Last Stand
Welcome to game 11 in our Tyranid vs. Imperial campaign. The earlier games in the series (and other campaigns) can be found here:
http://www.dakkadakka.com/wiki/en/Gordy2000%27s_Battle_Reports
Last game, a desperate attempt to escape the planet by Inquisitor Iniquitous failed after encountering heavy Xenos resistance. To add insult to injury, the Inquisitor was promptly taken into custody by the Sons of Gord for his part in the proscribed experiments conducted on Remuera Majoris IV.
Now the Inquisitor and his escort of Astartes find themselves in the last strongpoint in the research station, while in the jungle, hungry eyes look on…
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Iniquitous sat on the empty ammunition case and stared at the sticky mud under his boots. How had it come to this? Surrounded by a squad of hostile marines within a ring of rag-tag surviving guardsmen and surrounded again by a sea of ravening monsters – not to mention the looming arrival of captain Gordus and whatever brand of justice he intended to mete out. Dark times indeed.
The Inquisitor looked up from his make-shift seat and surveyed the small defensive position thrown up around them. Barricade walls and sand bags formed a rough oval around a central watch tower. The remaining guard heavy weapons covered the approaches from the darkened jungle, whilst the last squads of Cadians looked apprehensively out into the gloom. A single squad of Rangers patrolled the interior of the position.
And lastly, five Sons of Gord were loosely arrayed around the watch tower, scanning the jungle and keeping a close watch on their prisoner as he sat disconsolate on his ammo crate.
The Sergeant – Iniquitous had learned his name was Argo – noticed his gaze and strode over.
“I have been in touch with the Captain. He has dispatched a transport from orbit to collect you and take you to him where you will be questioned on your role in this…” the sergeant looked around at the remains of the research base “…disaster. The Captain wishes to ensure you have not left any more surprises like this on other worlds.”
Despite the hostility in the marine’s voice, Iniquitous felt his spirits lift. A shuttle was on its way? Maybe there was still a chance to get off this damned world after all…..
As the inquisitor was formulating yet another escape plan, a shout came from the perimeter.
“Contact! Ground radar shows multiple contacts approaching the perimeter” called one of the Cadians
“Range and direction” Snapped Sergeant Argo
“Uh…less than 50 meters…all sides...” responded the guardsman “They’re all around us!”
Argos snarled and cocked his bolt pistol. “Defensive positions now! Get those sentry guns on line” The rest of the Sons of Gord were already moving, bolters raised and facing outwards.
The Sergeant stopped for a moment as he walked past Iniquitous. After a moments consideration he unclamped his auxiliary bolt pistol and tossed it to the Inquisitor.
“Take this. You might need it.”
As Iniquitous struggled to manage the oversized weapon, Argos walked away towards the perimeter as the thump-thump-thump of the sentry guns opened up. He called back over his shoulder as the first of the Xenos burst from the jungle in front of them.
“If things get ugly Inquisitor, save the last bolt for yourself”
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This scenario was inspired by the film Zulu and the battle at Rourke’s Drift. A small force of infantry in a defensive position surrounded on all sides by a far superior force. A summary of scenario special rules used:
- The Imperial force is a standard guard force plus a squad of marines and the Inquisitor
- The Tyranids have the endless swarm rule – when a unit is destroyed it enters on-going reserves and comes back in a subsequent turn on a roll of 3+
- The Imperial team has a single Chimera. It can rotate on the spot but cannot otherwise move (damaged track). It cannot be used as transport/bunker
- Tyranid creatures are all troops choices, no synapse or multi-wound creatures
- Tyranids must test for synapse/instinctive behaviour each turn following the turn they arrive (this was to prevent a fearless wave of monsters overrunning the base in turn 2, plus adding an element of chance)
- From turn 6 onwards, the Tyranid players roll for a reserve Carnifex (arrive on 3+, extra +1 on dice roll each subsequent turn)
- From turn 6 onwards, the Imperial players roll for the arrival of the shuttle (arrive on 3+, extra +1 on dice roll each subsequent turn)
- Iniquitous is attached to the marine squad, but adds/gains no benefits apart from his basic stats and wargear.
- The defensive walls and jungle gave 5+ cover
If Iniquitous is extracted successfully post Turn 6, the Imperial side wins. If not, victory to the Hive Mind.
As a last note, we played the game over two sessions and used two different cameras, which is why the earlier shots are slightly darker than the latter ones (so just think it’s the sun coming up)
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The base sits in the oppressive dawn gloom
Guardsmen man the defence lines
Look lively men!
Iniquitous is kept “safe” by the Sons of Gord
Xenos creatures flap towards the defenders
Heavy weapons open up on the approaching horde
The jungle explodes with chittering monsters
Unnoticed, swarms of rippers flank the autocannon team
With astonishing speed, Xenos assault the north and south walls simultaneously
The guard squad on the north wall is consumed and those at the southern wall badly mauled – things look grim already
Command squads rally the men and issue orders (mostly Front Rank Fire, Second Rank Fire)
Despite fierce losses, the swarm comes on (which it would, being essentially endless)
The Company Command Squad steps up to take on the ‘stealers
The Rangers engage the termagants threatening the south wall
Eat BS4 Xenos!
Xenos to the left of me, Xenos to the right of me…
The Command Squad cook a few ‘stealers
The Rangers see off the Gaunts
Raaargh!
The rippers surprise the autocannon
The command squad takes down the stealers, losing their vox operator
More stealers approach
Om nom nom – the rippers eat the autocannon and spill into the perimeter
So…about that shuttle…
Stealers slink through cover
A view from the south. With the exception of the rippers, the first wave has been repelled by the brave defenders
But wait! There’s more!
The next wave pounces – Cadians battle gargoyles across the walls
The swarm comes on
Surrounded
Inhuman wave
Desperate hand to hand and short range fire-fights break out across the southern walls
Is this the end?
A remnant squad is torn apart by stealers
Rippers tear into the Cadians
Heavy weapons fire point-blank into the gargoyles
The marines and even Iniquitous add their fire to the fray
Give them hell men!
After a blaze of well-directed firepower, the Tyranid wave is broken in the south
“Don’t even think about it Inquisitor…”
Rangers redeploy to face the next threat
The sun comes up as the Rangers fire into the flank of the gaunts overrunning the eastern emplacement
More Xenos pour from the jungle
A lone surviving gaunt is contemptuously dispatched by the Ranger sergeant
Forwards! Do you want to live forever?
The Chimera fires into the approaching stealers, cutting down most of them
The Cadians in the eastern section continue to battle the Rippers
Gaunts in the wire!
The Command Squad takes the high ground
So…many…wounds… the Rippers chew up the Cadians
More disciplined fire clears the area immediately around the walls
The command squads charge into the Rippers
The Rangers thin out the Gaunts and send them fleeing into the jungle
Gargoyles leap inside the position and it’s all on
Suddenly, something huge smashes out of the jungle
The gargoyles rip apart the command squads
Gentlemen, it has been an honour serving with you
Pouring over the wire, the Xenos run amok
The end is nigh
With the defenders engaged or dead, the Xenos cross the perimeter with impunity
The Rangers die with their boots on
And then, at the darkest hour, the sound of jet turbines is heard above the crack of las guns and the screams of the Xenos
The Sons of Gord battle to keep the watchtower open for the shuttle extraction
The shuttle swoops in as the defences collapse
Iniquitous is unceremoniously hauled up the tower by Sergeant Argo
The remaining Sons remain in place to keep the tower secure.
“None shall pass brothers”
As do the last Cadians
“Hold the line men – for the glory of the emperor!”
Last stand at Remuera Majoris IV
“Get on NOW!” Iniquitous is bodily thrown into the shuttle
As the shuttle lifts off with Iniquitous and Argo, their final sight is of the glorious sacrifice of the last defenders
Iniquitous is retrieved – Imperial victory! (by the skin of their teeth)
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Iniquitos sat against the metal hull of the shuttle as it blasted away from the doomed site. He wiped the grime and blood from his face with hands that shook with unused adrenaline and fear. Across from him Sergeant Argo looked on with cold eyes.
"My brothers who we left behind were worth a thousand of you" Argo rumbled "If the captain hadn't needed you so badly I would have left you for the Rippers"
The astartes leaned his armoured bulk forward and fixed him with a murderous glare "Once Captain Gordus gets hold of you, you may well wish I had"
The Inquisitor leaned back and closed his eyes. Out of the frying pan and into the prometheum.....
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Now that was a game! The scenario and special rules worked really well. I have to admit to thinking that the imperial side would be wiped out in turn two (and they very nearly were), but the random nature of the synapse tests and the desperate shooting of the defenders cleared the base of nids at least three times.
Each turn there were rolls that would have changed the outcome of the game had they been different. It was edge of the seat stuff every turn and enormous fun. The final escape at the end as the defence finally collapsed was epic. I recommend trying out these type of special scenario missions like this – it makes for an excellent game.
Big thanks to Sandy for setting up a great game and to everyone putting up with my constant “that’s it, we’re dead for sure this time!” calls every turn.
Next up, the penultimate game (really this time) – the Imperium looks to land reinforcements to turn the Xenos tide.