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Made in us
Frightening Flamer of Tzeentch





Somewhere

I got a 750 point game in with a friend over the weekend. It was a annual b-day event with crazy scenarios and special rules so mileage may vary on this.

Scenario: Jungle Fever, 4x4 board completely covered with dangerous terrain/ carnivorous plants. Must make a dangerous terrain check during the movement phase. If failed take d6, Str4, Fleshbane, Rending attacks.
LOS is limited to 6 inches in the jungle.
6 objective markers. Have to hold an objective to use tactical cards,to gain VPs.
Any use of templates/ blast or large blast markers will clear away the part of the jungle that was hit.
We did this by using no terrain on the board, if this type of weapon was used we cut out the template on paper and taped it to the board to represent the jungle being cleared

Harlequins
Cegorach's Jest Formation
1 troupe of 7 with Embraces. Troupe master with Starmist Raiment
1 unit of 2 Skyweavers kitted with glaives
1 Void weaver (stock)
Shadow Seer ML 1, Shards of light, Veil of Tears. (attached to troupe, not sure if that was illegal, it did not matter as the SS split off early on)
1 Hero's Path formation. SS ML 2 w/ Telepathy. Death Jester with haywire grenades as I had and extra 5.

I am not familiar with IG so I will do my best to recollect his list

Imperial Guard
3 units of 10 Guard each in Chimeras
A master of ordinance with a retinue of about 8 in a chimera
A hell hound

We set up the board, part of set up was that you could place up to 3 craters in your deployment zone to represent an area of the jungle that was cleared by that army.

I cannot remember it all but below is a quick summary.

Turn 1
My opponent went first and pushed his chimeras (with dozer blades) into the jungle toward me. He did not have los due to not being within 6 inches. That jungle was too thick! If i remember his MoO launched a barrage that did not hit.

My warlord rolled the trait that allows you to roll d3 and redeploy or go back to reserves. The troupe master took his troop into reserves.
The DJ and SS form the HP formation were in reserve also.
My bikes, Solitaire and void weaver moved up. My weaver had 6 inch line of site and managed to get glance with the haywire and another glance with the Shuri cannon on a chimera. Bikes also caused a couple side glances on the Hell hound but failed to assault.
I believe my Solitaire was within assault range and managed 2 hull points as well on a different chimera.

Turn 2
His tanks moved up and fired on my bikes and weaver with blasts and templates which clear away their oitline of the jungle. I popped my vehicles mirage launchers. These were a blessing as my void weaver survived with no glances and one bike took one wound. Lets here it for Invuln saves!
One of his chimeras moved to the back of his deployment zone to camp on an objective. He was also moving his tanks forward but in a way to claim objectives of opportunity as he moved across the board.
All my reserve units made their reserve rolls.
The troupe in reserve outflanks toward the rear tank on his left side of the board and fire on the side armor doing a HP.
The DJ and SS come out on his right side of the board. My DJ has a great shot on the rear armor of another chimera and does a couple glances.
Solitaire assaults chimera again but nets nothing.
Bikes and weaver continue to glance off hull points on the hell hound the MoO chimera

Turn 3
My opponent disembarks 10 guys on an objective near the right edge of the board close to the DJ and SS and not the far from the Solitaire.
He also moves the tank in his left deployment zone toward an objective in the middle of his deployment zone and disembarks 10 guys on the objective.
His Warlords chimera continues to move to my deployment zone to take an objective there and camp out.
The company that disembarked on an objective near his right edge fire at the Solitaire taking him down.
He continues to move onto objectives and firing at my bikes and weaver who luckily continue to make their invul saves.
The DJ fires on the 10 man squad next to my opponents right table edge. DJ kills one and the squad failed its leadership test on Death is Not Enough (the SS with the mask was close by as well) causing this group to run off the board at his right edge.
My bikes glance out the hell hound with their shuri cannons wrecking it.
The troupe that outflanked continues to pursue the chimera that moved and disembarked.

Turn 4
While he fires everything within range (and we continue to place the cut out templates and blast markers down) due to invuln saves I take a few wounds, a hull point but lose no units!

The DJ then pops the 10 man unit that is disembarked on the back objective. The Telepathy SS is right on his tail and offers up an additional -2 to the leadership and this unit runs off the board as well while the bikes glance their chimera into a wreck.

Turn 5
The third chimera moves into the middle but on my side of the board to camp on an objective. The last 10 man unit disembarks.
The MoO and his company disembark as well while they camp on an objective further back in my DZ.
My bikes finally bite the big one this round and my void weaver is on its last leg.

The SS that was with the outflanking troupe breaks away and camps on a back objective while my troupe master and his troupe start bounding across the 4x4 board back to my deployment zone to hopefully reach the chimera that holds his warlord, the MoO, before the game ends.
The shadow seer and DJ move and run toward the 3rd chimera with 10 guard still embarked.
The void weaver pops the MoO chimera.

Turn 6
His guys just do not have range due to the jungle.
His last 10 man squad backs up onto another objective fearing the DJ.
The troupe moves up 6 and runs 5 toward the MoO and his retinue
The ML1 SS sits back on the objective in my opponents DZ.
The DJ and SS from Hero's path pursue the 10 man squad.
The Void weaver positions between the two squads and manages a casualty on each using its front an aft weapons
The troupe assaults, 4 clowns get in base contact and unleash 9 HOW attacks wiping his MoO and his retinue out.

Turn 7
His unit fires on my void weaver destroying it. It did its job for sure
Ss and DJ move up.
The SS casts Psychic shriek wiping out all but 1 of the 10 man squad
The DJ pumps 3 into the last guard on the board killing him leaving no more guard on the board.

In end I had Slay the warlord, Line Breaker, 1st blood as well as 9 tactical objectives for a total of 12 VPs.. Had my opponent survived he would have 9.

We both has fun and I did better than I thought I was going to.

The carnivorous plants only got me 1 wound thanks to making a lot of dangerous terrain checks and invuln saves. The plants did offer cover as well which combined with stealth and shrouded made the heros path a terror. The Solitaire went down he did get in some glances and absorb enormous fire.

Not sure if it was legal that I attached a SS to the troupe in the formation but he broke away early.and the troupe got no benefit from him anyway. Maybe someone can speak on that for me.

Also need to look up the warlord trait that allowed me to redeploy, I think it allowed me to outflank but not sure.

His overall strategy was to break up and cover the objectives. My strategy was to just wipe him out completely and pick up objectives along the way. He got a lot of VP's early due to tact objectives before being wiped out but as the game progressed I managed to catch up, aside from wiping him out, if I had not the secondary objectives would have won the game.

Overall we both had fun and my clowns did better than I hoped.
.

This message was edited 8 times. Last update was at 2016/06/17 03:56:42


2500
2000
2250
1750 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Sounds like fun, but no pictures leaves me wanting more...

   
 
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