Battle Report – Supply Retrieval
The
Dicehead Campaign is entering the final stretch of this leg. The Tyranids and
Chaos have overwhelmed the moon designated as Castra I, and the Imperials are
doing their best to evacuate what supplies they can manage. The mission for
this week seemed very much plain and straightforward at first glance, but we
realized when planning armies that each faction would most definitely be
fighting for its own goals.
Surat still felt
the aches in his flesh. While the Apothecaries had done their best to stitch
him back up and get him in the fight, the Devourer organisms had done
incredible damage to his musculature. He still didn’t have full range of motion
in his sword arm, and his movements felt stiff and slow.
He would not
back down from this mission, no matter the cost. The moon of Castra I had
consumed enough Imperial blood to drown entire cities, and it still seemed
unsatisfied. The Relictors had paid their pound of flesh, but Chaos could not
be allowed to control the system.
For the time
being, the abominable Tyranids were following a course of action that was only
strengthening the desires of the dark powers. Their consumption was coming full
circle on the moon, and vast tracts of cities and wilderness had become cold
and lifeless. Even now, one of the vast bio-ships had moved into low orbit and
was suckling the life from Agora’s satellite.
The dead
defensive network was only a few hundred yards away. Swarms of Tyranid
monstrosities were rampaging through the nearby city, and the Relictors were
determined to complete one last supply run.
Surat turned to
his Vanguard Veterans, and sadness filled his heart. Too many of them had
perished in this campaign; only a few wounded were recovered from the last
confrontation with the alien beasts. “Quick sweeps,” he ordered. “Check each
trench for unopened munitions and fuel canisters. We get in and we get out,
quickly.”
He snarled
before he conceded his next point, looking up in hatred at the hive ship. “This
moon belongs to them now.”
Supply
Retrieval
The Mission
The
Space Marines will be working through this defensive position to gather
abandoned munitions and fuel. They race to do it before the Tyranids arrive!
This
mission followed the normal setup and nominally followed the rules for Crusade.
It used random deployment types; we rolled Vanguard Strike. There were two
specific parameters we would be fighting over for this mission. First, the
Space Marines were to capture as many objectives as possible. Second, they were
to keep their casualties to less than 75%. As the forces of disorder in this
mission, it was my job to foil these plans, preventing him from capturing
objectives and slaying as many Space Marines as possible. This mission is not a
win or lose for the Space Marines; they are merely attempting to preserve their
forces and recover supplies for a tactical withdrawal to Castra II. The results
of these missions throughout the week will help determine details of the
Apocalypse Mega-Battle on Saturday, March 8th.
With
the mission in mind, we each set to building our forces. Since I did not need
to control objectives, I went for a very end-stage Tyranid swarm, formed of
masses of tough critters, and not a single Gaunt to be seen!
The Armies
Relictors
2nd Company
Space
Marines – 2,000
The
Ork and Tau fighters are standing in for Stormtalons; the red Whirlwind is
standing in for a Stalker.
Chapter Tactics:
White Scars
HQ
Captain
Surat (Kor’sarro Khan): WARLORD
ELITES
Vanguard
Veteran Squad: four additional Veterans, 2x Power Mauls, Rhino transport with
Dozer Blades
TROOPS
Tactical
Squad: five additional Space Marines, Plasma Gun, Sergeant has Combi-Plasma,
Rhino transport with Dozer Blades
Tactical
Squad: five additional Space Marines, Plasma Gun, Sergeant has Combi-Plasma,
Rhino transport with Dozer Blades
Tactical
Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns
Tactical
Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns
FAST
ATTACK
Land
Speeder Squadron: one additional Land Speeder; each has a Heavy Bolter and a
Typhoon Missile Launcher
Stormtalon
Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
Stormtalon
Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
HEAVY
SUPPORT
Devastator
Squad: three additional Space Marines, 4x Heavy Bolters
Devastator
Centurion Squad: Twin Lascannons, Missile Launchers, Sergeant has Omniscope
Stalker:
pintle Storm Bolter
Hive
Fleet Nug – Consumption Swarm
Tyranids
– 2,000
The
Tervigon is playing a Tyrannofex today, and the Zoanthrope is representing a
second Venomthrope.
HQ
The
Swarmlord: WARLORD; Catalyst, Warp Blast,
Paroxysm
Tyrant Guard: one additional
Tyrant Guard; Rending Claws and Scything Talons
Tyranid
Prime: Lash Whip & Bonesword, Deathspitter
ELITES
Hive
Guard Brood: two additional Hive Guard, Impaler Cannons
Hive
Guard Brood: two additional Hive Guard, Impaler Cannons
Venomthrope
Brood: one additional Venomthrope
TROOPS
Genestealer
Brood: four additional Genestealers, Broodlord; The Horror
Warrior
Brood: two additional Warriors; one has Scything Talons and Barbed Strangler,
four have Scything Talons and
Deathspitters
FAST
ATTACK
Hive
Crone: Cluster Spines
Harpy:
Twin Heavy Venom Cannons, Cluster Spines
HEAVY
SUPPORT
Tyrannofex:
Acid Spray, Stinger Salvo
Exocrine
Pre-game
In
this game each of our Warlords came with a preset Trait; Khan gave my opponent
Champion of Humanity, while The Swarmlord gave me Synaptic Lynchpin. Our
pregame roll determined that there would be no Night Fight on Turn One.
While
it is standard practice per the Rulebook to place objectives once Deployment
Zones have been determined, we find it is more challenging and fun to place the
objectives first. An army rarely gets to choose where its objectives will be
when the fighting starts!
Four
of the objectives went around the perimeter of the central hill, where the
fortifications were deployed. One objective was placed off in the edge of the
ruins, to represent high-value targets that the Space Marines would be looking
to extract from the warzone. With the table set, the Space Marines chose their
Deployment Zone, and also won the roll to determine who would set up first and
have the first turn.
The
Space Marines chose the corner with a high vantage point that overlooked the
majority of the objectives. The Devastator Centurions took up the high ground,
with the Stalker deployed at the base of the building to defend against
incoming enemy air forces. The Land Speeders deployed at the base of the
building to react to the Tyranid deployment, and the Rhinos and Razorbacks
deployed forward against the base of the hill.
I
knew I had to break over the top of the hill and into the defenses as quickly
as possible. There was nothing blocking line of sight, and the Space Marine fire
support elements were set to tear me apart if I didn’t get stuck in quickly. I
deployed my Venomthropes behind the Bastion in the edge of my Deployment Zone,
and then each squad went along the edge of the line, giving Cover Saves to the
squads behind. The Hive Guard and Warriors went in the lead to get range as
quickly as possible, with Swarmlord and the Tyrannofex/Exocrine duo pushing up
close behind. Finally the two Flying Monstrous Creatures deployed in the ruins
where they could react to the incoming Stormtalons.
The
Genestealers completed deployment by Infiltrating in front of the rest of the
Tyranids. The Relictors launched their Scout moves, surprising me by pushing
forward into the fortifications and trench systems. Smelling blood on the wind,
Swarmlord attempted to Seize the Initiative. The die skidded across the table
as a 6 before bouncing in a dip and coming up as a 4.
The
Space Marines would get the first move.
One
objective is near the building in the top right corner of this photo. Another
is in either trench, with one in the open in front of the nearest Rhino. The
final objective is barely visible, to the right of the distant bunker.
Turn One
Captain
Surat and his Vanguard leapt up the flank and disembarked into the ruins, ready
to do battle with any surviving Genestealers. The two full-strength Tactical
Squads also leapt forward, with one leaping out near the front line. The
Razorbacks moved to gain better fire points, and the Stalker clanked across the
backfield to line up shots of its own.
The
Tactical Squad and the Land Speeders opened fire on the Genestealers, supported
by the Bolt Pistols of the Vanguard Veterans. Eight of the nine Genestealers
were cut down through the heavy Bolter fire. Next the Devastators opened fire
on the roosting Hive Crone, scoring a single wound that was lost harmlessly in
the poisonous fog of the Venomthropes. The Centurions fired their significant
weaponry on the Exocrine, who was being shielded by the Tyrannofex. Thanks to
the Venomthropes, it only lost one Wound.
The
Relictors make their move, rapidly occupying the defensive positions.
Swarmlord
handed off Preferred Enemy to the Hive Guard on the left flank, before casting
Paroxysm on the Vanguard. They failed their Deny the Witch attempt, and he
reduced their Weapon Skill and Ballistic Skill by 3. Next he cast Catalyst on
himself and on the Hive Crone, providing Feel No Pain to each unit. The
Broodlord attempted to Pin the Vanguard with The Horror, but they passed their
check exactly with an 8.
As
the Tyranids begin their assault, the Space Marines break away from combat and consolidate
their positions.
The
two flying monsters remained stationary in cover, awaiting the Space Marine
Flyers. The rest of the army advanced up
the hill, looking to mix it up with the advancing Space Marines.
The
Hive Guard on the left had two models in range to the Land Speeders. Thanks to
The Swarmlord’s Preferred Enemy, they scored four out of four hits and
destroyed both of the Land Speeders. The second brood of Hive Guard Wrecked the
Rhino that still carried its soldiers. They were Shaken and Pinned as a result
of the wreck. One of the Marines was slain by a blast from the Exocrine. The
Tyrannofex unleashed his Acid Spray and Stinger Salvo on the debarked Tactical
Squad, killing five of them with the combined fire.
The
Broodlord and the final Genestealer assaulted into Surat and his veterans. The
two armed with Power Mauls managed to overcome the Paroxysm long enough to slay
the final Genestealer, and the Broodlord was unable to harm them in return.
Since he was Fearless for being in Synapse Range, the veterans used Hit &
Run to leave close combat. The Tyrannofex launched an assault against the squad
he had damaged, but didn’t hit with any of his attacks. These Marines also used
Hit & Run to leave close combat. Swarmlord charged the Rhino that had
carried the Vanguard to war, turning the APC into a fireball of expanding shrapnel
and spent armor.
Space Marines
Control 0 Objectives
Casualties <
75%
Additional Space
Marine Victories: None
Additional
Tyranid Victories: First Blood
Turn Two
The
Space Marines quickly find themselves pressured across their front, with
Swarmlord leading the charge.
The
Space Marines quickly moved away from the advancing wall of monstrous chitin,
calling in fire support from the surrounding elements. One of the Stormtalons
zoomed onto the table, drawing down on the nearest Hive Guard in an attempt to
keep them from destroying any more mechanized elements. Surat and his Vanguard
dropped back from Swarmlord, and the Tactical Squad repositioned to fire on the
advancing Tyranids. One of the Razorbacks moved in to fire on the Tyrannofex,
and the other scooted away from the main battle to extract the HVTs in the
ruins.
The
Venomthropes had moved onto the Bastion in the previous turn; the Centurions
engaged the Bastion, only managing a single Penetrating Hit. My opponent
pointed out that the Space Marine statue in the center of the table was
providing me with a Cover Save of 5+, which I promptly passed. The Stalker
managed to miss with all of its Snap Shots, and the Heavy Bolter Devastators
fired on the Broodlord, to no effect. They had spent the turn climbing to the
roof of their Bastion, since the outer facing wall contained only one fire
point.
The
Stormtalon drew down on the Hive Guard and cut one of them apart in a flurry of
high-caliber shells. As the smoke cleared on an abysmal Space Marine shooting
phase, the Tyranids leapt into action.
Surat
finally sees the orchestrator of this campaign of death.
Swarmlord
gave the Warriors Preferred Enemy before casting Catalyst on himself and on the
Exocrine. He attempted to cast Paroxysm on the Vanguard once more, but he
rolled an 11 for his Psychic Test. The squad that had spent the previous turn
Pinned became the target of the Broodlord’s psychic power, and they were Pinned
once more. With psychic powers used, all organisms advanced on the enemy. The
Hive Crone left cover and soared into the air, ripping the Stormtalon in half
as it screeched in predatory hunger. The Harpy rushed into position near the
HVTs and opened fire on the Bastion, reducing its armor value by 1 for the rest
of the game. The three Hive Guard fired on the Stalker, destroying its AA
cannon and removing a second Hull Point with a Glancing Hit. The two surviving
Hive Guard from the attack run fired on the nearest Razorback, failing to do
any damage. The Tyrannofex managed to kill one more Tactical Marine with its
shooting.
The
Exocrine opened fire with the large bio-plasmic blast on the Vanguard,
incinerating five of them despite their position in the trench. A moment later
the Warriors opened fire with Deathspitters and a Barbed Strangler, cutting the
rest of the Vanguard down and wounding Captain Surat.
Swarmlord
and the Warriors each failed to make a charge with Captain Surat, but the
Tyrannofex ploughed into the Tactical Squad once more. Four Krak Grenades
managed to wound the beast, but his armor stopped all the implosive damage. In
return he killed two more Space Marines, causing the two survivors to break and
fall back. The Broodlord charged into the surviving Rhino, but failed to do any
damage.
At
this point my opponent decided to concede both victory conditions to me and
call it a game.
Space Marines
Control 0 Objectives
Casualties
>75%
Additional Space
Marine Victories: None
Additional
Tyranid Victories: First Blood
Tyranid Victory
Captain Surat
pushed himself up from the trench floor with a curse. Red icons filled his
visor, warning him of half a dozen compromises in his armor’s integrity. His
Vanguard were scattered around the trench; some of them were filled with
puncture wounds, and others were scarcely recognizable lumps of charred flesh.
Two of them showed signs of residual life, despite their terrible wounds. Surat
clamped a hand around each of them and started dragging them away from the
trench network.
The Rhino at the
front of the trench system exploded in a shower of hot metal plating, and a
massive Tyranid leader-beast stepped through the conflagration. His cold alien
eyes locked with Surat’s, and the Captain knew this monster was responsible for
the consumption of Castra I.
There was
nothing he could do about it now. The supplies were already cooking off as a
fire spread from ruptured fuel drums. Surat bit back his frustration at the
useless waste of his Veterans’ lives.
“All elements,
fall back,” Surat snapped into the vox link. Requests for confirmation flooded
the link.
“Fall back to
the landing zone!” he roared. “The enemy owns this cursed moon. We will regroup
and continue the fight from Castra II.”
Post-Game Thoughts
While
my opponent had taken a beating during the first two turns, I think he still
had a shot at making a game of this one. He was closing on the isolated
objective with one of his Razorback squads, and I was far from certain of being
able to roll them out of the ruins nearby. His Troops were starting to endure
telling casualties, and the hill was going to be a bloody fight no matter what.
With that said, his support assets were mostly intact, and the Centurion
Devastators were making certain that an uncontested march of my Monstrous
Creatures wasn’t possible. I would have liked to see this one play out for a
few more turns, because a few poor bouts of Cover Saves could have seen my army
in serious trouble.
This
was my first time trying both the Tyrannofex with Acid Spray and The Swarmlord,
and I liked them both. Swarmlord rolls enough power at Mastery Level 3 to
prevent a bad roll taking his psychic buffs out of the fight, and his Swarm
Leader special rule made the Hive Guard feel much more solid at accomplishing
their goal. Plus, he’s still a beat stick in close combat; I would have liked
to have reached Captain Surat and taught him a lesson for picking on my Prime
in our last contest!
Ultimately,
it was fun to play a mission where the Space Marines were working to
objectives, and the Tyranids were concerned only with consumption. It felt
fluffy, and allowed me to take units I normally cannot fit into a standard
list.
The
consumption of Castra I continues unabated.
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