Round
5: 1750
Vanguard
Strike
James
(Space Marines – Iron Hands)
Captain
w/Power Sword
5
x Terminators w/Land Raider Crusader
5
x Sternguard
10
x Tacticals w/Multimelta, Meltagun, Rhino, Hunter-Killer Missile
10
x Tacticals w/Missile Launcher, Meltagun, Rhino, Hunter-Killer
Missile
5
x Scouts w/Missile Launcher, 4 x Sniper Rifles
5
x Assasult Marines w/5 x Plasma Pistols, Meltabomb
Venerable
Dreadnought w/Twin-Linked Lascannon, Missile Launcher
5
x Devastators w/Lascannon, 2 x Plasma Cannon, Heavy Bolter
We
were supposed to go up to 1850 this week, but my opponent was
relatively new to the hobby, and couldn't quite swing it with what he
had, so I agreed to drop back down to 1750. No sense trying to drive
the newcomers out of the hobby, after all. As usual, it was Crusade
(4 objectives), and since I still had one last unoccupied territory
in my area there was a relic in the centre of the table. The last
time that will happen, though; from here on out, if I want to add yet
more tricks to my Commander, I'm going to have to take them from the
smoking plasma-riddled corpses of my enemies.
Which
I am totally comfortable doing.
Commander
w/Iridium Armour, Stimulant Injector, Shield Generator, 2 x Plasma
Rifle, Onager Guantlet, Relic (Hit and Run, +1WS/BS for squad)
2
x Bodyguards w/2 x Plasma Rifle, 2 x Twin-Linked Fusion Blaster
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
9
x Fire Warriors
9
x Fire Warriors
9
x Fire Warriors
4
x Pathfinders
4
x Pathfinders
Sky
Ray w/Disruption Pod, Blacksun Filter
Hammerhead
w/Disruption Pod, Blacksun Filter, 2 x Seeker Missiles
Hammerhead
w/Longstrike, Disruption Pod, Submunition
Aegis
Defence Line w/Quad Gun
I
had actually planned to run an Ethereal and another squad of Fire
Warriors initially, but after working out the math to drop down from
1850 I realized I'd left my fourth squad at home; with nothing else
on me worth spending the spare 81 points on, I opted to drop them
and the Ethereal, and work the Sky Ray into my list, instead. I'd
brought it along in a 1500 point tournament on the previous weekend,
and been pleasantly surprised by its performance; it did far better
then than the first time I fielded it (when I left it blocked by
terrain for three straight turns, admittedly), so I thought I'd try
and work it into my lists more regularly. I scored the perfect deep
strike warlord trait (fifth straight game running, counting the
three-round tournament...), and won the roll-off to go first.
The
table was heavily terrained, forcing me to spread out, with two
objectives in each of our deployment zones. My ionHead, a unit of
deathrain Crisis and a Fire Warrior team anchored one corner, while
the railHead, second deathrain squad and another team of Fire
Warriors held the right flank, and the middle was filled by a Fire
Warrior squad on the Quad Gun, the Sky Ray, and the Riptide, with the
Pathfinders on the wings of my deployment zone to get good
cross-shots and my Commander and his bodyguards, as usual, in deep
strike reserve. In response, James put his Devastators in heavy
cover, deployed his Captain and Terminators in the Land Raider and
dropped his Dreadnought behind it, and stuck the Sternguard up on my
right flank in a forest and the Scouts out of sight behind a tree in
the centre. The two Rhinos, with their Tactical squads, and the ASM
began in reserve, the latter in deep strike, obviously. James failed
to seize, and I prepared to start...
Which
was when Matt dropped a new rule on us. The weather had worsened; a
blizzard had blown in! The entire game would be conducted under
Night Fight rules, against which Night Vision would not work, but
with the change that shots could be taken at targets more than 36”
away, it just decreased BS by 1. Needless to say, I rather wished
I'd brought more markerlights, but ten of them across three units should still suffice.
Troubled
by the problem of the blizzard, I nevertheless pushed forwards. One
pathfinder team lit up the Devastators, allowing my ionHead to kill
the two plasma cannons and the heavy bolter, while the other team
marked the Land Raider for Longstrike, who unfortunately only managed
to stun it. My Sky Ray boosted forwards 12” to get into range of
the Sternguard, but was impeded by my Riptide and deathrain squad,
who were likewise heading up the middle. The deathrains ran and
jumped, putting them safely on the relic, while the Riptide attempted
to blast the scouts but lost his target in the blizzard (read, he
scattered off target). The Devastators broke and ran, but sadly not
off the board, and I passed off to James. The Devastators promptly
auto-rallied, and he set about conducting his rather meagre turn; his
lascannon Devastator did manage to pop the first deathrain suit, despite the Night Fight cover saves, but I'd
positioned the first two on the relic and had the second one pick it
up, fearing just such a loss. His dreadnought failed to hit with
both weapons, while his Land Raider Crusader threw rather
faint-hope shots at my Riptide, none of which accomplished anything.
My deathrains did not break, and I picked up the dice for Turn 2.
My
Commander dropped in from the start, apparently unwilling to go
through a repeat of last week, for which I was most grateful. The
deathrains hustled the relic back towards the Fire Warriors holding
the Quad Gun, who stretched out to put themselves on an objective as
well, while the Riptide advanced and the tanks made their little
lateral moves. My Sky Ray only hit with one markerlight, and given
that the Sternguard were in a forest and I was more than 12” away
it seemed silly to burn my seeker missiles on such a solid chance of
not killing anything, so I held my fire. Longstrike was more
successful, exploding the Land Raider with help from the pathfinders
and their Ignores Cover markerlights; the explosion left the embarked
unit standing in a crater, perfectly lined up for my Commander and
his squad. Between them, eight plasma rifle shots and two fusion
blasters managed to kill the entire Terminator squad, though the
Captain remained hale and hearty, passing his Iron Halo save against
the single fusion blaster shot I managed to push onto him. My
ionHead burned the marker tokens from my Pathfinders to try and shoot
up the side of the Venerable Dreadnought, but unfortunately only
managed to strip a hullpoint in the end. My deathrains passed off
the relic in the assault phase, while my Commander jumped away from
the Captain a rather meagre distance, and that was that.
James'
reserves were not so orderly as mine, with the multimelta Rhino squad
cruising on but the ASM and second Rhino remaining in reserve. My Quad Gun
stunned and immobilized the unlucky Rhino, despite the considerable
cover save it sported, and I opted to reserve my Riptide's ion cannon
for the targets, rather than the transport. Shaken but undaunted,
the Marines pushed onwards, with the Dreadnought once more failing to
accomplish anything, the Sternguard killing one of my deathrains from
the second squad, and the Captain making it into close combat after
not a single overwatch shot struck home. This combat would last for
the rest of the game, with my Hit and Run rolls failing every round,
and his Captain making the save every time I connected with the
Onager Gauntlet to try and double him out. Tenacious fellow, that
Captain.
I
was feeling damn confident, given the defeat-in-detail I looked to be
handing out, and may have gotten a bit sloppy. My right deathrain
squad accomplished nothing against the Rhino, which passed the few
cover saves I managed to force it to take, while my Riptide and
ionHead both failed to do more than strip a single hull point from
the Dreadnought, even after Nova charging the former's weapon. I
decided to start blasting Scouts off the table, not wanting them to
remain so close to my objective indefinitely, and with a couple of
units' worth of firepower whittled them down to a single sniper
scout, who passed his break test. In his turn, James rolled up both
units from reserve, with his second Rhino coming on out of line of
sight for my Quad Gun, leaving them no choice but to fire on the ASM,
who failed an armour save; this, after scattering right onto the very
edge of the board, no less. Rather unlucky chaps. But James' luck
was turning, as his Dreadnought killed both of my left-flank
deathrains, and his newly-arrived missile launcher-toting Tactical
Marine blew the railgun clean off Longstrike's Hammerhead. Annoying,
but not catastrophic, though I was starting to find myself with too
many targets and not enough guns to draw down on them, thanks to all
the terrain on the table. It really does make a difference.
Turn
4, I managed to put down the Dreadnought, and despite again failing
to hit with both markerlights threw all my Seekers into the
Sternguard, reducing them to two models. I picked off the last of
the scouts with the SMS on my ionHead, and killed two more Assault
Marines with firepower from the three dispersed squads of Fire
Warriors in the area, while Longstrike used Tank Hunter to strip two
hull points off the newly-arrived Rhino with his SMS. Four S5 shots, re-rolling pens, that ignore cover automatically aren't a terrible way to deal with AV11, though it would have worked better if I'd been able to get at the more vulnerable AV10 instead. My surviving
deathrains, meanwhile, wrecked the previously-damaged Rhino, forcing the
ten-strong squad inside to pile out of the safety of their metal box,
and into the waiting arms (and markerlights, and Ignores
Cover-boasting ion accelerator) of my Riptide and pathfinders. A
single basic Marine survived the barrage.
James
pushed hard on Turn 4, throwing himself wholeheartedly into a
desperate but not impossible strategy. The surviving Marine from the
otherwise-annihilated squad hopped onto one of his objectives, while
the two Assault Marines moved up to threaten my central Fire Warrior
squad on their objective. If he could somehow keep those three
Marines alive through my next turn, and the game ended on Turn 5,
he'd have snatched a draw from the jaws of total, crushing defeat.
But it was not to be; one of the Assault Marines fell to overwatch
fire, which wasn't bad actually since they took fire from three
squads of Fire Warriors, a squad of Pathfinders and a Quad Gun, while
the sole survivor went down under the spastic flailing of the Fire
Warriors, dragged down in close combat by sheer weight of numbers.
An ignominious end, indeed.
With
no units still in position to break my 2-1 hold on the objectives,
and nearly the whole of my army still intact compared to a single
ten-strong squad in a Rhino with one hull point left, James elected
to concede at the end of Turn 4. Sadly, that meant I never did get a
chance to splat his Captain with the Onager Gauntlet, but I did make
off with yet another relic, and I won, so the game can hardly be said
to be anything but a success. Of course, it could have been
more successful if I hadn't rolled up +1 Attack for my relic's
effect, because if there's one thing I didn't really need, it's to be
moderately better but still kind of terrible in close combat. Ah
well, it could be worse; at least it didn't explode!
No
real MVP this time around. My Commander just kind of stood there for
two full game turns locked in combat with something that had no real chance of
hurting him but which he could not seem to kill, Longstrike needed
two rounds of firing to deal with a single Land Raider, and my Sky Ray
refused to hit with both markerlights, a necessity to really make
sure its target disappeared. I suppose I'll just give it to my
Pathfinders in general, without whose reliable Ignores Cover
contributions this battle would not have gone nearly so well.
There's a reason they're so often the first to fall, after all.
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