[Part 1:
http://www.dakkadakka.com/dakkaforum/posts/list/592511.page The Tallarn 22nd had been dropped at the wrong location, separated from their reserves and a long way from the front lines. Not only that they had been ambushed by some unknown legion of space marines and forced to take a round about way to the rendezvous with their reinforcements.
Part 2:
http://www.dakkadakka.com/dakkaforum/posts/list/593171.page The 22nd had encountered a swarm of Tyranids as it reached the rendezvous point to try collect their battle orders and map shipment that had been dropped for them. After the aliens were repulsed and the critical package retrieved, the 22nd dug in and waited for their reserves to arrive.
Part 3:
http://www.dakkadakka.com/dakkaforum/posts/list/593847.page The 22nd had taken a mauling holding out for their reserves, but they had finally shown up just as the 22nd had to start making a retreat from the rendezvous point. Information collected indicated that there were other imperial forces scattered close by, the 22nd had decided the best course of action was to try link up with these forces to attempt to understand what was actually going on on Corrin's World.
Part 4:
http://www.dakkadakka.com/dakkaforum/posts/list/594755.page The 22nd had made contact with the Sisters of Eternal Sorrow and rushed their most mobile units to aid them in retrieving vital Inquisitorial equipment. This venture was partially successful, with a number of sealed Inquisitorial packing crates retrieved before the position was overrun with Tyranids.
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Part 5:
The Sisters of Eternal Sorrow had supplied the 22nd command with new information. Finally the mystery of this planet was beginning to come to light.
The Eternal had made planetfall ahead of an Inquisitorial battleforce lead by Inquisitor Ellias of the Ordo Hereticus. The Eternal had been sent to capture or destroy an artifact of immense power that had been discovered by imperial engineering crews called in to evacuate automated imperial heavy mining equipment in the face of a Tyranid Infestation. What the artifact was or did was not known to the Canoness, but its location was known and is in a now heavily infested part of the planet.
News of the find had been leaked out through internal channels to the enemies of the imperium, resulting in a major administrative purge buy the Ordo Hereticus. This purge was apparently the reason for the lack of information received by the 22nd, as the departments controlling their movements had suddenly ceased to exist. The leak seemed to have traveled far as quite a number of enemy forces had started to move towards Corrin's World. Perhaps they knew more about the artifact then the imperium, or more likely the Ordos Heriticus was just not passing that information onto their military commanders.
The plan going forward was to move to meet up with the Inquisitor and his forces, and create a spearhead into the infested lands towards the Artifact. Apparently a large strike-force of Flesh Tearers Space Marines had made landfall much closer to Artifact site and had been charged with keeping the area free of the enemy and opening up a corridor towards the Inquisitors larger forces from the other end. The Flesh Tearers mission sounded like a suicide mission to tell the truth, but one that may have need to be done if the Inquisitor Ellias, The Eternal and The 22nd were going to get there before the enemy claimed the Artifact for themselves.
The Tallarn 22nd Infantry Command received all this news over vox channels, and changed their route to meet with the Tallarn 22nd Mechanised and The Sisters of Eternal Sorrow, as well as perhaps the Ordos Hereticus. Just as they altered their heading warnings started coming in from the scouts that there was a Dark Angels force baring their way. With no time to go around, and the Dark Angels once again unresponsive to the Tallarn hails, the 22nd had no option but to move their heavy support through the Dark Angels lines. What where the Dark Angels even doing here and why were they so aggressive? Maybe the Inquisitor could provide an explanation?
The Game: Big Guns Never Tire
Deployment: Dawn of War (Dark Angels Choice of Side)
Initiative: Imperial Guard (Dark Angels Choice)
Night Fighting: Yes - Turn 1
Imperial Guard - 1850pts
PRIMARY – Astra Militarum
HQ Company Command – Lascannon, Sniper, Regimental Standard (outflank 1 squad)
Commissar – Power Axe
Priest
TROOP
Veteran Squad – Forward Sentries, Lascannon, Sniper x 3
Veteran Squad – Forward Sentries, Lascannon, Sniper x 3
Veteran Squad – 2 x Meltagun, Heavy Flamer, Chimera - Hull H.Flamer
Platoon Command – 2 x Meltagun, 2 x Flamer, Chimera – Hull H.Flamer
Infantry Squad – Power Axe, Autocannon
Infantry Squad – Power Axe, Autocannon
Conscripts x 20
FAST ATTACK
Scout Sentinel x 3
Scout Sentinel x 3
Armored Sentinel x 3 – Plasma Cannons
HEAVY SUPPORT
Hydra – Heavy Stubber
Hydra – Heavy Stubber
Manticore
ALLIES – Militarum Tempestus
HQ Tempestus Command Squad – Bolt Pistol, 4 x Plasmagun
TROOPS
Tempestus Scion Squad x 5 – Bolt Pistol, 2 x Meltagun
Tempestus Scion Squad x 5 – Bolt Pistol, 2 x Meltagun
Dark Angels - 1850pts
HQ Company Master Eremiel- Artificer Armour, Iron Halo, Power Sword, Meltabombs (Feel no Pain on an Objective)
Command Squad - Apothecary, 2 x Plasmagun, 2 x Meltagun
Ezekiel (Invisibility, Prescience, Mind Worm)
TROOPS
Tactical Squad x 10 - Plasmagun, Missile Launcher, Rhino
Tactical Squad x 10 - Plasmagun, Missile Launcher, Drop Pod
Scouts x 10 - Sniper Rifles, Camo Cloaks, Missile Launcher
Scouts x 8 - Close Combat Weapons, Camo Cloaks, Heavy Bolter
ELITES
Dreadnought - Plasma Cannon
Dreadnought - Assault Cannon
FAST ATTACK
Assault Squad x 5 - 2 x Flamer, Meltabombs
Assault Squad x 5 - 2 x Plasma Pistol, Meltabombs
HEAVY SUPPORT
Land Raider Redeemer
Devastator Squad x 5 - 4 x Lascannon
Imperial Guard Deployment Conscripts (Ash Waste Nomads) with Priest, Hydra, Platoon Command Chimera and Plasma Sentinels on the near side.
Veteran Squad hiding under the mushrooms in the middle.
20 man Power Axe Blob with a Commissar next to them.
Company Command and Veterans in the strip of forest.
Hydra and Manticore behind them.
Scout Sentinels on the flank
Chimera Veterans and Scout Sentinel outflanking.
All Stormtroopers deepstriking.
Dark Angels Deployment Rhino Squad deploys with both Dreadnoughts.
Devastators deploy behind.
On the far side the Landraider deploys in ruins with the Command, Master and Ezekiel inside.
The Sniper Scouts deploy into the forest.
Combat Scouts Outflanking
Both Assault Squads deepstriking.
The Battlefield:
Three objectives clustered together in the ruined town.
Two more objective strung out across the board.
Imperial Guard - Turn 1 The conscripts and the vehicles behind them move forward.
The Power Axe Blob moves forward.
The Scout Sentinels move up the board after scouting forward.
Both large squads run forward.
Due to nightfight the Guard kill a total of 2 scouts via shooting. The Manticore doesn't even bother shooting.
And the rain rolls on in.
Dark Angels - Turn 1 The Landraider turns invisible and advances through the ruins.
It then proceeds to try burn the Sentinels into slag.
Which doesn't work. But the searchlight helps the Scouts to take one down.
The Green Marines advance through the ruined building. The Marines rolled low on their disembark move.
The Drop Pod deploys to support the side with 3 objectives.
Shooting kills 9 Conscripts after they get spotlighted by the Rhino.
Imperial Guard - Turn 2 All the Guard reserve except a single melta stormtrooper squad comes on.
The Veterans outflank behind the Landraider.
The Melta Stormtroopers drop in front of it.
I sure hope this works.
The Plasma Command Squad drops behind the Devastators
The Scout Sentinels come on to support the Conscripts.
The Conscripts move towards the Drop Pod Squad to get some shots.
The Blob Squad move to control the board centre.
Shooting starts and the Command Squad gives itself "Ignore Cover" and explodes the Landraider.
Everything else around shoots at the squad inside, but feel no pain works well and only a single Plasma Marine is killed.
The Stormtrooper Command gives itself "preferred enemy". But only kills 2 Devastators after they go-to-ground.
The conscripts fail to pass the rank fire order, which starts a trend where I don't pass another order test for the rest of the game.
Combined fire brings the Drop Squad down to four
Dark Angels - Turn 2 All the Dark Angels reserves come on.
The Flamer Assault squad drop in front of the Veterans and Command
The Combat Scouts come on to help out.
The Plasma Assault Squad comes on behind the Platoon Command Chimera.
The Dark Angels make some odd choices here.
The Commander goes to try Meltabomb the Chimera, while the Command Squad move towards the Stormtroopers.
The full Tactical Squad sits happily on its objective.
The Dreadnoughts move forward and the 4 Drop Pod Tactical Marines move behind them.
The flamers kill 2 from the Command, including the regimental standard, and 5 from the Vet Squad.
The Plasma Assault Squad explodes the Chimera. One dies in the blast.
The rest of the Platoon Command is killed by the Assault Cannon Dreadnought
The Commander misses with his Meltabomb.
But the Stormtrooper Squad is destroyed.
More Conscripts go down. But the Armored Sentinels prove to be very durable, dodging all the firepower directed at them.
In the back the Scout squad heads toward the Stormtrooper Command, but fails to do any shooting damage to them.
Imperial Guard - Turn 3 The Chimera attempts to tank shock through the Commander to get at the Scouts.
But tank shocking someone with meltabombs is a very bad idea.
The Manticore destroys the Plasma Cannon Dreadnought.
The Vet Squad, Command and Sentinels kill off the Flamer Assault Squad.
The now pinned Veterans snap shoot at the Commander and both hit. One of them kills hi outright. (Was I allowed to do this?)
The Hydra kills the Apothecary and a Meltagun
The Stormtrooper Command kills off the rest of the Devastator Squad.
The other Assault Squad has hot armor saves and only loses a single member. But fails morale.
Dark Angels - Turn 3 The Combat Scouts move towards the objective.
Whats left of the Command Squad moves towards the Sentinels.
Ezekiel forgets Mindworm is only 12" range and moves to get shots at the Camo Veterans.
The Assault Marines automatically regroup and move to assault the mushroom Veteran Squad.
The Scouts move towards the Stormtroopers.
Killing a couple with bolt pistols.
The Marines open fire on the Conscripts.
Killing them all.
The Command Squad destroys both the Sentinels.
The scouts would kill two Veterans in the wrecked Chimera, causing the remaining meltagunner to run...towards them!
The Assault Squad kill one with hammer-of-wrath.
But fail to hit with any normal attacks.
Luckily they take no damage and the one casualty is enough for the Veterans to flee off the board.
The Scout Assault the Tempestor Prime
Killing him.
Imperial Guard - Turn 4 The Veterans make a run for the objective.
The Melta Veteran regroups on snake eyes, but misses with his snapshot.
The last stormtroopers come on, but scatter into the front arc of the Assault Cannon Dread. They only stun it.
The Hydra takes out the Assault Squad.
The Sentinels kill the Drop Pod Squad down to just the Missile Launcher.
Dark Angels - Turn 4 Ezekiel joins back up with the Command Squad, and shoot down some Vets
Shooting kills both Stormtrooper meltaguns, and shakes the Hydra.
The regrouped meltagun Veteran dies to Scout bolters.
The Command Squad makes a long charge.
And does its job, unsurprisingly.
Imperial Guard - Turn 5 Hydra zips forward 12" to grab an objective.
Blob move into the ruins to grab another.
Stormtroopers and the other Hydra move to hold another objective.
Yet more orders failed, this time the shoot and run one.
Shooting still does the job and kills the Dreadnought.
Scout Sentinels kill the last man from the Drop Pod Squad.
Plasma Cannon Sentinels and the Hydra hammer the Command Squad. Leaving Ezekiel on a single wound.
Dark Angels - Turn 5 Marines kill a couple of Stormtroopers causing the last man to flee.
Ezekiel moves to try charge the Guard warlord and get linebreaker.
He mindworms the Company Commander, taking a wound and reducing his
WS and
BS to 1 for the remainder of the game.
He then would fail his charge.
We roll to see if the game goes on...
..and it doesnt.
Amazingly all 5 objective are being held.
Imperial Guard hold 3 objectives
Dark Angels hold 2.
Imperial Guard Win Imperial Guard - 9 Objective Points + 2 Heavy Support + Warlord + First Blood = 13 Points
Dark Angles - 6 Objective Points = 6 Points
Post Game Thoughts:
Well that was a fun game again.
The Dark Angels list was a little weak this time around. My opponent wanted to try a traditional "Greenwing". I had a look at his codex to see if I could give any ideas how this could be done better, but came up completely short, the Dark Angels codex is pretty weak when you dont use Deathwing or Ravenwing. Does anybody know of any good Greenwing lists. The only one I could see is the very gimicky Bolter Banner with heaps of Bolter Scouts.
My list was a bit of a throwback to my 5th edition list that I got very good with. To tell you the truth I still like it a lot.
The Sentinels were awesome as usual. 9 multilaser shots is great. Not sold completely on the plasma cannons, but they fill a hole in my lists.
The Hydras are great, they put out 10 shots which is great. They are a bit swingy (sometimes they just do nothing, sometime they do really good), but well worth the 75pts. I am preferring them to the Punisher as they can threaten more targets and can zip forward in a hurry to get a good firing angle.
The conscripts are cheap, but pretty lame. Good screening unit, but with 9 Sentinels they aren't really necessary. Also the Chimeras were just deathtraps this game.
Anyway, thanks for reading, the next game should be 7th edition by the looks of it. Please leave any comments, questions or suggestions below, they are much appreciated.