Welcome to game 3 in our on-going campaign (now being posted more regularly). The previous games can be found here:
http://www.dakkadakka.com/wiki/en/Gordy2000%27s_Battle_Reports
The Insurgency is clearly more than just riots, time to break out the heavy weapons. Civilians have broken into one of the key Armouries, and have piled the findings in three ammo dumps in Sector 5; the advance of Loyalist troops scared them off for a bit, but they are back in force with their cultist kin to collect the loot.
As before, there have been no special or heavy weapons issued to either side yet – control of the armouries will determine how well equipped each side is for the subsequent battles.
Loyalist OB: Phineas and retinue, four Antipodean Ranger recruit squads (lasguns and grenades), Arbites command squad and three squads of Arbites (one with shotguns, two with bolters), two Arbites Repressors, two half squads of PDF (lasguns).
Insurgent OB: Renegade Militia Command squad, Renegade militia platoon (three squads), six squads of cultists, one squad of Slaaneshi Hellcats (15 female cultists with Slaaneshi icon); three mobs of rioting civilians.
Deployment: (6x4, opposing corners) this is an encounter battle, with all forces starting within 24” of their corner; those that don’t fit, march on from their table edge within 24” of the corner. The PDF half squads start covering one of the ammo dumps each, and the civilians were placed anywhere on the table outside of 12” of the ammo dumps.
Objectives: control the three ammo dumps.
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PDF Troopr Schmit checked his lasgun for the tenth time in the last few minutes, trying to ignore the shaking in his hands. He peered over the crates of the ammo dump he was guarding into the darkened hab zone beyond. Fires still burned amongst the buildings ruined and broken by the rioting in the night. He shifted his weight as he ran his hand over the spare ammo clips in his webbing, looking in vain for some reassurance in rote tasks. In the last 24 hours the whole hive had gone mad. Riots, unrest - there was even talk that some PDF units had thrown their lot in with the insurgents. And now here he was with his tiny squad, guarding an exposed ammo dump right in the middle of no-mans land.
Scmitt started as he saw movment in the ruins beyond. He peered into the smoky gloom, trying to convince himself it was just his imagination. As he looked, figures began to emerge. hivers carrying makeshift weapons and auto guns. Behind them, garishly dressed cultists and even worse, heavily armed insrgents. As he watched their numbers grew into a horde that spilled across the broken ground towards the ammo dump. Backing up, Scmitt thumbed the activation stud on his lasgun
"Uh, Sarge...."
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The PDF Guard the central ammo dump
The dump on the left flank
And the right
Insurgents move out of the ruins
Militia ready to go
Phineas looks out over the field of battle
Downstairs, Arbites and the Ranger recruits prepare to move out
More Rangers prepare to follow the loaded Repressors down the main boulevard
Forwards!
The battlefield centre
Repressors advance
Cultists surge forward
Another wave of Insurgents rush forward from the table edge
Militia pour from the ruins
Civilians fire on the central PDF squad while the howling mass of the main host advances.
All set for a scrum in the middle
End of turn one, the civilians have made short work of the PDF on the left, and hold the ammo dump – a gun in the hands of a civilian shoots you just as dead!
Turn two – one Repressor heads for the central dump…..
….while the other now has to reclaim the left hand dump.
Time to form a gun line
Cultists advancing
Quite a few of them
So, so, many of them!
The PDF in trouble
Arbites getting stuck into the civilian mob; the few surviving civilians in this group break and run
Rangers advance!
Taking cover from the vast amount of autogun fire
Turn four: Lasgun fire drives back the civilian mob on the right flank
Arbites and Ranger recruits push up on the right
Massed autogun fire completely wipes out the newly arrived Arbites squad! The Arbites command squad prepares to dish out some retribution.
Cultists trying to reach the left hand ammo dump
Who put that tank trap in the way?
So many cultists, not one anti-tank gun.
Slaaneshi Hellcats hold the central dump in force……
….. with plenty of back up
Arbites and recruits push the cultists off the right ammo dump
Turn five: Last chance to take the central dump back (or at least contest it), and dish out some retribution along the way – what could possibly go wrong? Oh, yeah, that’s right – the Slaanesh icon makes their initiative better than the Arbites (the charging Arbites command squad are wiped out before they get to roll any dice) .
The luckiest PDF man alive, the cultists forgot about him
The Rebel Commander looks on...
With no Loyalist forces close enough to contest the central dump, and with the two flanking dumps also not able to be contested by the Insurgents, the game ends. Heavy weapons for all!
But wait! All this ammo, no Promethium for the flamers! Both sides realise there has clearly been no shipments from the mines on the chemworld of Triskelion 2 for some time. What could be going on there……?
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Trooper Schmit sat slumped against the broken wall, his lasgun discarded beside him and his hands clasped on his head. All around him the cultists cavorted, flinging open crates to pillage the weapons within. Some were doing unspekable things to the bodies of his former comrades. The milling renegades suddenly parted to let through a brute of a man. Clad in plates of armour and brandishing a chainsword where his right arm had once been, the Renegade leader leaned down over the cowering PDF trooper. The creature studied his prisoner for a moment, his black eyes surrounded by a mass of scar tissue. Seeming to reach some sort of decision he extended the dripping chainsword, anointing the trooper with the blood still fresh from the fallen Arbites command squad
"Join us" he rasped....
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Next battle - the Chem World of Triskelion 2: Prometheum of the Damned!