Battle Report

Epic Batrep - Death Guard 0.4.3 vs White Scars

Another Death Guard batrep, this was also testing out the Border War mission being used in the club's upcoming EXETERminatus tournament in May.

Due to time constraints we played a 2k game. The main difference to the previous batrep is that the midline objectives were further apart, objectives were held before rallying and only one garrison was allowed per player.

 

Table & Deployment

Note that these photos were taken at the end of the game not the beginning!

Epic Batrep - Death Guard 0.4.2 vs Speed Freeks

The second batrep with the NetEA Death Guard 0.4.x list.

This was a more rounded list than the previous one, but was again trying out 'new' formations and units such as the Armoured Assault Company of Vindicators with a full set of Plague Hulks, Chosen with massed Chaos Spawn and Assault Dreadnoughts and also double Plague Zombie Infestations. We were also trying a variant scenario as a test for the upcoming Epic tournament in Exeter on May 20th, based on Border War from this thread.

Roughly speaking, the mission has four objectives which are scored at the end of every turn, based on the most unbroken units (not formations) within 15cm of that objective, with deeper than standard Deployment Zones. Due to slow play and an unusually busy club night we only managed two out of a planned three turns. 

Near objective: 1 point

Midline objectives: 2 points each

Furthest objective: 4 points

Paul took a fairly normal Speed Freeks list.

 

Table & Deployment

Epic Batrep - Death Guard 0.4.1 vs NetEA White Scars

The first batrep with the NetEA Death Guard 0.4.1 list.

Particular effort was taken with the Death Guard list to try out updated units, new/updated formation upgrades and an army list of generally very slow formations.

My Death Guard ListMy Death Guard List

Paul T's White Scars ListPaul T's White Scars List

Epic Batrep - Death Guard 0.3.3 vs NetEA White Scars

The first batrep with the 0.3.3 release of the NetEA Death Guard list, playing against NetEA White Scars Marines.

Note that this post was put together semi-automatically from the notes made during the game - all the notes should show up if you are clicking through the larger images, but you'll need to dismiss the larger images to read the game result at the bottom of the page.

 

Incompertus, 2990 POINTS 

Death Guard (NetEA V0.3.3 Ian's local copy) 

Epic Batrep - Death Guard 0.3.1 vs Ork Speed Freaks

 

For assorted reasons I'm now Army Champion for the NetEA Epic Death Guard army. DG 0.3 development thread

As part of this I'm keeping a closer track on what happens in my Epic games. Here's the first full batrep.

Deployed armies, first table end.Deployed armies, first table end.

Deployed armies, fortification end.Deployed armies, fortification end.

 

My list:

Death Guard v Iyanden Batrep

This was a 3000 point Epic Armageddon game between my development-stage NetEA Death Guard and Richard D's Epic-UK Iyanden force.

Learning From Your Mistakes, Epic Edition

So, last night I played a game of Epic Armageddon, and lost 2-0.

This was partly down to a bit of rules confusion and some bad dice, but mostly down to bad tactical decisions...

 

Overview

This was a 2k game between my EpicUK Death Guard (the brand new update with Rhinos!) against Ronan's (new club member) EpicUK Ulthwe Eldar.

Paradiso 203: Anatomy of a Pounding

Last night I got curbstomped in an Infinity game. This isn't a particularly common occurance for me so some post-game analysis was required...

This wasn't part of our club's Paradiso campaign as the next round of campaign matches are next week.

 

The Mission

Mission 203 from Campaign: Paradiso.

Campaign Paradiso Mission 102 Batrep

or, Nomad Nutters v. Caledonian Nutters: the Batrep

If you're not familiar with the Campaign: Paradiso missions, 102 basically involves trying to get a single model around four out of five objectives scattered across the table. In the right order. Needing to start off where the first model left off if the model gets taken out. In four turns! For more details, see my Tabletop Nation release event report.

First, the table:

Event Report: Tabletop Nation Campaign Paradiso (part 2)

Continuing on from part one...

 

Mission Three - Central Seizure

 

Overview - divided forces are approaching a ruined alien spacecraft from different directions. The table was divided into quarters, with the winner of the initiative roll-off having his two forces deploy in random quarters. The other player then took the other two quarters. Each player's forces had to be split into two Combat Groups, each with at least 140 points in it.

The objectives were to get into the spaceship, shut down a security system that did nasty things to people inside the ship, put down beacons in the ship, stabilise some systems inside the ship and check out some consoles outside the ship. All of these required either Hackers or Engineers (but could be done remotely) except placing the beacons which could be done by any 'Specialist'. For what counts as a Specialist see the Prisoner 09 mission or the New Rules PDF for more details, but the Forward Observer models listed below count for this.

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