infantry hiding in the house, readying their flamer, while on the back the remaining sergeant moved into the house right next to him.
The shooting saw all but the sergeant of the squad in the house get killed from flamer, blot pistol and heavy bolter action, leaving him alive all by himself to face the charge of the three crazed marines. The short of it all, he did not survive the experience.
In the center two of the advancing squad fell to bolter and missile.

Imperial Guard 5
The situation was quite critical at the moment, so the squad in the front advanced to get surviving sergeant and the command in the back spread out a bit to avoid some of the inevitable flamer action they was about to receive. The shooting brought nothing good, as the fire on the lone sergeant had no effect and the same on the squad in my side. So I charged the lone sergeant, hoping that my massed attack would be better than a few lasgun shots. But this was not to be as he easily shrugged of any hits, and proceeded to crush one guardsman with his powerfist. Still the guard held, that was at least something.

Space Marine 5
The heavy bolter squad started to move more to the center to get some new fire arcs in, and the missile squad got in position to counter charge my squad in the back. In the guard back the flamer squad there first flamed my command, then ran into assault. Amazingly though not a single guardsman died, and the result was a standoff.
In the back then the missile squad countercharged, and killed two marines in short order, and not losing any in return. But still the guards held. But the situation was more than desperate now, the marines almost outnumbered the remaining guardsmen, and that is not something to strive for…

Imperial Guard 6
The only squad that could move, doid so to get closer to the three crazy marines in my back, ans as they could shoot at nothing they charged in to help the command squad. This did not work, and instead all but one in the command died and then fled, the new squad did hold but did nothing to the marines.
The other assault was quickly over, as the marines killed most guardsmen that then fled and got run down.
At this point I conceded the game, giving my fiancée a resounding victory, having crushed everything before her.



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