This is
my first game using the Forgeworld Renegades and Heretics list and
its against another forgeworld list, this one from the relatively
recent release Imperial armour 4, second edition, the Elysian D-99
Veterans list. This game represents the Imperium trying to get a foot
hold on the chaos held world in our campaign. Its a 1000 point game
of Purge the Alien.
Renegades and
Heretics
Command Squad – 205
(warlord: combat master)
Bloody handed reaver,
Carapace armour, power maul, Covenant of Tzeentch, 9 Disciples,
Banner of hate, command vox, plasma gun, carapace for the unit.
Enforcer – 50 w/
mutants
drug dispenser, power
sword
Renegade Platoon
Command – 130
20 men, militia
training, flak armour, command vox, Demagogue, covenant of Tzeentch,
2x plasma gun
Infantry squad – 120
20 men, militia, flak
armour, vox, champion, covenant of Tzeentch, 2x autocannon
Infantry squad – 130
20 men, militia, flak
armour, vox, champion, covenant of Tzeentch, 3x melta gun
30 Mutants – 125
champion, power sword,
covenant of khorne
3 Chaos spawn – 55
3 Chaos spawn – 55
Heavy support squad –
130
4 teams, militia
training, 4x lascannon, covenant of Tzeentch
For fun I wanted to
test out a horde force as it is so easy to make a mass of bodies
using this list. I did let my opponent know before hand, as pulling
up with so many models is a bit harsh.
Elysian D-99
Veterans
Command squad – 130
(warlord: can't remember, wasn't useful)
medi pack, ground
scanner (short range mode)
Veteran squad - 73
6 men, plasma gun
Veteran squad – 73
5 men, heavy flamer,
plasma gun
Executioner squad –
115
5 men, 5x melta gun,
vox caster
Valkyrie – 135
lascannon
Drop Sentinel Squadron
- 180
2x multi-melta
Tauros Venerator –
110
twin-linked lascannon,
hunter killer missiles
Vulture Gunship – 175
Punisher cannons
The Mission
Our
mission for the game is Purge the alien, we just have to kill the
enemy, nice and easy. Unfortunately we played on a 4 x 4 table so
didn't bother rolling for deployment, and just used the dawn of war
method.
Rolling
for deployment and the Elysians win, selecting the deployment zone
with the largest ruin in. We then roll for who sets up first, and I
win the roll but elect for the Elysians to set up first.
The
veterans don't have much to set up, as the Valkyrie (filled with both
units of veterans? Seems a bit odd now, but apparently they can do it
apparently), the drop sentinels, the executioners and the Vulture
start in reserve. That left the command squad who set up on the
highest level of the ruin for protection, and the Tauros hiding
behind cover.
My
deployment I had little option as I flooded the table. On each flank
I place a unit of spawn, and across the front of the deployment the
mutants take point (so they die). Behind them the command squad leads
from the middle. Of the infantry squad, the command and auto cannon
squad go on the left, while the melta guns start on the right. I keep
the heavy weapons teams in reserve so they are safe for a turn and
can have some space to come onto the table.
Night Fight: turn 1
Steal the Initiative:
didn't try
The
Battle
Elysians
turn 1
As the
Elysians have the drop assault rules, half of their units come in
from reserve with the rule come in turn 1. He only has 2, the
Valkyrie and sentinels, so drops the flier into the middle of the
table and it locks on. The Tauros moves up a little to see the spawn
on the right.
Not much
shooting, the Tauros shoots at the spawn and deals a single wound to
one of them, and the Valkyrie shoots at them as well but fails to do
anything. Out of range the command squad hold tight.
Renegades
turn 1
Move up!
The horde of bodies push forwards with the spawn units rushing up the
flanks eager to rip apart the imperial forces. With the flier now a
target, the autocannon teams hold position and aim.
Opening
fire at the Valkyrie, the autocannons bark at the flier. It doesn't
jink and gets shaken from the hits. The plasma guns fire at it as
well, but fail to hit such an elusive target. Both units of spawn run
as do the melta gun squad and the mutants.
Elysian
turn 2
Its
engines roaring, the Vulture comes in form reserve and goes after the
autocannon teams. Entering in the fashion they are famed for, the
exterminators deep strike in on the left, next to the spawn and hit
their mark, not scattering. The Valkyrie flies off the table as it
has no landing zone to drop off its cargo.
Using the
scatter, the command squad attempt to give the executioners
twin-linked but its unsuccessful They shoot any way at the left spawn
and kill a healthy spawn. Adding its fire power the Taurus shoots at
the spawn and deals an extra wound. Las fire from the command squad
kills off the wounded spawn. Strafing the ground, the vulture targets
the autocannon squad and kills 11 renegades with its punisher cannons
and an extra 2 with heavy bolter fire. They roll to see what their
leadership value is, 6... the command squad rolls and gets 10, and
the infantry can use their leadership and pass their moral test.
Renegades turn 2
The
mutants and left spawn move straight for the executioners in their
face. Every one else pushes forwards.
Only 1
autocannon left, but it shoots at the vulture, it jinks out the way
and avoids any damage. The plasma guns shoot at the vulture as well,
none of them hit and a single one over heats killing its user. The
right hand spawn run.
Assault
phase and the spawn on the left charges into the executioners and the
mutants fail to make the charge. The spawn rolls 6 for its attacks,
getting 8 attacks, it hits with most and deals 5 wound, all of which
are saved. He takes no damage In return.
Elysians
turn 3
Coming in
again, the Valkyrie comes in on the left. The vulture moves back and
towards the spawn. The Tauros moves back away from the spawn.
Las fire
again from the command squad deals damage to the right trolls, as
well does the Tauros. Again the punisher cannons of the vulture
smashes into the mutants and kills 8 with ease (its snap shooting
from jink). Finishing off the phase the Valkyrie kills off the last
autocannon as its the closest model to it.
Assault
phase and the spawn kills off two of the executioners but one of them
deals a wound back.
Renegades
turn 3
Finally
appearing from reserve, the lascannons appear at the back, ready to
target the Valkyrie The spawn move straight towards the Tauros.
Firing at
the Valkyrie with their lascannons, the flier attempts to evade out
the way, but a single shot connects, and detonates the ammo store,
exploding the vehicle. The passengers crash to the floor with only 2
surviving by some miracle. Seeing the passengers plummet to the
ground, the infantry on the left take aim and kill off the survivors
with a huge volume of fire.
Charging
into the Tauros, the spawn tear at it and rip it to bits, wrecking
the light vehicle. The mutants are forced to attempt a charge but
roll double 1 and still fail. The other spawn kill off the veterans.
Elysians
turn 4
Finally
arriving from reserve the drop sentinels deep strike in, but they
mishap by scattering 12 inches and ending up off the table. Rolling
for mishap, they are placed back into reserve ready to come back next
turn. With so many targets the vulture moves to the left and faces
the command squad, ready to rain punishment down on the leader of the
chaos horde.
Unloading
everything it has, the vulture fires at the command squad, 8
disciples get gunned down by the punisher cannons and a further 1
gets killed off by its heavy bolter, leaving the arch-demagogue
alive. Seeing the heretic alone, the Elysian command squad fire with
their lasguns, but they fail to do any damage.
Both
units of spawn start climbing the ruins of the Elysian command squad,
like grotesque tiny king kongs. The lascannon teams move to get a
better shot on the vulture and the Arch-Demagogue joins a squad of
nearby infantry to survive another punishing turn of fire.
Plasma
guns and lascannons target the vulture but fail to do anything, but
he does jink, forcing snap shots next turn.
Assault
and both units of spawn charge into the commander, the imperial
troops attack first and manage to deal 3 wounds killing off a spawn,
but the other 2 attacks back and kill 3 of the veterans, leaving only
the medic and commander left.
Elysians
turn 5
Not
allowing the Arch-demagogue to escape, the vulture circles round to
target his new squad. The drop sentinels appear from reserve and this
time lock on where they need to be, next to the lascannon teams.
Firing
both multi-meltas, the sentinels kill a single base of heavy weapons,
they take a moral test (they get LD 5) and fail it, running off the
table. Going for another strafing run, the vulture kills off 7 of the
infantry but they hold, thanks to the leadership of my warlord.
Renegades
turn 5
every one
turns on the sentinels, getting as many special weapons in range as
possible.
They all
fire, but the melta guns miss, the plasma guns fail to wound and the
krack grenade does nothing.
In a
desperate attempt to finish them, the infantry squad lead by my
warlord charges the sentinels, and do nothing, but take no damage in
return. On the other side of the table the spawn rip apart the medic
and wound the Elysian commander, the commander attempts to flee but
doesn't escape.
We roll
to see if the game carries on, but doesn't.
Elysians:
2 (destroyed 1 unit, line breaker) – Renegades: 8 (6 units
destroyed, slay the warlord, first blood)
Victory
to the Renegades and Heretics.
Post-Battle
As my
first game with the Renegades and heretics list, I have to say it was
quite fun, but I don't think it was totally fair on my opponent. We
really should have played on a larger table, 6 x 4 probably, as he
needed more room to use his fliers and deep strikers properly. If
that was the case, he probably would have done a lot more damage to
me. Regardless using a horde force was fun, but I double I will do it
again, as I had to borrow ALOT of models which I don't want to
replace with forgeworld guys. I still have my tanks and fliers I can
add to the force, so that can build up the points.
I will
definitely use the force a lot more after I have painted more, but I
will have to use undead models to represent my mutants for now, the
old ghouls will do. So what did I learn from this game?
- Covenant of Tzeentch is brilliant!: Having bs 2 snap shots really helped bring down a flier in this game, and if he had charged me it probably would have done a little damage. Thematically, I think it fits in with the highly trained force I want my renegades to have, under the leadership of a blood-handed reaver. I will definitely use it again.
- Mutants: don't expect much from them as they are only 3 points and you won't be disappointed.
- Hordes: take up the whole table and you really stop your opponent from doing what they want, however deployment becomes so much more important. I think I wasted the melta-gun unit this game, and while it didn't cost me, it would in other games.
This game
was the first encounter between the Imperial guard and the renegades
in our campaign, and it went well. But it will mean that a larger
push will be coming soon.
That's
all for now, I am really exited to be using this forgeworld list, so
hopefully I will have a lot more for you soon. Hope you enjoyed.
Im fairly sure you can't have two units of vets in a valc but to be honest it hindered him more than helped. Might be a d-99 thing and that's my next chapter to read in the aphalon project so I'll let you know.
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