Game 5: Titan’s Bastards vs Ultramarines
Mission: Purge the Alien (kill point for each unit destroyed)
Deployment: Random – Vanguard Strike (Finally! A Change from
DoW!)
Game Length: Variable (2.5
hrs. time limit)
Terrain: Pre-set
Going first: I win roll off, but decide to go second
List
Tigirius
TAC squad x10, Flamer,
HB, combi-melta,
MB,
DP
TAC squad x6,
PG, combi-plasma,
MB
Sternguard x6, combi-melta x4, combi-flamer x2,
MB,
DP
Ironclad Dread,
PF &
HF,
SH &
MG, Assualt Launcher,
DP,
DEV squad x7,
LC x2,
ML x2, Rhino
Centurion
DEVs x3, Grav cannon & Grav
amp x3,
ML x1, Omniscope
Storm Talon,
TL LC,
Storm Raven,
TL LC,
TL MM
Ok, so my final game will be against Ultramarines.
The downside? This is my fourth Imperium opponent of the
GT, and all of them have been power armour buddies, which has been a little bit dull. The upside? I will be playing
Neophyte2012 – my regular sparring partner here in
HK, and the person against whom I played the warm up games in both this and the Neophyte challenge. As it is, I think it is rather fitting that we end up playing our last game of the
GT against each other
This also gives me a few advantages –
SM are by far the faction I know best, and short of my own list Neophyte2012s are probably the troops I know best too. I’m pretty sure I know enough of his weaknesses to pick his force apart, my only undoing might the mission type. Kill points will hurt me more than my opponent, as I have three very squishy units in the scouts and normally like to suicide drop my Sternies/
LotD deep into the enemy lines to cause chaos. I might have to be a bit more restrained in my approach this time.
Subsequently, strategic approach would be slightly different to the usual – as it is kill points, I will deploy the
ADL as a long line right on my table edge, ensuring he cannot get the
DPs behind me. I will deploy the long range units behind the
ADL as usual, but this time the two units of bolter scouts will join them (making full use of the cover save) in an effort to improve their survivability. The sniper scouts will go in the central ruins solely because there is no room for them behind the crowded
ADL.
LotD, Sternies with Libby in
DP and Land speeder in reserves. My game plan will revolve around going second – his initial pod strike will come in on the
ADL, and while it is busy trying the smash the dug-in defenders I will counter his
DP strike with my own, then later the
LotD &
LS, in an effort to be the ‘hammer’ on the
ADLs ‘anvil’, hopefully resulting in blue jam in between.
‘Er, who ordered the Gun line? Anyone?’
The sparse terrain slightly favours me as I start with more guns on the board, but that will change as soon as the
DPs come in. I role a useless Warlord traits, and Tiggy takes his usual. Game on.
Deployment. The calm before the
DP storm….
Turn 1. Ultramarines Rhino with the 6 man
TAC moves up to the edge of the central ruins, along with the
DEV squad.
Here come the smurfs!
The first two
DP come in, one containing Tiggy & Sterguard, the other the Ironclad.
Incoming!!!!
Tiggy tries to cast some buffs for the sternguard but whiffs his roles. This would be the start of a uncharacteristically bad afternoon for Tiggy….
Titan’s Bastards dig in, with nothing to support them except that guys ass…..
Shooting from the Rhino kills two of my sniper scouts in the central ruins and they break. The Sternies and Ironclad score numerous hits on the
DEV squad but only manage to kill two, and they would hold.
Not the alpha strike my opponent was looking for – god bless the humble
ADL.
My turn, and the Libby with Sternies comes down right next to Tiggy, narrowly missing my scouts. They pile out, and I manage to get invisibility off on them. I then fire EVERYTHING at Tiggy and squad in an effort to get first blood & slay the warlord (as well as remove a significant threat from my lines) but between some awesome look out sire rolls and bad dice on my part, he survives. I do however manage to get rid of the Sternies for first blood. Happy days.
Er, thanks for the sacrifice lads - the emperor will reward you for it in the afterlife! Honest!
Turn two, and my opponent rolls for his reserves – they all come in

First drop pod with the 10 man
TAC drops next to my
ADL too (this is great, he is throwing everything at breaking my line, and I am for the first time acutely aware what will happen if my guys start breaking).
‘It’s Raining Drop Pods! Hallelujah! It’s raining….’
Then the Storm Raven & Talon come in, dropping the Centurions for a perfect deployment within 6” of the
DP locator beacon. Suddenly his firepower has doubled

I intercept the Storm Raven with the Icarus
LC and fail the Pen roll - Yet another let down. Tiggy whiffs again in the psychic phase, but the units’ shooting is a little more effective. They kill five scouts in total behind the
ADL and two of the sniper scouts caught in no man’s land. Unfortunately for my opponent, they all hold. My dread also takes a hit from the Storm Raven and losses a weapon.
Assault phase, and the Ironclad charges the Sternguard. Fortunately, due to invisibility, they all survive combat. As they cannot hurt the Ironclad, I use ‘our weapons are useless’ and autobreak, almost fleeing off the table but as it happens just back behind the Aegis. My luck is holding so far.
Argghh! It's the mega smurf! Run away!
My turn and two units of
LotD come in along with the
LS. The melta goes after his Rhino and the 6 man
TAC behind the ruins, seeking the easy kill point. The Plasma team drops near the Centurions, hoping to draw their fire away from the squishier scouts and sternguard. The
LS comes on from my edge and just makes the 12” move to get behind the Ironclad. My Librarian cast invisibility on himself, and charges Tiggy attempting to tar pit him for the remainder of the game. Scouts, remaining
DEVs and Sterngaurd fire on the 10 man
TAC squad, whittling them down to 7, but they would hold. The
LS manages to immobilizes the Ironclad and stop him rampaging through my lines, while the
LotD plasma team kill two of the Cents (how hilariously good are plasma weapons at killing Cents!?!?).
Combat between the Libby & Tiggy ends in a stalemate, both taking a wound off each other.
Turn three, and somehow we are running out of time and it looks like this will be the last turn – time to maximize the kill points!
Nothing much moves for my opponent, and Tiggy being tied up in combat means he has nothing to cast. The formerly 10 man
TAC kill off the scouts and advance on the
ADL , while the Storm Raven and Talon finally take out my Dread. The remaining Centurion manages to kill to kill
LotD, and the Ironclad takes out another
DEV, but it’s not enough for my opponent to claw it back.
My turn, and the remaining
LotD arrive (phew!) all my firepower is on the board – time to make it count! I move nothing, and get no psychic powers off either. Shooting and the Cents are wiped out by the remaining plasma
LotD squad, while the second Plasma team come in and help wipe out the 10 man
TAC threatening my lines. The
LS only manages to glance the Ironclad, while the two melta
LotD fail to take out any of the backfield targets.
In combat, I fully expect to lose my Libby as I failed to get Invisibility off. In a surprising turn of events, he not only survives, but kills Tiggy! This gives me another kill point, as well as Slay the Warlord.
Tiggy go bye by
And with that momentous event the game, as well as
FA GT 2014, is over.
The lads celebrate their survival. Well done lads. Go get yourselves a drink.
He killed three units and has line breaker, while I killed five units and pick up Line breaker, first blood and slay the warlord .