Battle Report
Epic Armageddon

Planetary Schism



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Details

Armies: Imperial Guard vs. Rebel Imperial Guard
Points: 5000
Notes: This game was played using a demo edition of the Epic Armageddon rules. There may be some inconsistencies when compared to the current edition.

Turn One

My fully mechanized troops race onto the board. Lots of armour! The Warlord can be seen in the background with a blast marker, having failed the command roll; so he moved only 15cm.

Turn one

Here comes John’s army!

Turn one

Turn Two

As the battle began to unfold it soon became apparent that this would be a shooting match as both sides were bristling with firepower.

Both of my Armoured Fist Companies have disembarked and have begun dishing out fire, but are also taking some in return.

Turn two

Turn Three

John’s pesky Warhonds have jumped into the fray. These things are DEADLY! They can chew through (expensive) tanks with ease. I’ll have to paint up a pair for my army soon.

Turn three

Here’s a view of the battle from John’s point of view.

Turn three

Turn Four

The weight of John’s fire was pushing me back, and in response most of my shooting was ineffectual. By the end of the turn he had the 20 VP’s he needed to win the match.

Observation

There is absolutely no reason to ever give a Warhound Scout Titan a regular “MOVE” action. Even if you want to fire your Plasma Blastgun twice you can maximize your movement with a “DOUBLE” action (and get 30cm’s of movement), plus you get the added bonus of not suffereing the -1 shooting modifier, and you get to make as many turns as you like. SWEET!

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Date: 06/01/2003
Written by: krimsonstarr