I managed to squeeze another game in this past weekend (rare for me to get more than a game a month) versus one of my clubs newer (but still quite skilled) players.
Me: MOAR BODIES:
CCS w/ 3x melta, straken
2x
PCS w/ 3x melta
2x blobs (30 guardsmen w/3x melta) + commissar w/
PW, sgts w/
PW+meltabombs
3x Ogryn
3x Ogryn
Vendetta
Basilisk
Manticore
Him: For the legion!
Some background for my opponents army:
My Chapter is the Black Cohort a Non-codex Imperial Fist Successor chapter. This Century is led by Centurion Giaus Octavan abord the Battle Barge "Fortitudinem et Honorem" (Latin for Strength and Honour)
HQ
Captain
relic blade
Artificer armour
Troops
Tactical Squad
5 marines
heavy bolter
power sword
flamer
Rhino
Tactical Squad
5 marines
Missile launcher
flamer
Scout Squad
sniper rifles
heavy bolter
Elite
Terminator Squad
heavy flamer
Dreadnought
Fast Attack
Bike Squad
attack bike
2 bikes
2 flamers
power weapon
Heavy Support
Land Raider
The mission was capture and control and the deployment spearhead. I deployed first and wanted first turn.
The objectives are circled in red, mine a tau ethereal diplomat (hiding in what's left of the gatehouse tower, his a downed landspeeder.
After turbo boosting my Vendetta (with a
PCS inside) on my scout move, my opponent was kind enough to seize the initiative from me.
The dreadnought ends any plans I had for the vendetta, while the bikes flame the juicy
PCS as they tumble out dazed from the flaming wreck. One melta gunner survives the flames, but runs 8'.
On my turn, I start the advance of the great tide of bodies.
The manticore fires 1 missile at the bikes, wounding 1, with the bassie pegging another 2.
Turn 2:
The vinidicator advances to get a clear shot at the ogryn, having been just out of range last round, it scatters off the ogryn to kill 2 guardsmen and the fleeing meltagunner. The commissar heartily approved of this sight, as he'd been about to execute the coward himself.
The land raider rushes straight towards my left side blob to drop off it's termie/centurion-y goodness right in front of the unfazed blob, before flaming 5 of them, and killing another 2 with assorted weapons fire.
The bikes whip around the wall to come face to face with another angry blob, and flamed 4 of them.
In assault, the termies kill 6 guardsmen, and the centurion pegs on another 2.
The blob only manages to kill 2 of the terminators with 16
PW (straken gave them Counter Attack) and 8 or so other attacks.
I push one of my ogryn squads to the right to take care of his scout squad hiding in the cover of a building (and get them away from the vindicator) they kill 1 of the scouts with ripper gun fire, with 2 wounds being saved by cover.
The manticore, again only fires 1 shot, but gets a direct hit on the vindicator for a... shaken.
The bassie misses the rhino bringing re-enforcements to the front
The blob facing down the bikers melta one, before charging in. The bikes take down 2, while with
FC from straken, the blob throws down 2
PW wounds, and 1 regular wound. Thus far, the dice are not favouring me. He saves the non-
PW wound, and is down to the bikers sgt.
The other blob meanwhile is in the process of crushing the terminators and centurion under the sheer mass of bodies: the centurion kills another 2, while the sgt kills 3. None of the other terminators were able to move in the press of bodies to effectively swing. The sgts/commissar throw down another 12
PW attacks, getting 4 wounds, while the lowly soldiers chip in another 3. 2 of the terminators drop, leaving just the sgt and the centurion. I however, lost combat and failed my stubborn roll spectacularly. The commissar, not impressed with the swordsmanship of one sgt, decides the quickest way to end this fight is f another soldier could get at the termies, and caps the luckless sgt.
Turn 3:
He generally shuffles his forces, quite happy that my blobs seem to be stalled vs his termies and bikes, and he's sitting pretty with a dread and rhino full of marines still left to commit where needed.
The dreadnought takes a potshot at straken and kills 2 of his squad, while the scouts drop one of the advancing Ogryn, causing them to FLEE. I should note, they rolled an 11, and having a higher
ld model in the squad wouldn't have helped here. They run 7, and are dangerously close to the board edge...
In assault, the bike sgt lays down 2 wounds, while the blob is impotent in return. Out of 12
PW and 8 reg attacks, not a one wounds. Absolutely disgusted by the sgts surrounding him, the commissar decides some 'motivation' is needed and executes one.
The blob slowly chewing it's way through the termies kill the sgt, but the centurion lays another 2 down. (I see a trend, so far he's killed 2 guardsmen per phase...)
On my turn, the Ogryn regroup (yippee!) and charge back towards the scouts, wounding 3 with their dependable ripper guns (2 saved by cover)
I shuffle one of my
PCS that were trapped behind all the blobby goodness back to sit on my objective as I was no longer sure I'd be able to push the marines off theirs, and at least wanted a draw.
Straken moves up towards the vindicator, giving himself
BiD. His meltagunners fail to pen (they were 8' away), but he glances with his plasma pistol for a shaken.
The manticore, ONCE AGAIN, rolls one shot. I am lucky this time, in that it hits it's target, the rhino dead on and causes it to explode. The marines inside take 4 wounds, but save them all.
Unfortunately, they were not prepared for the basilisk shell that followed straight on the missiles heels, and suffer 9 wounds. Being in newly formed area terrain, they pass two cover saves, and are so thoroughly cowed by their losses they decide the crater might be a good place to stay (pinned).
In
CC: the centurion, finally pinned under the weight of many guard bodies, flubs all of his attacks before being torn apart. The blob consolidates 5', and starts to look for new targets.
The bike sgt, equally constrained by the sheer mass of targets in front of him, fails all of his attacks before being tied to the front wheel of his bike, and being sent straight into the wall.
Turn 4:
My opponent is now pondering how best to keep me away from his objective after the loss of his 2 roadblocks, and most of the reserve rhino squad.
He decides to tankshock with the land raider while shooting at the ogryn with the lascannons, just to mix things up. I don't bother taking death or glory, thinking I can get it in a moment in my turn...
just after thinking that, I noticed the dreadnought is awfully close to the slightly worse for wear blob... He charges and kills 2 guardsmen, while the meltabomb sgt (the other was removed by our dear commissar) misses.
On my turn, I push the right side blob (now bike free!) behind the ruins of my vendetta, and up towards his objective.
The ogryn dispatch of the pesky scout squad, and ponder what to do next.
The manticore, rolls it's last 1, and misses the vindicator by 11'.
The bassie makes up for it, and hits the squad sitting on the objective killing... (5? I think? my writing is pretty bad, but I can normally read it...it's made harder when I forget to write things down though...)
The dreadnought kills another guardsman, before being horribly can-opened from behind. Straken decides to free the poor blob squad, and scores quadruple pens. (killing a guardsman in the explosion of course)
Turn 5:
The vindicator shifts back to get a shot at the blob headed for his objective, and kills 2 (cover saves are lovely when I have them, I think he actually had 5 or 6 guardsmen under the template)
The marines sittiing on the objective, just waking from their afternoon nap quickly peppered the advancing horde, but thanks to cover still only managed to kill 2.
The land raider tries to finish off the poor blob that ground out the termies, and kills 3 of the remaining 5, leaving a sgt and the commissar to bicker over who was at fault.
He assaults with the squad that just popped it's head out of the crater. After measuring distance to straken, I noticed that if I hadn't removed the models farthest back, I would have still been in counter attack range! A note for next time. The charging squad kill 3 guardsmen, before being horrible ravaged in turn. The blob slingshots up 4', as the resistance crumbles around them.
In my turn, I continue to move the blob up, and pull straken closer to them. Straken gives himself
BiD pops the vindicator, of course catching 10 other guardsmen in the 6' explosion. 3 of those fail their saves (my first truely awesome dice roll of the game)
The
PCS on the objective fail their
BiD, and take potshots at the land raider now contesting the objective. The land raider was tall enough to contest even though the Tau diplomat was hiding in a tower on top of a wall...
The bassie tries to finish off the land raider, but scatters 12 onto the reserve ogryn... who were not impressed.
the blob assaults the the remaining 7 marines on the objective, they kill 2 marines before the blob inflicts 3
PW and 3 regular wounds. 5 of the 7 marines fall, and the remaining 2 flee. I consolidate the blob after them, forcing them off the table in the next turn.
I now hold my opponents objective, and his land raider contests mine. We roll to continue, and get another turn.
He does nothing, as his one remaining unit is right where it needs to be, and can't shoot thanks to melta potshots last turn.
I bring straken back towards the Land Raider, while the
PCS continues to fail to destroy it, failing
BiD, getting a pen, but only a 2 on the damage table.
The bassie, having sent a gunner with a field telephone (a can of beans and 20
ft of string) to observe the target, promptly score a direct hit and wreck the vehicle.
The table at the end:
The results, the guard hold both objectives and can't catch up to the two fleeing combatants, tabling the enemy.