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