Bavgad Prime IV is a small mining
colony in the Segmentus Pacificus, a mere 2800 light-years from
Macharia. Being slightly isolated, the population is in total
autonomy, producing his own food and energy, and contributing to the
Imperial Expansion by regularly sending their quota to the closest
forge worlds.
Being an easy prey, the planet fell into the Chaos hands at the end of the 36th millennium; but five millennia of enslavement later, the population was free again during the Macharian Crusade. The reconstruction has been fast, the planet is back to a high mining rate, fulfilling its duty for the Imperium of Man and peace has reigned ever since.
But in the Grim Darkness of the Far Future, there is only War.
Being an easy prey, the planet fell into the Chaos hands at the end of the 36th millennium; but five millennia of enslavement later, the population was free again during the Macharian Crusade. The reconstruction has been fast, the planet is back to a high mining rate, fulfilling its duty for the Imperium of Man and peace has reigned ever since.
But in the Grim Darkness of the Far Future, there is only War.
That's the
backstory for a month-long league Black Knight is running, the
post-titular 'Fate of Bavgad Prime IV', whose first round was last
night. I have to say, I was quite impressed by the professionalism
on display here. There's an actual map of the planet, with hex tiles
from Planetstrike laid out into six continents of between six and ten
tiles each, connected to each other not unlike the continents on a
Risk board. That is, there are certain points at which two
continents are close to each other, points denoted by a red line on
the black 'sea' base of the board, and only there can you hop between
places. There are special buildings that confer advantages,
stackable advantages at that, in a battle, such as the Holy Site
(allows 1 unit to re-roll LD once per game), Ammo Depot (allows 1
unit to re-roll failed shooting) and Power Generator (allows 1 unit
to re-roll failed to wound) and the Spaceport (allows you to attack
non-adjacent enemy tiles). And every player was given a little pile
of Warhammer Fantasy Battle bases to mark up at the store's painting
station with their army's icon, to show the spread of their influence
on the map and give people at least some idea of who they're
challenging. It's pretty dang impressive, is what I'm trying to say.
Though I really
can't imagine how my Tau Empire cadre managed to blunder into a
planetary free-for-all out in the old Macharian conquests. That's
the exact opposite end of the galaxy!
Well, one learns to
live with such minor details in 40K. For myself, I'm on a relatively
small continent with Graham the Grey Knight and the only other Tau
player in the campaign. Although I have been getting steadily better
at handling Graham's Grey Knights, I figured I'd try not to fight
someone I go up against regularly. And of course, us Tau players
have to stick together, so I didn't want to charge straight at him,
though that did mean he got two special buildings in his territories
since Graham struck out away from him, as well. Lucky bugger.
Anyway, hopping off the edge of my continent, my Mantas deposited my
cadres strike force on a mountainous tile defended by the Imperial
Guard, for the first of many battles to come on Bavgad Prime IV
My Cadre:
Shas'el w/AFP, MP, PR, HW-MT
Shas'el w/AFP, MP, PR, HW-MT
3 x XV8 w/PR, MP,
MT
3 x XV8 w/PR, MP,
MT
3 x XV8 w/TL-MP, Fl
9 x FW w/Devilfish
w/D-Pod
9 x FW w/Devilfish
w/D-Pod
6 x FW
5 x Pathfinders
w/Devilfish w/D-Pod
XV88 w/ASS
XV88 w/ASS
Hammerhead
w/Railgun, 2 x BC, MT, D-Pod
Opponent: Blake
Chrystian (Imperial Guard)
Deployment: Dawn of
War
Objective:
Annihilation
Primaris Psyker
Techpriest w/2 x
Servitors
Platoon Command
Squad w/Chimera
20 x Guardsmen
w/Heavy Bolter
10 x Veterans
w/Meltabombs, 2 x Meltaguns, Valkyrie w/Lascannon, 2 x Heavy Bolter,
2 x Missile Pod
Hellhound
3 x Leman Russ
So, my
least-favourite deployment (at 1500 I can't scatter Blacksun Filters
all over the place, while Imperials have free spotlights) and my
least-favourite objective, against one of my least-favourite enemy
armies (Wall O' AV14, plus melta). Off to a bad start, and it only
went down hill from there.
Blake put down a
Chimera with the Psyker and the Command Squad inside on the table,
while I put my commander down, close to the midline but sheltered
behind a nice big piece of terrain. I was hoping to have him pop out
and suppress the Chimera, then pop back into cover. Unfortunately,
things did not go as planned. The Guard army walked on the edge,
save for the Valkyrie and its squad in reserve, with the tanks
clustered together behind the Chimera, on the left side of the table
(my perspective). The Chimera lit up my commander with its
spotlight, and the entire Guard army opened fire on him. To his
credit, that guy weathered a truly monumental hail of firepower; he
shrugged off the Heavy Bolters on the Chimera, one of the Battle
Cannons and two Lascannon shots. In the end, though, he fell to the
very last Lascannon round Blake had to send his way, depriving me of
my forward fire point, and more critically my AFP in a battle against
Guard.
My own army rolled
on my side, save for the six Firewarriors I left in reserve, and
proceeded to do very little, indeed. I dropped the Pathfinders off
in a forest on the left side of the board, but since they'd moved
they couldn't shoot, so I ran them to get them more spread out. And
then, with a combination of poor Night Fight rolls and weak results
on the vehicle damage table, I proceeded to immobilise the lead
Chimera, and take off its turret. Hardly a strong opening, and it
largely set the stage for the battle to come.
Blake's Guard army
ground away at my left flank, with his Valkyrie deep striking to
deliver its meltagunners straight into the path of my Hammerhead and
his Leman Russes blasting away at the Devilfish, Deathrains and XV88
on that side of the board. I lost the Railgun off the Hammerhead,
then one of the Burst Cannons, lost the Devilfish, the Deathrains,
the XV88 and the Pathfinders, leaving me with a one-Burst Cannon tank
cruising up the left flank to go plink away at the 20-man Guard squad
and the de-meched Fire Warriors sheltering in the woods, on the
corpses of the Pathfinders. In return, I... killed the Veteran
squad. Oh, I also immobilised the Valkyrie and took off its
Lascannon and both missile pods, but despite repeated volleys of
Missile Pods and twin-linked Railguns, I could not destroy that
thing. And the Techpriest managed to fix the Chimera's engine, and
then its turret, negating even that flimsy accomplishment. The final
score was 7-1 against, giving me 2.5 (showed up, lost, painted but
not based) out of a possible 5 points for the evening. Not an
auspicious start.
And, honestly, not
the most fun evening I've ever had. Don't mistake me, Blake was an
excellent opponent, and he did his best to offer up a good, clean
fight. But it was just one of those nights where the dice just will
not roll your way, no matter what, and that does grind away at the
fun after a while. By turn three it was obvious the game was over,
and despite managing to preserve half my army my total inability to
kill anything that wasn't a de-meched Guardmsan with no cover saves
meant it was just a long series of failing to hit, or failing to do
damage, or rolling abysmally on the vehicle damage chart. Hopefully
next week the dice are a little more willing to meet me halfway.
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