This is
my second game vs the mechanicum in our escalating series of games,
unfortunatly we haven't been able to keep up with the paining. This
game represents the mechanicum striking out against the chaos forces
on the planet, after suffering losses after their first conflict. Its
a 1000 point game of the relic, mechanicum (inquisition and knights)
vs the renegades (imperial guard).
The Armies
As this game was before
the release of Imperial armour 13, I used the good ol' Imperial guard
codex to represent my renegades.
Astra Militarum
Company Command – 105
(warlord: Night attacker)
Regimental standard,
plasma gun, vox caster, carapace armour, melta bomb
Primaris psyker – 75
level 2, Telekenisis (
telekine dome, the primaris power, and can't remember)
Primaris psyker – 50
level 1, divination
(prescience, perfect timing)
Infantry platoon
Platoon Command – 45
flamer, vox, melta bomb
Infantry squad – 80
vox, plasma gun, auto
cannon
Infantry squad – 80
vox, plasma gun, auto
cannon
Heavy Weapon team –
105
3x lascannon
10 Veterans – 95
2x melta gun, vox
Chimera – 65
heavy bolter,
multi-laser
Leman Russ Battle Tank
– 150
Leman Russ Battle Tank
– 150
Total : 1000 points
Mechanicum
Inquisition detachemnt
(representing a tech priest and body guard)
Inquisitor (warlord:
unqestionable wisdom)
conversion beamer,
power armour, power axe level 1 psyker (divination: prescience,
perfect timing)
Retinue
3x servitors (power
fist), 3x acolytes (power axe, storm shield)
Knights
Knight Paladin
Knight Errant
Total 1000
The Mission
Rolling
for mission we get the Relic, a game type I haven't played in quite
some time. As we are just playing on a 4x4 table we just do dawn of
war deployment. We roll for deployment the mechanicum win and selects
his deployment zone. Rolling for first turn the renegades win and
selec to set up first.
My
deployment was quite simple, as I don't know where he will place his
knights I need to have line of sight to as much as possible. I place
the lascannon team in the middle at the back of my deploymetn so they
can see every where. On each flank of them I place a battle tank. I
hide the chimera full of veteras behind the building to my left. At
the front ready to push forwards I palce an infantry squad, and
behind them the company command. On the right the other infantry
squad is joined by the telepathy psyker. On the far left I place the
infantry command joined by the divination psyker.
To
counter this he places the knight errant in the middle ready to push
forwards while the paladin deploys in cover on the left. The
inquisitor and his warband deploy on the left ready to push forwards.
Night
fight: Night attacker selects it.
Steal the
initiative: No
The
Battle
Renegades
turn 1
On the
right the infantry move forwards into the ruins taking cover as the
command on the left move forwards as well. In the centre the infantry
push forwards, attempting to grab the relic as fast as possible.
Moving forwards the chimera attempts to push though terrain but gets
immobilised on it, taking a hull point of damage.
Psycic
phase and I attempt to cast prescience on the heavy weapons team but
fail to cast it, damn warp charge 2.
The heavy
weapon team aim to take down the knight errant, as ordered by the
commander. Two shots hit and manage to roll a penetrating hit but the
ion shield stops all of the damage. Both of the battle tanks shoot at
the same knight and both manage to hit, despite a slight scatter.
Unfortunately neither of them roll high enough to do any damage. The
infantry runs forward hoping to get into a better position for next
turn.
Mechanicum turn 1
Everything
pushes forwards.
Firing
its cannon at the chimera, the knight errant manages to penetrate its
armour but only stuns the tank (and those transported inside). It
then fires its heavy stubber at the infantry squad in front of it but
fails to kill any. The knight paladin fires its cannon at the closest
battle tank and gets a single glancing hit. It fires both stubbers at
the platoon command but again fails to do anything. The inquisitor
runs.
Assault
phase and the paladin attempts to charge the platoon command but they
roll double 1 and fails. The errant however is successful at charging
into the infantry squad, it cuts down 2 with its massive weapon then
stomps the rest into paste, leaving it in the open alone.
Renegades
turn 2
With the
errant just outside the chimera, the veterans get out and get into
melta range, hopefully able to do some damage. On the right the
infantry and company command move towards the inquisitor.
The
psyker on the right casts telekine dome and the other fails
prescience.
Even
though they can only snap fire, the veterans get 2 hits on the knight
errant and get a penetrating hit and a glance. The penetrating hit
bounces off the ion shield while the glance does some damage! The
lascannons target the errant but once more do no damage. Hoping to
reduce a few more hull points the battle tanks target the errant but
one shot scatters off wide while the other gets a glance which is
saved by the ion shield. Firing everything they have, the infantry
squad left targets the mechanicum detachment and manages to bring
down two servators. Chimera snapshots target the mechanicum as well,
and gets 2 6's! And a servitor and acolyte die. The plasma gun from
the company command targets the errant but it fails to do any damage.
Mechanicum
turn 2
They are
only renegades, what can they do? The inquisitor pushes right into
assault range, ready to dispatch them personally. Statistical
analysis shows the knight errant the veterans present the most
immediate threat, and on the left the paladin stumbles though the
woods.
Again
attempting to cast prescience but this time they fail.
Stubbing
the veterans, the errant kills one, then targets the chimera with its
cannon and clips a few veterans. The shot wrecks the tank and kill 4
more veterans. Heavy stubber fire from the paladin targets the heavy
weapons team and deals a single wound, then its battle cannon glances
the closest battle tank. After all the smoke settles the veterans are
tempted to run, but the company banner keeps them in place.
Assault
and both of the knights fail their assaults! The inquisitor charges
into the infantry on the right. The inquisitor issues a challenge to
which the sergeant steps up and actually wounds the inquisitor and
lives! The infantry kill off the rest of the squad and actually pass
a wound onto the inquisitor leaving him on a single wound. He chooses
to pass the moral test.
Renegades
turn 3
with no
melta guns left the veterans have little left to do but screen the
company command from the errant by circling it.
Psychic
phase and I cast telekine dome.
Ordering
his own unit, the commander gives his unit tank hunters, and as they
are in the side armour fire both the plasma gun and throw a krack
grenade. The plasma does nothing but the grenade glances the super
heavy. The heavy weapons team take aim at the knight errant and one
penetrates its armour, gets past its ion shield and gets an explodes
result for 2 hull points. Hoping to finish off the knight, both of
the battle tanks shoot but one shot misses and the other fails to do
anything.
Assault
phase and in the challenge the inquisitor kills off the unit
champion, but his underlings don't take it well and in their woe
attack and kill off the inquisitor, gaining slay the warlord.
Mechanicum
turn 3
The
Paladin walks towards the lascannon team while the errant turns to
face the company command.
Paladin
first, and it fires its cannon at the damaged russ and takes off its
last hull point wrecking it. It fires both of its heavy stubbers at
the lascannon team and gets 3 wounds, but they are all saved by their
flak armour. The errant uses its stubber on the veterans and kills
off 2, opening a gap for it to charge the company command. It fires
its melta cannon at the command, it locks on and they go to ground in
the ruins, 2 still die though.
Rolling
double 1, the paladin fails its charge on the heavy weapons team. The
errant charges into the command squad, and cuts down all but the
commander. He tries to use him single melta bomb on the knight,
determined to kill it, but misses... the is then stomped to death.
Renegades
turn 4
Trying to
get away from the knights, the remaining infantry squad runs though
the ruin and aim to get line breaker. The few remaining veterans push
past the errant knight and towards the relic.
Again the
psyker casts telekine dome to help protect his squad.
Rather
desperate to take down at least 1 knight, the lascannons target the
damaged errant knight, and gets 3 hits, 2 penetrating hits but both
are saved by the ion shield. The remaining battle tank fires as well,
which is also saved by the ion shield.
Mechanicum
turn 4
Not
bothering with moving, we go straight into shooting, the errant
targets the russ with its melta cannon and explodes it with a single
shot, and uses its stubber to kill 2 veterans. Paladin knight fires
its cannon at the lascannon team and kills them all.
Again the
knights don't do very well with their charges as the errant gets a 3
on its charge into the lone vet and fails to make it.
Renegades
turn 5
Running
further, the infantry squad move into woods to try and protect them
selves from any backlash from the knights. The lone veteran manages
to pick up the relic, but I doubt he will have it for long.
Again I
cast dome to protect my units and the autocannon snap fires at the
knight errant but fails to do anything.
Mechanicum
turn 5
Both of
the metal behemoths turn to face the lone veteran, a little bit of
over kill there.
Stubber
fire from the paladin kills the lone veteran with the relic. It then
fires its cannon at the infantry squad but both shots scatter off and
do no damage. Its a similar tale for the errant, its stubbers bounce
off the telekine dome while its cannon scatters off as well.
Its a
long charge, but the errant attempts is, but again he fails the
charge.
We roll
to see if the game carries on...
Renegades
turn 6
I brake
off the psyker from the unit, hoping to get line breaker while the
infantry squad turns to face the knight errant.
The
psyker runs and just rolls under what he needed to actually get into
the mechanicum deployment zone. Autocannon fire bounces off the
knight errant unfortunately, as it fails to find a chink in its
armour.
Mechanicum
turn 6
The
knights fire on the renegades, they go to ground and only 2 infantry
men die but the psyker gets killed by the errants melta cannon.
We roll
and the game ends.
Mechanicum:
3 (first blood, line breaker, slay the warlord) – Renegades: 1
(slay the warlord).
Post-Battle
Well that
could have gone better but it was a really fun game. Knowing what you
are going to be facing before hand helps, especially when its against
a list like with knights. While I didn't go and make a list designed
to take out knights, I did add in a few melta bombs though, and while
it didn't manage to help it did allow me to stand a chance at least.
I would
go into what I could do to improve the list, but I will be moving
onto using the heretics and renegades list, which will fit the feel
of my force a lot better as well as fitting in to the story. I hope
you enjoyed my last imperial guard battle report.
Bad luck on that one, looks like the knight just passed so many Iron shield saves, should have been able to take one down. but the dice gods didn't seem to be onside.
ReplyDeleteLooking forward to seeing the renegades lists, if you were sticking with the AM book I would consider having a psyker battle squad and primus both with demonology as a summoning cabal. Would be awesome to see.
Looks like a good game. Just thinking though, I don't think that you could have killed the Inquisitor after he killed the Sgt in a challenge. If the combat started in a challenge, the challenge doesn't end till the end of the turn, even if one of the challengers is killed.
ReplyDeleteIn 7th, if there are no other models in combat on the enemy side, then any extra dudes you have can hit the guy in the challenge. Also, any extra wounds caused after the opposing side has been wiped out can also be passed onto the challenge.
DeleteWow, I wish I rolled Ion Shield saves like he does. That was nuts. Even killing one would have been enough to make all the difference for you. Either way, you made quite the go of it. Might I recommend, in the future, Pyromancy? The cover save power is as good as Dome and the chance to get the melta beam would have helped your forces.
ReplyDelete