After a good night of merriment and a pretty bad TV movie I found I was back on table two again to face off against Jason and his Marines in a gamma level seek and destroy mission. The terrain had moved around only a little so it was still the same mix of big pieces of ruin with some fire lanes for shooting.
Jason had a really nicely painted army using servitors for scouts which had the following:
Techmarine
HQ
2 x Dreadnought with assault cannon and missile launcher
2 x 8 man scout squads with a missile launcher
1 x 8 man scout squad with a power fist
1 x 5 man terminator squad with the usual
1 x 8 man devastator squad with 4 missiles
1 x 8 man devastator squad with 4 heavy bolters
1 x Whirlwind
2 x seperate speeder tornados
Jason deployed his missile
devs and a scout squad in the large building in the centre of the deployment zone giving him decent fields of fire everwhere except to my left. The whirlwind and a dreadnought hid behind it. On my left went everything else, which meant I was in for a nasty firefight if I tried to move up that way. A single squad of scouts held the right. I split my army in two and placed the monolith, heavies, lord and a warrior squad on the centre/right and everything else on the left.
I went first and while most of everything shuffled forwards the immortals and the destroyers moved up a little and opened up on some scouts and one of the speeders. The net result was a stunned speeder and 2 dead scouts. The scarabs moved forwards to threaten the left flank. Jason moved some of his infantry on the left forwards a little to shoot bolters at the scarabs but only caused a wound, while a dreanought and a speeder steadfastly ignored the scarabs and fired into my destroyers and immortals. Between them and the whirlwind a couple of immortals fell down as did 3 of the destroyers. Who promptly failed their break check and ran off the board...
So, turn 2 and I'm already 400 points down in this mission
The immortals got up and spread out a little and fired at the dreadnought, my lord redeployed to the left and my heavies rounded a corner to snipe at the speeder. The scarabs piled forwards ready to engage the scouts. The speeder got stunned, the dreadnought immobilised and the scarabs broke the scouts in combat, who would flee the board. The scarabs piled into the dreadnought to prevent themselves from being shot to death. Jason drops a single heavy and a couple more immortals with the whirlwind and the heavy bolter devastators jump the scarabs. I'd end up losing the combat a few turns later but managed to take out some marines which I was happy with. The terminators refused to come on.
In turn 3 my lord and spyder continued to hang around close to the immortals, which is where I figured the terminators would arrive. Realising that this game had the potential to be quite dull if I continued to hide the monolith, I moved it forwards and in the open towards the missile launchers. It was either going to die to a jammy glancing 6 or it was going to get close enough for me to bridge forwards and assault the marines in the cover. My heavies dropped a speeder as did the immortals. In Jason's turn 5 missiles bounced off the monolith, stunning it, and another immortal got dropped by the whirlwind, pinning them.... The terminators still didn't turn up.
Turn 4 was a really quick turn for me. With the immortals pinned I had no firing on the left. With the terminators off the board I couldn't afford to commit my lord and so I settled for a few sniping shots from warriors and the heavies on the right against the redploying scouts. The monolith drifts forwards some more. I forced a break check which they failed and they ran off the board. In turn 4 the terminators finally arrive on my left and between them and the whirlwind drop all but one of the immortals who have the decency to pass their break test this time.
Turn 5 saw 3 immortals get up leaving the squad at half strength, and they quickly move backwards as far from the terminators as they can. The spyder and his scarab mates crash through the terrain to try and kill some terminators in combat. The Lord joins the nearby warriors and all of them teleport through the monolith and make best speed towards the devastators, the lord leading the charge. My heavies redeploy for a side shot at the whirlwind in turn 6. The spyder loses all of his scarab mates to the termintors but survives, killing 2 of the marines. The lord and warrior make it into the devastors, lose a couple but kill a couple in return. In Jason's turn 5 the terminators finish the spyder. His scouts join the combat in the ruin and my lord and warriors leave the techmarine on one wound and kill the devastators for the loss of a couple more guys.
In turn 6 I was able to get one heavy destroyer to a shooting position on the annoying whirlwind. My left flank had vanished. I had 4 immortals facing 3 terminators and 4 heavy bolter devastators. I figured that I would be ablet to reduce the
devs below half or maybe if lucky the terminators, but whatever happened the immortals would die. The terminators would catch them in combat. The monolith drifted to the left, we measured the range and I was just able to teleport them to exit on the far side of the ruin. My heavy missed the whirlwind while my lord and warriors finished the techmarine and killed some scouts, who refused to run.
In Jason's final turn his dreadnought crashed through the ruin next to the combat to get a shot at the newly arrived immortals, and he got one. The scouts in combat were reduced to 2 men and facing a horrible penalty to his morale check Jason rolled snake eyes!
A really good game, which I was very happy to have clawed back from a dismal start. Working out the points saw me grab a minor win by a little over 300.
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Cold Steel Mercenary (Exile)