Monday, July 9, 2018

The Doom of Ulpia - Mission #7 Game

Scenario: Custom (2000 points)

Inspired by Altar of War: Megalith.

Restrictions

  • None.

Victory conditions

  • Major Victory: Win the scenario.
  • Minor Victory: Control the objective at the end of the game.
  • Minor Defeat: Defender controls the objective at the end of the game.
  • Major Defeat: Defender wins the scenario.

Additional


The clouds recede:
Any unit arriving mid-game via deep strike (teleportarium, jump pack assault etc.) must roll a D6 for each model in the unit. On any rolls of 1, a model is slain.
Any unit with the Flyer battlefield roll must roll a D6 at the start of the game, as well as in each movement phase in which it moves at least 1”. At the roll of a 1, that model takes D3 mortal wounds.

Controlling the objective: only infantry can control the objective. Models that have fallen back this turn or that are in combat at the end of the turn do not count towards holding it. “Objective secured”-type abilities are in effect.

Attacker (Imperial Fists): At the end of each  turn in which the Attacker controls the objective, roll a D6. Add 1 for each additional unit after the first controlling the objective. Add 1 if Techmarine Mason controls the objective. On a result of a 6, the Attacker wins.

Daemon Engine: At the start of each of the Attacker’s turns, a Daemon Engine crawls unto the objective, if not already present. It has the stats of a Defiler, but does not contribute towards the game in any way (except: see below). It will not move, shoot, charge, or fight in close combat.

Defender (Word Bearers): At the end of each turn in which the Defender controls or contests the objective, roll a D6. Add 1 if the Chaos Hellwright controls or contests the objective. Add 2 if the Daemon Engine is present. Keep a total score. When the total reaches 30, the Defender wins.

Deployment: Hammer and Anvil. Attacker has first turn. Defender can Seize the Iniatiative.

Imperial Fists


++ Battalion Detachment +5CP (Imperium - Space Marines) [42 PL, 779pts] ++
  • Captain in Gravis Armor (Rogan) [7 PL, 134pts]: Boltstorm gauntlet, Master-crafted power sword
  • Captain on Bike (Lexandro) [6 PL, 136pts]: Combi-plasma, The Armour Indomitus, Thunder hammer, Twin boltgun, Warlord
  • Techmarine (Mason) [5 PL, 85pts]: Boltgun, Chainsword. Servo-harness: Flamer, Plasma cutter, 2x Servo-arm
  • Intercessor Squad [5 PL, 90pts]: Bolt rifle, 4x Intercessor, Intercessor Sergeant
  • Intercessor Squad [5 PL, 90pts]: Bolt rifle, 4x Intercessor, Intercessor Sergeant
  • Intercessor Squad [5 PL, 90pts]: Bolt rifle, 4x Intercessor, Intercessor Sergeant
  • 5-man Tactical Squad [5 PL, 82pts] Flamer, Space Marine Sergeant (Aaron): Chainsword, Grav-pistol
  • Rhino [4 PL, 72pts]: Storm bolter

++ Vanguard Detachment +1CP (Imperium - Space Marines) [41 PL, 624pts] ++
  • Lieutenants [4 PL, 71pts]. Lieutenant (Mouga'ry): Lightning Claw, Master-crafted boltgun
  • Aggressor Squad [12 PL, 148pts]: 3x Aggressor, Aggressor Sergeant, Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher
  • Aggressor Squad [12 PL, 148pts]: 3x Aggressor, Aggressor Sergeant, Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher
  • Apothecary (Kristov) [3 PL, 55pts]
  • Redemptor Dreadnought [10 PL, 202pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon

++ Spearhead Detachment +1CP (Imperium - Space Marines) [32 PL, 594pts] ++
  • Librarian in Terminator Armor (Jeraiah) [9 PL, 130pts]: Force stave, Storm bolter
  • Predator [9 PL, 180pts]: Predator autocannon, Two Lascannons
  • Predator [9 PL, 180pts]: Predator autocannon, Two Lascannons
  • Whirlwind [5 PL, 104pts]: Whirlwind vengeance launcher

++ Total: [115 PL, 1997pts] ++

Lexandro: level 4
Jeraiah: level 2
Kristov: level 1
Mouga'Ry: level 1

Word Bearers

Brigade Detachment
  • Chaos Hellwright
  • Chaos Lord in Terminator armor, Warlord: The Voice of Lorgar, Combi-melta, Chainfist
  • Dark Apostle
  • Sorcerer
  • 3x 10-man Cultists
  • 3x 5-man Chaos Marines; various weapons: Meltagun, Lascannon, Missile Launcher
  • 5-man Chaos Terminators
  • 5-man Khorne Berzerkers, 2 Plasma Pistols
  • 7-man Plague Marines, Plasma Gun
  • 3-man Chaos Bikers, 2 Flamers
  • 2x Chaos Spawn
  • Predator: 4 Lascannons
  • Predator: 3 Lascannons, 1 Heavy Bolter, Havoc launcher (the narrative Predator)
  • 9-man Havocs, 4 Missile Launchers

Deployment


The Fists deployed at the line with almost everything, keeping a heavy firebase in the back; Whirlwind hiding behind ruins.
The Word Bearers deployed mostly on the two flanks, with heavy fire support on the right and Chaos Marines on the left. Elite units hiding behind a LoS blocking ruin. Cultists and Spawn form a line in the middle. 
The Soul Grinder represents the daemon engine working on the Ziggurat.



I managed to Seize the Initiative.

Word Bearers, turn 1


Cultists rush forward, herded by the Dark Apostle. They were ready to die for the Emperor the Dark Gods.
The Chaos Lord, confident in victory, steps out of the warp in the center of his lines.


Recognizing the major threats, the Lord directed his fire support at the enemy vehicles. The Last Light was disabled. The Rhino and Redemptor took heavy damage.


Imperial Fists, turn 1


The Fists advanced, ready to seize fate by the throat. Their barrage of bolt weaponry took a heavy toll on the Cultists and the Chaos Marines.


Word Bearers, turn 2


Still confident, the Traitor Legionaries held back, content to unleash salvo after salvo at the exposed marines. The second Predator, as well as the Redemptor, were disabled.


Imperial Fists, turn 2


The Fists continued their unrelenting advance. Lexandro takes the lead, as befitting.


Again, they poured fire into the Chaos lines, killing Marines, Spawn and whatever filthy Cultists remained at this point.


They gained ground by charging at the surviving Spawn. Lexandro ran it over with his heavy bike.


Word Bearers, turn 3


Seeing his lines breached, the Chaos Lord beseeched the Dark Gods. They responded by ripping a hole in reality, Bloodletters pouring out. The Fists were ready, forewarned by the Auspexes, and gunned down many daemons as they came.


Chaos Terminators step out of the receding clouds.


The elite units, hidden until now (the Plague Marines must have kept the Berzerkers on leashes) stepped out of the ruins and fired into the Aggressors in front of them. They died in a hail of plasma.


Blood for the Blood God! Skulls for the Skull Throne!


The Bloodletters hack savagely at Lexandro and his posse of Intercessors.


The power systems of the Armor Indominus flare up... and fail miserably. Those are: 3x 3+ invulnerable saves, one reroll, and the 5+ to get the command point back.


The Bloodletters, having done their duty, then flee back to the warp.


Imperial Fists, turn 3


Severely decimated, the Fists scramble to reach the Ziggurat. Desperately, they eliminate more threats: the Terminators and the Berzerkers.


Word Bearers, turn 4


Concentrated firepower wrecks the Rhino, destroying the last shred of the Fists' mobility. The Chaos Lord, now aiming only to delay the assault, orders his troops forward: into the fray!


The Terminator, Sorcerer, Chaos Lord and Bikers assault the Fists. It's all or nothing!


Sergeant Aaron stands as the sole survivor of his squad, keeping back the Chaos Lord.


Rogan and Mouga'ry fight against the Chaos Bikers.


At the end of this turn, the Word Bearers construct the Ziggurat, reaching 31 points on the counter.

After game rolls


Lexandro was knocked out, but suffered no permanent damage.

Afterthought


It's interesting that the Fists knew nothing about the previous mission and won, and knew the specifications of this mission and lost. That Seize the Initiative roll of a 6 most likely decided the game. As I had the first strike and crippled the tanks, the Fists had no choice but to retaliate in kind. This left them unable to fire at the daemon engine, and I could rack up the points each turn for the objective counter.
Having 15 CPs with the brigade detachment made a huge difference for me, as I could allocate one to reroll the objective counter each turn.
At the start I decided not to summon freely, only when using the Word Bearers specific summoning stratagem, Dark Pact. This kept the game playable and fluffy. That one squad of Bloodletters did not make much of a difference (except removing 2 CPs for the Fists for Auspex Scan).

Coming up is the final mission of the campaign, when the Imperial Fists have to face the consequences of the completed ziggurat, alongside some last-minute reinforcements.

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