Warhammer 40,000 Battle Report #42 – Astra Militarum vs Iron Warriors
Welcome
back once more! Today we’re taking a break from the regularly scheduled
programming of ATC test runs, and putting through a 1,000 point campaign game
in the Stulte Mors system. This game features the first game in Hutch’s return to
the Astra Militarum, with my old Iron Warriors making their return with the
rules of the Imperial Fists. We’re both old hands with these armies, but fairly
new with the rulesets we’re using.
Stulte
Mors is collapsing under the barrage of assaults it has endured, and the
capital of Hive Siper is breached in many places. The outer defenses are being
overrun, and the Imperials have no choice but to grit their teeth and dig in to
defend these last precious defenses. If they fall in large enough numbers, the
city will become prey to the roaming packs of Chaos Space Marines and xenos
that endanger the planet.
For
our mission, we decided to reverse the roles since our armies were somewhat
designed for the other player’s mission. Hutch’s Astra Militarum represented a
foot-mobile infantry company, designed to cover ground and overwhelm the enemy
through sheer force of numbers. My Iron Warriors, on the other hand, were
designed to represent the defenders of an artillery pit. It didn’t take us long
to cook up the required story.
Sergeant
Danaus had led his Iron Warriors in a charge against the enemy lines in recent
weeks, shattering the defenses and taking them like any Iron Warrior veteran
would against inferior opponents. As he consolidated his gains, however, he
realized that the other forces of Disorder on his flanks had failed
spectacularly, being driven back to their initial positions. The Imperium has
now surrounded his position, planning to drive him from the hastily repaired
defensive positions and into the guns of those waiting on the walls of Hive
Siper itself. A company of Cadians has flanked to their rear, and will be the
first to try their luck against the cut-off Iron Warriors. With an order to fix
bayonets, they have launched their assault through the blasted ruin of No Man’s
Land, determined to recover their own fortifications from the hated enemy.
The Armies
Cadian
32nd
Astra
Militarum – 1,000
Combined
Arms Detachment
HQ
Company
Command Squad: Astropath; Company Commander has Volkov’s Cane
Primaris
Psyker: WARLORD
Commissar
Priest
Priest
TROOPS
Infantry
Platoon
-
Platoon
Command: Krak Grenades, Lieutenant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
Infantry
Platoon
-
Platoon
Command: Krak Grenades, Lieutenant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
Infantry
Platoon
-
Platoon
Command: Krak Grenades
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
-
Infantry
Squad: Krak Grenades, Sergeant has Melta Bombs
FAST
ATTACK
Armored
Sentinel: Multi-laser
Armored
Sentinel: Multi-laser
Armored
Sentinel: Multi-laser
Sidirou
Sto
“Iron
Warriors” – 1,000
Unbound
Iron
Warriors (Space Marines)
Imperial Fists Chapter
Tactics
TROOPS
Chosen
(Sternguard Veterans): Rhino transport
FAST
ATTACK
Breacher
Squad (Assault Squad): 2x Flamer, Rhino transport
HEAVY
SUPPORT
Centurion
Devastators: 3x Twin Lascannons, 3x Missile Launcher, Sergeant (WARLORD) has Omniscope
Thunderfire
Cannon
Mortal
Contingent (Astra Militarum)
Infantry
Platoon
- Platoon Command
- Infantry Squad: Flamer
- Infantry Squad: Flamer
- Heavy Weapons Team: 3x Autocannon
Field
Gun (Basilisk)
After Action
Review
That
was PAINFUL. The Imperial Guard did what they do best, and they died in droves
trying to take the position away from the Iron Warriors. However, the Iron
Warriors did what they do best, and they defended against all attackers.
When
we started setting up armies, I was intimidated by the sheer number of models
he was bringing to the field. I didn’t have that many infantry, and I expected
him to roll up my traitor guardsmen quickly and then turn the numbers game
against my Iron Warriors. I knew he would struggle to ever kill the Techmarine
manning the Thunderfire, and the Centurions were pretty well safe from any
attack. Still, I worried that the presence of bodies would completely overwhelm
my lines.
Then,
the artillery fired. I forgot how brutal Thunderfire Cannons are to enemy
infantry, and it did the trick in this game for sure. It almost felt like
watching the opening engagement of the Battle of the Somme; the poor fools
stepped out of their trenches, only to be swept away in a storm of unrelenting shrapnel.
My
opponent would have benefited from some artillery, and I think he said the same
as the game was drawing to a close. He spent so many points on grenades that he
also hurt his numbers quite a bit; he could have had almost twice as many
Guardsmen. He said that he was testing out a theory, to see if the swarms of
Guardsmen could overrun enemy transports and maintain field presence. Against
so much incoming lead though, it just made no difference.
The
terrain didn’t do him any favors, either. Almost nothing I fired gave him cover
saves, and the Sentinels were easy targets with the Centurions having nothing
better to do. He simply wound up bogged down and slaughtered as fast as he
could advance. The futility of frontal assaults hit me full-force during this
game; I’m just glad it was only plastic toys that we were butchering.
Expect more from the Astra Militarum and the Iron Warriors soon, as
the war for Stulte Mors grinds on!
Comments
Post a Comment