Weekly Battle Report: April 6th – Air Cavalry

Battle ReportAs with last week’s battle report and wanting to play test my revised missions, we did so last night and ran King of the Hill. I was playing against an IG player, amongst other armies, and he was running an in-progress Air Cavalry list. This player is someone I’ve played a lot at the LGS and lose against way more often than not, especially against his IG. His list was roughly:

* Straken w/Command Squad: Astropath, Officer of the Fleet, Medic and some body guards + Vendetta
* Vets w/plasma guns + Vendetta
* Vets w/meltas + Vendetta
* Platoon w/lascannons
* Mortar Team
* Dudes in a Chimera (I forget…)
* More Dudes in a Chimera (see last note)
* Storm Troopers w/plasma guns
* Marbo

Think that’s it. Here’s what I ran.

* Shrike
* Librarian w/TDA, SS (null zone, gate of infinity)
* Assault Termies x 5 w/TH, SS + Redeemer w/armor, MM
* Tacts x 10 w/flamer, las + Sarge w/c-melta, fist + Rhino w/HK
* Tacts x 10 w/melta, MM + Sarge w/melta bombs, c-flamer, power sword + Rhino
* Scouts x 5 w/shotguns x 2, pistol + CCW x 2 + Sarge w/melta bombs, power sword
* Storm w/MM
* Speeders x 2 w/HF, MM
* Assault Marines w/flamer x 2 + Sarge w/SS, fist
* Devs x 5 w/ML x 4

I won the roll and picked a quarter that had some line of sight blocking elements but I was more interested in putting him in the open opposite me. I set up castled around with Redeemer with my Rhinos and Speeders, set up Devs in some woods and a combat squad of Tacts with their lascannon in some ruins. He set up his blob in the center of his quarter, Vendettas ahead of them, Chimeras flanking each side of his blob and his Mortar Team way back. Storm Troopers were to deep strike in.

I infiltrated my ASM + Shrike just over 18″ from his Vendettas and scouted up the Storm with Scouts to 12″ from the Vendettas. He scout moved all Vendettas 24″ away from my sneaky units.

Not a ton of effective shooting on my part in turn #1. I did down a Vendetta with Vets and they pinned. My ASM + Shrike and Scouts charged into the blob and I put two ASM on the Chimera and my Scout Sarge on the Chimera. I stunned the Chimera and took out a few in the blob but they were stubborn and held on.

He took some shots on my Redeemer, getting nowhere, dropped my Storm and a Speeder, then counter-charged my Scouts with Straken and the Command Squad, as well as the Mortar Team. With my attacks on the Chimera I exploded it with catastrophic results. When the dust settled on the explosion, around 12 from the blob died and half-ish of the Chimera occupants. I lost a Scout from it and I believe an ASM. The rest of my attacks saw a handful more go down and I lost one ASM in return and my Scouts. The blob failed morale and ran, as did the Mortar Team. The Command Squad then took around 12 fearless wounds and roughly half of them died from it. Combat remains locked.

So turn #2 I moved up my Redeemer and unloaded the Termies + Libby, getting ready to roast the pinned Vet Squad and charge the other but he conceded the game. My extraordinary assault, which was aided by good rolling on my part and some terrible ones on his, had taken out about half his army and he just didn’t see how he was going to pull through.

Brutal. I’ve only had a few people in years of playing concede a game so early, never at the end of turn one though. I can’t entirely blame him, though in his spot I’d have fought through, but it was a bit demoralizing I’m sure taking such a hit so early. He’s a great player too, my record against him prior to this being only two wins against him with ten losses and one draw.

  • lol!

  • lol!

  • Anonymous

    that’s the thing about your army thor. Things are going to sort themselves out very quickly. You are in combat turn 1 (turn 2 at the absolute latest) with significant mass. ASM + Scouts lead the way with your LR very quickly adding Termies to the mix. I think the bane of your existence will be armies that are faster than you who can pump out the shots (Eldar or any kind, maybe some mech BA builds) or armies that you don’t want to get close to (like maybe the new GKs)

    • I completely agree. That’s why I keep trying to strike a balance in my list to have some ability in those situations. Definitely a work in progress.

  • Hrmm, you’ve strangely given me an idea to look at Shrike a bit differently, actually. Odd, I know, but…well – you can see it when it’s done. lol

    Not much to say about the game, you hit him so hard so fast he had no answer. That’s how Shrike Bomb works, when it does.

    • Good to hear. I’m a big fan of Shrike and look forward to what you devise. I feel he’s an asset beyond that first strike, though it is that first strike that usually sets up the game. I’m working on handling games where I can’t get that ideal set up as I’m not a fan of having a one-trick pony and overall I can’t complain.

      • bkbutlerme

        TDA Libby
        Command Squad Pod
        Assault Terms
        Sternguard Pod
        Tac Squad Pod
        Tac Squad Pod
        Assault Squad
        Assault Squad
        LS Typhoon
        PWs and Melta and Flamers all around…
        62 marines, 4 pods, 1 LS…2000 points…

        • The thing that’s turned me off of a pod heavy list is it’s very reliant on things going well, more so than the type of list I run now. It’s just very hit or miss in my experience. A pod or two is one thing, reliance on them though…

        • Anonymous

          It’s certainly a lot of marines, but the problem with this army is that it lacks mobile firepower. You are also incredibly reliant on fleet rolls. I like the original list because fleet is an option, not a staple of the list.

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