This'll probably be pretty boring as it's only a 200 pt game, but what the heck it's good practice for me for writing batreps. Also an apology for the rather poor pictures, we had a cell phone handy, so that's what we used.
This is game 1 of an escalation tournament run by Blacksails at our local club. We start with 200 points and increase by 200 pts each week/other week depending on his discretion. All models must be painted and reasonably
WYSIWYG. Disclaimer on the following pictures, I brought my freshly painted models down to the clubroom at our university...only to find it locked! This left me and 3 others to reschedule our games. Myself and the Chaos player found a free hour to play, and we didn't waste time running around to grab our pretty toys. Please don't hit me Blacksails, I swear it won't happen again (as long as the room is open)
Guard: 200 pts - those red guys look...friendly
PCS infantry squad w/flamer, sergeant has a
PW and Meltabombs
infantry squad, sergeant has a
PW, and a commissar with a
PW The 2 infantry squads combine into a blob for stubborn awesomeness
Chaos: 189 pts - BLOOOOOOOOOOOD FOR THE BLOOD GOD!
9 Khorne Berserkers
We played on a 4x4 table, deployment was spearhead, mission type was capture and control with 3 objectives. I know this is silly, as it's hard to hold objectives when you've only got 1 unit, but it gives us a bit more flexibility than just tabling the other player.
The Chaos player deployed and went first
Turn 1: the Berserkers move up, and run 3 inches
I sit back in my deployment zone, give the blob
FRFSRF. That gives me 36 lasgun shots. 14 hit, only 4 guardsmen remembered to charge their battery packs, unsurprisingly theirs were the only shots to wound. He saves 2.
Turn 2:
The berserkers continue to move up, and run 6 inches. They continue to zigzag into cover to reduce the number of guard with
LOS
I shift the blob 4' to the right (I wanted more, but the difficult terrain roll limited me) to line up more shots. Alot of the squad was out of 12' after that. With
FRFSRF I got 18 shots for 8 hits and 3 wounds. The berserkers shrug off the puny flashlights and save all the wounds.
The command squad is equally ineffective.
Turn 3:
The berserkers are finally in range to get some blood. They down 2 guard with their bolt pistols before assaulting the lines of the infantry blob.
They have 28 attacks on the charge, scoring 15 hits and 12 wounds. They behead 9 guard and hastily stow their skulls for later.
In return the guardsmen drop a berserker with a bayonet to the eye, and the sergeants drop 2 with their
PW's. The Commissar is too busy planning what he'll say if he gets to summarily execute someone to bother helping at all.
I charge with the
PCS in my turn, for a total of 12 attacks (with the remnants of the blob). 5 hits and 2 wounds, and that power armour pulls through again. The sergeants and commissar get 5 hits, but also forgot to charge their battery packs and only wound and kill one. In return his remaining 5 berserkers throw down 9 wounds, thanks to the massive amount of flak armour and bits of guard clogging their chainswords/axes, only 4 guardsmen are killed.
Turn 4:
The berserkers wound 4 more guard, and kill three. This leaves the sergeants and the commissar as the sole survivors of the blob squad.
The sergeants under the supervision of the commissar kill a berserker apiece.
In my assault phase, the last berserker kills both sergeants, before the commissar summarily executes him. The command squad also dealt an unsaved wound, as is customary, to ensure that he's actually dead and not faking.
The results... I tabled my opponent and had 75 points left between a full
PCS and one bad ass commissar.