It's been ages since we posted a battle report - we've all been ridiculously busy, and I don't think I've participated in one all year (apart from the two tournament reports I posted). Now, I'm starting the long process of updating my Arbites, and I wanted to try out the Bell Of Lost Souls Arbites Mini-Dex as a new army list.
You can find the
BOLS Dex at the following link -
http://www.belloflostsouls.net/2008/11/play-aid-adeptus-arbites-mini-dex-from.html - I'll try and explain the rules as we go, highlighted in blue...
We played the Battle Mission 'Prepared Assault', with the Plague Marines as the attackers. They get the first turn, and have to roll across the board capturing objectives. In addition, we have some flappy bits of paper each turn which make for really inaccurate barrages.
Adeptus Arbites 1300pts
* Arbites Psy-Marshall, 4 Cyberhounds
* Shock Team (10), Proctor with Power Maul, Breaching Charges, in Repressor
* Execution Team (3)
* Arbitrator Team (10), Boltguns, Proctor with Breaching Charges, Flamer, Grenade Launcher, in Repressor
* Arbitrator Team (10), Boltguns, Proctor with Breaching Charges, Heavy Stubber, Grenade Launcher
* Storm Team (10), Shotguns, Proctor with Breaching Charges, 2 Plasmaguns
* Storm Team (10), Shotguns, Proctor with Breaching Charges, 2 Plasmaguns
* Suppression Platforms (3) with
TL Autocannons
* Black Maria
Plague Marines 1300pts
* Daemon Prince, Warptime, Mark of Nurgley
* Daemon Prince, Warptime, Mark of Nurgley
* 10 Plague Marines, 2 Meltaguns, Champion with Powerfist, in a Rhino, Havoc Launcher
* 6 Plague Marines, 2 Meltaguns, Champion with Power Weapon, in a Rhino, Havoc Launcher
* Dreadnought, 2
DCCW * Predator, Heavy Bolters, Autocannon, Havoc Launcher
* Predator, Heavy Bolters, Autocannon, Havoc Launcher
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Deployment Arbites deploy the only units available into the cover of two buildings - the Heavy Stubber squad, Supression Platforms and Psy-Marshall going on one central building, and the Sharpshooters in another.
(The Thin Red Line - Arbites may only deploy up to half their army at the start of the game. The rest arrive from reserve as reinforcements, but may have the 'Units Inbound' rule which will allow them to choose which board edge they arrive from)
The Execution Team are represented by these three assassin ladies, and opt to stay behind as a counterattack unit.
(Execution Team - undercover detectives armed with +1I power knives. Only have flak armour. Infiltrate)
Nurgle then deploy as far forward as possible, holding one of the central objectives.
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Turn One Arbites steal the initiative and go first, and commence by moving the Psy-Marshall forward to cast Vigilance on the nearest Daemon Prince. The entire army then opens fire on the Daemon Prince, but only causes a couple of wounds.
(Vigilance - 18" range, the affected unit has -1 to it's cover saves for the rest of the turn.
The Daemon Prince then sounds the charge, and attacks and kills the Psy-Marshall, taking a wound from his doggies in the meantime.
(Cyberhounds - 10pt wargear, a character may have up to four, S4 I5 A2)
The Dakkapreds then practically annihilate the squad of Suppression Platforms in the ruins.
(Suppression Platforms - Artillery with 2 arbites operators and a TL weapon)
At the end of turn one, the thin arbites line looks in danger of falling already!
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Turn Two At the top of the turn, things don't look too good for the Arbites.
The Black Maria arrives from Reserve, blowing an arm off of the Chaos Dread
(Black Maria - 12/12/12 vehicle, 6 person transport, intended to based on Chimera, has Arbites Missile Battery which is either S8 AP3 Heavy 3 or 2+ Poisoned Large Blast Heavy 1)
The second Daemon Prince then watches on as a newly arrived squad of Arbitrators piles out of their Repressor to take some more wounds from the first Daemon Prince, while the Execution Team charge in and finish it off.
In the Chaos Turn, the second Daemon Prince then charges into the new squad of Arbites, killing a few but at a slight disadvantage because of forgetting to cast Warptime and the Arbites' Riot Tactics rule and Riot Grenades. He ends the turn with one wound left.
(Riot Tactics - Many arbites squads have this. Enemy attacking them in CC have -1 to hit.)(Riot Grenades - standard armament defensive grenades)
Meanwhile, the small squad of Pkague Marines take the farthest away objective.
The end of turn two.
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Turn Three At the top of the turn, that Dread is getting pretty close.
One of the Storm Teams arrives from reserve, gravchuting in to just behind the Dread and
DP (Storm Team - Fast Attack squad that arrive by Deep Strike. Has more special weapons options than a regular arbites squad)
The second
DP kills quite a few of the Arbites in
CC, but the squad holds and takes the final wound from the
DP in return.
The Dread then has a change of plan and charges the newly arrived Storm Team. The Proctor's Breaching Charge fails to hit and they run away, with the Dreadnought pursuing so that they can't regroup.
At the end of three, the Arbites seem to have taken out the immediate threats, but they still don't hold anything, and Nurgle has control of the board.
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Turn Four Look! There's more Repressors about to arrive on the board!
The Shock Team in it's Repressor come crashing onto the board, ramming the central Rhino. Badly. They immobilise themselves.
The second Storm Team arrive as support to the Repressor.
And the first Repressor makes an advance to contest the central objective.
Of course, in the Plague Marine turn, this contesting Repressor is dakkad to bits...!
Plague Marines disembark from the central Rhino and attack the Repressor, but only manage to destroy some weapons.
On the other side of the board, the proximity of the Dread means that the first Storm Team run off of the board!
And the Dread follows into combat, but doesn't do much damage on the Arbitors, who still can't seem to get their Breaching Charges to stick!
End of turn four
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Turn Five It's all turning into a bit of a bunfight in the centre.
Massed arbites fire take out half of the newly emerged Plague Marine squad
While the Shock Team disembark their Repressor and assault the Plague Marines. They seem like they'll do really well, but roll incredibly badly to hit! Combat is a draw.
(Shock Team - armed with Shock Mauls and Supression Shields. Shock Mauls are 4+ Poisoned weapons. Supression Shields give a 4+ Inv Save and counts as a CCW. Proctor has a Power Maul, which is a 2+ Poisoned weapon (but does NOT ignore armour))
In the Nurgle turn, the Dread finally mops up the last Arbitor team.
And the tables turn on the Shock Team, who roll badly again and are wiped out
The game ends, with Nurgle holding two objectives to the Arbites none!