Welcome to game thirty of the Blood Conquers All series. To view other reports in this series, click
here.
As the Rules of Engagement escalation league continued, it was time to escalate up to 1000 points. After much wrangling (and painting), I'd figured out my new list and was ready to go. This game saw me up against our resident eldar player.
THE CHALLENGER: Vroomdar, bay-bee! That's how I roll!
1000 points
Autarch with fusion gun, mandiblasters, power weapon
Farseer with Doom
5-elf fire dragon squad
- wave serpent with shuricannons, spirit stones
5-elf dire avenger squad
- wave serpent with shuricannons, spirit stones
5-elf dire avenger squad
- wave serpent with shuricannons, spirit stones
2-bot war walker squad
- both with 2x
EML
2-bot war walker squad
- both with 2x
EML
THE DEFENDER: No, fire on MY target!
1000 points
CCS, missile launcher, master of ordnance
Zonhaim Assassin (Marbo)
5-man stormie squad with 2x meltas
PCS, missile launcher
PIS, power weapon, commissar with power weapon
PIS, power weapon
PIS, power weapon, commissar with power weapon
PIS, power weapon
HWS, 3x autocannons
PCS, missile launcher
PIS, power weapon, commissar with power weapon
PIS, power weapon
HWS, 3x autocannons
Deployment for this game was "flank march". Basically, think of it as table corners, rather than table quarters. The deployment zone looked sort of like the blue and green parts of the
Flag of Tanzania.
My mission was "hold your ground!" which meant that my primary objective was to have more units in my deployment zone than my opponent had in my deployment zone with a secondary of holding at least one of my objectives (the blue ones). My opponent's mission was to massacre my forces down to fewer than 25% of my models (like necron phase out), with a secondary of having at least one infantry unit or two vehicular units in my deployment zone.
My opponent won the roll for first turn, and, as is his custom, gave it to me.
At deployment, the field looked like this:
As usual, I went with a relatively semmetrical model with the HWSs being shielded by blobs, while also saying close enough to the
CCS to take orders. As I could only give two orders from the
CCS, and they'd likely be going on either the HWSs or itself, I felt free to keep the PCSs closer to the men if in the very least to get some more diverse firing lanes with the missile launchers. I also made sure to keep my blobs in such a way where at least half of them in any given unit were behind the parapet or in terrain so that I'd be able to get cover saves, and to keep them spread out so as to avoid unnecessary small blast template missile casualties.
My opponent, also as is his custom, went all-off.
My plan for how to tackle eldar with this list was going to be to shoot the transports open, and then power blob charge everything else (or, at least wait for them to get out and shoot me, and then charge them). The particulars of this mission meant that I didn't need to actually move my infantry models to achieve this goal. Not only was I disincentivized from moving due to needing to stay in my deployment zone for my primary, but my opponent's mission required him to come over to me anyway. As such, I'd just set up my shooting gallery with the third of my army that was good at that and go to town. While my army is designed to attack, I'm also pretty confident in its ability to defend.
TURN 1
Report concerning the action on: 24 Theos
Daxos Line
The morning of new year's eve broke bright and cool, the multitudinous hues of the sun splashing on Mt. Cos was quite the sight to see from our lines.
The previous week had seen me take Hill 413 by storm with ease. This commanding position allowed for a good view of the battlefield that was growing out of the mountainside. Early successes had been based, in part, upon the enemy's decision to bide his time and study our dispositions, rather than to deploy their reserves hastily when the lines of combat were not yet set. Over the preceding week, our foes had determined their order for battle, and the positions which they would occupy to affect a proper defense of the mountain.
This resulted in certain key areas of gain, most notably my command point on Hill 413, now occupying salients into our enemy's positions. I gave orders for the other groups in my line to shore up our formations so that we would have a continuous line against the enemy, but their own commitment of reserves had rendered this difficult. Until the line of combat could be straightened, I would have to retain personal command of my positions here. Under no circumstance would I yield such a choice piece of territory.
With the men in high spirits, I set about to improving the summit of 413, with my line's colors displayed prominently at the top. I took it upon myself, in due reverence for the season, to administer to each of the men in my group a shot of sparkling wine. I was greatly anticipating testing my masculine mettle and personal heroism against a tin of caviar later in the evening.
By noon, the troops were in well-prepared defensive positions at the top of the hill, facing the opposite slope. We now only had to wait for the enemy to attack.
In my turn, I had little incentive to move anything, so I didn't. With nothing to shoot, the turn passed to my opponent.
After this point, the field looked like this:
My opponent had gone all-off, so there was nothing on the board.
After this point, the field looked like this:
TURN 2
It did not take long for our opponents to show themselves. The counter-attack, it appeared, was being made by an enemy witch brigade. I had taken the liberty of pre-targetting the opposite slope with artillery fire, and ordered my forward observer to batter them most exceedingly with it. Unfortunately, the speed of their craft made it difficult to target them, and many of the shots landed behind the speeding enemy craft.
Working closely with the master of ordnance, we were slowly beginning to narrow in on them as they sped up the hillside. Very soon, they would be upon us, and in range of my heavy weapons on the hilltop. I gave the order for my men to hold their ground. There was simply no manner in which my foe would take my position by storm.
The artillery started pounding closer and closer, rolling up the hill as our enemy sped forward.
My opponent still had nothing on the board. I still saw little reason to move anything.
Both my assassin and the stormtroopers decided they liked it in reserve, and neither showed.
After this point, the field looked like this:
At the bottom of turn two, my opponent turned on his autarch bonus and rolled in most of his reserves. Only the doomseer-avenger-serpent and one of the squads of war walkers didn't make it on. My opponent decided to bring in his serpents from the far right side of the board and turboboost them towards me, while the walkers charged onto the field directly against my gun line.
The only things that my opponent could shoot were his walkers. Unfortunately for me, all 4 shots scattered in different directions, managing to put hits on 5 different squads. I braced for pin checks, but things weren't that bad. Good spacing meant that each squad had roughly 1 wound on it. Not every hit wounded, and cover helped, meaning I only lost a couple of guys. My
CCS passed its pinning check but, very unfortunately, one of my autocannon squads did not.
After this point, the field looked like this:
TURN 3
Quickly and surely, my foes sped toward my line. As they came into range, I gave the order to fire. The air erupted in heavy weapons fire as artillery from across the river was finally finding its mark.
I ordered the men to hold firm. The enemy would break upon our positions like slander against my personal sense of moral superiority.
Turn 3 started with both of my elites slots once again deciding to stay off the board.
Now that I finally had some targets, though, things could begin in earnest. My only movement was to bring in my far left a bit. I had forgotten that my opponent could deploy from reserves off of his long board edge, and I didn't relish the thought of him bringing in a war walker off the board straight into assault.
Once accomplished, I threw around some orders. Unfortunately, my HWSs weren't in a listening mood, failing both get back in the fight and bring it down. The unit the moved in a bit passed an incoming order, though.
Shooting saw the non-pinned autocannon team lay into the war walkers. Three hits saw two pens and a glance. Unfortunately, I rolled a 1, 2, and 3. Which meant the best I got was a couple of shaken results and a weapon destroyed. I brought in my
PCS missile launchers to help, and the one that hit penned, but rolled a 4. At least the immobilization counted as a wreck.
Shooting ended with the
CCS targeting one of the serpents with the master of ordnance and a missile launcher. Both of them missed, but the artillery strike was close enough to spray some non-center-of-template shrapnel against the side armor.
After this point, the field looked like this:
In return, my opponent gets in his doomseer serpent.
Everything that came in on the right turboboosted over to the left. This massive fake-out may have been a good move, had it not been for the fact that it didn't actually cause me to move anywhere. At least his forces were now concentrated.
Shooting saw the one lone war walker with a single
EML throw a missile into a cover save.
After this point, the field looked like this:
TURN 4
They may have taken their sweet time, but my reserves finally arrive. I deepstrike aggressively with melta. The stormies scatter safely, but scatter onto a side armor arc. Deciding fortune favors the suicidal, I try again and scatter up between two of the serpents. Marbo follows suit.
Hopefully I'll be able to crack a transport and then demo charge the goo inside.
Shooting sees both HWSs again fail orders, and despite 12 autocannon shots, can't manage to even scratch the paint on the last warwalker. A
PCS missile launcher finally ends the silliness with a vehicle destroyed result.
Once accomplished, I put all my effort into cracking open a wave serpent. The other
PCS missile launcher hits and pens, but the shot is blocked by cover. The stormies unload into the rear armor of a serpent scoring one hit for an easy pen, but I only manage to rip off one of the vehicle's weapons! This leaves me stuck. I've only got Marbo and my master of ordnance left. Marbo isn't going to do much with his demo charge if he's forced to throw it at the rear armor of a serpent. Meanwhile, if I break open the can with my
CCS, it is easily possible that the master of ordnance will splat Marbo.
I decide to go for the artillery strike first. The
CCSs missile launcher hit and glanced, but was stopped by cover. Then the master of ordnance called down artillery and scattered, but low rolls and BS4 made it only scatter a couple of inches... onto one of the graceful front prongs of the serpent. The shot penetrated, passed cover, and scored an immobilized result which, thanks to flat-out movement the turn before, wrecked the vehicle!
With the 5 fire dragons now easy, easy targets, Marbo throws his demo charge on them, but scatters way away. The one model that is hit, the demo charge fails to wound...
To slightly ameliorate this, the dragons are in 24" range of a handful of lasguns, which take one of them down.
After this point, the field looked like this:
In return, my opponent's other unit of war walkers arrives. The autarch gets out of his ride and moves towards the stormies while the dragons, who passed their pinning check, get ready to unload some hate on my Zonhaim Assasssin. Movement ends with one of his avenger serpents moving in one direction, and the other in the other.
"Bring it down!" I shouted at my attendant artillery man, "That one, right there! Make it dead, sir, if you please!"
My master of ordnance carefully aimed the shot, adjusted for the speed of the vehicle, and radiotelegraphed the co-ordinates to the guns down the hill. Moments later, artillery exploded right before our lines! The earth heaved terribly as great plumes of soil and smoke erupted. Then, before my very eyes such a marvelous thing happened. A shot landed dead on the vehicle I was pointing at, causing it to crash horribly into the ground. How grand, hurrah!
I turned my focus to the rest of my men to find that the enemy was now practically upon us. I gave the order loudly, yet politely, for the men to hold against the attack.
Shooting started with the non-turbo-boosted wave serpent shooting at my men, but mediocre rolling and cover saves neutralized the damage. Meanwhile, his
EML battery opened up, but he rolled a hit on all 4 scatter die, which meant, due to 2" spacing, he only actually hit 4 models. Cover saves did better than expected, and only one guy hit the dirt.
Then he unloaded 4 angry, angry fire dragons into my Zonhaim. Things did not end well for him.
Then the autarch blasted a stormie with his fusion gun and charged in:
The autarch's several attacks managed to put down 3 stormies. The stormtrooper sergeant desperately fought back, but wasn't able to manage a wound. I roll for morale on the stormies and flip up boxcars. My opponent rolls to sweep with his autarch and rolls a 6. As the rulebook notes, the sergeant was "sent packing".
After this point, the field looked like this:
TURN 5
A great shout rose up from the men as the tattering remnants of our foes reached our line. So excited were they that they charged forwards boldly towards my enemy.
I was prepared to order them to stop, but seeing such brave and gallant men charge straight into artillery fire to come to grips with their foes overtook me.
Turn five begins with my opponent getting very close to my stuff. All I need to do is break open a wave serpent, and I'll have guys very nearby to charge them. I move my troops forward (while still getting cover) in order to press the attack.
All I needed to do, then, was to break open some transports. Shooting began with one of the two autocannon teams taking
BiD. 5 hits, unfortunately, failed to even get a glance in. The other autocannon team opened up for similar, dismal results. My
CCS then unloaded on one of them. The master of ordnance got a VERY near miss, while the missile launcher hit, cleanly wrecking the vehicle. The avengers that bailed out failed their pinning check.
This left me with only two missile launchers. Distracted by greed, I shot a missile launcher at the exposed autarch, looking for an insta-glib, but the shot missed. The other missile launcher shot at the remaining wave serpent and hit, but the shot was blocked by
SMF.
The rest of shooting saw me pinging a avenger with lasguns, but nothing else.
After this point, the field looked like this:
My opponent's turn sees him clean up his left side a bit (including hiding his autarch in the fire dragon squad), while his other wave serpent flies into my deployment zone.
Shooting starts with another
EML barrage but proper spacing, so-so template placement, scattering, and cover all do their part to minimize the casualties. Then the surviving serpent opens up on the nearby blob squad and rakes it over pretty bad, made worse by the fact that I couldn't get cover against the turret weapon.
After this point, the field looked like this:
My opponent rolled to continue and flipped a 1.
FINAL RESULTS
I had completed both my primary objective of having more units in my deployment zone than my opponent while also taking the secondary of holding onto one of my own objectives. My opponent failed to grab his primary objective of destroying 75% of my force, but grabbed his secondary of having an infantry unit in my deployment zone. Having achieved my primary and my opponent having not, the result was an Imperial Guard victory.
- This game was going to be tough for my opponent, mostly given his list. Without large avenger squads with bladestorm or something, my opponent's anti-horde was a little on the thin side. Given how many models I brought, this was going to be a problematic mission for him.
That said, my opponent played very conservatively this game, even though casualties to his own forces didn't actually really matter. By doing his all-off strategy, he spent the first turn off the table, and with coming in off the right side and moving flat-out, that meant he spent even more time not killing my stuff. In fact, with how short the game went, he only had a single unit which actually even made it over to my stuff. With such little force to begin with, my opponent simply didn't have enough time to kill my guys fast enough to make victory much of a possibility.
- I actually got to use my master of ordnance for his intended purpose this game. He may be inaccurate, but vehicles are large targets. With the three shots I got off this game, all three of them had at least part of the template over a vehicle. BS4 definitely helps.
- Once again, my heavy weapons squads dissappointed. This time, instead of taking orders and still doing nothing, they didn't take orders, and did nothing. The end result of two missile launchers and 6 autocannons was 2 dead AV10 vehicles. Boo.
MVP: This one clearly goes to my
CCS. With two wave serpents to its name, this was a dead killy squad. Special mention to the master of ordnance. Picking off a turbo-boosting wave serpent with off-board artillery was pretty boss.
Hero of the Game: This one will have to go to the Zonhaim Assassin. He showed up in the middle of a wave serpent stampede and was nearly plastered by artillery. I'm sure the last thoughts in his mind were very brave before he was utterly destroyed...
Only a single witch vehicle was able to survive the gauntlet and make it up to my strong defensive position on top of the hill. Focused fire easily dispatched of the lone aggressor with ease.
The attack thus blunted, the men picked apart the remainder of the attack force with the few, terrified enemy soldiers who had managed to escape facing a long run back down the slope, all the while being plastered by artillery fire. The enemy was thus annihilated with very acceptable casualties to my own forces.
The rest of the day was quiet. As the night drew on, we were treated to a flare barrage by the artillery battery to celebrate the new year. Truly there were good things in store for us next year, and into the future. Even the regimental astropath predicted glad tidings before vomiting up a portion of his own liver.
In grateful service,
Sir Daxos P. Clinton III - KAP, EKS, ICM - Foleran Armies in his Majesty's Royal Dictate.
Blood Conquers All