Friday, October 2, 2015

Warhammer 40k Campaign, Chaos Daemons/Marines vs Imperial Fists/Inquisition, 29.09.2015

This was a very rushed game. The store closed early, and we had planned for 1500 points, so we set up and played as fast as possible. You'll see fewer pictures than usual. Sorry for that.

Extra rules (same as last time):


- Subzero temperature: fails Dangerous Terrain tests on 1 or 2, Gets Hot! loses its effect
- +10% points and +1 to beginning of the game rolls for Chaos

Scenario: we used the ETC tournament scenarios. We got a mix of Tactical Escalation and Big Guns Never Tire.

Lists:

Chaos Daemons: Combined Arms Detachment (690 points)

  • 3-base Nurglings
  • 3-base Nurglings 
  • Kairos Fateweaver, warlord
  • Daemon Prince of Nurgle, wings, armor, Balesword, Grimoire, Psyker level 3

Chaos Space Marines: Combined Arms Detachment (805 points)

  •  2x 10-man Cultists
  • Be'lakor
  • Daemon Prince of Nurgle, wings, armor, Psyker level 3, the Black Mace, spell familiar

Imperial Fists: Combined Arms Detachment (1400 points)

  • Pedro Kantor
  • 10-man Sternguard squad, 2 Combi-meltas, Heavy Flamer in a Rhino
  • Venerable Dreadnought, Twin-linked Heavy Flamer, Heavy Flamer, in a Drop Pod
  • 5-man Tactical Squad, Flamer, Combi-flamer
  • 5-man Tactical Squad, Plasma gun, Combi-flamer
  • Stormtalon
  • 3-man Centurion Devastator Squad with Heavy bolters
  • 2x 5-man Devastator Squad, 2 Lascannons, 1 Missile launcher

Inquisition: Inquisitorial Detachment (100 points)

  • Inquisitor Coteaz

 Deployment:

(Well, it's a picture of turn 1. Never mind.)
Hammer and Anvil. I deployed first, with my big baddies up front and cultists holding objectives. Left to right: Black Mace dude, Be'lakor, Kairos, other Nurgle Prince (henceforth known as Victim). Nurglings infiltrated (1 group in the church, the other between the church and tower).
Then my opponent rolled a 6 for Seize the Initiative. And there he goes moving up his Sternguard in the Rhino.

Imperial Fists, turn 1

Rhino moves up, disembarks the Sternguard. Dreadnought arrives in the middle of my lines. More on that later.
Shooting: Pedro Kantor drops the orbital bombardment on the cultists in the corner. It scatters unto Be'lakor, who can't Jink because he wasn't targeted. Fails a 4++, then again (reroll from Kairos). Fortunately, he's the only one who is an Eternal Warrior, otherwise would have died to S10.
Dreadnought flames the other Cultist squad. They run off the board.
Dice statistics: the Sternguard fire cover-ignoring ammunition at Victim. 3 wounds. 3+ armor save. I fail all 3. Heavy bolter Centurions, 10 wounds. 2+ Jink save. I pick up 2 dice. Roll a 1. First blood to the Fists.

Daemons, turn 1

Be'lakor and Black Mace dude fly up.
Kairos swoops over the Dreadnought to Vector Strike. Nothing. Tzeentchian S8 spells. Nothing. Summon a group of Daemonettes to tie him up. Perils. Mishap, ongoing reserve. I got nothing.

Imperial Fists, turn 2

Lots of shooting, nothing happens. Stormtalon comes in, does nothing. 2+ Jink working as supposed to.
Rhino immobilizes itself, even with dozer blades. First time the environmental rule does something.

Daemons, turn 2

 

Daemonettes arrive from ongoing reserve. Kairos glides to the top of the tower to fire at the Dreadnought. Nothing.

Be'lakor lands. He shrieks at the Centurions. Nothing. Gets off Invisibility. Perils.
Black Mace dude vector strikes the Stormtalon. 2 hits, 1 pen, 6 on the chart, crash and burn. Yay.
Hero Nurglings charge the Marines. They take 6 wounds to flamer overwatch.


I move around stuff, but feel like losing. Kairos is not protected by 2++. Objective pulls are horrible.

Imperial Fists, turn 3.


  
 Lots of shooting, nothing happens.
 

Centurions charge Be'lakor. I challenge Pedro, who accepts and passes 3 4+ invulnerables. Devastator Centurions (!) launch 10 attacks against the invisible Be'lakor. He dies. I concede.

I knew this was going to be one of those days when my Nurgle Prince died on the first turn. Meh... maybe next time.

No comments:

Post a Comment