Battle Report Battle 14: 75PL vs Genestealer Cults, Weaken the Defences
Or: I really need to make a proper urban-themed board for this narrative campaign that is set in a bloody city...
18 November, 2022
The sharp claws hunting us from the shadows have all but confirmed it: an ancient relic is buried under the surface of Hive Secundus, one that is of particular significance to the World Eaters. Rumour and hearsay had led them to this place, and it is time to claim the prize. The final preparations must be made to bombard this city and reach the relic within.
Now, Genestealer Cultists have been found swarming the city, and we suspect that the foul xenos may have worked out how to use the fell technology within.
Kratus, his flickering form uncertain in the material universe, leads Baruda, Murdax's Red Butchers, Validon's and Gorm's Berzerker squads, Xarian the Bloody Idiot and Vervek the Condemned in their Dreadnought chassis, and a mob of Cultists.
The mission objective is essentially kill points (score VPs equal to the PL value of enemy units destroyed). The defender gets Light Cover while they're in their deployment zone, unless the attacker can turn off the objectives, which also earns the attacker VPs.
Ever keen to show his worthiness to the Blood God, I have chosen Eye of the Gods (kill characters, vehicles or monsters for XP and Personal Glory) and Reaper (unit that kills the most gets XP) as my main Agenda picks. For my third, I figure that Deploy Vox Relays would be a good narrative choice for the story.
I deploy aggressively, as normal with the Terminators and Cultists. I lose the first turn, but decide to rush both units up the board anyway with Apoplectic Frenzy to hopefully keep my opponent on the back foot. I figure the Atalan Jackals (gods, that name is going to be confusing in a few months...) will spring forward and try to threaten my Helbrutes, so I get the Cultists to help screen the machines against the dirt bikers' damnable bombs.
Terminators plod up the field, knowing full well that they won't be protected by Illusory Supplication just yet. It's just GSC, how much firepower could they have?
I keep Gorm's Berzerkers in Strategic Reserve, in the hope that they can nab an objective late in the game.
In my opponent's first turn, the Goliath truck rumbles forward on my left flank.
As expected, the bikers zip forward, past the suspiciously xenoform ruin in the centre, to harrass my Cultists.
A Goliath Rockgrinder and a couple of light Ridgerunners wheel around to get some shots off at the Terminators.
A not insignificant amount of shooting later, and four Red Butchers are taken out of action, their riddled bodies barely held together by their ancient armour.
On the left, a wall of fire from the cultists (soon to be Jakhals?) inflicts a minor burn on the Jackals. The bikes charge, killing a few cultists, who in turn knock two bikers out of their saddles while the other speeds away.
In my turn, the cultists advance to turn off the objective on the left. Weirdly, this is not an Action, so can be done after advancing - fine by me!
Unfortunately, I forgot that they can't score VPs in the first round, but at least they'll be a distraction.
In the middle/right, I send the Terminators out to secure the middle objective, and the Rhino to threaten the right objective. The Terminators also deploy a vox beacon for one of my Agendas.
The Helbrutes ponder up and inflict a few wounds on each of the Goliaths.
The Genestealers' second turn sees some Purestrains leap out of cover to maul the hapless cultists, turning the objective back on in the process.
While the Rockgrinder hops on the objective on the right.
Despite the Illusory Supplication from Baruda, the Terminators lose three models (note to self: trans-hit doesn't help much against BS4 enemies...), the Rhino suffers significant damage, and the Kellermorph pick off both of Baruda's little buddies and wound the priest himself. Oof.
The cultists prove about as resilient as one can expect, and swiftly become a xenos meal.
Frustratingly, the Genestealers burrow underground and head into Strategic Reserves. I always forget about that Stratagem...
Meanwhile, the Rockgrinder ploughs into the Rhino, destroying it. Four (!!!) Berzerkers apparently tried, in vain, to stop the machine using nothing but their own bodies. It did not work, and half the squad disappears in a blisteringly bad roll.
Things are not looking good, but I know I can still get this if I can disable some objectives and kill a bit more.
On the left, Xarian the Helbrute atomises a good portion of the Goliath truck, destroying it.
I didn't get good photos of this, but the Terminators likewise melt the Rockgrinder on the right, which turns out was rigged with explosives, killing a Berzerker and wounding everything else around it. Turns out that having 90% of your shooting be short-ranged against such a Stratagem is not wise!
In my opponent's turn three, the trap is sprung and his Genestealers and the Muscle Beach make themselves known.
Some sneaky buggers are also set up to cordon off the table edges against my own reserves.
Back in the centre, the Aberrants and Purestrains clobber and scrabble into the remnants of my force. Unfortunately, one of Kratus's battle scars prevents him from performing a Heroic Intervention, so it's pretty much just down to the Terminators and Baruda.
In a show of favour from the Bloodfather, Baruda is barely left standing, though the Genestealers' quick reflexes prevent his return swings from landing. The Red Butchers were not so lucky, and the Aberrants demolish the veteran warriors, though Murdax brings a couple of them down with him.
My third turn is one of desperation. Kratus flickers into combat with the Purestrains, supported by Xarian, while the remaining Berzerkers from Validon's squad and Vervek launch themselves at the Aberrants.
Meanwhile, my reserves move on from my own table edge, utilising an often-forgotten rule to be able to set up close to the enemy by keeping one model within 1" of my own table edge.
Sadly, the charges in the middle weren't as successful as I had hoped. Vervek's power scourge was not the best weapon against 3W Aberrants, and the Berzerkers didn't quite finish them off, while the Purestrains proved to be too quick for even Astartes physiology. They finished off Baruda with numerous, viscious slashes.
The lone Aberrant did end up fleeing, however unfortunately it wasn't due to my attacks, so I couldn't get XP for it. At least I could get VPs, though!
At least Gorm's Berzerkers on the left were a little more successful, wiping out the Purestrains trying to hunt them down.
Unfortunately, despite thinning my opponent's force somewhat, he still has tricks up his sleeve. The Patriarch, which we've learned calls itself the Salt Wyrm (though I still prefer "Big Daddy") blitzes through the ruins to stalk Kratus in an eerily familiar showdown.
Meanwhile, shooting from the Ridgerunners knock out the last of Validon's Berzerkers, and the Hybrids that had been guarding the board edge throw themselves at Vervek, cutting at hydraulics and power cables, disabling the dreadnought.
I try a couple of tricks: first, negating the damage from one of Big Daddy the Salt Wyrm's attacks using the Divine Shield stratagem from the Righteous Path rules. The blood shield succeeds in protecting him from the Patriarch's attacks...but I hadn't factored in the final genestealer. Kratus's blurred form, one second standing and fighting was on the ground bleeding in less than the blink of an eye.
Fine, we'll play it that way! I use the last of my CPs on He Is Risen!, also from the Righteous Path rules. For a second, Kratus's body blinks out of existence...
...Only for him to reappear, a blood-curdling warcry on his lips.
Kratus lays into both xenos, finally slaying the last of the Purebloods, but the legendary dexterity of the Big Salt Daddy Wyrm saves him from harm. Luckily, Kratus's terminator armour keeps him alive with only one wound remaining.
GSC turn four, he still has some substantial shooting left, and Gorm's squad takes heavy casualties,
In the middle, the Patriarch's witch powers prove too much, even for the divinely-inspired Kratus. Invading the heretic's mind with dark tendrils of energy, Kratus - standing in a pool of his own blood oozing from many wounds - begins bleeding from his eyes and other cranial orifices. He drops to his knees, but before the Patriarch can take his head, reality shudders around the Chaos Lord, and he disappears again in a wisp of warp smoke.
With that, there's not much else that the World Eaters can do, and the Genestealers succeed in defending their territory from the Heretic Astartes once again. I do, however, manage to scrounge two Chaos Points to help keep some of my trackers at reasonable levels.
Result: 53-65 Loss
Kratus's Personal Glory: 7 -> 7
Khorne's Dark God Glory: 6 -> 7
Cruentes' Warfleet Glory: 7 -> 6
After the battle, however, Kratus doesn't reappear.
At least, not immediately...
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