Wednesday night was the 6th (and last) normal week of our San Diego League. As usual Shane (the League Coordinator) came up with a challenging setup: Warp Storm.
The game length was a mandatory 7 turns. Each turn the Warp visited the battle field with various situations. The mission was a standard "Take and Hold" (2 objectives). Setup was "Pitched Battle" using the 2 long edges. Terrain was various ruins and hills (counted as difficult terrain), however the center no-mans-land had to have 2 large features that completely block line of sight. I was pitted againt Felix and his excellent Necrons.
DEPLOYMENT:
I won the roll off and chose to go second. Felix placed his objective in a ruin in his zone on me left. He then set a 14 Cron Warrior Squad around the objective to hold it. Moving towards the center he placed two 15 Cron Warrior Squads with a Res-Orb Lord attaching himself to 1 of them. A Monolith provided portable cover for 10 Pariahs and a Deceiver. 3 Destroyers and a Tomb Spider rounded out his force.
I set my objective in a ruin on my right and used Combined Squad on the Boys. The 30 man Platoon setup with the objective along with the Platoon Command Squad. The 20 man Platoon and its Command setup in a ruin in the center of my zone. Immolators and Rhinos setup using the LoS blocking terrain as cover. Exorcists positioned themselves to hit the Monolith.
Felix then used redeployment to move the Destroyers into a firing position on one of the Exorcists but then muffed his next roll and decided to keep the Deceiver where SHE was (I kept referring to the Deceiver in the feminine and Felix kept insisting it was a man...to which I said I have seen Harlequins manlier than that...all in good fun).
TURN 1:
Warp Storm Bombardment. Roll a D6 for each unit on the table. On a "6" the unit suffers D6 S5, AP4 pinning hits. Vehicles are automatically Stunned.
I popped a single Cron while Felix Stunned 2 of my Exorcists (dice hate me).
Felix moved the Monolith forward withe Pariahs and Deceiver following. The Spider jumped up on a hill and promptly became a mommy (5 wounds now). The 2 Warrior squads in the open move over towards his objective. The Destroyers and the Monolith proceeded to shot one of the Stunned Exorcists, but only managed to Stun it some more.
I moved a parking lot of 2 Immolators and 2 Rhinos up against the left LoS feature and the other Immolator up to the right hand one. After lots of AutoCannon shots and the 1 Exorcist I managed to pop 6 Cron Warriors.
TURN 2:
Warp Storm: ALL dice may be rerolled. All Psykers suffer a Perils of the Warp.
Felix failed 4 Be Back rolls...but gets to reroll those dice and saves 3 more...all last turns shooting for 1 dead robot. The Monolith stays put as the Pariahs and Deceiver come out from behind. Looks like he plans to assault the vehicles with the Deceiver hoping to kill them and force the Girls out...only to be Assaulted that turn by the Pariahs. The Warriors continue to move towards his objective. He's going defensive in the Left corner. After much shooting with the Destroyers and Monolith (rerolling all misses and damage) I end up with a dead Exorcist.
I move 2 Immolators and 1 Rhino into deeper cover. The 2nd Rhino starts and end-around on the terrain to setup on the Spider. At the end of my shooting the 3 Destroyers are dead as are 4 more Warriors.
TURN 3:
Warp Storm: All non-vehicle units go to ground. Armor saves are reduced by 1 (ie Marines are now 4+). Felix makes no moves with the Monolith and his shots are ineffective. He does save 3 of the Warriors. I move my Immolators to box the Pariahs and move up a Rhino to add Storm Bolter shots too. The 3rd Immolator moves in to hit one of the Warrior Squads.
With multiple Twin-Link Flame and Storm Bolters the Pariahs are reduced to 2 men. The 2nd Rhino shoots the Spider, causing the babies a single wound. The Warrior Squad soaks up the flame from Immolator #3 and make every save. At this rate I know a Phase out wont be happening.
TURN 4:
Warp Storm: All Vehicles suffer Immobilized and Stunned results (Squadrons are not destroyed). All vehicle Armor values are reduced by 1.
Felix moves his Pariahs towards an Immolator while the Deceiver moves towards the other one. The Warriors line up to shoot the 3rd Immolator. Due to Monolith rules he gets to shoot and the Lith kills the Immolator next to the Pariahs. Uh Oh!!! The Girls jump out into the cover that was next to the vehicle. The Deceiver kills the second Immolator (pen-6) and the surviving Girls (and Cannoness) hang out in the wreckage. The Warriors provide 2 weapon destroyed and an Immobilize glance hits and kill the 3rd Immolator. His Pariahs fail the assault (snake eyes).
Time for Lady Love...Promethium style. All the girls do minor repositioning and get out of the vehicles (the 2 remaining Rhinos). The last 2 Pariahs die to fire and bolter. Between AutoCannon, Melta, and Heavy Flamers I put 4 wounds on the Deceiver. The other Auto Cannons and the 10 Girl Rhino Squad kills the Spider. 6 Warriors go down from Celestians at the 3rd Immolator. The 2 Exorcist take advantage of the Monoliths now Armour 13 hull and get a glance. Glance 6...immobilized...except AP1 moves it up to Destroyed. The Terrain Blocking Feature just doubled in size.
TURN 5:
Warp Storm: All vehicles repair damage (including previously damaged vehicles from shooting...destroyed vehicles stay destroyed). All multi-wound models are restored to full wounds. Non vehicle units gain Feel no Pain. Vehicles gain Venerable.
No movement from Felix and 4 of the 6 Warriors get back up. They shoot the Celestians and kill 1. The 2nd Warrior Squad (with the Lord) shoot at the Girls that just killed the Spider. 2 drop. The Deceiver Assaults the Cannoness Squad and kills a few. I move the Squad that killed the Pariahs and the 10 girls from the Rhino into position to shoot the Deceiver once she/he/it kills off the HQ. An Exorcist also moves to set up fire support. The girls that killed the Spider move up to the Crons that just shot at them. I need to keep these 2 Squads occupied in place for another turn (away from his objective...he can't get to mine, but I may be able to contest his). This round my shooting is ineffective. I Assault his Warriors with the Celestians to hold them at that spot.
TURN 6:
Warp Storm: No beneficial Leadership Rules apply (the Books are nullified as are the Icons on the Exorcists). All terrain becomes Difficult/Dangerous. Invul Saves are Reduced by 1.
No moves, but he shoots up a few more Girls. The other Crons shoot up the Celestians and kill another. The Deceiver kills the Cannoness and is now wide open to shooting.
I move an Exorcist into firing position, then open up. Melta, Exorcist, AutoCannon, and Heavy Flamer bring down the Deceiver...who's 6 inch (of course) explosion kills the 3 remaining Celestians and all but 2 of the Battle Girls. I keep dropping a few of his Crons but his WBB rolls are phenomenal. In the assault phase he kills the last Celestians.
Turn 7:
Warp Storm:
Add D6" to every move in the Movement Phase. Units that Run roll 2D6 and take the highest. ANY unit that moves or Runs suffer D3 wounds (saves apply). Vehicles suffer a glancing hit.
Felix moves his Crons to shoot up the remaining Girls with the Lords unit set to either shoot or Assault as required. He shoots them up and the last girl breaks and runs.
My last turn and I have 1 hope. I need to move the 2 remaining girls about 13" to contest his objective. On my move I get an extra 3 inches, I just need to roll a 4+ on the Run...EXCEPT:
I take 2 wounds from the move and the Vet fails her save. The remaining Girl fails her Morale check and falls back.
We end in a tie. All in all a fun game and the changing rules turn by turn made for quite a challenge just keeping up.
2-2-2. I doubt I'll be in the Finals, but I did buy a Flesh wash and a bark blue wash to experiment with on the Girls paint job.
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