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Crusade of Wrath After Action Reports - Post Bat Reps Here!


Acebaur

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  • 2 weeks later...

Summary :

  •     Advancement to claim sub region NX-05
  •     Mission : Eternal War - The Emperor's will
  •     1250 points
  •     Opposition : Chaos Space Marines - Dark Eldar (three way game)
  •     Battle status : slight victory (5 to 4 to 4)

Report :

 

This was a three way pick-up game. I ran my troops forward to secure all access to my own deployment zone and secure good firing positions on a bastion in the middle of the table, then basically held back charges from the more mobile dark eldar forces, while the rest of them traded fire and some assault with the CSM.

 

The only notable events were a late deployment of the chaos lord and his terminator retinue who telported in on turn 3 near Marshal Remus and fell on turn 4 after a good old-fashioned challenge ; and the charge of the DE warlord into the CSM base that secured linebreaker but left him facing a full tactical and obliterator squad. 

 

The game ended on turn 4 because the manager of the local GW sort of wanted to go home and it was already past closing time.

 

As everyone held to their base objective the few victory points scored were :

  • Templars : first blood on DE infiltrated mandrakes.
  • Templars : slay the CSM warlord
  • CSM : slay the DE warlord
  • DE : linebreaker in the CSM base

For a corresponding narrative, see the other thread.

Summary:
Sector: Strike Assault into NX-03
Armies (2500 pt cap)
Me: Black Templars (Crusade name pending)
Warlord Trait - Legendary Fighter
 
 
Enemy:  The Triumvirate of Khorne (Chaos Space Marines, Chaos Demons, IA: Renegades and Heretics {Basically Traitor Astra Militarum})
Warlord Trait - Strategic Genius
 
 
Mission: Eternal War - CRUSADE
Objectives Rolled - 5
 
VP Awarded
BT - 10
Slay the Warlord, First Blood, Linebreaker, Legendary Fighter (3), Objective Markers - 4 (Two of which turned out being nothing... guess I couldn't have good rolls all the time..)
 
Chaos Combined - 0
Objective Markers - 0
 
Note:This was by far the biggest game I've ever set myself in, outside of an Apocalypse game/mission. My opponent, upon hearing what I was doing this game for, absolutely insisted on using three different forces to add realism to such a warp-ridden, heretic-laden area.
 
I agreed, knowing full well the fight on my hands, and that I'd recently had my dice blessed by a military chaplain (who also plays at our store, and ironically plays Dark Angels. We're a weird bunch..) prior to accepting the changes to this battle (it had originally been just Chaos Marines..).
 
Sadly, our game shop as a very strict camera policy, as they don't like camera flashes blinding people, and too many idiots used em.. so I wasn't able to capture any footage.. however, the chaplain WAS there to scribe down events so we could continue our game each day and not lose track of the games' (-my-) progress. Onto the bat rep!
 
 
Pregame:
Marshal Higgins carefully reviewed the report submitted from the scout gunship he'd sent in advance to help clear sector NX-02.. it appeared that Brother Wakefield had gotten a bit ahead of himself and had not only cleared a landing zone, but had also moved on with fellow Templar forces that pushed into Sector NX-03. While his brow twitched in minor irritation at the self-made change of orders, he allowed himself a moment to focus, before looking at the other report on his dataslate. The hellspawn known as Argel Tal had been reported to have surfaced... in that very same sector. His grip on the display tightened, cracking it, until it snapped. One of his own, was charging into a deathtrap... without the aid of his Crusade Fleet. "Brethren Jaden... grab the astropath.. and lay us in a course for NX-03. Inform him that if we are stuck in the warp any longer, he will find himself talking to my hammer. My own are in dire need, and I do NOT leave my kin by themselves to fall!"
 
 


Turn 1 - Templar Initiative!
Templars deploy Venerable Ironclad Dread (Hildebrand) via Lucius drop pod insertion in front of enemy positions, while LRC's and Land Raider attack support push forward to attempt to secure ciritcal locations to deny the enemy any tactical advantages. Sadly, the enemy manages to evade all of the Iornclads' ranged attacks.
Two LRC's empty the squads inside of them, both squads deploying with capture range of objectives. At this time, the LRC's make course calculations to seize more objectives (as dedicated transports are scoring units, Woo-Hoo!).

The Marshal himself rides in one of the regular Raiders, so he can close distance with the enemy. Both 'Lazer Raiders' manage to score critical hits on Chaos transports.. wrecking one, and exploding another. The units from the exploding transport do not survive, tactical data from the Marshal's vehicle suggesting that the lascannon shot punched through and vaporized the units prior to detonation.

Enemy forces surge towards the Warp Rifts, eager to use the powers of the Warp as soon as possible. A few pot shots are made at the Templar vehicles that are in range, but none hit their mark.
Templar's achieve First Blood!

Turn 2- Deny the Heretics!
Templar LRC's push forward again, speeding to acquire two more objectives yet fall short of their goals. Of note, noth Crusader Squads have successfully acquired Skyfire Nexus points. Assault troops deep strike in, landing well outside the Warp Rift hazard zones, and make excellent use of landing behind cover to ambush the oncoming enemy that is preparing to seize an objective in nearby ruins. Marshal Higgins urges the two Laser Raiders forward again, having them focus fire on a Soul Grinder, whom is now within range of the devastating fire of four lascannons. The two land raiders drop the fiend, leaving the demons present without a source of ranged firepower.

 

At this time, Marshal Higgins growls in frustration as battles across the planet are forcing his air support to take yet another turn to arrive to deal with the Heldrake menace, which are engaging his Crusader squads that are currently holding Skyfire Nexus zones. Thankfully, the return fire offered by the Templars keeps casualties to a minimum, only having lost three brothers in arms thus far from the Heldrake raids.

At this time however, the Traitor Militarum had managed to secure one of the objectives... new that reached the ears of Higgins' servo-skull that stayed near him as much as possible as it tracked urgent battle reports. He would deem it to be a target of opportunity for his reserve forces.

 

Ven Dread Hildebrand, meanwhile, manages to lay waste to the Traitor Militarum's heavy support unit, effectively shearing the turret off of the tank, and using his mounted heavy flamer to burn any survivors. A nearby sentinel fires on him, only to cause minor damage... and provoke the Dread into making the sentinel it's next target. "Your arrogance, will be your downfall, mongrel. You should know not to incur the wrath of your betters.."

Turn 3- SHOWDOWN AT THE RIFTS!
Marshal Higgin's aerial support arrives with a vengeance, managing to shake off assaults from the Heldrakes that have reduced the Crusader squad's down to half strength each. A lucky missile shot manages to strike a fatal blow, causing one of the Drake's to crash into a ruin, crushing its skull on impact as the structure fell on top of it... effectively burying the dead beast.

The Stormraven plots a hot-insertion course for the terminators on board, as the leaders of all three chaos forces focus their combined attention on the Marshal. Bracing his shield and readying his hammer, he bellows out a challenge to the Chaos Lord, whom is the first to fall to the Templar commander's wrath. He swat's the Chaos Lord's attacks away with his shield, before striking heretic into a wall with his hammer, only to step back, and then utterly cave in the heretic's chest with a heavy blow. "..and to think, that you honestly thought you could beat a Templar. Your loyalty to Chaos must have greatly clouded your judgement."

In the midst of all this conflict, the twin LRC's have each secured an objective, applying suppressive fire on whatever enemies offer themselves up at targets. The Assault troops that had been waiting in ambush successfully kill a squad of Chaos Cultists, opting to hold their position and lure in an enemy that is succumbing to blind rage. It is only through the Marshal's strict commands over the internal comms that his troops hold back on their desire to leap forward and slay all the heretics in front of them. For the time being though, order is maintained as the Marshal prepares himself for the next enemy commander to challenge, a greater Bloodthirster demon that can hardly wait to try to claim his head.

Hildebrand punches the Sentinel that had provoked him earlier once, the force of the strike enough to cause the machine to stagger, before bringing his sword down with righteous fury, cleanly slicing the machine and driver in half.. before turning to search for other foes. Seeing two hordes of bloodletters going after the Assault Troops, he takes off in pursuit, while giving instruction to the assault forces to use bolter fire to slow the advance of the enemy so he can properly display how to use a sword in combat amidst large groups of enemies.

Turn 4- ROUT ALL THE ENEMIES OF THE EMPEROR!
With four objectives firmly secured, the Stormtalon piloted by Brother Wakefield unleashes a savage burst of assault cannon fire into the wings of the remaining Heldrake. As the monstrosity attempts to stabilize itself, he capitalizes on the arrested movement by punching a hole straight through it with his lascannon, securing the skies in the Templars favor. The Stormraven, on the other hand, drops off the Assault Terminators in front of the enemy-held objective. The enemy, surprisingly enough, charges the Terminators, and manages to kill one Templar. The Terminators all miss out of sheer amazement that the enemy would abandon favorable fighting positions to engage in close combat...

The Assault Squad manages to cut down an entire squad of Bloodletters as they draw near, leaving only one group remaining.. which Brother Hildebrand decides to use bolter fire and flamer to quickly dispatch. The remaining Chaos Space Marine squad makes a desperate push at one of the LRC held objectives, only for the blessed machine to cut the squad to ribbons with both of it's hurricane bolters, picking off the aspiring champion with it's pintle-mounted storm bolter.

 

The Marshal issues a challenge again, this time taking on the Bloodthirster of Khorne, suffering a glancing hit, yet dropping the beast with precise hammer blows to the head and spine. In a surprising turn of events, the Traitor Militarum command moves with all haste to try and take down the Marshal, hoping to stall the Templars long enough to get any plausible reinforcements..

 

Turn 5 - TO MY ENEMY, I BRING DEATH.

The last round of events saw my Marshal again declaring the last of the enemy HQ choices to combat, and killing him, resulting in his third Challenge Victory Point of the game. The Terminator Squad destroy the last enemy forces on the field, resulting in entire annihilation of the enemy, without the Templars losing a full squad.

AFTERMATH

The Marshal had the enemy carefully examined, making sure none of his foes still lived, while he had the Crusade squads begin setting up positions for other Crusade Fleets to stage from... now that he'd finally arrived and struck a heavy blow to the enemy. "Did anyone see that winged menace?" The rest of his troops were making planetfall to further bolster this location.. with such a large area now under Templar control, he absolutely refused to let this spot fall into enemy hands. Only the ancient Brother Hildebrand offered a reply. "Marshal Higgins... it would seem that our quarry... is somewhere else in this Sector. Area reports are coming in, and there are several conflicts with traitor marines. It would be best, if we locked this area down, and searched for any access areas that the enemy could be hiding in."

Sighing a bit, the Marshal looked around again. The Warp Rifts were still open, and he felt... uneasy in the presence of them. He had denied the enemy access to them, and made sure his men stayed as far from them as possible. Far better to let other Chapters that wielded Psykers or Librarians to handle such a thing. He would not dare risk his men on some insane assignment to scout what areas those rifts might lead to. "...thank you, Brother Hildebrand. As always, your counsel rings true. I will see to it that groups are sent to investigate the area. Brother Orinas.." The Assault Squad Sergeant had been passing by them, yet stopped in his tracks before answering the call. "I need your Assault Squad to find a communications relay. Inform the other Crusades that we've secured a staging area in this Sector. We MUST final Argel Tal, and put this menace to the sword. Throne willing... I will bring my hammer down on his throat... unless the Venerable Brother beats me to him first.."


 
Mission Status - Victory Achieved, Tactical Position Acquired.
 
Sadly, Argel Tal was not spotted during the conflict, yet we felt the attention of the heretic shift in our direction as the Triumvirate was laid to waste. Marshal Higgins is currently calling in tactical assistance from the Astra Militarum, to hold his position while his Templars push forward in search of this menace.

Name: Marshal Mattias

Sector: NX-04

Opponent: Chaos-aligned Xenos (Harlequins, Dark Eldar and Eldar)

Battle size: 2500pts

Mission: Maelstrom 6

 

Black Templar Victory Points: 15

Oppoment Victory Points: 3

Battle description:

 

 

 

Following our initial push into NX-05, we saw solid Templar successes further down the lines that established a firm foothold. As the enemy still reeled from this blow, we launched a devastating assault into their lines in NX-04. The corrupted pirates and mercenary bands which tried to hold this location for their twisted masters were no match for Templar Zeal.

------------------

 

What a game! The points are a touch misleading - it was certainly not such a whitewash and had we played onward into the extra turns, either of us could potentially have been wiped. However, the list I put together functioned largely as intended, especially as it was built without knowing quite what army I would be facing. The game was the largest either of us had played yet, so no doubt we made a few errors here and there. It was also too hard to keep a detailed log of each turn, so these are more or less the highlights.

 

My list is posted in my Crusade thread (sig).

I fluff my re-roll on the warlord traits and end up with nightvision... What a waste. Was worried about reserve rolls but should have just gone personal or tactical instead. :/

 

Xenos list:

 

Death jester as warlord. Trait gave every unit an extra inch of movement in all situations. (Move/assault/consolidate/sweep/everything!

 

Solitaire

Shadowseer (tons of nasty offensive powers)

Troupe mounted in skimmer.

2x 2-man bikes.

 

DE - Archon and haywire blaster troops in venom.

Approx 4 more venoms with a split of AI/AT.

Raider with haemonculous and liquifier, and filled with warriors.

2x Scourges with 4 haywire blasters in each.

Razor wing fighter.

 

Eldar - spiritseer (shrouded and invisibility) rangers, wraith knight (scatter laser and sun cannon).

 

Xenos deploy first. Rangers and spiritseer deploy fairly centrally in upstairs building. All DE/Knight/skimmers are deep striking. Harlequin characters all get to infiltrate.

 

http://i1287.photobucket.com/albums/a628/matzeke/4D2D702F-B7EC-4DC5-BC5E-941560B0A77B_zpslwdrhdr1.jpg

 

I deploy LRR and the champ/HG on my left, the Vindi centrally and the LRC with HQ/crusaders on the right. Xenos take first turn.

 

http://i1287.photobucket.com/albums/a628/matzeke/9B10B7B2-6F6E-470D-B8D9-ACA0C3426980_zpsqprqzgkh.jpg

 

Servo-skulls limit their infiltration opportunities, but the warlord manages to squeeze on the end of the board on my far left to try and get OB-1 with his movement phase. Shadow and Solitaire go centrally in his deployment zone in an objective building. First turn, and he casts a couple of shrouding powers, including a range-effecting one on his shadowseer. Doesn't have much else to do, but holds two objectives. No VP earned.

 

Sternguard and Ironclad drop behind the two harlequin characters. BS10 utterly annihilated the chief psyker and shifted the balance of power ;)

 

http://i1287.photobucket.com/albums/a628/matzeke/B6533528-F4DB-40C3-93DE-8FDB04C4B4BC_zps1fjnp52r.jpg

 

Dread should probably have gone for the other witch/rangers, but I had just seen that solitaire taking on a c'tan in the game before and was probably unduly concerned by it. Also I was able to land his pod bang on OB-3 for a VP. No effect on target. Was hoping to bait the solitaire into charging the sternguard so the dread could charge in the following turn to try and smush him early on.

 

Vindicator rolls up to claim OB-6 in the forest. LRC flat-outs and takes OB-5 before the enemy will get to claim a VP there.

Redeemer moves up between some ruins, trying to reduce potential deep-striker landing space.

 

I cash in First Blood, 1VP each for OB-3 and 5, and 2VP from a D3 for holding 3 objectives. A nice 5VP lead!

 

Almost all enemy units arrive this turn. He has about 4 mishaps, a couple of which I push back to his far corner (venoms that basically didn't contribute to anything for the rest of the game). He gets his raider deep into my left deployment and some scourges out in front of my LRR.

His wraith knight drops into his own deployment out in the empty space to my left. Most other units somehow manage to squeeze in around my doomed sternguard/dread, despite the limited space there.

 

http://i1287.photobucket.com/albums/a628/matzeke/AF8DF0B2-4F8A-4965-9655-ABEFC2F20A06_zps2lyu6ey9.jpg

 

Combined shooting immobilised the ironclad in the ruins, and left only two sternguard alive. This was a shame as I was hoping to have the inquisitor and one or two left living and able to fire on the other nearby witch next turn. :(

The solitaire runs into assault, but only manages to drop one veteran and the combat will continue.

One of the scourge units fires on the LRR, scoring two glances thanks to haywire. The raider misses its shot through the ruins.

 

http://i1287.photobucket.com/albums/a628/matzeke/DC995B76-B624-4B15-9AA9-571A713C7293_zpsq8eprhnk.jpg

 

Much of the Xenos shooting is focused on anti-infantry and struggles to find a target at this point. No VPs scored this turn as he only holds one objective and didn't manage to finish-off any units.

 

My turn, and I drop in my Laeroth-crusaders onto OB-4 for a VP. They climb into the nearby building for a good vantage point.

The LRC slightly repositions for shooting lanes while continuing to hold OB-5 for another VP.

My raven comes in escorted by the talon on my left flank. My positioning wasn't ideal, but I needed to get my guns on the knight before my troops were exposed.

 

http://i1287.photobucket.com/albums/a628/matzeke/5C33AC9B-0A82-45CD-896E-9114BBF06147_zps8hqf6pfk.jpg

 

The raven managed only a single wound this turn against the beast :/ The talon fired on the Archon in his transport but only managed a single hull-point. Not quite the 'cavalry arriving' that I needed!

The LRR moved up and deleted the scourge unit thanks to his BURNguns.

LRC shooting scored a hull point on the harlequin transport.

Vindicator put a wound on the wraith knight as well, leaving it on 4 wounds.

The last sternguard fell this turn too.

 

Xenos turn 3:

 

Rest of the Xenos arrived, bikes/scourges basically. The enemy warlord moved up a floor to look down at the LRR (hoping to expose the contents this turn). Second unit of scourges dropped behind the LRR and wrecked it, as the wraith and misshapped-venoms moved in. Champion Armand led his brethren out the back left door of their crippled transport and into the cover of the ruins (denying LOS to all the enemy units, much to the opponent's surprise - bwahaha).

Other enemy shooting finished off the ironclad and killed a couple of the small crusader unit (who had yet to actually hit anything with their plasma/Lascannon...)

 

My turn three, and a difficult choice to make. I had by now acquired THREE cards directing me to claim objective 1 (held by enemy warlord). However, my Champion and his homies had now been delayed from reaching him by the destruction of their transport. The Raven gambled on dropping to hover, allowing the sisters to scramble out and secure the objective right from under his nose, flaming the unit in the raider for good measure. This was a sweet 3VP move, although likely sacrificial.

The Raven threw everything it had at the wraith construct, and took 3 wounds off it! Unfortunately, nothing else was able to put a final wound on the monstrosity.

Champion Armand led his squad through the ruins and charged into the raider, smashing it to pieces. The (now fearless) survivors of the xenos squad escaped unpinned. The reason for the charge was purely so they could get closer to the enemy warlord!

On the other flank, the LRC moved forward to hunt the solitaire and Archon, while the Vindicator and Lascannon crusader both saw the wraith shrug off their wounds on his puny 5++.

The Stormtalon had veered to the right and fired on the harlequin skimmer, wrecking it. The troupe hopped out, right next to the LRC. The LRC gunner was delighted, opening fire with everything and killing all but one harlequin, and the troupe master who was promptly gunned down by the storm bolter of the third drop pod.

 

Enemy turn 4, and things got serious...

 

The surviving 'monculous and his escort fired on the honour guard, rolling an AP2 on his liquifier gun that hit every member... Oops, bad positioning on my part...

Luckily, only two members of the squad succumbed to the effects. Unluckily, it was both the banner bearer and the priest who took the hits before Armand managed to throw himself in the way and tank the weapon against his armour of faith.

 

Meanwhile, the wraithknight was still clinging to life and was able to make a charge against the now hovering Stormraven. The predictable result was a wrecked vehicle cluttering the landscape. Even as their transport was destroyed, the sisters were retreating from the overwhelming firepower of the death jester. His leadership modifiers made them fall back, at which point he made his charge distance (thanks to the belt) and assaulted them. The modifier from the nearby haemonculous meant they failed another leadership test and were summarily destroyed. Little did my opponent realise they were but bait...

Something (I forget) also wrecked the Vindicator this turn, which was a shame.

The solitaire and last harlequin charged the LRC, succeeding in wrecking it. Of course, a marshal, warrior priest and a lot of angry Templars clambered out, weapons at the ready. The enemy scored points for forcing a failed leadership test and destroying a vehicle, I think.

 

Templar turn 4; time for vengeance.

 

The crusader squad split from the marshal and his inquisitorial sidekick (Jacobus). The crusaders charged in and wrecked the harlequin in assault, but lost two neophytes to his dance of death. They consolidated into the ruins claiming OB-4.

The Marshal bellowed a challenge at the solitaire, who unleashed a dizzying display of acrobatic death-dealing, which failed to penetrate the veteran warrior's defences. He then proceeded to knock seven bells out of the solitaire, leaving him on a single wound. Unfortunately the coward chose to 'hit and run' (read: flee). Inquisitor Detritous regretted not shooting before charging into combat. (He also regretted forgetting to try and attack the Xenos in the combat too).

At the other side, the sword brethren (HG) split and charged the warriors, killing the bunch. Meanwhile, champion Armand leapt the wreckage of the raider and charged the enemy warlord, even as he foolishly gloated over the defeat of the Sororitas.

 

http://i1287.photobucket.com/albums/a628/matzeke/0188B138-8B75-4A5E-957D-2BE04B33B8B6_zpsadsonfdc.jpg

 

The speed of the Eldar was impressive, but his skill was no match for the master duellist. In a flash of movement, the blessed knight turned to his brethren, holding aloft the cursed head of his foe. Consolidating onto OB-1, I now held 3 objectives to my opponent's single location.

(Warlord, 2VP from D3 for 2xEnemy objectives, OB-4)

 

At this point, the game was called. At 15-3, with all the enemy big-hitters either dead or on death's door, it was agreed that the Xenos lacked the firepower to wipe-out the Templars and couldn't hope to equal their victory points. (The crusaders would have no trouble finishing the archon and his escort, as they were at least a turn away from being targeted by any further firepower, while the fleeing solitaire was unable to best the Marshal. The stormtalon still ruled the skies against the razorwing. The EC was ready to charge the wraithknight, as were the honourguard. I was reasonably confident that he would fail at least one 5++ before they all fell).

 

RESULT:

Crushing Victory for the Black Templars.

 

 

Name: Siege Captain Czesar Nakhimov, Exalted Lord of the Breach. 

Sector: NX-03

Opponent: Chaos warband (using "The Purge" dataslate)

Battle Size: 2500 points

Mission: The Relic

 

Confessors Victory Points: 6

Chaos Victory Points: 1

 

Pre-game notes:

 

Warlord traits for chaos (master of deception), 3 units gain infiltrate.  Confessors trait: immovable object (warlord gains fearless and it will not die) Rolls for first turn: 5(chaos), 2(confessors), 6 (seize the initiative, passed!). Sorceror's psychic powers Divination: Foreboding. Biomancy: Endurance.  Nurgle: Primaris, nurgle’s rot.

 

Confessors Army List:

 

HQ:

Siege Master: teeth of terra, storm shield,  

Elites:

Centurion Devastator squad: Omniscope + grav cannons/amps

Land Raider Prometheus: extra armor, dozer blade, multi-melta

Troops:

Assault Squad: Lightning claw , 2 meltaguns

>Dedicated Transport: LRC, extra armor and multi-melta                                

Assault Squad: Lightning claw , 2 meltaguns

>Dedicated Transport: LRC, extra armor and multi-melta                               

Siege Mantlet squad: , mantlets lightning claw grav gun plasma cannon

Fast Attack:

Stormraven: extra armor, hurricane bolters

Heavy Support:

3 vindicators, siege shields, extra armor:

 

Chaos Army List:

 

HQ:

Chaos Lord, Burning brand relic, sigil of corruption, ichor blood, power weapon, veteran of the long war, mark of Nurgle.

Chaos Sorcerer: Mark of Nurgle, additional mastery level, spell familiar.

Elites:

Chosen: 5 additional chosen, 3 melta guns, flamer, sergeant with power weapon, veterans of the long war, mark of nurgle.

Chosen: 5 additional chosen, 3 melta guns, flamer, sergeant with power weapon, veterans of the long war, mark of nurgle.

Chosen: 5 additional chosen, 3 melta guns, flamer, sergeant with power weapon, veterans of the long war, mark of nurgle.

Troops:

Chaos Cultist Squad: 25 additional cultists, 32 autoguns, 3 flamers, Mark of Nurgle

Chaos Cultist Squad: 25 additional cultists, 32 autoguns, 3 flamers, Mark of Nurgle

Chaos Cultist Squad: 25 additional cultists, 32 autoguns, 3 flamers, Mark of Nurgle

Heavy Support:

Forgefiend: 2 hades autocannon, ectoplasm cannon

Forgefiend: 2 hades autocannon, ectoplasm cannon

Plague Hulk

Fortification:

Prometheum Relay Pipes

                                         

Confessors Turn 1:

 

Having managed to successfully sieze the initiative, the armored column of the Confessors advanced to meet and crush their foe with an overwhelming display of force;  to that end, the demolisher cannons of the vindicator squadron were the first to let loose a thunderous bark.  The heavy siege shells finding reducing their target, a chaos chosen squad, to a meaty paste; crumbling walls and foundation forming a tomb for the hapless saboteurs.   The landraider Prometheus moved forward 12’’, snapshotting with one of its sponsons at a mob of cultists venturing to take up arms from behind the promethium pipeline—inflicting 2 wounds, killing one.  The first LRC unleashed a staccato of fire upon the unit of chosen accompanied by the chaos sorcerer, and perhaps because of misaligned targetters, or perhaps because of the witch’s foul magical trickeries, failed to wound even a single chosen.  The Centurions suffered equally, despite the potency of their graviton cannons.  The witchcraft continued, as the LRC transporting the siege master once again failed to fell any of the chosen, this time the unit fired upon being the entourage of what seemed to be the warbands’ leader—carrying a malefic flamer weapon that roiled with flame from its daemonically mawed and fanged barrel piece.  It seemed that the mantlet toting tactical squad would suffer a similar fate, after the squad’s bolters and graviton gun shots went wide, but the blessed plasma cannon found purchase, obliterating two chosen in a dazzling light display.  First blood had gone to the Confessors, but there was yet more blood to be shed this day!

  

Chaos Tun 1:

Reeling from the fact that their battle strategy had not only been anticipated, but that they were now forced into an unexpected defensive posture, the chaos lord dug his heels in and prepared himself for the battle ahead-- spitting out orders over the shortwave and praying that Nurgle would guide them in today's battle.  The warpforged war engines surged forward, eager to bring their guns to bear down upon the confessors strikeforce.  The cultists, eager to get into cover, advanced into the pipeline structure, and began siphoning promethium into their wretched plaguethrowers.   Harnessing the raw powers of the warp, the sorcerer managed to generate a total of 6 dice for his pool, and aimed to utilize his god’s gifts with gusto—attempted to first cast endurance on his bodyguard.  However, it was denied via a spectacular deny the witch roll! (two sixes and a 5!).  Undeterred, he began a conjuration of the Foreboding power— his dark god and master seeing to it that the squad would fire at full ballistic skill for overwatch in the ensuing charge. Incensed by the boon their sorcerer had bestowed upon them, the chosen took aim with meltaguns- managing to destroy a hurricane sponson, taking delight as ammunition stores cooked off and exploded like hundreds of fireworks and similarly shaking the crew.            

         Surely their dark patron Nurgle would find amusement in such a spectacle!  The festering plague hulk spat a globule from its rot cannon towards the triumvirate of vindicators, arcing the shot through the air like a bilious expectoration; the shot falling short and colliding with the earth.  The forgefiends opened fire with a dazzling arc of ectoplasmic cannon fire, In hopes of glancing and/or incapacitating the landraider crusader—instead, they both managed to glance themselves failed gets hot rolls! Similarly, the hades autocannons failed to even glance the mighty transport vehicle.   The meltaguns of the remaining chosen squad at least managed to glance the crusader in question, solidifying their silent distrust of the spawn the daemonforges “blessed” them with that day.

 

Confessors Turn 2:

Like a furious angel, the stormraven descended from on high, the increased comms relay of the landraider Prometheus providing an electronic beacon for the pilot who would’ve been otherwise blinded by the clouds of cordite surfacing over the quickly escalating battlefield.  Taking aim, he fired upon the closest forgefiend—assault cannon, multi-melta and two stormstrike missiles finding purchase in its grotesque mechanisms; causing the monstrosity to explode in eye searing warp fire! LRP rolls, hits with 10 shots, kills 8. Hits fuel line, kills 3 more. Vindicators fired upon the plague hulk—2 hit dead on, last manages to hit after scatter! Results in one glance, 2 pens—2 weapons destroyed; after allocating the weapons to a d6 result, we determined that the shots destroyed the hulks claw, as well as its vomit flamer weapon; leaving the cannon very much intact! Curses!  Centurions and the wounded crusader opened fire upon the sorcerer and his entourage, felling 3 of their resilient ilk under a weight of fire that would have probably destroyed an entire astra militarum platoon.  The siege master’s crusader opened fire next: managing to slay a single chosen with the pintle multi-melta; the other weapons having no effect against their unnatural resiliency. Having charged from the assault ramps at the beginning of the turn- the two squads of assault marines fired upon their respective targets with meltaguns and pistols felling a single chosen between the two squads before throwing themselves into the fray!  The 2 chosen’s overwatch maneuvers proved to be surprisingly fatal for the confessors—the flamers toted by the chosen accounted for a total of 10 dead marines between the 2 assault squads, with the enemy warlord’s relic flamer accounting for another 6 deaths, leaving the siege master to engage the foe by himself, his accompanying squad dead at his feet!

    Blinded by rage, the siege master began to hew furiously at the enemy commander, hacking him limb from limb in a series of murderous arcs—the ichorous blood from the lord’s bloated and “blessed” corpse splattering upon and dissolving the softer parts of the master’s armor with an alarming rapidity.  Not even death could cease the chaos lord’s duplicitous actions it seemed.  Despite having seen their leader torn asunder in front of them, the unit’s champion unsheathing his power weapon and staring at the marine captain with steely contempt.

`               Meanwhile, the second assault squad, reduced to a paltry four members charged the unit of chosen and their sorcerous leader, hell-bent on avenging their fallen brethren.  Spitting forth a challenge, the sergeant vaulted towards the sorcerer—propelling himself and his lightning claw towards the witch with deadly precision.  Despite all of the sacrifices the sorcerer had made to his dark patron over the years, his pleas for help went unanswered in his hour of need— his severed head becoming a tribute to a different deity in this incomprehensible game the gods of chaos played, with a realization that he had been a mere pawn coming far too late.  Struggling to find purchase with their melee weapons, the remainder of the squad piled in to what would be a grim and miserable melee.

 

Chaos Turn 2:

 

The plague hulk expectorated another munition at the vindicators, this time managing to glance the side armor of one of the tanks.  Attempting to once again fire at what it believed to be the largest target, the forgefiend channeled the raw powers of the immaterium to guide it in its infernal task (declaring the daemonforge rule), suffering another glancing hit in the process via failed gets hot roll.  The sacrifice was worth it, as it managed to glance the crusader and remove a hull point.  Sitting atop the secondary (siege) objective, the cultists seemed confident that their masters would be victorious, and prepped bayonets in the case that they weren’t.  The assault sergeant, without hesitation fixated his gaze upon the chosen sergeant, knowing full well that their hubris would be their downfall, and they would blindly accept any challenge issued against them.  He fared little better than his sorcerous leader, as once again lightning claws dispatched their foe with sickening ease, rending him asunder.  The remaining assault squad members, invigorated by this display of overwhelming righteous might, slew a further 2 chosen.  Failing their morale save, the chosen attempted to flee—and were instead overrun and slaughtered! Without a moment’s hesitation, the confessors continued their charge—they had gained a deadly momentum, and like an unstoppable juggernaught they now consolidated forward!

                Before the chosen champion had even raised his arm to swing his rusted power blade, the Confessors captain was upon him, fashioning a new sheath for his chainblade out of the traitor’s torso; before pulling the weapon free and hewing the remaining cultists in a bloody frenzy before charging headlong towards his next target.

 

Confessors Turn 3:

 

The chosen slain, the landraider crusaders moved forward, allowing for the centurions to move onto the relic objective, who began the delicate capturing procedure. Due to the relic’s proximity to the warp anomalies present on the battlefield, the centurion’s retrieval of the relic pulled them towards the anomaly a menacing inch—they would have to depart rapidly, lest the anomaly consume them. The remaining assault marines moved towards the advancing landraider crusader so they could safely embark and be transported to the next melee; enjoying a quick respite safe from the dreadful plaguethrowers the enemy had brought with them to the field of battle this day.  The stormraven watched from on high as the siege master charged the remaining forgefiend, seeking to bring the beast down in singular combat.  Rather than deny his captain his prize, he banked hard left and set his gunsights upon the plague hulk—firing the remaining stormstrike missiles at the creature as well as another crippling salvo of assault cannon rounds and anti-material melta fire; removing the final hull point from the abominable plague engine. In doing so, the stormraven had freed the vindicators up to fire upon the amassed cultists cowering in the promethium pipe relay station, their demolisher cannons eager to reduce the heathenous mass to bloodied giblets. The conjoined fire of 3 vindicators rained down upon the relay station, and between the siege shell’s shrapnel and the explosion said shrapnel set off—an astonishing 24 cultists were slain, the first of the three cultist hordes having been crushed under astartes might.  Still, the writhing mass of bodies seemed endless, as cultists from the lower levels of the relay station clamored over their fallen brethren ready to bring their crude firearms to bear, roaring and shrieking in defiance.  Almost as if to silence them, the three landraiders opened fire with their bolt based weapons: assault cannon, heavy bolters and hurricane sponsons bringing a swift end to another fourteen cultists, almost another hoard of death worshipping fools annihilated in an instant.  

                Charging forward, the confessors captain managed to blindside the forgefiend, using his preternatural reflexes and speed to propel himself onto the mechanical beast before bringing the razorsharp teeth of his chained blade down into the delicate warp-mechanisms, bringing its life to a screeching, shuddering and inglorious end.  Without a moment to lose, he leapt from the forgefiend’s corpse and began his charge anew, positioning himself behind the bulk of his storm shield—knowing full well that he would have to weather an inconceivable wave of small arms fire in the ensuing moments of this battle as he eyed the throng of chaos cultists that lay ahead.

 

Chaos Turn 3:

 

Their chaos lords slain before their eyes, one of the chaos cultist mobs sprang from the promethium relay station- either out of fear or for one last feverish charge to please their dark masters was hard to tell, forgoing their shooting that turn to charge towards the centurion squad and the relic they were in the process of securing.  The other mass of cultists stayed their ground—turning their collective ire upon the confessors captain rapidly approaching their ranks; and with the rapid firing of their autoguns, and torrenting gouts of flamer weapons—they managed to wound the astartes commander!  Their mirth was short lived however, as from the smoke he emerged—as titanic a figure as ever; advancing towards them with redoubled effort; flames still licking the surface of his armor like a carnivorous hound, the bone ivory of his armor chipped and peeling from their small arms fire, but very much intact.  The plaguefather had deceived them all, for here was a true avatar of death staring them down- before breaking once more into an inhuman sprint.  He would be upon them sooner than they could reload their autoguns.  Nurgle help them all…they had only made it angrier.

 

Confessors Turn 4:

 

Rolling for the warp rift anomaly during our movement phase, the centurions managed to escape potential portal death by a single inch!  Their response? Turning tail and getting the heck out of dodge.  The cultist squad was not so fortunate, as the entire blob was consumed by the abyssal maw!  However, attempting to harness the raw powers of the immaterium—successfully rolling to deep strike towards the end of the table, albeit scattering north of their intended destination- and into the gun sights of the mantlet toting tactical squad that had advanced further into cover moments before.  The remaining assault marines embarked upon the nearby crusader, which promptly advanced towards the secondary siege objective.  The siege captain, newly invigorated after his Larraman’s organ rapidly clotted the open bullet wound he had sustained mere moments earlier, advanced towards the cultist gunline—not in a charge, or even a sprint, but an eerily calm stride.  Little did the cultists know, but the astartes captain below was coordinating a firestorm on their position, the hound like frown of his Maximus helmet concealing the wry smile he had beneath it.

       Where cultist fire had failed on so many fronts this day, the firepower of the noble astartes was a completely different matter entirely. Upon their captain’s signal Vindicators, Prometheus, Storm Raven, and Crusaders combined their devastating arsenals together into an explosive rain that pulped cultists like overripe fruit, with zero cultists left to tell the tale.  From a comfortable distance, the Confessors captain watched the danse macabre unfold before his eyes before heading into the bowels of the facility, ordering the rest of his strikeforce to either capture their real objective or conduct mop up operations.

       Without hesitation the centurions opened fire upon the remaining cultist squad, taking out for of the treacherous rabble from behind- while the tactical squad in the building above followed suit, firing scything bolter fire down into the bewildered mass, felling another five.

 

Chaos Turn 4:

 

Frothing at the mouth, the remaining cultist squad charged into the building occupied by the lone tactical squad, hell bent on bringing as many Space marines down with them before the dark gods granted them their final reward.  Autoguns and tainted flamers at the ready, the cultists opened fire…

…felling only 2 astartes.  The ablative ceramite shielding they carried into battle absorbing an unprecedented amount of firepower, and leaving the dismayed cultists woefully vulnerable in what was to be their last moments; the charged plasma cannon of the astartes pointed squarely at them.

 

Confessors Turn 5:

 

The armored column of the Confessors plowed forward, taking up a defensive perimeter around the siege objective—the ancillary crewman rushing outside to secure the chapter’s prize.  Meanwhile, the centurions advanced towards their tactical brethren to provide fire support—killing two cultists with long range hurricane fire; the squad’s graviton cannons proving effectively useless against the nurgline cultists for unknown reasons.  The tactical squad let loose another barrage of bolter fire, before discharging their ancient plasma cannon—obliterating a further 10 cultists.  Unable to endure such losses, the fragile psyches of the cultists shattered.  Their morale effectively broken, they began their retreat.

 

Chaos Turn 5:

The Chaos cultists failed to rally themselves and restore a semblance of order amongst their ranks—and continued their flight, fleeing from the table and scurrying back to their hiding holes like the wretched chaos worshipping vermin they were.

 

 

My apologies brothers, I cannot get the pictures I made of the battle to post, the site hates the image extension, but hopefully the narrative will be enough to paint a descriptive picture.  

Sword Brother Nayvos at the Helm, in search of the great relic and Warlord

Sector: NX-07

Opponent: Chaos warband (new khorne stuff)

Battle Size: 150

Mission: Alone in the dark (kill teams)

 

BT VPs: 6  (FB, SWL, Break Enemy, 3kp)

Chaos VPs: 4 (break enemy, 3 kp

 

Batrep to follow soon

Name: Marshal Mattias

Sector: NX-07

Opponent: Traitorous Imperial Guard

Battle size: 1850pts

Mission: Maelstrom 5? Cloak and Dagger?

 

Black Templar Victory Points: 9

Oppoment Victory Points: Tabled (4)

Battle description:

 

The Renascibilitas crusade descended on NX-07 like a hurricane, tearing their way through the traitorous defenders like they were not even there. Their rage was terrible to behold, but they could not find their prey. If the arch-fiend had been there before, he was gone now. What remained of the enemy were slaughtered to a man, but the most elusive heretic would escape retribution... For now.

 

Warning: Epic Gaming Content!

 

 

 

 

 

Went up against a guard list which was fully mechanised - a couple of chimeras full of special weapon carrying veterans and a lord commisar and psyker, a bane wolf (? Ap3 flamer), a tank commander leman russ variant with MultiMeltas, 2D6 penetration cannon and las cannon, a 5-shot plasma tank firing blasts, and also a Valkyrie with storm troopers. It was pretty gnarly. My list is in my crusade thread in my sig.

 

Enemy deployed first, heavily to my right and sort of ignoring the left flank. (I think he predicted my intent).

 

I deployed the LRC behind ruins to the left, with the bikes spread across the centre. (Servo skulls were spread along the centre line). Warlord trait gave me FNP on my Castellan. I tried to seize, but no luck. Inquisitor's intel is good and we scout the LRC 12 inches forward and behind more ruins.

 

Turn one, and enemy moves warlord tank six inches into cover, pivoting to fire at my LRC. I have ever-so-slightly left the front on show (I meant to only leave the side visible) which meant I only got a 4+ cover instead of a 3+, and promptly rolled two threes... Of course he penned with the main cannon and managed to immobilise me - not bad for the first shots fired!

 

http://i1287.photobucket.com/albums/a628/matzeke/31C62D18-7EEB-4A88-BE38-6C1B2F592435_zpsp3ypiz91.jpg

 

His orders for the turn also let him blow smoke on his unit (the warlord russ and the plasma one). His commisar/flamer chimera flat-outted to take objective 6 and his other two tanks moved in towards the LRC.

 

The crusaders in the LRC stayed put, seeing no benefit to exiting the vehicle yet. The bikers weaved through some trees to claim objective 4. The ironclad dropped in ahead of them to position against the chimera on 6, while the Melta-command dropped nearby and opened fire on the warlord tank. Despite four Melta shots at kill-range, they managed to miss twice, glance once and penetrate with a 1 on the damage roll... Oops. The ironclad couldn't burn through the hull of the chimera, although the storm bolter on his pod managed a glancing hit. The other pod managed a glance on the other chimera too, making them tied for my MVP at then moment!

 

http://i1287.photobucket.com/albums/a628/matzeke/40F7157B-BF91-4FAE-80B7-B3A624121F45_zpstogmftth.jpg

 

Enemy Valkyrie came in, and I groaned, having completely forgotten about it. He had an easy shot at the rear of my dread and blew him to pieces for first blood.

The warlord and his squad-mate pivoted to fire everything they had at the command squad, along with the chimera and its embarked squad. Remarkably, between my careful spacing of the unit and his snap-shots, overheats and scatters, he only managed to fell three while one combi and one Melta carrier managed to hold their ground. His stormtroopers attempted to Grav-chute out of the Valkyrie but scattered quite far back towards his table edge, losing one man on impact. No further shooting was able to harm the LRC or bikes.

 

Templar turn 2, and the assault squad dropped onto objective 3 near my own board edge, in support of the LRC. The Typhoon scattered of course and ended up stuck without line of sight to the stormtroopers behind the immobile LRC. The Raven came in from my left corner and put 2 hull points on the enemy Valkyrie, also vector-locking it.

 

http://i1287.photobucket.com/albums/a628/matzeke/67548CE8-A965-4FD6-BD9F-294F02F71DF7_zpsym19aail.jpg

 

The crusaders on board the LRC were desperate to disembark and chase down their foes, but the iron will of their Castellan kept them in check. The pintle-mounted Multimelta failed to find its mark again. The surviving swordbrethren moved up into the ruins alongside the enemy commander and with their last remaining Meltagun, wrecked the vehicle for a few more VPs. The storm Bolters of the drop pods managed another glance against the nearest chimera. The bikers raced up through the trees, with one brother losing his bike to the rough terrain, and charged the chimera, taking the last hull point and detonating it. A few guardsmen succumbed to the explosion but the rest managed to rally nearby.

 

Enemy turn 3, and the plasma tank and commisar squad fired on the bikers, managing to fell one more of the veterans. The Valkyrie (which should probably have been destroyed as it could not be placed 18" forward after being 'locked' due to the drop pods) was generously allowed to move further than 18" and stayed intact, but with no targets.

 

http://i1287.photobucket.com/albums/a628/matzeke/38088C08-4DA6-4803-8942-627BC00534B1_zpsjalaklxs.jpg

 

The stormtroopers moved forward, while the chimera and bane wolf closed in on the LRC alongside each other. The chimera pulled a 180* , letting the psyker out to join the stormtroopers and to allow its veteran squad and three meltaguns to disembark within 6" of the LRC. Their meltas did much better than mine and blew the thing sky-high, killing both unfortunate neophytes. The squad was furious though, and clambered to their feet ready to cause trouble. The bane wolf claimed 3 initiates with its devastating template weapon, despite my best efforts of careful placement. Remaining shooting managed to drop another.

 

Templar turn three, and we laid down the hurt big-time. The bikers fired on the commisar squad, killing a couple. I positioned for a potential multi-charge against the unit and the plasma tank. This proved unnecessary, as the meltagun veteran fired straight into the rear armour and blew it up.

The raven zoomed up point-blank behind the Valkyrie and fired everything, but the dang lucky pilot managed to jink all four hits.

 

http://i1287.photobucket.com/albums/a628/matzeke/DD1F84BE-B6FD-4150-8533-1362D39E5633_zpsjovh2xse.jpg

 

The speeder fired on the rear armour of the last chinera, taking a second hull point.

The crusaders fired their meltagun at the bane wolf, also scoring a hull-point.

The Chaplain and bikers charged the veteran squad and commisar, but the tremendous wall of flame put up by the heavy flamer and two regular flamers was too much for two of their number. Only the Chaplain and apothecary made it in, with the chaplain swiftly singling out the commissar before felling him with a stroke, along with three guardsmen who tried to engage him as well. The apothecary wielded his chainsword with surgical precision, dropping 2 more, before the ran-down the few fleeing enemies and claiming the nearby objective.

On the opposite flank, the Castellan had disembarked as far left as possible. Now he separated from the squad and skirted the veterans in front of them, preparing to charge the stormtroopers and psyker. The overwatch melta shots missed and his artificer armour absorbed a couple of lucky rounds. He slammed into the combat, the cowards denying his challenge. He cut down 3 of the fools, before they turned and fled. None escaped his wrath, as he leapt after them and slew the remainder, last of all the heretical witch. Consolidating back onto objective one, he turned to watch the show behind him.

The crusaders took a barrage of fire as they charged, losing another member. Their disordered assault allowed their melta gunner to stick a krak grenade into the tracks of the banewolf, wrecking it. The inquisitor charged with the other survivors, and their Hatred saw a flurry of blows land against the enemy. The sword brother and his maul-wielding initiate comrade slew all seven of the enemy, with the other initiate and the inquisitor left to look on with awe at their Zeal.

The assault squad had little else to do but sprint forward to objective 3. With the Castellan on 1, their drop pod on 2, and the bikers consolidating onto 6, the Templars scored 4VPs (d3=3 for 2xenemy objectives (he had none), and d3=1 for at least 3 objectives held). I also scored 1 for wiping out a unit through a shooting attack, and linebreaker for the Castellan.

 

In a single turn, the Templars had turned the tide and shattered their foes. The enemy conceded, with only 2 hull points left on the table and little to no firepower remaining.

Final score: Templars 9, Traitors tabled.

 

----

 

A really fun game, we had a blast and enjoyed talking tactics over some beers after. We were surprised at the apparently arbitrary 'destroyed' result of a flyer which was vector locked and unable to be placed after it is forced to go 'exactly' 18". We decided to play it as 'at least 18" in a straight line' instead. We honestly weren't sure if our reading of the rules was correct, and I certainly didn't quite feel right. A good game, but no chaos lord to slay! Had to make do with some witch-blood and plenty of assaults and challenges!

 

 

 

Which faction your opponent used: Traitor Marines (Dark Angles) and Traitor Guard
Who won and how many VP’s each side scored: Templar win 11, DA 4 (tabled), AM 9
Which mission type you played: Cleanse and Control
Which section of the map you attacked: NX-07 (It's been a while since I've played so I'm assuming it's ok to jump a bit.)

1000 points "Cleanse and Control" 3 way ffa 

 

 

 

Templars 1000:

Marshall (Chapter Master) Relic Blade, Storm Shield, Combi Melta
Crusader Squad Sword Brother (power sword, bp), 7 Initiates (BP/CCW), 1 Initiate (power axe), 1 Initiate Flamer, 5 Neophytes (BP/CCW)
LRC w/ multi-melta dedicated transport
Crusader Squad 3 Initiates (bolter), 1 Initiate (plasma gun), 1 Initiate (plasma cannon)
Stormtalon Gunship (Skyhammer missile launcher)
Landspeeder Squadron 2 Landspeeders w/heavy bolters

 

 

DA 1000: (iirc)

Chaplain (some special character)

Tac squad

5 man sniper scouts

bike squad w/ landspeeder

devastator squad w/ 2x las, plasma cannon, heavy bolter

5 man assault squad

 

Guard 1000: ???

like 100 guys and 2 death strike missile launchers

 

Templars:

Slay the Warlord (DA)

Secure Objective 1
Secure Objective 2

Secure Objective 3
Secure Objective 5
King Slayer

First Blood

Overwhelming Firepower

Assasinate

Big Game Hunter

 

DA:

Kill The Warlord (AM)
?

?

?

 

AM:

Line Breaker

Scour the Skies

Psychological Warfare

?

?

?

?

?

?

 

The unknown were secure objectives, but I don't recall which.  

 

Highlights:

Turn one not much happened, though my plasma cannon blew up killing the Initiate.

Turn two one of the death strike? missiles went off and hit me, killing 2 Initiates and pinging both of my landspeeders. I wiped out the DA's assault squad. 

Turn three I lost one landspeeder and wiped out all but one las cannon from the Devastator squad. I also killed an AM command squad of some sort. The DA killed the other AM command squad with the Warlord. The AM fired the second missile and wiped out all but one of the DA tac squad.

Turn four I finished off the devastators and all but one scout then killed the chaplain in glorious combat. The Stormtalon weaved its way though a hail of autocannon fire and took a glance. 

Turn five I killed one of the missile tanks and the DA killed the other. I killed the last scout. I tossed my orbital bombardment which flew wildly off into nothing. 

Turn six I killed the DA landspeeder and a biker, the DA assaulted one of the big guard blobs with the remaining bikes and the autocannons finished off my Stormtalon and Landspeeder.

Turn 7 The landraider killed off one of his autocannon squads. The guard blob finished off the last biker in assault. Game timed out, but we agreed that with my landraider untouchable (since I killed everything that could scratch it with extreme prejudice) and my crusader squad bearing down on one of the Guard blobs that there wasn't much he could have done even if we'd continued. :D

 

11081430_1028616137168366_74329699980902

 

11081050_1028616127168367_60661374324783

 

opening view, how did I end up in the middle? :D

 

11081315_1028616140501699_31823207202461

 

Bearing down on the DA.

 

11081474_1028616130501700_75354044126067

 

Glorious Close Combat!!!! aftermath.

 

11059421_1028616207168359_16043966590233

 

The end of game, not looking too hot for the guard here...

 

 

 

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