THE TABLE
The City! |
There would be 5 objectives up for the taking. One in the Church Ruins, The centre fountain, the ruins to the bottom left, the yellow building on the left, and the tall ruined building behind the woods.
THE ARMIES
This battle would feature 2 rough and tough lists.
Chriss went for 2 squads of 7 Hammernators, A terminator Librarian, Marneus Calgar, A 5 man honour guard, 2 sniper scout squads, 2 tactical squads in drop pods, 3 iron clad dreadnoughts in drop pods and an incredible 4... yes 4!!!!! Thunderfire cannons. Ouch!
My army was as follows:
A Storm Raven carrying a death company dread and a tactical squad. Two more tactical squads on foot along with a 6 man Sternguard squad with Corbulo. A ten man assault squad, a 10 man death company with bolters and a 10 man death company with jumppacks (two FOC's) Also, each DC was accompanied by chaplains (Lemartes and a standard Reclusiarch). Two 8 man Devastator squads would accompany the footslogging tacticals.
To top off the list, the mighty mephiston would be joining the fight along with a Furioso dreadnought.
TURN 1
Chriss won the roll off to see who went first. He quickly decided that I would go first. Most of his army was dropping in, and he also needed to position his thunderfires accurately. I set up with two concentrated forces, one on each side of the board. Chriss set up his thunderfires in techmarine bolstered ruins with direct line of sight to my army. He also places his 2 sniper scouts in cover gaining a 2+ cover save... ugh.
My first turn consisted of very little. Few of Chriss' units were on the table :(
I took some pots shots at this thunderfires, he prompty made his 3+ cover saves. Turn over.... This was going to be a tough one.
Cannon to the right of them, Cannon to the left of them... |
The King of Bling himself. Calgar! |
Mephiston, Sternguard and a Tactical wait for the inevitable shelling |
Chriss started his turn with a big smile on his face mentioning how much he was looking forward to his 'thunderfire goodness' He promptly dumped 3 ironclads into my lines which flamed and melta'd a few marines. Their impact wasn't huge but they'd be a speed bump for me in my next turn. An armour 13, invulnerable to Krak, power armour smashing speed bump. It's also worth noting that ALL of chriss' drop pods had located beacons, meaning he could place the next wave exactly where he wanted it.
Then came the thundering volleys.... this is when things went downhill quickly. Stg 6 blast markers all over the place. Chriss rolled INSANELY well for scatter hitting almost everything. My rolling on the other hand was awful... failing roughly 50% + of my power armour rolls. Marines were dropping like flies. I lost roughly 15 marines....ouchkabibbles!
The Ironclad incinerates two marines and steals a hull point from my dread. |
Douche City |
TURN 2
Both my reserved Storm Raven and 10 man Assault squad entered the fray! I could finally start to react to Chriss' hard hitting strategy. I dropped my 10 man squad in Chriss' back line. I was aware they'd die quickly but I need to buy some time... He wouldn't be able to ignore 10 angry marines hungry for revenge.
Reinforcements! |
The other Ironclad, directly below me took the full force of missiles and melta sternguard, taking off 2 hull points. Terrible rolling struck again. Mephiston tried his hand with a plasma pistol shot but it overheated, and he failed his 2+ armour save.... and his feel no pain. So far,... a great day!
Woe is me! What a terrible shooting phase. I decided to go all out, I assaulted the two dreads nearest me. The dread on the far right lost another hullpoint as did mine, stalemate. Mephiston promptly smashed one dread into tiny pieces. YAY! First blood to me!
One threat down... 40568 to go. |
Uh oh... |
Hammernators! |
The Jump Pack Death Company would be challenged! |
To console me, my dread locked in combat with an Ironclad managed to take it's last hull point.
Allow me to illustrate. At the end of Turn 2 the casualites were as follows:
Chriss' losses |
My losses.... |
Despite being blasted to hell and back I soldiered on. I knew there was a possibility to salvage this if I could do some damage. I still had two full death company squads and a storm raven full of stuff. If only I could push back and cause some damage....
I stopped taking so many pictures at this point but in short: I swung my storm raven round and blew up a drop pod, hoping to cause an explosion that would kill some tacticals and scouts surrounding my Assault marines. I did! and killed nothing in the ensuing blast. This sounds like a terrible waste of shooting but at this point there were no decent targets for the Stormravens' cargo or weapons.
What was left of my shooting forces did little, most were cowering in the ruins trying to hold on to the objectives.
However, It was my time for revenge! Lemartes and the Death Company sallied forth and charged headlong into the hammernators!
REHRVERHNGE!!! |
More death company goodness. |
In the ruined cathedreal my Death Company managed to reach combat. Only 5 made it close enough to strike but it was enought to slay 3 marines. They were locked in combat with the sergeant.
FAIL! |
Chriss' had little to do in his turn other than push forward and try and kill something with his thunderfire cannons. He finally wiped out the devastators in the ruins and kill a couple of Death Company marines from the squad that just wiped out his terminators.
Near the cathedral he charged in his honour guard, hoping to take out some death company. My Chaplain challenged his chapter champion, striking first due to ini 5. Luckily for me, the chaplain found a chink in the champions armour and smashed his face in. The rest of the squad fared badly, he missed a fair amount of his attacks. He killed 2 death company only and lost the two honour guard with power axes.
The second Death Company do well. |
TURN 4
Turn 4 was a quick affair. My storm raven turned around and offloaded the tactical squad inside into the centre fountain, claiming the objective.
It is mine! |
TURN 5
This was were I needed to make everything count. It was potentially the last turn so 'all hands on deck'!
Again, the Death Company cause carnage |
Marneus faces down the Death Company |
The lonely banner bearer is finally slain. The Death Company surging forward toward the Techmarine scoring a Linebreaker! victory point
Chriss then moved Marnus Calgar toward Mephiston hoping to slay him for a victory point. Mephiston is a bit shit now due to being AP3. Marneus only inflicted 3 wounds and Mephiston none, seeing as Calgar had a 2+ save. Poo! Chriss' did not slay the warlord but did gain Linebreaker.
Chriss the rolled to see if the game would continue, rolling a 1. We then tallied the score!:
Ruins: Ultramarines! 3 Victory points! |
Fountain: Black Scorpions! 3 Victory points! |
Yellow Building: nobody.... |
Cathedral: Black Scorpions! 3 Victory Points! |
Ruins: Ultramarines! 3 Victory points! |
Total:
Black Scorpions 8 victory points (2 objectives, Line Breaker and First Blood)
Ultramarines 7 victory points (2 objectives, Line Breaker)
What an insane game! By far the most exciting, fun and enjoyable game of 40k I've ever had. It was so close at the end. I feel pretty good for not losing hope and soldiering on. Despite Chriss' super accurate, carnage causing thunderfires I'd managed to steal victory by the skin of my teeth. The first 2 turns were hard to get through, I was literally being blown off the table. Chriss' was astounded by how accurate his scatter dice were, claiming on multiple occasions 'I swear this is random' or 'I'm not cheating!'. It was quite amazing. If he did get an arrow on the scatter dice he seemed to roll a 1's and 2's therefore getting hits anyway.
A milestone for me was finally getting my Blood Talon Death Company Dread into close combat. Chriss ruined my fun by combat squading his tactical marines so I only got to kill 5.
Both my death company squads saved the day for me. The man of the match has to go to Lemartes for slaying two sergeants in challenges and leading the death company to glory against 2 squads of Hammernators and a Librarian.
I mean, the stats are just ridiculous. WS 5, 2 base attacks, relentless, rage, feel no pain, furious charge, re rolls to wound and hit on the charge if they have a chaplain.
Many thanks to Chriss' for being a great opponent all the way through. We came to the conclusion after the game that Death Company led by chaplains are insane.... and thunderfires now ROCK.... They are tough now, and can lay down serious firepower as well as hold their own if they're assaulted. The Techmarine is no slouch in close combat either, 2 regular attacks, 2 powerfist attacks and a 2+ save. Might have to get me an allied thunderfire.
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