Every now
and then you get the urge for a big game of 40k. This time we
decided it should be a planetstrike game, as we haven't yet tried the newer rules that came out not so long ago. Its 4000 points a
side. We have a chaos held world being assaulted by the Imperium of
Man, can my renegades hold the planet or will the defences fall?
The Armies
Forces
of Chaos
As I
don't quite have 4000 points yet for my chaos, I had to borrow some
of my opponents own models, and he was kind enough to let me use one
in a not so legal slot (you will see in a sec).
Renegades
and Heretics: Planetstrike Defender detachment
Renegade
Command Squad – 160 (warlord: +1 stratagem)
Bloody
handed reaver, Mark of nurgle, command vox, carapace armour (all),
plasma gun, lascannon, +2 disciples
Rogue
Psyker – 35
[haywire
blast power]
10
Veterans – 140
2x melta
gun, carapace armour, grenadiers
40
Zombies – 120
15
mutants – 65
champion,
covenant of khorne, pistol and close combat weapons
10
mutants – 30
shotguns
Infantry
platoon
Command –
100
Demagogue,
2x flamer, krack grenades, militia training, chaos sigil, 20 men
Infantry
squad - 85
20 men,
militia training, krack grenades, chaos sigil
Infantry
squad - 60
10 men,
2x melta gun, militia training
Chimera -
70
militia
training, autocannon, heavy bolter
Infantry
squad – 70
10 men, 2
x plasma gun, militia training
Chimera –
70
militia
training, autocannon, heavy flamer
3 Ogryn –
240
carapace
armour, mark of nurgle
Devil dog
– 135
heavy
flamer, militia training
Sentinel
Squadron – 60
3 men,
heavy flamer
Valkyrie
– 135
militia
training, lascannon, hell-strike missiles
Battle
tank Squadron – 280
2x battle
tank, militia training
Demolisher
– 170
militia
training
Heavy
Ordinance battery – 170
2x Medusa
guns, militia training
Artillery
Battery – 70
2x heavy
mortar, militia training
Support
squad – 80
3x
lascannon, militia training
Support
squad – 65
3x
autocannon
Chaos
Daemons: Combined arms Detachment
Herald of
Nurgle – 120
level 2,
locus of feel no pain
20
plaguebearers – 180
3
nurglings – 45
Soul
grinder – 180
nurgle,
phlegm
Soul
grinder – 180
nurgle,
phlegm
Maulerfiend
– 135 (not a codex option, but my opponent let me use it)
lasher
tendrils
Lord of
skulls - 888
Total:
3998
Stratagems:
Directional void shields, krack mines, rapid reinforcements
Hordes of chaos |
My force
is rather infantry heavy, hopefully to hold on to my objectives. I
have a few heavy weapons to maybe take out any heavier targets. Lets
see what happens.
Forces
of the Imperium
Elysia
D-99: Planetstrike attacker detachment
D-99
Command Squad - 170 (warlord: re-roll assaults on buildings)
Medi
pack, Ground Scanner, 2 Snipers Power Fist, Refractor Field
D-99
Executioner Squad - 135
7 vets,
6x meltaguns
Taros
Venerator - 110
Twin-Linked
Lascannon, 2x Hunter-Killer Missiles
2 Drop
Sentinels – 180
2x
Multi-melta
Sky Talon
– 85
Rocket
Pods
Drop
Sentinel Squadron – 90
Multi-melta
Vulture
Gunship – 190
Twin-linked
Punisher Cannons, Infra-red targeting, Flares
D-99
Sentry Gun Battery – 135
3x
Lascannon
D-99
Cyclops Demo Squad -50
Valkyrie
- 135
Lacannon
Total:
1280
Elysian:
Planetstrike attacker detachment
Lord
Commissar - 130
Power
Sword, Plasma Pistol, Carapace Armour, Tracking Beacon, Melta Bombs
Veteran
Squad - 145
3 x
Plasma, Missile Launcher, Vox Caster
Veteran
Squad - 115
Plasma,
Missile Launcher, Vox Caster
Vendetta
- 110
Total:
500
Scion
Detachment
Command
Squad - 140
Vox
Caster, Platoon Standard, Medi-Pack, Hot shot volley gun, Plasma
Pistol
Taurox
Prime – 95
Gatling
Cannon, Storm Bolter
Tempestus
Scions - 145
10
Scions, Vox-Caster, 2x Volley Guns
Taurox
Prime - 85
Twin
linked Autocannon, Storm bolter
Tempestus
Scions - 145
10
Scions, Vox-Caster, 2x Meltaguns
Knight
Formation - Baronial Court
Knight
Lancer - 430
Rampage
Knight
Errant - 400
Ironstorm
Missile Pod
Knight
Gallant - 340
Meltagun
Knight
Errant - 370
Total:
4000
Stratagems:
Gremlin curse, dawn assault, desperate last push
The forces of Man |
Well this
force is rather heavy on the flyers and super heavies. My opponent
asked me if it was ok before the game as he struggled to make 4k with
out using the knights, so I knew it was coming. I was just concerned
with how I will take out the knights, as the lord of skulls will
probably just take out 1 before getting killed.
The
Mission
As it was
out first game of planetstrike we decided to just used the basic
mission, Planetfall. At our local club they have a large table, 6ft x
10ft, so we used that table to make an interesting game. Before hand
we had already agreed I would be the defender and him the attacker, so
the fliers made sense in the game, its not like Elysians are much of
a defence force.
With my
force being the defender, I get to set up the terrain how I want. So
I created a stronghold of 3 bastions in one section of the table with
defence lines linking them up. I place a road down the length of the
board leading to a 4th bastion on the other side of the
table which has a single set of defence lines (this will be the outpost). As I wanted the outpost to be on its own I
surrounded it with trees. Around the rest of the table I scatter a
few ruins, and place a landing pad. The objectives are placed on top
of each bastion, plus one in the centre of the stronghold. The last
objective goes in the open at the crossroads in the centre(ish) of the
table.
The outpost |
My
deployment is quite simple. The outpost is held by a unit of
nurglings, with the rogue psyker on the quad-autocannon. The plague
zombies surround it on the floor. The stronghold has the majority of
my force, the ogryns, and heavy weapons start in the bastions (as
they need to be full at the start of the game) and the command squad
starts on top of one of them. The medusa battery and heavy mortars
start in the stronghold, along with the demolisher and unit of battle
tanks. The rest of the space is filled with the infantry command, 20
man unit and plaguebeaeres. The sentinels start in a ruin, as do the
two mutant units. In reserve I keep the valkyrie with veterans
inside, and the 2 chimera units. The devil dog starts in reserve as
well ready to support where the enemy armour appears. In a risky move
I place the lord of skulls and maulerfiend in reserve, and the two soul
grinders back, to deep strike in.
The stronghold |
My
opponent then gets to pick which side of the table he will have as
his deployment zone, and selects a long edge.
Night
Fight: Turn 1 (dawn assault)
The table after i deploy |
The
Battle
Before
the game starts the Imperium gets to put down 5 firestorms. The first
targets the zombies but it scatters off and kills 2 of them (we still
place a crater as it only clips them). The second targets the
infantry and kill 8 with ease and wounds a lascannon emplacement.
Next shot finishes off the lascannon. Next targets the medusa,
scatters and only deals a single wound. The final one misses and
places a crater.
Imperium
turn 1
The scions observe the outpost |
In from
reserve he gets most of his units. Both of the scions in transports
are dispatched on the left to take out the zombies holding the
outpost. The other scion unit deep strikes in next to the commanders
bastion and lock on. All of the fliers come on the right via deep
strike or reserve. Deep striking in, the sentry guns are dropped on
the right hand side. Boosting the strength on the right, the Taros and
infantry join the fliers walking on the table. In the centre all of
the knights stomp on, ready to attack where ever needs support. Only
the single sentinel and executioners are still in reserve.
When he
finishes his movement phase I intercept with my guns, but they only
manage to take a single hull point off the vulture. Then the mines
activate and only 2 scions die.
First
shot of the game and the scions level their melta guns at a bastion
and it explodes, killing the lascannon teams inside, and crippling the command squad. The knights fire and one immobilises the
demolisher, while the others wreck a leman russ battle tank. Fire
from the fliers kills scores of infantry, but they all hold thanks to
sigils and high leadership. On the left the Taurox shoot at the
zombies and bring down only a couple thanks to cover and feel no
pain. At the end of the shooting phase my command squad fails its
moral test and runs closer to the scions in their ranks.
Assault
and the scions charge the fleeing command squad, the commander
rallies his squad just in time to get cut down with out dealing any
wounds back.
Chaos
turn 1
The scions are ambushed |
Scrambling
to the strongholds defence, the lord of skulls backed up by the
maulerfiend come in opposite his deployment zone starting to move
towards his knights. On the left a chimera comes in behind the taurox
in the woods, hoping to ambush the ambushers. Coming in from the
warp, both soul grinder materialise on the right in between the
infantry. The Valkyrie comes in from the right flank going straight
for the vulture. And finally behind the knights the devil dog appears
hoping to blow a hole in one before they can do too much damage. In
the stronghold the infantry move around, while the plaguebearers
leave the safety of the defences and go after the closest knight. On
the right the ogryns leave the bastion and move towards the sentry
guns. Being no where near the fighting, the khorne mutants leave
their ruin and move towards the fight. The other mutants sneak out of
their ruin and face the D-99 command squad, trying to kill them.
Aiming
the medusas at the approaching knights the crew pray they can do something, but they bounce off the ion shields. The melta cannon of the
devil dog is in point blank range of the rear of a knight but the
shot scatters greatly, missing its mark. With the knight shields
facing forwards, the soul grinders both phlegm the side armour but
fail to penetrate their armour. Leman russ fire is stopped by ion
shields as well. In a rather risky manoeuvre, the heavy mortars
target the scions in front of them, one shot locks on while the other
scatters a little hitting my own infantry. I lose 2 men but the
scions lose 5 of the 10. Fire from the infantry shoots the scions as
well killing all but 1 model, who has a damn melta gun. A single
hell-strike missile from the Valkyrie hits the vulture and penetrates
it, shaking the flyer. Mutant fire targets the D-99 command and its
kills off a single model. The lord of skulls shoots at a knight but
fails to do any damage.
Daemon engines appear |
On the
left at the outpost, the passengers of the chimera use their melta
guns on the rear of a taurox, but only shake it, the tanks autocannon
then takes an additional hull point off it, leaving it damaged but
still in one piece.
Slowly
gaining speed, the plaguebearers charge the closest knight, only
taking 3 wounds from its D weapon. All attacking the metal beast,
they manage to weaken its armour dealing a single hull point. However
the knight then stomps the daemons 3 times, they are lucky enough to
doge the first foot but the other 2 crush 10 daemons (6's really are
unfortunate). At the end of the combat the rest of the daemons are
banished back to the warp as the knight had dealt enough damage in a
single turn of combat. The mutants charge the D-99 command and fail
to do any damage, they lose 2 of their number and run but get cut
down.
Imperium
turn 2
Executioners attack a soul grinder |
The rest
of his force comes in from reserve. With the rear of a soul grinder
exposed, the executioners appear behind them and lock on. The drop
sentinel attacks the outpost but scatters back 11 inches and takes it
out of melta range. On the right the talon releases its cargo of
sentinels as they go after the other soul grinder. A single knight
turns to deal with the devil dog while the rest push forwards. Not
having a real target, the vulture flies off the table while the
Valkyrie moves over the base. In a rather interesting move, the
Cyclops are dropped out the back, they both scatter and mishap, and
we decide on a 6 they would explode. One does and kills a few
infantry, while maybe not as the rules say it was funny and made for
a more interesting game. On the left the scions get out of their
transports.
The knight faces the devil dog |
Executioners
shoot into the rear of the soul grinder next to them and explode it
with ease, but the daemon engine takes 4 of them with it, its final
act of spite. The thermal cannon of the knight explodes the devil dog
with a single shot, obviously hitting its unstable ammo containers.
Fire from the vendetta manages to take 2 hull points off the
maulerfiend but it can't but the beast down. On the right two
lascannons, 2 multi-meltas and a krack missile are all fired at the
second soul grinder but do no damage. On the left the tauroxs deal 2
hull points to the chimera while the scions try to take down the
zombies, but none fall, as they feel no pain. The lone scion tries to
finish off the demolisher with its melta gun, but misses. End of the
shooting phase and the executioners run for it.
Assault
and the scion goes after the demolisher still but it fails to do any
damage. A knight charges the medusa, it kills off 1 of the guns and
all of the crew are crushed underfoot. Infantry lead by the lord
commissar charge the autocannon bastion, but two are gunned down by
the autocannons. They use a melta bomb to collapse the building,
killing all of the men inside.
view from my opponents side |
Chaos
turn 2
The left flank |
The
second chimera comes in on the flank, supporting the first. I have
little movement apart from the sentinels making a break from their
cover to attack the lord commissar and his unit. What little infantry
I have left in the centre move to support the sentinels as well. The
zombies smell fresh meat and leave cover to chase down the scions.
Carrying on its run, the valkyrie moves around to face the side of
the vendetta. Berserk, the ogryns go straight for the sentry guns.
The right flank |
Small
arms fire from the infantry in the stronghold takes down the
troublesome lone scion. Flamers from the sentinels targets the lord
commissars unit and kills 3 of them, some small arms fire from
infantry kills the rest of the squad, leaving just the commissar
left. Heavy mortar fire attempts a rather unlikely shot on the red
knight. Both shots lock on and manage to both glance the titan! 2
hull points gone. Firing its remaining hell-strike missile and snap
shooting its lascannon, the valkyrie takes 2 hull points off the
vendetta and vector locks it! Again the demolisher tries to damage a
knight but the shot just bounces off its ion shield. In defence of
the outpost, the new chimera flames the scion command squad
and kill 3 of them. Shooting out its back hatch, the plasma guns
wreck the already damaged taurox. The other chimera attempts to kill
off the second Taurox but it fails to do anything, as do its
passengers.
Assaults
and on the right the remaining soul grinder charges into the drop
sentinels, they attempt to stop it with over watch but they miss and
explode under the pressure of its iron claw. The ogryn charge into
the lascannon turrets and destroy one of them but the others are
still in one piece. Its a long charge but the zombies attempt it on
the scions and fail.
Imperium
turn 3
Not
wanting to be destroyed, the Tauros moves over to the Talon, gets
picked up and flies away from the soul grinder. The lancer backed up
by another knight faces the lord of skulls, while the other two move
into the stronghold, the vendetta is forces to just move 18 inches
forwards. We forget all about the vulture which is off the table. The
executioners rally.
The survivors get clear of the flaming wreck. |
The
taurox wrecks the chimera with the melta squad, they are forced out
and get pinned. With the approaching horde of zombies, the scions try to gun
them down but only kill a few, not nearly enough. Shooting from the
knights deals a single hull point to the lord of skulls. The turrets
can't be locked in combat so they shoot at the valkyrie, I decide not
to jink and a single shot hits, penetrates, immobilises the flier
which then crashes killing 8 of its passengers, only a melta gun and
regular veteran survive. Krack missiles from infantry squads shoot at
the soul grinder but do nothing.
Now for
the big phase, a knight charges into the demolisher and wrecks it
with its hammer of wrath attack. In the centre the knight lancer
fails its charge on the lord of skulls but a regular knight makes it
in. Striking first the knight only hits with 2 attacks, but then
manages to roll a 6 on the D chart, causing 8 hull points, the other
attack deals 2 more but that's irrelevant at this point. The lord of
skull explodes but its obviously knocked back by the force of the
blow as it scatters away from the knight. In his deployment the red
knight charges the sentinels and wrecks them both with ease. Lord
commissar, all alone, charges into the infantry and with a swing of
his power sword kill of 2 chaos worshippers, however he does take a
wound in return. Regardless his fury is too much for my infantry and
they run, only to get cut down. On the left the scion command charges
the last chimera and explodes it with a melta bomb, killing 6 of the
guys inside. On the right an infantry unit charges the soul grinder
trying to hold it up, they do no damage to it, and I only kill 2
back, so they hold.
Chaos
turn 3
The only
movement I have is the zombies getting closer to the scions and the
mutants getting onto a quad gun in my stronghold. The knight which
destroyed the demolisher only had 4 hull points left, so the
maulerfiend gets close to it and tries its luck. Not wanting to
soulgrinder to get bogged down for the rest of the game the ogryns
leave the turrets alone and go to aid the daemon engine.
Psychic
phase, my rogue psyker casts his power on the sentinel, attempting to
haywire it, he passes the power and takes off a single hullpoint!
Again in
desperation, the mortars target the closest knight trying to do some
damage, but this time the shots just bounce off its hull. Using the
quad gun the mutants try to damage the knight next to the maulerfiend
but fail to do anything. The rogue psyker tries to finish the sentry
with the quad gun on his bastion, but fails to hit. The remaining
leman russ tires to take out the executioners and the shot locks on,
killing them, despite them going to ground. The infantry next to the
scion command shoot at them and kill off the body guard leaving just
the scion commander remaining.
Assault
and I don't have much, but the ogryn charge into the infantry and
kill them all In a single round, freeing up the soul grinder, they both consolidate towards the cover. Again
the zombies fail the charge on the scions with a good old roll of 3
inches when they needed 5. the maulerfiend charges into the knight,
its lasher tendrils holding back the knight. The knight still manages
to get an attack though and wrecks it.
Imperium
turn 4
Crushed under a tank |
With the
attack on the outpost not going well, the knight lancer moves towards
it and runs, for a 20 inch move. The vendetta leaves the table and we
remember about the vulture which comes back, facing the ogryn. All
the knights spread out to mop up my force.
Punisher
fire from the vulture targets the ogryn and 2 fall under the hail of
bullets. The talon uses its missile pods to take out a lot of the
mutants and the knight pretty much kill the rest.
Trying to
avenge his bodyguard, the scion commander charges into the infantry
but thanks to some very lucky rolls by myself, he dies to over watch
fire! The combat knight charges the last leman russ and destroys it
with his thunderstrike gauntlet and so gets the throw the carcass of
the tank. With pinpoint accuracy the tank lands on the two remaining
veterans, killing them both.
Chaos
turn 4
The
zombies get within 2 inches of the scions, they can't fail this turn!
The soul grinder faces the vulture and the lone ogryn goes after the
D-99 command.
Again
reaching into the warp, my psyker tries to haywire the lancer as its
runs towards his bastion, but the power is denied!
Its
harvester cannon shouts out and hits the vulture, dealing another
hull point of damage to it, wrecking the flier. Again desperate, the
witch uses the quad gun on the lancer, and manages to do nothing,
thanks to the lancers shield.
Assault,
finally the zombies make it into the scions and kill 4 of them while
taking no casualties. The ogryn charges the D-99 command and kills
off every one but the commander, who deals a single wound back, the
hero holds though, determined to take down the chaos beast.
Zombies finally make the charge |
Imperium
turn 5
The
lancer charges the bastion, exploding it, killing the nurglings
inside and the witch on top. The zombies win the combat killing the
rest of the scions which is a plus. The strong hold falls to the other
knights, and the heavy mortars get blown up. The ogryn as well gets
killed by the D-99 commander some how.
The lancer takes down the outpost |
Chaos
turn 5
I have a
soul grinder and some zombies. I can't do anything.
The Imperium claim the strong hold |
At this
point we run out of time so call it there.
Imperium:
18 (5 objectives, all secondary objectives) – Chaos: 0
Victory
to the Imperium
Post-Battle
That was
a really fun game, I got my ass handed to me but it was stupidly fun
all the same. The think that I am really glad I did about this game
was set up a outpost objective. For some reason I was more invested
in the outcome of that than the main stronghold. It was probably
because it felt that it had more of a story than the overwhelming
force on the other side of the table. A few units of scions backed up
by a drop sentinel are sent to clear out a lightly held force,
however it falls apart once they get ambushed by a chimera patrol in
the area. Then at the end a knight comes in to save the day and take
the objective. Brilliant.
Its not
to say that I didn't enjoy the larger side of the table. I did, its
just that captured my imagination more. Its funny how the battle
turned out, all the knights showing up in the plains, while the
fliers and infantry took the flank with more scenery. It all looked
very cool to me and I am so glad we did it.
However
we felt that the score didn't quite reflect the battle. Granted I did
get stomped into the ground, but we talked about it and I held onto
the objectives for most of the game, only losing them turn 4 and 5,
so maybe next time we play, we will add in another point system. Keep
it the same but at the end of each game turn, if you hold and
objective, gain 1 point. That way if you hold most of the objectives
for most of the game, but lose them at the end, the score would
reflect the game a little better. But that's just us.
We are
going to try another large planetstike game again in the future, this
time I will be the attacker with him defending. Chances are will be
try different armies as elysians defending is a little odd. So he
might use his marines or chaos. I on the other hand am not sure what
I will do. I could use Eldar, I easily have 4k of that, but I do also
have a rather large amount of dark eldar which do like attacking
planets. Eldar would look better as more models are painted, but what
do you guys think I should use?
Hope you
enjoyed the battle report.
Nice report, it's good to have a change from the standard games every once in a while.
ReplyDeleteYou did well holding on for most of the game, but I think you were always going to struggle against 4 Knights as you had little in the army that could reliably hurt them.
Very good game. I really love big games of 40k, when done right they can be such fun, and cinematic.
ReplyDeleteKeep up the good work.
Looks great! Thanks for the report. I'd say whatever army you have more painted. Gotta look good ;)
ReplyDeleteThanks for another very nice batrep! Sad to see Renegades lose, so I say - play Renegades next time to avenge your loss :D (And because I like reading about them).
ReplyDeletePS: Dark Eldar would be OK, too
OK. The Imperium have 4 Knights compared to a single Lord of Skull. That means the odds are stacked against the traitors. Nice game, overall.
ReplyDelete