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Battle 9: 50PL vs GSC vs Necrons, Opportunity Strikes


Or: The One Where I Realised Rhinos Kinda Suck When Forced to Use Strategic Reserves

16 September, 2022

As forces from all factions present on Janus trickle into the Hive Secundus, more engagements break out. The indomitable Necron advance pursues the regrouping World Eaters, however sensors on both sides start pinging with the presence of new enemies...

Kratus and his lieutenant, Thrax the Exalted Champion, lead Dreior's Berzerkers and Gorm's Berzerkers, backed by Bardûl the Helbrute and Xarian the Spawn. Two Rhinos are seconded to transport the Berzerkers.

In this mission, players are required to keep half of their force (in PL value) in Strategic Reserves, or otherwise deployed elsewhere. Players score VPs by killing things, killing things with Reinforcement units, and killing things in the enemy deployment zone with Reinforcement units, as forces attempt to encircle each other. Per the current campaign rules, each player sets up an objective marker to represent supply caches, which will give players free uses of certain Requisitions.

Starting on the board is just one Rhino filled with Berzerkers and the Exalted Champion, and the Dreadnought. Kratus is in Warp Strike, while everything else is in Strategic Reserves.

Not wanting to repeat the events of last game, I don't invest much into getting first in the Turn Order. Necrons go first, followed by the GSC, then the World Eaters. Surprisingly, the Necrons choose the central deployment zone.

I set up my one Rhino and Dreadnought behind cover. The Necrons set up very cagey, with just some Praetorians behind the central refinery and some Immortals and Annihilation Barge behind the ruin in their deployment zone (ignore the models sitting off to the side). The GSC, of course, are nothing but blips on the auspex.

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The Necrons move up to take position behind the pipeways, while the Annihilation Barge zaps a few wounds off my Rhino.

I move Xarian out of cover to try and plink some shots off at the Barge, to no effect. The Rhino trundles forward, urged on by the bloodthirsty maniacs in its troop hold.

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The GSC player does his usual shenanigans. Some stuff flings forward to take up positions around supply caches, other things prepare for future assaults. The Patriarch himself holds back, confident in his amazing threat range.

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In the second battle round, the Necrons get lucky and blast apart the Rhino, killing three(!).

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Many more Necrons filter onto the battlefield and begin to plink away at the Genestealer Cultists.

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In my turn, Bardûl arrives on my right flank, getting a long charge on the Plasmancer out in the open.

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And he proceeds to eat the rather un-nutritious Necron, before piling into the Barge to tie it up.

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Thrax and Gorm's Berzerkers charge some Skorpekh Destroyers, hoping to draw in the Skorpekh Lord in a Heroic Intervention, but the enemy declines. Ah well. Berzerkers annihilate the  Destroyers.

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I also move up my Rhino from Reserves, preparing the Berzerkers inside to charge in the following turn. Kratus opts to wait in the Warp for one more turn.

In the Necrons' turn, return fire from various units knock out three Berzerkers, leaving only Gorm and an injured Thrax still standing.

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The Skorpekh Lord charges Thrax and Gorm, killing Gorm. Thrax barely survives with a miraculous save (6+ to save, decided to waste a CP on the reroll but it succeeded!).

Thrax, unfortunately, fails to land any meaningful hits back. I go fishing for 6s to wound (to trigger both Gorefather and the Flames of Spite WLT), but despite landing several hits and having full rerolls to wound, he rolls not a single 6 to wound. The few normal wounds that go through are saved. Blast. 

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Elsewhere, the sneaky Genestealers continue their domination of the field, nabbing some more supply caches and threatening my flank and rear.

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Xarian's Dreadnought body suffers some damage from massed promethium from the cultists, while the demolition charges of the bikers succeed in wrecking the Rhino and killing a Berzerker.

I forgot to take a photo of the ensuing charge, but the bikes opt to go after the Helbrute, knocking him down to just a single wound. In return, Xarian pummels three of the bikers and causes the last one to flee.

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Meanwhile, a small unit of Genestealers hits the Necron brick wall and discovers just how resilient they are. 

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Several warriors die, but the melee would grind on for most of the game.

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In multiplayer games, the Fight phase is resolved in Turn Order, which unfortunately means that the Skorpekh Lord is able to drag down the Exalted Champion.

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I forgot to take photos in my turn, but with little left in my army I decide to go for some long charges. Kratus and the Berzerkers angle after the Genestealers, hoping to wipe them out before they could rip me to pieces...but both units fail their charges, even with Kratus getting a reroll. That's less than ideal.

Xarian shoots something and whiffs (of course) and charges the cultists, only managing to kill a few.

The Genestealers and Big Daddy himself swing around to meet Kratus and the Berzerkers head on.

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Meanwhile, the rock grinders make short work of the poor Dreadnought.

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The Genestealer and Patriarch charge ends more or less how you would expect, with everything in red dead.

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With the last World Eaters swept off the field and sent packing, the Genestealers round on the Necrons, but with the way scoring works in this mission, the two xenos forces are drawn in points.

Result: Cruentes 20 - GSC 40 - Necrons 40

Kratus's Personal Glory: 3 -> 2
Khorne's Dark God Glory: 7 -> 6
Cruentes' Warfleet Glory: 7 -> 7

With this rather disappointing display, Kratus's leadership is starting to be called into question, and he is lucky to even make it off this battlefield alive. With such a low Personal Glory score, he risks an attempted leadership coup, but thankfully his champions are quiet for now.

Thrax gains the Loss of Reputation battle scar, reducing the range of his auras. However, I decide to mark him for greatness for his epic luck at saving (gotta give it to someone, right?), and he gains a rank. Faced with the frustration of being bested in single combat, Thrax exhorts the empyrean for strength...and is answered by a shadowy benefactor. He gains the Sigil of the Shadowlord Crusade Relic, granting him a much-needed invulnerable save and a 4+ FNP against mortal wounds.

Bardûl also ranks up, gaining the Fleet of Foot battle trait, making him much faster.

Since I was last in the turn order (and was trailing badly in points for the whole game), under the Catastrophe mission pack rules, I gained a bunch of Underdog points. None of them would've helped me during the game, but I'm able to spend three on gaining an extra Marked for Greatness, which I add to Dreior's Berzerkers.

Finally, my Warfleet Favour finally pays off. Shortly after the battle, Dreior and his Berzerkers lead a successful fleet raid, earning him the trust of his Lord. Dreior's Berzerkers also gain the Trusted Hounds battle trait, allowing them to benefit from the aura of one of my characters from anywhere on the battlefield as a Command Phase ability.

Edited by Cheex

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