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Crazed Mobs Battle Report 1: Imperials

Invasion of the Crazed Mobs

Rules

Horror Scenario: Invasion of the Crazed Mobs

Battle Reports

Battle 1: Imperials

Protagonist:
Inquisitor with acolyte, combat servitor, and servo skull
Platoon Commander with four guardsmen
Guardsman squad with flamer and autocannon X 2
Death cultist
Psyker Choir with four psykers

The cultists rolled 6 special weapons but elected to save them for future assaults. (I this was played before I changed the role form D6 to D3 + 2)


Assault 1

Turn 1

Protagonist: Defenders open fire and a few crazies fell. The platoon commander gave the order of “first rank fire” and 6 crazies died due to mass lasgun fire. The Choir kills 3 more crazies with their attack. 11Crazies slain.

Crazies: A group of crazies jump aboard the jeep and approach the fort firing wildly. The rest of the crazies charge the defenders' position. Mad Eye guns down one of the imperial guardsmen through a fire port and two more imperial guardsmen are cut down from the fire from the jeep’s occupants.



Turn 2
Protagonist: The platoon commander continued to give instruction to the guardsman who hose the approaching mobs with fire. Only one falls due to an impressive amount of armor saves (4 6+ saves made). The choir blasts away at a mob slaying 4 of the crazies, reducing the mob to only two cultists.

Crazies: The jeep pulls up near the fort and the mob disembarks. They riddle the door with their gunfire blowing it off its hinges. Another reduce mob on the other side also succeeds and blasting an opening in the fort. Mad Eye attempted to plug another Guardsman but found his shot blocked.


Turn 3 Protagonist: A squad of Guardsmen assisted by the death cultist move to assault the mob that just jumped off the jeep. Hoping to dispatch the mob and embark they loss 4 guardsmen in the attempt and are bogged down by two surviving crazies. The inquisitor kicks open the door and assaults the two crazies approaching his location, using his hammer hand power he crushes them with his glowing fist. 29 crazies slain in total.

Crazies: Another door is gunned down and the combat for the jeep has stalemated with a single casualty on each side – the one remain cultist holds back the imperials. Mad Eye takes a shot at the Choir but fails to wound.



Turn 4 Protagonist: The Choir takes a shot at Mad Eye but the shot deviated away from its mark. The death cultist cuts down the crazy, which then allowed the imperial guard squad to board the jeep. The sergeant takes the wheel and drives through two units of crazies killing a total of 8 with the jeep sustaining no significant damage. One heavily reduced unit of crazies breaks and runs away. The jeep continues to benefit the defenders as the guardsmen manning the heavy stubber strafes the tower and puts a wound on Mad Eye.

Crazies: remaining mobs are greatly reduced and unable to make an impacted against the defenders.


Turn 5 Protagonist: The defenders wipe out the remaining mobs. The choir draw upon the warp and light up the tower with psychic force – Mad Eye is no more.



Casualties: One whole guardsmen unit and six members from the other IG unit

Recovery: 2 imperial guardsmen from one squad and only the autocannon crew and two guardsmen from the other. All others are KIA.



Conclusion: The protagonist managed to completely wipe out the mobs which is quite accomplishment. Having the jeep right outside the fort and slaying Mad Eye are large boons for the imperials, but they also have three of their doors busted down and a large number of casualties. The crazies also have a large bag of tricks that they have not yet tapped. Assault 2 to follow soon.


Assault 2

Deployment:
Crazies cashed in 5 of their 6 special weapons and distributed 2 demo-charges, 2 flamers and a powerfist to the mobs. Also the attack dogs are brought into the game.



Turn 1 Protagonist:
The platoon commander leads his assistants and makes a grab for the jeep. Taking up the heavy stubber the commander cuts down 2 members of the nearest mob, one that is particularly threatening to the jeep due to its possession of a demo-charge. The IG squads were unable to accomplish anything other then produce a lot of noise with their barrage. The psykers target another mob but only claimed one of the cultists.

Crazies:
The mobs all run towards the defenders.



Turn 2 Protagonist:
The commander gave his firing instructions as the jeep drove right into the demo-charge mob in an attempt to run down as many of the cultists as possible killing 5 of the cultist without sustaining harm to the jeep. The Guardsmen blast away at the remaining 3 crazies killing 2 of them – unfortunately for the crew the demo-charge carrier survived the assault. The choir kills 2 more with their blast and the two IG squads killed 5 more cultists forcing the mob to fall back.



Crazies:
The mob that was falling back regroups. The handler releases the dogs who then advance upon the fort. The demo –charge cultist throws the bomb at the jeep but is slain himself when it deviates back to him leaving the jeep completely unharmed but painted with a coat of gore. Due to forgetfulness on my part the dogs don’t assault.





Turn 3
Protagonist:
Jeep moves to intercept the dogs. The choir kills 3 more crazies and the jeep squad kills 4 dogs the surviving animal flees. Two more cultist die by the IG squads’ fire. The inquisitor and his retinue aided by the death cultist charge an approaching mob in effort to rob the squad from utilizing their flamer. Two cultist die in the combat but manage to kill the combat servitor and the acolyte and put a wound on the inquisitor. A squad of IG charged out and attacked an approaching mod armed with a flamer and demo-charge. By locking them in combat the mob’s most powerful assets.



Crazies: The handler attempt to leap into the combat and is cut down. The IG best the mob they were fighting and see them off.

Turn 4: Protagonist:
The IG squad that victoriously fought off one group turned their attention to a mob approaching the fort brandishing a flamer. They managed to reduce them mob but the flamer-armed lunatic was singed but still a prevalent threat. The IG squads throw their fire into the mix and reduce the mob to one – the flamer. The Inquisitor kills 3 of the crazies and frees himself from the combat, but losses a wound and his little floating skull. A mob assaults the IG inside the fort.

Crazies:
The flamer-armed crazy sprayed the IG and then assaulted them. The cultist fighting inside the fort wipe out the IG who had no where to flee when they broke.



Turn 5 Protagonist: The Commander comes to the aid of the IG squad fighting the one crazy with the flamer. The jeep runs down the model freeing the unit, but she must have gummed up the axle as the jeep became immobilized right by the fort. The defenders turn their attention to the mob standing inside the fort that had just butchered their comrades. Between the flamer hit, and the intervention of the death cultist and inquisitor wiped out the mob and removed the last of the crazies.



Casualties: The inquisitor’s retinue, 5 IG and both heavy weapon teams of which one guardsman, an acolyte, and a heavy gunner crew recovered the rest succumbed to their injuries.

Conclusions: The jeep is immobilized and the defenders are further reduced by the assault. Al that’s left to see is if the squad can survive the final assault and the presences of the leader of the crazies. Assault 3 coming soon.


Remaining models:
Inquisitor with an Acolyte
Commander with 4 assistants
IG Squad 1:One autocannon team
IG Squad 2:One Flamer, Autocannon team, and a regular IG
Death Cultist
Psykers: 4 psykers and one handler
17 models total


Assault 3

Deployment: With about half the defenders remaining and the their jeep immobilized this is going to be a real nail bitter. The crazies are using their infiltrators and bringing in their leader. Also the last special weapon is used to give a mob a power fist that mob is coming from the same table edge as the leader’s enhanced retinue.





Turn 1 Protagonist: The death cultist immediately jumps on the immobilized jeep and took up the heavy stubber. The psykers, commander’s unit, and the death cultist direct their fire against the mob unit bearing a powerfist – five casualties from the barrage the mob passed its break test.

Crazies: All units run at the defenders save one group that fire at the isolated death cultist, she takes a wound.

Turn 2 Protagonist: The Choir hits the leader’s retinue dead on with their attack but only manages to kill two of the mad men thanks largely due to them having the feel no pain rule. Commander unit continues to pick on the powerfist mob killing 4 leaving only the model with the powerfist who breaks and runs. The death cultist returns fire at the mob that dealt injury unto her, she kills 2 of them.




Crazies: The infiltrators arrive and batter through the basement door. The models emerge through the portal threatening the defenders from within. A mob fires into the fort removing the autocannon team and completing the destruction of the IG squad. The leader’s retinue open fire at the last intact door the fort possesses – the barrier stood up to the hail of laspistol fire, but was finally blown to splinters from the leader’s bolt pistol. The mob attacking the death cultist continue to advance and fire upon the jeep. It was the structure of the vehicle that saved the death cultist’s life. But her fortune was short lived as the mob assaulted her; she manages to cut down 1 before being overpowered.







Turn 3 Protagonists: Deciding to take the fight to the enemy the inquisitor, commander’s unit, and the psykers move to intercept the leader’s retinue. The surviving individuals of an IG squad react to the infiltrators. Two of them are slain by the flamer and the IG attack the remaining 3 invaders. The Psykers unleash another storm on the leader’s mob and kill 2 of them; the commander’s unit kills another 2. The inquisitor and his trusty acolyte charges the leader’s unit. Using his hammer hand power and punches through 4 of the cultist leaving only the leader. The head villain responds by thrusting his power sword at the inquisitor but impales the acolyte who threw himself in front of his lord sacrificing himself. The leader takes a single wound because of the no retreat rule. The infiltrators breaks the IG and destroys the unit as they had no way of escaping the mad men.

Crazies: The mob that just slaughter the death cultist turn their attention to the psykers and guns down 2 of them. The infiltrators attack the commander’s unit killing 3 of the assistants and losing 2 of their numbers – the commander is now on his own. The inquisitor attempts to use hammer hand but rolled two 6s and takes a wound. Despite his difficulty the inquisitor strikes down the leader with his power weapon. The psykers are wiped out but managed to take 2 of the lunatics with them.



Turn 4 Protagonist: Inquisitor charges to the aid of the commander and cuts down the infiltrators. The grateful commander joins with the inquisitor and assaults the mob standing over the bodies of the psykers. The two men kill 3 of the crazies and drives off the rest of the mob. The duo then consolidate into the fort to see off the rest of the hostiles.

Crazies: Two mobs are left to engage the last two imperials, both mobs advance in order to assault the last of the defenders. One mob fires at the two men putting a wound on the inquisitor. They then charge but fail to inflict any wounds on the defenders and take some casualties of their own.



Turn 5 Protagonist: both man are locked into combat with the mob and the commander is pulled down and slain, the inquisitor kills some more crazies.

Crazies: The last unit of crazies enters the fort and assaults the inquisitor while he is trapped fighting his current mob. The inquisitor cuts down 3 of the crazies, but is overpowered by the remaining lunatics and pulled to the ground. Defenders are wiped out with 10 crazies remaining.



Conclusions: The game basically played out in the manner I intended. It was a shame that the dogs had such a low impact, but I am fairly pleased with game overall. It plays a bit faster then my zombie scenarios, which makes sense as it doesn’t possess as many rules or shambling invaders.

My two favorite moments involved the jeep. First when the crew to a manage chance by targeting a mob that had a demo-charge in order to remove the threat and fail to do so only to have the cultist blow himself up. The second was the death cultist taking up the heavy studder and sacrificing herself to the mob in order to slay as many as possible. Another moment of note was when Mad Eye was taken out by the jeep crew and pysker choir. Mad Eye’s zombie counter part was always a big frustration and direct threat to the poorly armored jeep and getting to pop him was quite a boon to the protagonist.

The jeep is a major player in the game, but to fully utilizes its abilities you have to subject it to a lot of risk. Running down crazies is fun until one breaks the axle like what happened during the game. Ramming a mob only to be stuck is pretty much a death sentence to the crew.

The game ended with the imperials losing but it really could of gone either way. If the jeep was not immobilized at the end of the 2nd assault it would have been very useful to the protagonists and would have likely turned the tide against invaders. It would have been fun to ram into the leader’s retinue in a suicidal strike, but seeing how the dice gods save the jeep from the demo-charge I don’t have much room for complaint.

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