Round
7: 2100
Hammer
and Anvil
Thom
Morden (Chaos Daemons/Chaos Space Marines)
Great
Unclean One w/Mastery Level 3, Greater Reward, Exalted Reward
10
x Plaguebearers
10
x Plaguebearers
15
x Flesh Hounds
Soul
Grinder w/Daemon of Nurgle, Phlegm Bombardment
Daemon
Prince w/Mark of Nurgle, Mastery Level 3, 2 x Greater Reward,
Daemonic Flight, Warp-Forged Armour
Daemon
Prince w/Mark of Nurgle, Mastery Level 3, 2 x Greater Reward,
Daemonic Flight, Warp-Forged Armour
Chaos
Lord w/Burning Brand of Skalathrax, Mark of Nurgle
7
x Plague Marines w/2 x Plasma Pistol, Chaos Rhino, Havoc Launcher
Heldrake
w/Baleflamer
Having
missed out on one of the league nights owing to an unfortunate
personal issue, I was lucky to get a make-up game in against Thom on
the weekend. I wasn't all that eager to throw down with the daemons
again, particularly that brick wall of a Great Unclean One, but
beggars can't be choosers. And it's not like Thom isn't a good guy,
so a game with him, even a loss, is pleasant enough. Plus, I had a
certain new weapon up my sleeve...
Commander
w/Iridium, Stims, Shield, 2 x Plasma, Relics (Hit & Run, +1WS/BS
for squad)
Commander
w/MSSS, C&CN, PENchip, 2 x Flamer
Ethereal
XV104
w/Ion Accelerator, Early Warning Override, Stimulant Injector
3
x XV8 w/6 x Missile Pod
3
x XV8 w/6 x Missile Pod
3
x XV8 w/3 x Plasma, 3 x Twin-Linked Fusion Blaster
9
x Fire Warriors
9
x Fire Warriors
9
x Fire Warriors
12
x Sniper Kroot
5
x Pathfinders
5
x Pathfinders
Sky
Ray w/Disruption Pod, Blacksun Filter
Hammerhead
w/Disruption Pod, Blacksun Filter
Hammerhead
w/Disruption Pod, Longstrike, Submunition
Aegis
Defence Line w/Quad Gun
That's
right; Kroot. Though I hated the way they looked, after running
head-first into the ever-growing ranks of MCs infesting Tyranid and
Chaos ranks one time too many, I finally had to bite the bullet. And
much as I fear Chaos Daemons, with their invulnerable saves and their
MCs with Iron Arm, well, a cadre commander's gotta do what a cadre
commander's gotta do.
Also,
victory would net me a spaceport, enabling me to attack anywhere on
the table, including the moon and the space station. And I wanted
the high ground.
I
won the roll-off and opted to go first, deploying the whole of my
army along the longest line I could find, though a huge volcanic
crevice running diagonally across the table did somewhat limit my
ability to deploy along my right flank. Thom laid his army out in
response, with his Plaguebearers in reserve, his Great Unclean One
hanging out towards the back, his Soul Grinder on the line in the
centre, the Lord and his Plague Marines forward on the right flank
and the two Daemon Princes set to take from the shelter of some
ruins. Thom failed to seize, and off we went.
This
was the first time I'd used the Support Commander loadout, and it did
not disappoint; boosted up by a successful Nova charge, the Riptide
managed to one-shot the Soul Grinder, with twin-linked allowing me to
shrug off Gets Hot and settle my blast marker nice and even, and
Ignores Cover leaving the target with just its daemonic save to fall
back on. The Soul Grinder went up in a spectacular explosion, and
though that was all I managed to accomplish that turn, it was enough.
Unfortunately, Thom didn't much appreciate that, and showed it in
kind by sending his Daemon Princes forwards. One of them dropped a
psychic flamer attack on my Kroot, killing a handful of them. His
Rhino trundled forwards, throwing a few random shots at the Kroot and
picking off another one, though using plasma on T3/6+ models is a
touch overkill. For their suffering, they failed their leadership
test and scampered off towards the table edge, though they were far
enough back not to get all the way off in one round. The effective
loss of my Kroot meant that we'd basically gone one-for-one, but
since I lost 84 points of Kroot and he lost 180 points of Soul
Grinder, I think it's safe to say who came out ahead there.
Sadly, at the start of my turn my Kroot were too far away to benefit from the Ethereal's leadership bubble, and they kept scampering, falling clear off the table's edge after failing to regroup. Vowing to not have sacrificed them in vain, I pushed out along the right flank, sending my Commander and his squad, backed up by a unit of Fire Warriors, towards the Rhino, while most everything else hunkered down to try and throw as many bullets into the two Princes as possible. Annoyingly, Longstrike failed to destroy the Rhino; with no better targets for his railgun I'd pointed it at the transport, to conserve anti-infantry firepower, but with a successful cover save Thom kept his tank in the game. It therefore fell to my deathrains to take the honour, but although they did manage to penetrate twice, in both cases they simply shook up the driver and passengers. I actually had to burn my Fire Warriors on that thing, glancing it into a wreck, finally allowing my Commander and his team to throw some solid firepower into the Lord and his retinue; it cost Thom two of his Plague Marines, and a wound off the big man himself. His Princes suffered rather less damage, with one of them grounded and suffering a wound lost in the process, but with re-rollable 3+ armour saves on top of FNP, and the protection of needing 6's to hit, I just could not push anything more through his unbelievably strong defences. His Flesh Hounds, on the other hand, had no such protection, suffering another handful of losses from my Riptide and the odd bit of anti-infantry firepower, which threw them further back along the line, pushing their leading edge away from my units.
In
his turn, Thom brought his Heldrake in from reserve, and pushed his
Princes forwards, leaving the grounded one approaching one of my
objectives and the still-swooping one closing in on my Ethereal's
squad and the objective they laid claim to. Only one of his
Plaguebearers arrived from reserve, but when the scatter was rolled
it ended up embedded in a wall of ruins, forcing it back into
Ongoing Reserves. He moved his Flesh Hounds up, blockading the relic
in the centre of the table, and set his swooping Prince to shooting
at the Fire Warriors and their Ethereal. While he did manage to kill
several of them, the Ethereal was not amongst the casualties, and her
superior leadership kept them safe on the objective. Over on the
other objective, Thom's Prince charged in, easily shrugging off
multiple units' worth of overwatch for the same reason it did so
while swooping about. Able to ignore their attacks, and with Iron
Arm giving it the strength necessary to double them out, the Prince
made short work of the suits, consolidating right on top of the
objective. With two of his Princes in my lines, but much of his
infantry in shambles or set to be shot to pieces, it was looking like
a guaranteed mutual slaughter. Before our armies could meet in
full-scale warfare, however, the shifting tides of the immaterium
turned against the forces of the Ruinous Powers, draining away their
powers just when they were most needed, leaving them to falter at the
moment of their greatest threat...
Which
is to say, unfortunately, we ran out of time before the store closed.
So,
we got two full turns in and had to call it there, leaving one empty
objective, one contested and me sitting on top of the third; a win,
but not a very rewarding one (First Blood for me, Linebreaker for
Thom, no other secondaries), and hardly the most satisfying of games.
Still, it was the best we could squeeze in, given conflicting
schedules, and a little 40K is better than none!
Oh,
and for winning the territory, I got to pick up the relic by default
(since Thom hadn't claimed it with an infantry unit at game's end).
And what did I get for my troubles? +1 attack for my warlord.
Not
exactly a huge boon for a Tau commander...
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