Hello again! Back to the trench table this time, for a Chaos vs Arbites game. The Arbites are playing as the new Adepta Sororitas with Imperial Guard allies, and we went for one of the not-too-weird Chaos Altar of War missions.
Panic’s Plague Marines - 1500 pts
Daemon Prince (
MoN, Black Mace, Power Armour, Wings, Boon)
Chaos Lord (
MoN, Power Weapon, Boon)
15 Cultists (Heavy Stubber, Champion with Shotgun)
8 Plague Marines (2 Meltaguns, Champion with Power Fist, Boon) in a Chaos Rhino (Havoc Launcher)
9 Plague Marines (2 Plasmaguns, Champion with Power Fist, Boon) in a Chaos Rhino (Havoc Launcher)
Chaos Predator (
TL Lascannon, Lascannon Sponsons)
Chaos Predator (
TL Lascannon, Lascannon Sponsons)
Bastion (Quad Gun)
ArbitorIan’s Adeptus Arbites - 1500pts
Judge Uriah Jacobus
Arbites Chaplain (Priest with Mace of Valaan)
Suppression Team (Battle Conclave with 5 Crusaders & 4 Death Cultists) in a Repressor
Suppression Team (Battle Conclave with 4 Crusaders & 4 Death Cultists) in a Repressor
Combat Team (5 Battle Sisters with 2 Meltaguns) in an Immolator (
TL Multimeltas)
Combat Team (5 Battle Sisters with 2 Meltaguns) in an Immolator (
TL Multimeltas)
Exorcist
Exorcist
Arbites Psy-Marshall (Primaris Psyker)
Patrol Team (Veteran Squad with Grenadiers, Shotguns, 2 Grenade Launchers, Hvy Bolter)
Patrol Team (Veteran Squad with Grenadiers, Shotguns, 3 Grenade Launchers, Hvy Bolter)
Drop Team (5 Storm Troopers with Plasmagun, Sgt with Power Maul)
Pre-game
We played the mission “Agents of the Chaos Gods” from the
CSM Altar of War (we randomised between using the Chaos or Adepta Sororitas ones). In this, there are two primary objectives. While the Arbites army would have the regular three secondary objectives, the Chaos player rolled on a table to see what his secondary objectives were. The Plague Marines got Destruction (1VP if both armies have less than 1/3 of their army left at the end of the game), Kill the Strong (1VP for destroying the most expensive Arbites unit - either the 3 Grenade Launcher Patrol Team or an Exorcist), and Slay The Warlord.
The Chaos rolled for Boons. The Daemon Prince was unworthy, but the Lord gained a Temporal Distortion (Fleet), the Chapmion in the plasma squad had Arcane Occulism (+1BS) and the Champion in the melta squad Strength of the Berserker (+1S). The Chaos Lord was the Warlord, and rolled Lord of Terror (Fear).
The psy-marshall then chose her powers from the Telepathy discipline, getting Psychic Shriek and Dominate.
Deployment
Chaos deployed it’s Bastion in between the main trench lines, with the quad gun outside. We came up against a bit of an issue here, since we didn’t know where was legal to place the quad gun. Can it go outside the bastion? How far away? Nothing seemed to be written anywhere. This would come back to haunt us a few times through the game.
The objectives were then deployed, one near the chemical tanks on the north side, and one next to the quad gun.
Chaos then deployed, with the Cultists holding the quad gun and objective and the Daemon Prince in a trench. The Rhinos and one of the Predators formed a convoy aiming for the other objective.
The Arbites then deployed away from the convoy, the Repressors and Immolator in the centre in cover, and one Patrol Team advancing with the Psy-marshall while the other took cover in a dead forest.
After placing everything in cover, Arbites then seized the initiative, getting the first turn.
Arbites Turn 1
We rolled Night Fighting for the first turn, and proceeded to break the game by having the forward Immolator do some
AV damage to the (unoccupied) Bastion, lighting up for subsequent damage by the Exorcists.
The Patrol Team and Psy-marshall in the trench moved forward, killing two Cultists and Dominating them for the next turn.
And the rest of the tanks shuffled position, waiting for daybreak.
On the left, the second Patrol Team and Immolator started to advance towards the trenches and the Predator, but didn’t hurt it.
Chaos Turn 1
The Chaos Cultists moved into cover behind the Bastion, as the two Rhinos moved forwards on the right. The cultists fire the quad gun causing a point of damage on Jacobus’ Repressor.
The Predators were less lucky with their shooting, and the Daemon Prince took to the air, swooping down the trench.
Arbites Turn 2
The mass of the Arbites advanced into the trenches, the Immolator still having trouble hurting the closest Predator.
The Repressors shoot at the swooping Daemon Prince with their stormbolters, clipping him and bringing him down, though he is unharmed. The Drop Team arrive near the two Rhinos and rapid fire their plasmas, causing two points of damage on the Lord’s Rhino, but losing a gunner to Gets Hot.
And the Exorcists also target the closest Predator, but only stun it.
Jacobus and his retinue have disembarked behind a parking lot of Repressors.
Chaos Turn 2
Plague Marines pour out of the Rhinos, slaughtering the whole Drop Team.
The Predators attempt to target the Arbites vehicles, destroying one of the Repressors. The Arbites Chaplain and his team disembark.
The Cultists then open fire on the disembarked team, killing half of them.
The Daemon Prince attempted to charge the disembarked team around the wrecked Repressor, but couldn’t reach.
Arbites Turn 3
The full Immolator and a Repressor head for the top objective, while Jacobus lines up for a charge on the Daemon Prince.
The Arbites line continues the advance through the trenches, the Immolator immobilising itself on the trench walls.
The Arbites Chaplain and the remains of his Suppression Team attempt to charge the Cultists, but overwatch fire from the quad gun kills all of the team except the Chaplain himself.
He then accepts the challenge from the Cultist Champion, killing him and forcing the whole squad to flee!
Meanwhile, the leading Patrol Team charge the closest Predator, wrecking it with Krak Grenades.
Jacobus’ unit score two wounds on the Daemon Prince, but lose three four models in return.
The rest of the Patrol Teams start to move out of the trench into support.
Chaos Turn 3
The Cultists rally and snap fire at the Patrol Team, but don’t cause any wounds.
And a long shot from the rearmost Predator immobilised the other Immolator on top of more trenches.
Jacobus and the remains of his team take the final two wounds from the Daemon Prince, killing him.
And the Plague Marines to the right take the objective while the Lord’s Rhino advances all the way over the trenches to the side of the Bastion!
Arbites Turn 4
The Arbites line reorganises to face the Lord in his Rhino. The Rhino itself is popped by the melta team in the immobilised Immolator on the right, killing one of the occupants, and combined fire from the rest of the army kill the leading four Plague Marines.
The Patrol Team that killed the Predator now advance on the Cultists, killing all but one, who flees.
And Jacobus, the Chaplain and the remains of Jacobus’ Suppression Team charge into the Lord’s squad. Jacobus stays out of the fight, but the Chaplain is killed by the Lord in a challenge.
The empty Repressor tries to move down the trench, providing cover for the melta Combat Team.
Chaos Turn 4
The Plague Marines try to melta the immobilised Immolator, but miss, while their Rhino moves into the trench.
The combat in the centre continues, one more Cybermastiff going down, but no conclusion in sight.
The Predator keeps advancing, trying to kill some of the Patrol Team but missing.
Arbites Turn 5
The Patrol Teams move out of cover, one of them taking the bottom objective. The Combat Team in the trench melta the empty Rhino, destroying it.
Massed fire from everything else immobilised and blows a lascannon off the Predator, but doesn’t destroy it.
And the combat in the centre still continues.
The Patrol Teams start to sweep around behind the Bastion.
Chaos Turn 5
With the Predator neutered and the Lord stuck in a stalemate combat the game ends! The Plague Marines get one objective, but fails all their secondary missions. Arbites hold one objective, plus Linebreaker, meaning they win (just).