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2022/11/10 01:15:40
Subject: [TEXT/IMAGE] 9e Guard Leaked Playtest Codex vs Chaos Soup – The Battle of Redfield Forest District
The following fluff occurred prior to the second battle in the trilogy:
~~~
“I just don’t like it,” Colonel Rumbold, commander of the 96th Landonian, sighs heavily into his mug of recaff while staring at the hololith displaying the latest data from the front line. “High command has ordered us to hold the defensive line from the Aaru highlands west to Helorum Township, but we’ll have to stretch our troops uncomfortably thin to cover that distance given that we’re expecting to see heretical astartes.” Rumbold hesitates for a split second before continuing “maybe even demons in force if the psykers are to be believed.”
“It’s too bad the chimeras are still out of action, otherwise we might be able to rapidly redeploy our resources to where they are needed” Major Peacock, the regiment’s second in command, chimes in before adding “What I wouldn’t give to be on the eastern defensive line, facing down orks would be a lot more straightforward than this.”
Colonel Rumbold gives his subordinate a knowing look “You won’t hear me disagreeing, but on the upside, at least we have purpose-built bunkers we can defend. From what I’ve heard, they’re mucking it in trenches and earthworks out east. Either way, these are the cards we’ve been dealt, now we just have to see things through to the end of the hand and maybe, Emperor willing, we’ll be able to take a trick or two along the way.”
“Extended metaphors aside,” Major Peacock says with a grin “between our own field testing units and the units seconded to us from the armored regiments and the artillery batteries, we won’t be short on heavy guns."
A wry smile cracks on Colonel Rumbold at the gentle prod from his second in command, “Thinking about it, we should hold our field test units in reserve here at the regimental headquarters. That will still leave more than enough heavy guns on the front line. If the heretical forces break through our lines, we can use the reserve armor to intercept before the heretics can cause too many problems behind our lines.”
Major Peacock nods in agreement, “an armored column should be fast enough to make the intercept before the enemy can get too deep.”
Colonel Rumbold takes another quick look over the plans “Well…I suppose it’s time to see how the cards land.”
Major Peacock acknowledges his commanding officer’s persistence at the joke with a smirk. “I’ll brief Commissar Grainger and then take this to the company commanders.” With that, the major heads out the door while Rumbold sits back down at his desk to finish his recaff and corral his notes.
~~~~
As the regimental command expected, the thinly stretched forces were no match for a focused Chaos assault and the heretical forces managed to break through the defensive lines. This lead to the third confrontation of the trilogy. For the third battle, my opponent and I agreed on more or less the same rules set as the first battle. Specifically, we would ignore the warzone content (thus we used old CP rules and mixing subfactions was valid) although we elected to keep the rule that the highest roll must go first. The other main rule alteration is that we play where we each select 10 faction stratagems as part of our list building (we automatically get all the non-faction stratagems); list-building stratagems do not count against the 10 stratagems we can pick for our lists. The most exciting thing, however, is that I used the leaked guard playtest codex shared by Mordian Glory. We had to make some on the fly calls on the rules as to how they worked as the leaks were not 100% complete, but overall tried to stick with how the rules were written down in Mordian Glory’s notes that he shared via google docs and the spreadsheet (plus some extra interpretations gleaned from his two batreps using the leaks).
As before, we played using Tempest of War rules and used cooperatively placed terrain and objectives. We drew Spearhead Deployment (centered triangles with a 9” radius circle cut out of the center), Take and Hold Primary Mission, and Delayed Reserves Mission Rule.
~~~~
The rain came down in sheets as the small armored squadron from the 96th Landonian Imperial Guard Regiment sped along the back roads into the Redfield Forest District. The column set out several hours ago after reports came in that a large Chaos force had broken through the defensive lines. In the past thirty minutes or so the group had begun to pick up vox traffic from the 32nd Veskonite Infantry Regiment, which had engaged the heretical forces as they pushed into Imperial-held territory. The plan was to join up with the Veskonites and delay the heretical push long enough for the Imperial forces to evacuate.
Captain Lucas braced against the driving rain as he stuck his head out of the top hatch of the Leman Russ Battle Tank from which he commanded the column. Ahead of him he could see the faint bluish glow of the Executioner Plasma Cannon mounted on the lead tank of the column; the junior commissar of the regiment, Commissar Onbenannt, had insisted not only on accompanying the detachment, but on taking point. Lucas was just glad the junior commissar hadn’t insisted that the squadron commander’s place was at the front of the charge, where a surprise attack on the lead tank could have easily turned into a decapitation strike. Captain Lucus turned to look behind his command tank. The headlights of a Basilisk glowed back at him through the rain as the line of tanks sped through the downpour. The final tank in the line had only recently been attached to the 96th Landonian and was one Lucas had never encountered before. The files, which Lucas had spent the duration of the warp travel studying, listed the tank as a Rogal Dorn Battle Tank. The tank easily weighed three times as much as the Leman Russ he was riding in and was bristling with weapons. All four vehicles had been directly attached to the 96th Landonian by the Adeptus Mechanicus techpriests from the forge world of Landon III for weapons testing; the result of a long-standing agreement between the Forge World of Landon III and the 96th Landonian Regiment’s home planet of Landon II.
With one final glance forward, Captain Lucus ducked back into the armored turret and closed the hatch. Glancing at the small auspex screen crammed into the corner of the crowded turret, the armored squadron was fast approaching the battle. Captain Lucus punched his command code into the vox set and dialed into the Veskonite vox-net command frequency. It was time to start coordinating the two forces.
~~~~~
Alright! List time. Both lists are 1250 pts with 12 CP to work with total.
---- Imperial Guard ---- Battalion - 12 CP Regiment Traits: Elite Shock Troops (Reroll 1 hit roll per unit per turn), Heirloom weapons (+4” range)
96th Landonian Armored Squadron HQ: Warlord Tank Commander - Gatekeeper, Hull Heavy Bolter, Master Tactician (redeploy 3 units)
Heavy: Leman Russ - Executioner Plasma Cannon, Hull Heavy Bolter, Steel Commissar
Basilisk - Earthshaker, Hull Heavy Bolter
Rogal Dorn - Oppressor Cannon, Coaxial Autocannon, Castigator Gatling Cannon, 3x Heavy Stubber
32nd Veskonite Muckrakers HQ: Command Squad
- Officer (power sword/bolt pistol)
- Medic (5+++ to own unit)
- Regimental Standard (core reroll 1s to wound w/in 6”)
- Veteran (Plasmagun)
- Master Vox (orders out to 24”)
- Astropath (Mental Shackles: WC6, 18”, -2 move, -2 advance, -2 charge; Telepathic Divination: WC7, +1CP)
Troops: 5 Squads of Shock Troops (2x Plasmagun per squad) - Las weapon ranged attacks = exploding 6s to hit
Fast Attack: Rough Riders - 5 models
Faction Stratagems Relentless, Field Promotion, Vengeful Salute, Thunderous Charge, Vicious Traps, Feign and Strike, Smoke Launchers, Ablative Plating, Fire on My Position, Crush Them
Spoiler:
Relentless (1CP/2CP): Use in the command phase on a friendly vehicle. Model counts as being on its top profile until start of next command phase. 2CP for titanic vehicles, 1CP for other vehicles.
Field Promotion (1CP): Use this when your Warlord dies. Select 1 officer model in your army and give it a warlords trait it is able to take. Full all rules and objective purposes this model now becomes your warlord. If the enemy had a objective to kill your warlord then it does not succeed. Can only be used once per game.
Vengeful Salute (1CP/2CP): Use when a friendly vehicle is destroyed in the enemy shooting or fight phase, as long as the vehicle did not explode. Before you remove the model the vehicle can shoot with its turret weapons. The vehicle counts as having BS 5+. Costs 1CP to use on Battle Tanks or Armored Superiority units, otherwise it costs 2CP.
Thunderous charge (1CP): Use on Ogryns or Rough Riders when they have finished a charge. Select 1 enemy unit within engagement range. Roll 1 D6 for each Ogryn or Rough Rider in Engagement range, for each roll that equals or beats the enemy Toughness, they suffer 1 Mortal Wound.
Vicious Traps (1 CP): Use in your opponents charge phase when an enemy unit charges one of your units is fully inside area terrain. Roll D6, 2-5 the enemy suffers d3 mortal wounds, on a 6 suffers 2d3. Add +1 to the roll if your unit has the Catachan or Veteran Guerrillas Keyword. Add +1 if they have the Melta Mine keyword. Add +1 if Sly Marbo is on the battlefield.
Feign & Strike (1CP): Use on Rough Riders in the movement phase when they fall back. The unit can Shoot and Charge even though they fell back.
Smoke launchers (1CP): Standard smokescreen like stratagem.
Ablative Plating (2CP/3CP): Use the stratagem in any phase. Select one battle tank or Armoured unit. Until the end of the phase reduce the damage of enemy attacks by 1 (to a minimum of 1). This stratagem costs 3 CP for a Rogal Dorn or Superheavy unit.
Fire on my Position (2CP): Use when a Friendly model with a vox caster dies from a melee attack. Don’t remove the vox caster model. After all attacks have been resolved roll a D6 for each unit within 3” of the voxcaster. On a 4+ that unit take D3 Mortal wounds. Once resolved remove the vox caster model. This strat only costs 1 CP for Units with the Cult of Sacrifice keyword.
Crush them! (1CP): Use in the fight phase. Use on Battle Tank or Superheavy units. Cannot be used when fighting enemy vehicles or monsters. Model gets WS 4+. If the model has the armored Keyword the model gets WS 3+. Unmodified wound roles of a 6 do 1 mortal wound in addition to other damage.
For reference, I’ve also included the orders list.
Spoiler:
Regimental Orders FRFSRF - Heavy 3
Take Aim - +1 to hit +1 AP Fix Bayonets - +1 to hit on Melee +1 AP Take cover - Get light cover if already in light gain dense.
Move Move Move! - +2 movement if you chose to advance auto 6 (no roll )
Suppression fire - target infantry unit only. Can only target 1 unit. If 5 or more hits are scored enemy unit subtracts 1 from hit rolls until your next shooting phase.
Tank Orders Pound them to dust - when using blast weapons double the amount of models on enemy unit.
Full Throttle - add 2inch movement. Count as stationary if advanced.
Gunners kill on sight - reroll 1’s To hit.
Blitz them!! - add +1 to charge rolls. If a charge is made roll a dice a 4+ inflicts D3 mortal wounds. (Dozer blades add +1 to “hit roll”
Shock and awe - Gain objective secured
Pinning fire - target infantry unit only. If 5 or more hits are made unit subtracts 2 from movement
Commissar Orders Forwards, for the Emperor! - When shooting,the unit counts as having Remained Stationary if it made a Normal Move or Advanced
Duty and Honour! - The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail.
Get Back in the Fight! - The unit can shoot or charge (but not both) in the same turn it Fell Back
At All Costs! - Unit pains Objective Secured (its models each count as 1 extra model if it already has this ability),
Show Them Steel, Show Them Contempt - Add 1 to the unit's Leadership, and its models can ignore mortal wounds on a 5+
Remain Vigilant - units cannot be set up within 12*, and the unit can Hold Steady if charged (and its overwatch hits on a 5+)
Chaos Space Marines - Outrider, Emperor’s Children
HQ: Master of Possession (Mark of Slaanesh) [Cursed Earth, Pact of Flesh]
Elites: Possessed (8 models, Chaos Icon, Trophies of the Long War, Black Rune of Damnation)
Fast Attack: 2x Chaos Spawn (one model each)
Dreadclaw Drop Pod
Chaos Knights - Super-heavy Auxiliary
War Dog Stalker (House Khomentis, Traitoris Lance Character, Daemonic Shrike, Tzeentch Pyrothrone Favour, Diabolus Heavy Stubber, Slaughterclaw, Daemonbreath Spear, Dread hunter Khomentis, Cyclonic Lamentation)
Thousand Sons Unholy Susurrus: 1 CP, learn new spell
Great Sorcerer: 1 CP, cast 1 extra spell
malefic scroll: 1 CP, smite does 3 mw, don't roll
unwavering phalanx: 1/2 CP, -1 damage
Warped regeneration: 1 CP, regen d3 or one model
Emperors children Honour the prince: 1 CP, in move auto 6 advance, in charge d6+6 charge
Excessive cruelty: 2 CP, just read it [no clue what it does off hand, this is from my opponents notes that he gave me haha]
Knights Encircling hounds: 1 CP, one khomentis war dog unit can treat the turn as one higher for reserves
Diabolic Bulwark: 1 CP, 4+ invul
Unyielding Rage: 1 CP, -1 damage
I deployed first, but my opponent won the roll off for first turn (we both really wanted first turn, especially after we tied twice with 6s and then 5s before he finally won the roll off). I had deployed my rough riders super aggressively knowing that I could redeploy up to three units and ended up moving them back behind cover so they weren’t shot off the board first turn. I also shifted my command squad to a better location (correcting a mistake I had made in my deployment) and slightly shifted the dorn location. My opponent had their drop pod (containing their Possessed and Master of Possession) and War Dog in reserves.
Chaos Turn 1 Here’s what the battlefield looked like at the start of Chaos Turn 1 (i.e., after deployment and redeployment)
Spoiler:
My opponent drew Battlefield Supremacy, No Retreat, and Raise Banner as his secondaries. He also activated his Umberlific Crystal to teleport the Scarab Terminator brick onto the central objective.
During his move phase, he dropped his drop pod onto the right no-man’s-land objective and his possessed squad and master of possession piled out. He also brought his War Dog onto the field and into the forest next to that objective. He advanced his cultists onto the left objective, advanced his Exalted Sorcerer onto the central objective, and advanced one of his chaos spawn into the ruins in his deployment zone.
On to the psychic phase. First up is his Exalted Sorcerer, which buffs the terminator block with Glamour, uses his Unholy Sussurus stratagem to pick up Baleful Devolution, and then casts Baleful Devolution on one of my center infantry squads (4th squad if you were wondering). I fail to deny even after a CP reroll and two guardsmen die. Finally, the Sorcerer casts Presage on the terminator block. Next up is his War Dog, which casts Cyclonic Lamentation on my right flank squad (3rd squad), but they manage to pass their leadership check so no damage. Finally, his Master of Possession casts Delightful Agonies and Cursed Earth on the Possessed, giving them a 5+ Feel No Pain and a 4+ Invuln.
Shooting phase! The terminator block splits fire and kills two rough riders, 5 guardmen of 4th squad, and 8 guardsmen of 5th squad (the other center squad). The War Dog fires its heavy stubber into 3rd squad (killing 2) and unloads the rest of its weapons into my Plasmacutioner. He uses his Dread Hunter ability. I use the smokescreen and ablative plating stratagems to try to hold on to my tank, but it dies anyway. I then used Vengeful Salute to unload my turret weapon into the wardog. I (illegally I now realize) CP rerolled a wound and end up dealing a total of 3 damage to the War Dog.
In the charge phase, my opponent uses the Honor the Prince stratagem to improve the war dog’s charge. He charges the Possessed into 3rd squad and I overwatch to deal 1 damage. He then charges the War Dog into 3rd squad as well. Unsurprisingly, 3rd squad gets wiped by the Possessed in the fight phase and my opponent consolidates towards (but not into) my Rough Riders and Leman Russ Tank Commander.
In the moral phase, I use Insane Bravery on the rough riders. 4th squad manages to pass their moral check somehow, but 5th squad fails and the entire squad ends up running.
At the end of the turn, my opponent gains 5 VP for completing Battlefield Supremacy. The score is now 5 - 0 in favor of Chaos. I’ve also managed to burn through 9 CP. Here’s what the battle field looks like at the end of Chaos Turn 1:
Spoiler:
Ouf…that was painful. Let’s see what I can do to claw this back.
Guard Turn 1 I gain my CP and draw my secondaries. I get Storm Hostile Objectives, No Prisoners, and Behind Enemy Lines. At this point in time, I’m probably not getting Storm Hostile Objectives or Behind Enemy Lines, but No Prisoners might be possible given that the bulk of the fire power is intact. I order the closer of the two left squads (1st Squad) to take cover and splash the order out to 2nd squad on the left edge of the battle field. Then my Tank Commander gives himself the Full Throttle order.
In the movement phase, I work on setting up screens and shifting the tanks around to keep them from getting tagged. 1st squad makes a conga line wall blocking the tank castle from the north with the remains of 4th squad holding the ruins. I place my command squad in such a way that I might be able to get off Vicious Traps if the Possessed charge into them and I set up my rough riders as a speed bump (a horrible use of them, I know, but I needed to keep my tank castle safe from the Possessed).
My psychic phase was composed of my lone Astropath casting mental shackles on the Possessed. I rolled snake eyes, but CP rerolled into a success to avoid Perils of the Warp and my opponent failed to deny the cast.
The guard shooting phase was characterized by some abysmal rolling on my part. First off, the Rogal Dorn. I fired the oppressor cannon into the war dog, the autocannon into the Possessed, and the gatling cannon and heavy stubbers into the Terminators. Oppressor Cannon: I roll a one for number of shots (giving 4 total shots) and manage to get 4 wounds through, bringing the War Dog down to 4 wounds remaining (on average the Oppressor Cannon should have killed the War Dog). Autocannon: snake eyes on the to hit roll. The rest of the guns get some hits and some wounds on the terminators, but they make all their saves.
I really need to kill that War Dog so it doesn’t ace another tank next turn, so I put my tank commander into it as well. My opponent uses a stratagem to reduce incoming damage by one, but the Gatekeeper battle cannon manages to kill the War Dog anyway. Thankfully, the War Dog explodes to make up for having to pour far more fire power into it than I expected. The Master of Possession and Possessed both take one mortal wound each.
The Basilisk fires into the Chaos Spawn on my opponent’s home objective but I roll poorly and don’t deal enough damage to kill it off, so it heals back to full. The hull-mounted heavy bolter goes into the terminators but I roll three ones to hit (seriously…what’s with these rolls). The Rough Riders (cosplaying as speed bumps) fire their lasguns into the Possessed, but fail to deal any damage. Second squad (out on the left flank) fires everything into the terminator block. The lasguns take off a wound, but one of the overcharged plasmaguns explodes (after I used the units reroll to reroll a miss into a one) and I lose one of my plasmagunners. 1st squad (the conga line unit) also fires into the terminator block and the lasguns pick off another wound. My command squad and the remains of 4th squad both fail to cause any wounds.
At the end of the phase, I’ve racked up 12 out of 30 wounds for Take No Prisoners and I discard Hostile Objective and Behind Enemy Lines. Chaos completes No Retreat for an additional 5 VP, putting the score at 10 - 0 in favor of Chaos.
Here’s the state of the battlefield at the end of Guard Turn 1:
Spoiler:
Chaos Turn 2 Controlling four of the five objectives on the board means my opponent racks up 15 VP at the start of his turn. For secondaries, he draws No Prisoners and Behind Enemy Lines.
In his movement phase, he moves the cultists slightly forward on the objective to make it harder to shoot them off. The terminator block scootches 3” forward and the Exalted Sorcerer follows with the center Chaos Spawn advancing onto the center objective to follow the terminators. The Possessed, Master of Possession, and Dreadclaw Drop Pod all move towards my center.
Onto the psychic phase. First off, the terminators glamor themselves. Then the Exalted Sourcerer casts his pile of spells: smites on 4th squad for 2 mortal wounds (leaving just the Sergeant left), Baleful Devolution on 1st squad for 1 mortal wound, and Tzeench’s Firestorm, which I deny. The Master of Possession manages to cast Delightful Agonies on the Possessed (giving them a 5+ Feel No Pain) but fails to cast Pact of Flesh.
In my opponent’s shooting phase, he splits the terminator fire evenly into the Command Squad, 1st Squad, and 2nd Squad. I roll really well on my Command Squad’s Feel No Pain rolls and only 3 of the 9 damage gets through. The shooting picks off 4 guardsmen from the 1st Squad conga line and picks off 7 guardsmen from 2nd Squad (leaving just the Sergeant and a plasmagunner).
The Possessed then manage to charge into the rough riders (despite being under Mental Shackles) and wipe the squad during the fight phase. The Possessed then consolidate into my command squad, which fights back and manages to kill a Possessed.
Moral phase: I use insane bravery on my command squad, 2nd squad fails moral leaving only the Sergeant. 1st squad passes moral and, surprisingly, the lone sergeant in 4th squad also passes moral.
At the end of the phase, Chaos has chalked up 24 of the 30 wounds for Take No Prisoners while Guard is at 15 of 30 wound for the same. Chaos also completes Behind Enemy Lines and Raise Banner for an additional 10 VP. The score is now 35 - 0 in favor of Chaos. (Also, I forgot to take a screen shot at the end of this turn…woops!).
Guard Turn 2 I finally get on the board with +5 VP from the primary for holding my home objective. For secondaries, I draw Teleport Homer and Tempting Target. Well, neither of those are getting done. At this point, I’m just trying to win a moral victory by completing No Prisoners. The Tank Commander gives the order Pound Them to Dust, which splashes to the Rogal Dorn and Basilisk while the Command Officer orders 1st Squad and the 4th Squad Sergeant to Take Aim.
In the movement phase, I pull back my tank castle to prevent my opponent from being able to consolidate into them after combat. The pair of fearless Sergeants (of 2nd and 4th squads) make…choices…with the 2nd squad Sergeant making a bee line for the Chaos Cultists on the left objective and the 4th squad Sergeant attempting to body block the Possessed. The Command Squad takes their turn at Speed Bump Cosplay™, but I don’t have enough movement to close off the path to the tanks. Hopefully, they are enough of a barrier for my opponent to fail his charge roll. I’m more or less pinning my hopes of that on successfully casting Mental Shackles on the Possessed a second time. Unfortunately, that turns out to be a folly as my opponent denies my cast.
The shooting phase. I still have a lot of big guns, so I might be able to finish No Prisoners this turn. The Rogal Dorn puts everything into the Possessed: the oppressor cannon kills two Possessed and the Autocannon and Stubbers add one damage each. The Tank Commander and Basilisk also put everything into the Possessed with the Gatekeeper killing off the wounded Possessed and the Basilisk hull-mounted heavy bolter dealing an additional 2 damage. 1st and 4th squads also fire into the Possessed, but don’t deal any damage while 2nd squad fails to damage the terminator block.
At the end of the turn, Guard is now at 24 of the 30 wounds for Take No Prisoners and I discard my other secondaries. At this point, I also realize that I forgot to account for Take Aim when shooting…oh well. That might have been enough to force the Possessed to make a moral check (although they probably would have passed). The score is currently 35 - 5 in favor of Chaos. Here’s the state of the battlefield at the end of Turn 2:
Spoiler:
Chaos Turn 3 Another turn, another 15 VP for Chaos. This brings the score to 50 - 5 in favor of Chaos. My opponent drew Hold the Line and Blood and Guts for his secondaries.
For the movement phase, the Master of Possession moved up behind the Possessed, the Terminator block moved forward, the Possessed sneak around the side of the body blocking Command Squad and 4th Squad Sergeant to get at the tanks, and the Dreadclaw Drop Pod moves up close to the body blockers.
In the psychic phase, the Exalted Sorcerer casts Smite on 1st squad, dealing 3 mortal wounds; this is followed by Tzeench’s Firestorm on the Tank Commander, which I fail to deny, also causing 3 mortal wounds; and finally, he casts Time Flux on the Terminators, healing the one wounded terminator to full. The Master of Possession then casts Time Flux on the Possessed, healing the wounded model and reviving one of the downed models.
The only action in the shooting phase was for the terminator brick to unload into the Tank Commander, dealing 4 damage.
The charge phase was much more active, however. The Possessed multicharge into the Rogal Dorn and Tank Commander. I overwatch with the Rogal Dorn and manage to kill one of the Possessed. The Dreadclaw Drop Pod and Master of Possession charge into the Command Squad and 4th Squad Sergeant, the terminator block charges into 1st Squad, and the Chaos Spawn attempts to charge into the Command Squad, but fails. Most of the units on the battlefield are concentrated in my deployment zone:
Spoiler:
In the fight phase, I opted to simply pick up the couple remaining models of 1st Squad as there’s no need to roll (and we were running short on time). The Dreadclaw Drop Pod kills the Commander and the Astropath (the Commander isn’t particularly useful at this point since most of my troops are already dead and I opted to kill of the Astropath as I was having a good time rolling Feel No Pain and figured I might as well make it last ). The Master of Possession kills the Medic, finishing off the Command Squad. Finally, the Possessed kill the Tank Commander.
No moral check needed. Oddly, 4th Squad’s Sergeant is still alive, which prevented the Dreadclaw Drop Pod from consolidating towards the Rogal Dorn at the end of the fight phase. At the end of the turn, my opponent gains another 15 VP for completing all three of his secondaries, bringing the Score to 65 - 5 in favor of Chaos. On the upside, I’m now sitting at 27 of the 30 wounds for Take No Prisoners. Let’s see if I can get the final three wounds in the next turn.
Guard Turn 3 At this point we’ve got about 15 minutes before I need to leave and there’s really no point in scheduling another session just for me to attempt to kill 3 wounds of models. So we speed play it. 4th Squad Sergeant (can’t believe he’s still alive) falls back from the melee with the Drop Pod. The Rogal Dorn then makes use of the Turret Weapon rules and unloads its Oppressor Cannon and Co-axial Autocannon into the Drop Pod, which finally dies, completing Take No Prisoners (it was a moral victory at least). For laughs, the 2nd Squad Sergeant moves towards the Chaos Cultists and then Charges into them, but fails to cause any damage. I then use Crush Them on the Rogal Dorn to fight into the Possessed, dealing 1 mortal wound, butno regular damage. Finally, just for fun, I roll to see if the Rogal Dorn would have exploded when it finally died, but saddly, no explosive end was in store for it.
During the speed run turn, I gained 5 VP for my primary and 5 VP for finally completing Take No Prisoners, bringing the final score (spoilers, I conceded after this turn) to 65 - 15 in favor of Chaos. Here’s what the battlefield looked like at the end of the game:
Spoiler:
~~~~
Thoughts:
I lost horribly, but dang if I didn’t have a good time with it. The leaked playtest codex just feels so good on the battlefield. I didn’t feel anywhere near as exasperated at the amount of mortal wounds coming my way as I usually do. In part I think that came down to having Feel No Pain on my command squad (my opponent also rolled poorly for a couple of the mortal wound bombs). I think I would have done much better with some relatively minor alterations to my list. I didn’t really expect my steel commissar tank to disappear on the first turn like that. If I’d had a second source of commissar orders, I could have been giving my infantry the Show them Steel, Show them Contempt order (leadership buff and 5+ save vs mortal wounds), which would have made them last much longer in the face of the mortal wound spam. Then again, I wouldn’t have ordered them to take cover, so it probably would have been a wash in the end due to the amount of incoming fire from the Scarab Occult Terminator brick. I might also have benefited from a second Astropath as a second source of Deny the Witch. Speaking of Astropaths, although I really liked the idea of it, Mental Shackles is probably not worth it due to the 18” range. Although it might be worth it if I took the relic that gives the astropath an additional cast and power known as well as had a second Astropath. Then I’d take the mortal wound bomb and one of the defensive buffs as the main powers and add mental shackles as a second power on one of them. Most turns I would dish out some mortal wounds, cast a buff, and cast the +1 CP power. Mental Shackles would just be a highly situational tool in the toolbox that’d only come out when the opportunity presented itself. It probably also wouldn’t hurt to work in a pregame screening move to the list via a scout sentinel or two. Up until now, I have repeatedly failed to push my screening units out far enough to avoid a consolidation move into my tanks. I finally remembered to do it and I ended up not getting the first turn, so never got the opportunity to push out my screen in the first place.
This message was edited 4 times. Last update was at 2022/11/10 01:35:10
2022/11/10 11:10:01
Subject: Re:[TEXT/IMAGE] 9e Guard Leaked Playtest Codex vs Chaos Soup – The Battle of Redfield Forest District
I don't know if its just me. But my preference is video battle reps to see terrain and models (and learning some rules). But to actually get a sense of what happens in a game, there is no substitute for a detailed battle report.
"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa
2022/11/10 13:42:37
Subject: Re:[TEXT/IMAGE] 9e Guard Leaked Playtest Codex vs Chaos Soup – The Battle of Redfield Forest District
I don't know if its just me. But my preference is video battle reps to see terrain and models (and learning some rules). But to actually get a sense of what happens in a game, there is no substitute for a detailed battle report.
Thanks. Video batreps are definitely better for getting a better spatial sense. I can also attest that playing via TTS feels very different from back when I played in person (and back then I played with paper circles/rectangles for units and random junk from our dorm room for terrain). I know TTS has VR support, which that might make things a bit better experience wise (don't have a VR rig to test it out sadly).
I do wish I took more screenshots to help build a more coherent visual story (especially around the slew of "oops all ones" I seemed to be rolling ). It might also help if I draw arrows to indicate the movement on the images, so I might try that for the next one I write.