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2016/03/08 14:14:56
Subject: Leviathan Rising: Siege of the Underengines
Leviathan Rising: Battle for the Underengines The Campaign Continues The forces in the forests of Satys were overrun. Only a fledgling force made it back to the manufactorum. They conveyed news of a terrifying xenos breed that ambushed them and had devastated troops in fearsome hand to hand combat. To their dismay, the survivers of the Screaming Forest learned that the tunnel networks beneath the city, known as underengines, had aleady been infiltrated by the same vanguard xenos forces. There would be no rest. Taking up their weapons and allied with the 97th Catachan regiment, they made their way below the city into the dark below.
MISSION 2: Battle for the Underengines
Deep below the city in the tunnel network known as the underengines, the Catachan 87th regiment is forces to split up its forces to hunt down and exterminate the xenos incursion.
Each player must divide their forces into three contingents: A, B and C. Each contingent consists of 400pts.
The mission in the book requires that we play three games of 400pts. But Iapedus and I changed the format of the battle so that all three contingents would be fought at the same time but were restricted to corresponding zones. We divided the table into three parts. We then randomly assigned the letters, A, B and C.
1 x Lord Commissar, Carapace Armour, Power Fist, 95pts
10 x Veterans, Heavy Flamer 70pts
10 x Veterans, Heavy Flamer 70pts
10 x Veterans, Heavy Flamer 70pts
Ultramarines CAD, 895pts
1 x Librarian, lvl1, force sword, 65pts
1 x Librarian, lvl1, force sword, 65pts
6 x scouts, HB, 74pts
6 x scouts, HB, 74pts
5 x TAC marines, Flamer, 110pts
5 x TAC marines, Flamer, 110pts
1 x Dreadnaught, MM, PF & HF, 110pts
6 x Sternguard, Serg. with PF, PC, 172pts
5 x Terminators, HF, 185pts
SETUP
Spoiler:
Mission: Battle for the Underengines
1VP awarded for each unit
The player that destroys all units in the majority of zones wins the game.
First Blood, Slay the Warlord
Deployment:
Tyranids successfully roll to go first on all three battle fields.
The Deathleaper reduces the Librarian’s leadership by 3.
Initiative: The Imperial Guard fail to seize the initiative
Special Rules: Any unit that is in Reserves must add +1 to its reserve roll; every turn in the game has Night fighting
Terrain: Description
The claustrophobic pipe network beneath the city. Narrow tunnels and caverns. Note the promethium pipe network was later added to the centre of the board(I arrived after Iapedus had set up!). However, Iapedus, ever the gentleman, refused to use their rules which would have conveyed torrent to his rather flamer heavy list. I tried to insist. But he overruled me.
Warlord Traits: Imperial Forces: +1 to pinning + morale checks.
Tyranids: Mind Eater +2 VP to Deathleaper IC kills
Psychic: Tryrands: 2x The Horror
Imperial Forces: Force, Pyromancy
A
B
C
PRE GAME ANALYSIS
Spoiler:
Reasons why Imperial Guards will win:
1: 7 flamers in close quarter fighting
2: No synapse creatures will mean that the nids can be swept.
3: The dreadnaught should be able to tank a lot of damage
Reasons why Tyranids will win:
1: Genestealers and broodlords have a strong close combat.
2: Permanent Night fighting will provide essential cover as they close the distance.
3: The nids have a decent spread of forces across the three zones. With overwhemling Genestealer presence in middle section. The lictors are perfectly suited for combat in tight passageways where larger units will suffer in CC.
4: Preferred enemy on the dreadnaught might give the manufactorum genestealers the extra rolls they need to fell the hulking machine.
DEPLOYMENT
As the Catachan 87th make their way into the gathering gloom, they find that they are not alone. The xenos are waiting for them.
Nids deploy cautiously avoiding the devastator’s long range right down the passageway.
Turn 1 sees some very conservative advances.
VP – Tyranids 0:0 Imperial Guard
Turn 1 –Imperial Guard
Spoiler:
Turn overview & Photos
All seems quiet.
VP – Tyranids 0:0 Imperial Guard
Turn 2 –Tyranids
Spoiler:
Turn overview & Photos
Instinctive Behaviour: everyone passes!
Assaults: Lictor and deathleaper charge and slay 5 catachan’s
VP – Tyranids 0:0 Imperial Guard
Turn 2 –Imperial Guard
Spoiler:
Turn overview & Photos
Psychic: force goes off successfully!
Shooting: nothing to shoot!
Assaults: Librarian joins the fray. The Deathleaper issues a challenge, but the veteran sergeant intercepts and takes the challenge. He falls with the rest of his troop, leaving the lictor and the librarian to duke it out. The librarian deals 2 wounds to the lictor. However, some terrible force is at play and the librarian whiffs his saves. He dies with the crackling force weapon in his hand.
VP – Tyranids 2:0 Imperial Guard
Turn 3 –Tyranids
Spoiler:
Turn overview & Photos
Instinctive Behaviour: The deathleaper fails!! He retreats negating his chance to charge this turn.
Psychic: Dominion does not go off!! The horror, however, does!
Assaults: The broodlord and his squad charge the devastors slaying 2.
VP – Tyranids 2:0 Imperial Guard
Turn 3 –Imperial Guard
Spoiler:
Turn overview & Photos
Ugly rolls see the Tyranids lose more wounds than their foe. They fail their leadership test then fail the initiative test. The entire, squad is wiped. Much like the tears from the player’s cheek.
The Scouts, encouraged by the successful rout of the enemy sweep into the charge. They fail to do anything to the Deathleaper. But then again. So does he.
VP – Tyranids 2:1 Imperial Guard
Turn 4 –Tyranids
Spoiler:
Turn overview & Photos
Instinctive Behaviour: Everyone passes
Assaults:
The lictor charges the devastators and achieves nothing. But they are able to deal sufficient wounds to take him out.
The Deathleaper slays 2 scouts. The melee continues…
VP – Tyranids 2:1 Imperial Guard
Turn 4 –Imperial Guard
Spoiler:
Turn overview & Photos
Assaults:
The devastators advance on the remaining xeno. Little do they realise that this fearsome creature is the warlord.
The Deathleaper slays the devastators.
Then, deathleaper is brought low by the relentless assault from the scouts.
VP – Tyranids 3:3 Imperial Guard Imperial Guard take the table
Zone B
Turn 1 –Tyranids
Spoiler:
Turn overview & Photos:
Instinctive Behaviour: Everyone passes!
Psychic: The player has totally forgotten about dominion. Later this will cause him much pain.
The tyranids advance through the venous network of tunnels.
VP – Tyranids 0:0 Imperial Guard
Turn 1 –Imperial Guard
Spoiler:
Turn overview & Photos
Psychic: Force is denied
Some might call that squad of tac marines over eager. Perhaps they did not know any of those that fell in the Jungles of Satys.
Turn 2 –Tyranids
Spoiler:
Turn overview & Photos
Instinctive Behaviour: Everyone Passes!
Psychic: The terminators fail to pass their leadership check and are pinned! Even though they have +1 to pinning checks!
Assaults:
Remember that eager squad of tac marines? Well. That’s good. Perhaps there is a lesson here somewhere. The Genestealers slash them to bits, but leave themselves a tad exposed.
VP – Tyranids 0:0 Imperial Guard
Turn 2 –Imperial Guard
Spoiler:
Turn overview & Photos
Psychic: Force is goes off!
Assaults:
The librarian mentally sharpens his blade.
Shooting: The pinned termies do nothing! The librarian fires his pistol and kills a genestealer. The catachan’s score 3 auto kills with their heavy flamer.
Turn 3 –Tyranids
Spoiler:
Turn overview & Photos
Instinctive Behaviour: Everyone Passes
Psychic: Dominion goes off!
Assaults:
The Broodlord, genestealer and lictor charge the catachan and commisar.
And slaughters them.
VP – Tyranids 2:0 Imperial Guard
Turn 3 –Imperial Guard
Spoiler:
Turn overview & Photos
Psychic: The librarian’s pyromancy is ineffective. Force goes off.
Assaults:
The librarian charges the broodlord.
He slays the genestealer and takes 2 wounds from the beast. The melee continues.
The manufactorum genestealers advance across the great cavern at the heart of the underengines.
VP – Tyranids 0:0 Imperial Guard
Turn 1 –Imperial Guard
Spoiler:
Turn overview & Photos
The imperial forces await in perfect order. Discipline, in such times, is a powerful ally.
Shooting:
Two crack shots from the scouts down 2 genestealers.
VP – Tyranids 0:0 Imperial Guard
Turn 2 –Tyranids
Spoiler:
Turn overview & Photos
Psychic: Dominion!
Nids advance with awesome speed. Some of the best run rolls I have ever seen!
VP – Tyranids 0:0 Imperial Guard
Turn 2 –Imperial Guard
Spoiler:
Turn overview & Photos
Shooting:
Scouts lay waste to a unit of Genestealers.
Dreadnaught roasts 2 genestealers.
VP – Tyranids 0:1 Imperial Guard
Turn 3 –Tyranids
Spoiler:
Turn overview & Photos
Psychic: Dominion.
Assaults:
1 full squad the wounded unit charge the catachan squad.
They wipe them out completely.
3 Genestealers charge the dreadnaught and lock him in place. Preferred enemy from the Manufactorum formation gives them a remote chance of actually doing something. Another squad of Genestealers waits in the shadows, and a lictor is not far behind. Perhaps the hulky machine will fall after all. At least its heavy flamer is neutralized for a time.
VP – Tyranids 1:1 Imperial Guard
Turn 3 –Imperial Guard
Spoiler:
Turn overview & Photos
Shooting: 2 Genestealers fall to bolter fire. But the squad, with only one man left limps on.
Assaults:
The dreadnaught kills 2 genestealers. But they inflict 1 hull point!
VP – Tyranids 1:1 Imperial Guard
Turn 4 –Tyranids
Spoiler:
Turn overview & Photos
Instinctive Behaviour:
Psychic: horror is cast on the scouts.
Shooting: lictor fails to hurt with his flesh hooks.
Assaults: The lurking genestealers charge the dreadnaught and down him. Another squad charges the tac marines, killing 3.
Another squad of genestealers charge the scouts and slay them all.
VP – Tyranids 3:1 Imperial Guard
Turn 4 –Imperial Guard
Spoiler:
Turn overview & Photos
Assaults:
The final tac marine falls in combat.
VP – Tyranids 3:1 Imperial Guard Tyranids Win the Table
Final Result
10: 12
Tyranids win
2016/03/10 01:41:12
Subject: Re:Leviathan Rising: Siege of the Underengines
Very close in the end - table A was just crazy with all the To-ing and Fro-ing, but it sort of evened out in the end with my Libby whiffing his saves and your guys being swept by the sternguard. Table B was an easy win for you, helped along by my failed pinning checks and bad saving rolls on the termies, while on table C it was pretty much in the balance down to the penultimate turn, where those pesky rending gene stealers did a real number on the dreadnaught
Anyway, thoroughly enjoyable and looking forward to part III
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate