The Battle of the Boltgun
Mission Source: Battle Missions
Mission: Cut and Run (Orks)
Points: 2000
Armies: Emperor's Shields Sternhammer
Detachment / Tzeentch CAD
Following Ahriman's
trouncing of the Librarian Conclave, an almost recovered Captain
Lysander orders 3rd Company, with Dreadnought and 1st
Company support, to take control of the battlefield, recover the
bodies of the fallen Conclave and their bodyguard, and to capture
Ahriman so that he can face justice for ten thousand years of
treason.
Ahriman and his badly
wounded protege had pilfered through the items of the fallen
Librarians. They were both keen to explore the mysteries of the Bones
of Osrak, but they knew that would have to wait when they watched a
new wave misguided brethren disembarking from Thunderhawks and
advancing on their position. The fools would never learn.
This mission is kill
points, with Troops and Dedicated Transports worth 1 point, HQ 3
points, and everything else 2 points. We rolled randomly for the
mission, since we had already done two of the Marine missions, and
the last one is their Attack mission.
Emperor's Shields (Sternhammer IF Detachment) [Core]
Captain w/ Artificer
Armour, Power Axe, Combi-melta
3 Dreadnoughts w/ Heavy
Flamer, Assault Cannon
Tactical Squad 1 w/ Flamer,
Missile Launcher
Tactical Squad 2 w/ Flamer,
Missile Launcher
Tactical Squad 3 w/ Flamer,
Missile Launcher
Assault Marine Squad,
Power Sword, 2 x Flamer
Devastator Squad w/ 4
Plasma Cannons
1st Company Task Force [Auxilliary]
Vanguard Veterans, Power
Sword
9 x Sternguard 1
9 x Sternguard 2
Tzeentch Combined Arms Detachment [Black Legion]
HQ
Ahriman
Sorcerer
T
Chosen w/ 4 Plasma Guns,
Plasma Pistol, Rhino
Chosen w/ 4 Plasma Guns,
Plasma Pistol, Rhino
Thousand Sons Squad 1 (9
strong), Rhino
Thousand Sons Squad 2 (9
strong), Rhino
Thousand Sons Squad 3 (9
strong), Rhino
Thousand Sons Squad 4 (9
strong), Rhino
Setup
Mechanized line vs Infantry line. |
Both Chosen squads Infiltrate thanks to Ahriman. |
4 squads of 9 Thousand
Sons in their rhinos ready to deliver some AP3 bolter rounds to their
mortal enemies.
|
The Emperor's Shields Sternhammer Detachment takes cover among the many rock outcroppings. |
The temporary Captain is ready to lead the Vanguard in a counter attack, Sternguard lurking nearby. |
Assault Marines letting the Dreadnoughts lead the way into battle. |
Turn 1 Marines
First Blood is scored as a Rhino is wrecked, and Thousand Sons squad 1 ravaged by Hellfire rounds. |
Assault Marines wreck another Rhino, pinning the unfortunate Chosen squad. |
Smoke fills the sky early in the battle. |
The
Dreadnoughts lead the way forward, trying to forge a safe path for
their brethren to follow in.
|
Dreadnoughts
and Missile Launcher teams enjoy the smoke rising from the
friuts of
their labours, while they eye their next target.
|
3 Missile Launchers and 3
Assault Cannons combine to just wreck a Thousand Sons rhino. The
Sternguard unload some Hellfire ammunition into the heretics. Being
Fearless ensures the survivors aren't going anywhere except forward.
The
Assault squad pulls off a 10” charge after throwing a krak grenade
for a glance, hitting the as yet not moving rhino automatically with
another krak grenade in the assault, and then tearing it into a wreck
with the shriek of roaring chainsaws. The
Chosen of Tzeentch pile out of their wrecked ride, fingering their
plasma guns and pistols, but the speed and ferocity of the Marine
assault, not to mention trying to extricate themselves from the
wreckage of their trusty rhino, finds them Pinned for the time being.
The Plasma Cannon Devastators targeted a third Rhino, but not only did their shots scatter badly, but one of their weapons overheated, wounding 1 Marine.
Emperor's Shields: 3 (2 x
Rhino, First Blood)
Tzeentch: 0
Turn 1 Tzeentch
So right here is where we
definitely got some things wrong. The biggest thing we made a mistake
on in this battle was during Turn 1 Ttzeentch rolled to manifest
Doombolt (correctly), rolled to hit (incorrectly) and Marines rolled
to Deny (correctly) and Cover Saves (correctly), where applicable.
During this Psychic phase, of the 6 Doombolts cast, 2 failed to
manifest, 3 failed to hit (incorrectly), and the remaining 1 power
that got through only glanced. We are pretty sure the course of this
battle was altered fairly severely at this point. And it wasn't until
Turn 2 Tzeentch Psychic phase we realized our mistake. So, keep that
in mind as you continue reading. Trust us, we won't make that mistake
again!
That's a lot of AP3 bolters, and a lot of gone to ground Marines. |
Doombolts and AP3 bolter rounds light up the early morning darkness. |
The Thousand Sons thin the front line some, but Doombolt didn't stop the Dreads. |
9 Plasma shots only kills 4 Assault Marines, but they do break. |
The
view from the attic of the bombed out Temple.
|
The three remaining rhinos
full of Thousand Sons advance and the passengers disembark, readying
their lethal boltguns. The Thousand Sons who lost their ride also
advance, readying a Doombolt for the Dread that help cripple their
Transport. Both Ahriman and the Sorceror prepared to Doombolt their
own Dreads.
Thousand
Sons squad 1, with their ride gone, advanced and tried to Doombolt
the Dread, and missed(incorrectly.) Ahriman cast Doombolt 3 times at
Dread 3, failed to cast once, missed once, and the Dread made the
last Cover save. He also cast Tzeentch Firestorm at the Plasma Cannon
Devastators and killed 4 of them, with some help from the rhinos.
Thousand Sons squad 2 targeted Tac Team 3b (w/ Missile Launcher),
they went to ground, only losing 1. Thousand Sons squad 3 fired at
Tac Team 2a, who went to ground, losing 2. Thousand Sons squad 4
fired at Tac Team 1a, who went to ground, but lost 3. At this point,
Ahriman was not pleased. With the mass Doombolt's failing, none of
the marine squads wiped out and three functional Dreads about to
charge and tie up his Thousand squads in close combat, things were
not going as planned.
Ahriman
was pleased that the Captain, initially worried about the
Infiltrating Chosen on his flank, had moved that way with the
Vanguard Veterans. It was about the only thing going well.
On
the Tzeentch left flank, the Pinned Chosen (Purple) tried to fire at
the Assault Marines, but only managed to lose one of their own as his
ancient plasma gun exploded on him. The other Chosen (Green) fired
their plasma guns and pistols into the Assault Marines, killing4 and
making the survivors fall back.
Emperor's Shields: 3 (2 x
Rhino, First Blood)
Tzeentch: 0
Turn 2 Marines
With the Tzeentch force
disembarked and the two firing lines only meters apart, the Emperor's
Shields took careful aim and let loose their own bolter volley in the now early, though smoky morning sun.
Bolter fire crisscrosses the battlefield. |
The
three Sorcerers are feeling kind of lonely with out their automatons.
|
Auto-rallying and avoiding plasma Overwatch, the Assault Marines wipe out the Green Chosen squad. |
The survivors of Tac Team
1a and 2a snap fired at Thousand Sons squad 4, along with Dread 1
firing his Assault Cannon and Heavy Flamer, and Tac Team 1b joing ing
as well, killing 2.
Dread 2 fired his Assault
Cannon and Heavy Flamer at Thousand Sons squad 3, killing 1.
Dread 1 fired at Thousand
Sons squad 2, killing 3.
Tac Team 3a and Sternguard
2 fired at Thousand Sons squad 1, killing 4, leaving just the
Aspiring Sorceror.
The Captain and Vanguard
Veterans, seeing that the Assault Marines were holding the flank,
moved back toward the Thousand Sons firing line and Ahriman.
On
the Tzeentch left flank, the Assault Marines auto-rally, hit the
Chosen (Green) with a flamer and 5 bolt pistol shots, charge and wipe
them out, including the Veteran Sergeant who gladly accepted the
Challenge made by the Power Axe weilding Chosen Champion and then cut
him down with his Power Sword. They consolidated up to the rock
outcrop to get some protection from the now un-Pinned Chosen(Purple)
squad.
Dread 1 and 2 both failed to charge into their respective targets, leaving them rather ripe Doombolt targets. Not being able to reliably make 4" charges is becoming rather annoying.
Emperor's Shields: 4 (2 x
Rhino, First Blood, Green Chosen)
Tzeentch: 0
Turn 2 Tzeentch
This turn we did some
reading, that we should have done the previous turn to determine
exactly how beams worked, since it seemed pretty obvious upon reading
the Tzeentch powers that Doombolt was the Go To power for dealing
wirh light and medium armour. 25 minuted later, we commenced upon the
second Psychic phase, though it didn't go much better, but at least
we got the rules right.
Ahriman moves up to support the front line, but his (properly cast) Doombolts can't penetrate the ruins, even though the gloom has faded. |
Brutal short ranged firefight, with Doombolts and Tzeentch Firestorms for additional awesomeness. |
A different view of the action. |
Marines making the best use of cover to draw fire. |
Over
on the Tzeentch left flank, the remaining Chosen move into position
and unload their Plasma guns at the Assault Marines, but fail to kill
any.
|
Aspiring
Champion right where he wants to be. Safe from shooting for the
moment, but within striking distance of Sternguard.
|
Ahriman
is somewhat distressed as the Marine firing line is still intact and
advancing.
|
Ahriman was getting
concerned at the rate with which he was losing Thousand Sons
warriors. The three Dreadnoughts chewing through his followers kept
him in their sights. Ahriman could feel his focus slipping, as he
felt the power of the Warp ebb out of him momentarily. (rolled a 2
for Psychic phase)
Ahriman fired 2 Doombolts
at Dread 1, finally exploding him 2D6”, cast his third Doombolt at
Dread 2, who made his Cover save. He also cast Tzeentch Firestorm at
Tac Team 2b, killing 3, which also hit the last Plasma Devastator,
but he made his save.
The Sorceror cast Tzeentch
Firestorm at Sternguard 2, killing 1.
The solo Aspiring Sorceror
from Thousand Sons squad 1 fired Doombolt at Tac Team 3a, and then
charged them through the resulting Overwatch.
Between the exploding
Dread 1, the rhino combi-bolter fire and Thousand Sons squad 3, the
previously injured Tac Teams 1a and 2a were wiped out.
Emperor's Shields: 4 (2 x
Rhino, First Blood, Green Chosen)
Tzeentch: 4 (Dread 1, Tac
1a, Tac 2a)
Turn 3 Marines
Smoke columns indicate an imminent Astartes victory as the Thousand Sons battleline is disintegrating. |
Rhino trying to hem in a rampaging Dreadnought, and protect the infantry. |
The Captain and Vanguard are not sure where they should be. |
Thousand Sons apparently don't get issued krak grenades. Who knew? |
Assault Marines look for another target amid the smoke and wreckage. |
Dreadnoughts do not fear AP3 bolters, or infantry without krak grenades. |
Sternguard 2 loaded
Hellfire rounds again,and downed the Sorceror, his Terminator armour
not enough to save him.
Sternguard 1 threw a krak
grenade at the orange rhino, which did nothing, then assaulted it,
using another krak grenade, and finishing it off with their
gauntlet-clad hands.
The Plasma Cannon
Devastator combined with the remnants of Tac Team 2b below him to
hammer the rhino before them with a krak grenade, krak missile and
plasma blast, which was enough to destroy it, sending yet another
pillar of smoke into the bruised sky.
Dread 2 fired into
Thousand Sons squad 3, then waded into the survivors, but even his
Power Fist couldn't get past their psychic save.
The 2 members left from
Tac Team 1b fired their pistols at Thousand Sons squad 4, then
charged in. Overwatch fire of AP3 dropped the missile launcher, but
the last marine made it, swinging his bolter.
On the far flank, the
Assault Marines jumped up, hit the Chosen with a Flamer and 5 Bolt
Pistol shots, then charged through Overwatching Plasma to annihilate
the unit.
Emperor's Shields: 10 (4 x
Rhino, First Blood, 2 x Chosen, Sorcerer)
Tzeentch: 4 (Dread 1, Tac
1a, Tac 2a)
Turn 3 Tzeentch
Ahriman begins his fighting withdrawl. |
Thousand Sons squad 4 kill the remaining Marine, only to see the Captain and Vanguard trotting towards them. |
Between Hellfire rounds and krak grenades, Sternguard are dominating this battlefield. |
Assault Marines finish off the Purple Chosen squad, again avoiding Overwatch casualties. |
Astartes overrunning the Thousand Sons battle line. |
The smoke from so many destroyed vehicles darkens the sky once more. |
Ahriman knew the battle was lost. Making a fighting withdrawl, he fired Doombolts at the nearest Dread 3 to keep it suppressed, but could only glance it. In a final attempt at retribution, he manifest Tzeentch Firestorm at Sternguard 1, but only managed to kill 1 Marine.
Emperor's Shields: 10 (4 x Rhino, First Blood, 2 x Chosen, Sorcerer)
Tzeentch: 5 (Dread 1, Tac 1a, Tac 1b, Tac 2a)
Turn 4 Marines
Dreads 2 & 3 want revenge for their fallen brother. |
One unit wrecking crew, Assault Marines continue crushing all resistance single-handedly on their flank. |
Emperor's Shields advancing to capture Ahriman before he can escape. |
Dread 3 crashed through the ruins that had sheltered him from the Doombolts, and swept into the rear of the Thousand Sons fighting Dread 2. With his sensors tracking Ahriman backing his way off the field, he was urgent to dispatch the mystic warriors, but time and again their armour held as he tried to crush them in the maw of his powerfist.
The Assault Marines, having dealt with 2 different 5 man Chosen of Tzeentch squads and 1 Rhino, turn their attention to the last enemy on this flank, throwing a krak grenade at it, hitting it with another in the assault, and finishing it off with the sound of rending metal as their chainswords gashed through the exterior adamantium into the engine compartment.
Emperor's Shields: 11 (5 x
Rhino, First Blood, 2 x Chosen, Sorcerer)
Tzeentch: 5 (Dread 1, Tac
1a, Tac 1b, Tac 2a)
Turn 4 Tzeentch
Ahriman psychically called
to his last disciple, ordering him to bring the last Rhino so they
could remove themselves from the battlefield. While those fools would
call this a victory, he knew better. The Bones of Osrak talisman was
safely ensconced under his armour. It would not take him long to
discover its' secrets, and its use. He would return, more powerful
than before.
But before he could make good his escape, he found
himself looking down the barrels of a squad of Sternguard as they
racked the bolts back on their bolters, mags full of hellfire rounds.
Round after round richoceted off his armour, but some did get
through. He felt pain sear in his arm, and one of his legs. He
realized he was lying on the ground, alarms ringing in his ancient
armour indicating multiple breaches.
As the last Aspiring Sorcerer
loaded him into the rhino, through the haze and pain of being near
dead, Ahriman realized the talisman was lying in the rubble where he had
fallen. The ultimate punishment his brothers could unleash on him was
the denial of new knowledge. He would have his revenge, what was left
of his soul burned for it.
Emperor's Shields: 19
(Rhino x 5, First Blood, Slay the Warlord, 2x Thousand Sons squads, 2
x Tzeentch Chosen squads, Sorcerer, Ahriman)
Tzeentch: 5 (Dread 1, Tac
1a, Tac 1b, Tac 2a)
Summary
What a brutal fight that turned out to be. It's rare to see short ranged firefights turn after turn. And I don't think I've ever seen Assault Marines perform that well. Someone is getting a promotion!!
The Chaos Codex is starting to show it's age, as the new Sternhammer Detachment, with re-rolling all bolter To Hit rolls, allows for a steady rate of attrition on enemy infantry.
Next time, the Marines
face a tough challenge, as they have to launch a full scale assault
deep into the enemy territory, with the Vanguard Assault mission. The forces of papa Nurgle stand in their way!!
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