The Outskirts of Ferrograde aren't heavily defended and are an ideal
place to raid. The forces of the Mechanicum are attacking one such
area and the defenders of Ferrograde, the Renegades of the Hereteks,
must defend their territory against the onslaught. This is a game of
Contact lost, can the power of man and daemon take on the power of
the machines?
The Armies
With this army I try out a few things that I have wanted to do in the
past with the renegades and not quite had the chance to, but also
bringing back a few old friends to the party.
Forces of Chaos: 2000 points
Renegages and Heretics: Combined arms Detachment
Command Squad – 120 (warlord)
Heretek, lascannon, melta gun, refractor field
Chimera – 70
Militia training, autocannon, heavy flamer
Platoon Command – 100
20 men, Demagogue, command vox, chaos sigil, krack grenades, 2x
flamer, melta bomb
Infantry squad – 70
20 men, chaos sigil, krack grenades
Infantry squad – 30
20 mutants – 60
pistol and close combat weapon (cause fear)
5 Disciples – 70
lascannon, plasma gun
5 Disciples – 70
lascannon, plasma gun
3 Sentinels - 60
heavy flamers
Medusa Battery – 180
2x breacher shells, militia training
Demolisher – 160
heavy bolter
Defiler – 220
power scourge
Chaos Daemons: Combined arms Detachment
Herald of Nurgle – 95
level 1 (smite, warp speed), locus of fecundity
20 plaguebearers – 180
3 Nurglings - 45
Blood Slaughterer - 130
Soul Grinder – 170
daemon of nurgle, torrent
Soul Grinder – 170
daemon of nurgle, torrent
And my opponent brought a Mechanicum army made up of both Knights,
cult mechanicus, and Skitarii
Forces of the Mechanicum: 2000 points
Knights: Baronial Court Formation
Princeps Valerius
Castigator Knight (warlord: Land strider)
Mars Triumphant
Knight Errant
Ferrum Invicta
Knight Paladin
Cult Mechanicus: Allied detachment
Archmagos Dominus
3 Breacher Servitors
Skitarii: Maniple detachment
10 Skitarii Vanguard
2x plasma Caliver
10 skitarii Rangers
2x Transuranic Arquebus
5 Sicarian Ruststalkers
The Mission
Rolling on the mealstrom table we get the mission Contact lost, in
this mission we must take objectives in order to generate tactical
objectives. Setting up we place the terrain around so it looks like
we are fighting on the out skirts of a forge city. The mechanicum win
the roll to pick deployment zone and then win the roll to deploy
first.
Deploying, all 3 knights deploy on the left flank, with the
Castigator in the centre of them. The vanguard deploy in the middle
with the Dominus, to the right of them the rust stalkers and breacher
servitors deploy. On the far right the rangers deploy in a ruin,
ready to hold it to the last.
My deployment has the mutants, and the infantry squads on the right,
backed up by the sentinels. In the middle I deploy the little squad
holding and objective in a ruin, and the plaguebearers squad who are
protecting the medusa battery. On the left the demolisher, defiler
and single soul grinder deploy ready to take the fight to the
knights. Behind them the chimera deploys protecting the commander. I
have 2 disciples squads deploy on the left in ruins so they can
target knights. I keep the other soul grinder and blood slaughterer
get ready to deep strike in.
I infiltrate the nurglings onto an objective, then his skitarii scout
forwards.
Night fight: No
Steal the Initiative: Fail
The Battle
Mechanicum turn 1
To begin with the skitarii gain +3 BS and -2 WS as he isn't expecting
combat this round, and the Cult units gain Stealth.
His force as one moves forwards, the knights thundering down the left
flank while the skitarii diligently move forwards. The rangers hold
position in the ruins however, keeping their favourable position.
Shooting starts with the rangers targeting the sentinels, but they
only take 1 hull point from them, so the servitors shoot them as
well, but again only manage a single hull point off a different
sentinel. Vanguard shooting targets infantry but he only manages to
bring down a single infantry man. The knight shooting is much more
eventful, the Errant shoots at the disciples, but it scatters a
little, killing 4 plaguebearers and 2 of the disciples. The Paladins
battle cannon barks out at the defiler, taking 2 hull points off it
and 1 off the soul grinder. Princeps Valerius tries to take it out
but only takes 1 more hull point off it, leaving it on 1 hull point
but manages to get a stunned result past the demonic possession. At
the end of the phase the disciples run for it and leg it off the
table, giving first blood the the Mechanicum.
Score: Objective 2, first blood (2 – 0)
Renegades turn 1
On the right flank the infantry runs forward eager to get to grips
with the mechanicum, screaming with the desire to shed blood. In the
middle the plaguebearers move up slowly, as they do, and on the left
the soul grinder moves towards the knights, becked up by the
demolisher who sneaks up to see the knights.
As a precaution more than anything else, the Herald of Nurgle casts
Warp speed on himself, hopefully as a deterrent to any knight that
may wish to attack.
Finally I get to see what breacher shells do! The medusas target the
Errant, both hit, but one gets stopped by the Ion shield. I roll to
penetrate and get an explode result, taking 3 hull points off the
knight. Trying to capitalise on this the demolisher targets it as
well, managing to take off another hull point. On the right infantry
fire takes down two of the rangers and even wounds a servitor.
Assault phase and the mutants are quite close to the rust stalkers so
declare the charge, and make it! Because of the -2 Ws the
ruststalkers only kill 3 mutants and lose one of their own, I roll to
see what their leadership is (as they have random) and get a 6... so
needing a 4 or less to hold, they hold! And carry on fighting. End of
the turn the defiler refuses to die and gains a hull point back.
Score: objective 1 (2 – 1)
Mechanicum turn 2
Programming from the Dominus gives the Mechanicum units re-rolls of
1's, and the skitarii gain +1 BS.
Disgusted with the daemon engines, the knights move in to destroy
them, while the vanguard move into the middle of the battle field.
The breacher servitors move into the ruin to get a better line of
sight.
Taking aim at who they can, the rangers target the infantry on the
hill as the guys closer to them are blocked by the combat. Shooting
takes down 3 infantry as well as the chaos sigil, thanks to my bad
placement. Vanguard shooting targets the plaguebearers and kills 7 of
them as well as wounding the Herald. Seeing the Medusas as a real
threat, the Errant targets it with krak missiles as well as melta
cannon, and manages to blow apart a Medusa as well as 2 of the crew.
The Paladin targets the soul grinder and strips a hull point off both
the soul grinder and defiler, while one shot scatters and kills 2
Disciples. As the defiler is only on one hull point the Castigator
shoots at it, and manages to take off its last hull point, wrecking
it. End of the phase and the medusa crew run for it, not normally in
the fire fights, they just up and run off the table.
Assault phase sees the Paladin charges the Soul Grinder but fails to
hit it, striking back the soul grinder manages to strip 4 hull points
off the Paladin, then the knights stomps do nothing. On the other
side of the table the rust stalkers fail their fear test, 5 of the
mutants die but they kill a rust stalker back in return, but once
again the Mutants show great resolve and stay in the fight.
Score: Objective 2, Assail the foe (4 – 1)
Renegades turn 2
Both of my reserves come in, the blood slaughterer and soul grinder
both rip into the real world behind the knights. The plaguebearers
move up towards the Errant intent on charging it and reducing it to
rust. With 2 knights almost upon it, the demolisher moves back trying
to protect the chimera. Both of the infantry squads move up towards
the rust stalkers wanting to help out the mutants.
Again the Herald casts Warp speed to give it an edge in combat.
The infantry furthest to the right shoot at the rangers and manage to
bring down 2 with their autoguns, despite their low BS. The sentinels
run to get closer to flame next turn.
Combat, the plaguebearers charge the errant, swinging first the
Herald attacks but fails to do anything his attacks failing to hit
their mark. The knight attacks back killing 2 of the plaguebearers
before the others attack back and manage to get the final 2 hull
points off, the knight stumbles back as it turns to rust and explodes
on the vanguard killing 7 of them. On the right the infantry who
didn't shoot charge in to help the mutants, a few of them die but
then all of the Rust stalkers get killed under the weight of the
Unwashed masses. This turn however the knight isn't so lazy and kills
the soul grinder with a single blow.
Score: Ascendency (1), Blood and guts, objective 4, objective 5 (4 –
5)
Mechanicum turn 3
Once more they upgrade themselves for this turn, giving the Skitarii
+2 ws and -1 bs, and the mechanicum can re-roll 1's in close combat.
Unsure what to do, the Castigator moves to face both the soul grinder
and the plaguebearers, not sure which is the bigger threat. The
vanguard move to take on the plaguebearers to try and take them down.
With the soul grinder appearing next to them the servitors target it
and manage to get a single glance on it, its daemonic form being too
hard to damage even with haywire shots. The dominus finally gets his
hands dirty and kills 2 plaguebearers on his own, while the vanguard
take down a further 4 more, leaving only the herald and 2 friends.
Shots from the rangers kill 6 renegades but they don't seem to
notice. The paladin targets the demolisher with its battle cannon but
the shots fail to do anything to the front armour, the castigator
shoots at the soul grinder but also does nothing.
Assault and the Dominus and vanguard charge into the daemons, the
Dominus issues a challenge which the Herald accepts. The combat is
dull as neither combatant can do anything to the other, but the
vanguard kill a single plaugebearer. I roll a double 6 and the unit
is banished back to the warp. Castigator charges into the soul
grinder, its hammer of wrath attack immobilises the walker then
wrecks it before it can attack. Paladin smashes into the demolisher
and wrecks it.
Score: objective 3, assassinate (6 – 5)
Renegades turn 3
The infantry split, half go towards the servitors while the others go
after the rangers, supported by the sentinels. With little left the
chimera backs up a little and gets ready to take on the knight. Its
rage unmanageable the blood slaughterer goes straight for the
Castigator as is khornes will.
Lasgun shots from the infantry hiding in the ruin take a wound off
the Dominus, the chimera and guys inside it fails to do anything as
well.
The remnants of the mutants charge into the rangers in the ruin, both
manage to kill 1 of the other ending with a drawn combat. Howling
with lust for blood the blood slaughterer charges into the
Castigator, both strike at the same time, the castigator fails to do
anything, but the slaughterer gets enough explodes results to take it
out in a single round of combat! However it falls onto the daemon
engine exploding and taking it out, the knight warlords final act of
revenge.
Score: Take no prisoners, slay the warlord (my opponent score blood
feud) (7 – 7)
Mechanicum turn 4
With combat already begun, the skitarii get +3 ws (-2 BS) and the
mechanicum units gain stubborn.
Nothing is in its way, the paladin moves towards the chimera, ready
to remove the villain leading this horde of chaos. Grabbing objective
4, the Dominus holds his ground with the vanguard.
With no real target the serviors shoot into the infantry but only
kill 1 or 2. Vanguard shooting takes out a couple of the little
infantry squad holding the objective. Battle cannon fire takes out
the chimera (it must have taken a hull point earlier in the game).
The knight paladin charges the command squad and stomps them all with
ease. Finally the mutants come to their senses and run after losing 4
to the rangers and run for it.
Score: slay the warlord, objective 6, king slayer (2) (11 – 7)
Renegades turn 4
Finally the sentinels get into range with their flamers backed up by
the infantry squad.
Flamers go over the rangers and killing all but 2, which leaves the
infantry to mop up.
The small infantry charge the vanguard but fail the charge.
(11 – 7)
Mechanicum turn 5
The nugrlings get gunned down the knight paladin, the servitors
target the sentinels but mainly miss.
Score: Overwhelming fire-power, objective 5 (13 - 7)
Renegades turn 5
My infantry grab objective 3 and the small infantry charge into the
vanguard but all die. The infantry charge into the servitors and lose
1 of their number and run getting cut down.
Score: Objective 3
We roll to see if the game continues... It ends. The mechanicum gain
line breaker.
Mechanicum: 14 – Renegades: 8
Post-Battle
This game was great fun, and a lot closer than my last vs knights. I
was finally able to use the alternative shells for the Medusa and it
worked really well before getting taken out, i'm probably going to
try them out again for taking out vehicles but they will likely do
nothing to infantry. Possibly take a second demolisher in order to
get some more ap 2 shots? Not too sure yet.
I was very happy with the Blood slaughterer this turn, running in and
wrecking face. It was a shame the knight fell on him and took him
out, but khorne cares not and all that. In this game I made a better
deployment choice than vs the other knights, as my infantry actually
took part in a fight that they could take part in, instead of just
getting stomped on by a knight. The daemon engines didn't do so well
but it was because I spread the forces too fin. It would have been
great to have both soul grinders on the table at once but there just
wasn't enough room. A real problem with this army is that you just
run out of room for deployment and it actually a problem which I need
to work on and figure out how to fix.
Anyway that will do for now, I hope you guys are enjoying the
reports.
Good report, thank you! I'd count it as a moral victory, I was really rooting for you!
ReplyDeleteThanks dude, next time the mechanicum will fall.
DeleteAlways make sure to position your defiler and grinders so the knights have to charge through cover to engage them so you strike first that turn - can be huge .
ReplyDeleteDon't they have move through cover so ignore that?
DeleteI feel you when it comes to deployments space. Every time I've dropped a pure infantry IG army it wrecks face but its a chore to use because it takes up every squad inch of space you have, and you that isn't even thinking about short edge deployment! You're taking the right approach by having units with alternate reserves options. Helps a lot in my experience.
ReplyDeleteI was really rooting for you!
ReplyDelete** goldenslot mobile**
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