Tuesday, December 26, 2017

Horus Hersey Battle 2: Death Guard vs. White Scars and Drop Troops

ARMY SELECTION: 830 Points

Death Guard - Pete
  • Praetor: Terminator armor, Paragon Blade, volkite
  • Tactical Squad: 14 marines with close combat weapons, sergeant with power fist and artificer armor
  • Support Squad: 7 marines with volkite calivers
  • Heavy Support Squad: 3 marines with missile launchers
  • Dreadnought:  multi-melta, storm bolter, and power fist

The Death Guard army has the advantage in durability and firepower.


White Scars and Drop Troops - Phil
  • Praetor: Power glaive, Iron Halo (represented by shield), bolter
  • Veteran Squad Kheeg (+1 WS): 10 marines, 2 plasma guns, sergeant with power glaive and artificer armor 
  • Veteran Squad Khoer (+1 armor penetration): 5 marines, 1 plasma gun, 2 combi-plasma guns 
  • Legion Outrider Squad: 3 bikes with twin-linked plasma, sergeant with power glaive
  • Drop Troop Platoon (partial)
    • Platoon command squad with krak grenades and melta gun
    • Veteran squad with grenade launcher, sergeant with melta bombs


The White Scars and their Drop Trooper allies have superior mobility.




PRE-GAME
Mission: For this small skirmish, we decided to try something different. We wrote up eight simple missions with victory conditions for a Minor and Major success. If one player scored a higher level of success than the other, that player would win. We would each draw one at random from the pile and it would be secret from the other player. If a player felt he had little chance of success, he could draw a new one, but then would have to reveal his mission to his opponent, giving the opponent a strategic advantage. The goal was to come up with simple missions that small armies of 4 - 5 units could focus on accomplishing.

Assassinate:
Minor: Enemy warlord reduced to 50% of starting Wounds.
Major: Enemy warlord is destroyed or off the table at the end of the game.

Seek and Destroy: 
Target is the unit in the enemy's army with the highest total point cost, not including attached HQ choices.
Minor: Target reduced to 50% of starting Wounds or Hull Points.
Major: Target destroyed, falling back, off table, or immobilized with all weapons destroyed.

Rescue:
Rescue objective placed halfway out and about 1/4 to 1/3 from one table edge. Objective can be moved by infantry only.
Minor: Control (contested) objective at end of game.
Major: Move objective off your own table edge before end of game.

Take and Hold:
Take and Hold objective placed halfway out and about 1/4 to 1/3 from the opposite table edge of the Rescue objective. Objective cannot be moved.
Minor: Control (contested) objective at end of game.
Major: Control (uncontested) objective at end of game.

Cleanse:
Minor: Control (uncontested) more table quarters than your opponent at end of game.
Major: Control (uncontested) two more table quarters than your opponent at end of game.

Control Target Area:
Minor: Hold both the Rescue objective and the Take and Hold objective at the end of any two of your turns.
Major: Hold both objectives at the end of three of your turns.

Breakout:
Minor: Get one unit off your opponent's table edge.
Major: Get two units off your opponent's table edge.

Hold the Line:
Minor: Control (uncontested) your deployment zone.
Major: Control (uncontested) your table half.

Game length would be 4 turns with a 3+ chance of turn 5 and then a 4+ chance of turn 6, which would be the last possible turn.


Mission Assignments:

Pete: I drew “Control Target Area” and figured it would be an achievable mission for my army, although very challenging as it required I hold two objectives with the four units I’d have on the board – two of which were touting heavy weapons and are not the easiest to secure objectives with. But I felt the element of secrecy around my mission objective would be more beneficial than drawing a new mission and playing it “open handed” for my opponent to see, so I kept it. If I could just secure the two objectives downfield, my intractable Death Guard would be tough for Phil to budge…

Phil: I drew "Cleanse" and knew I didn't have an army that could win by slugging it out with Pete's Death Guard so I elected to re-draw, even knowing I would have to show my new mission objective, giving Pete an edge. On the re-draw, I got "Hold the Line", which would also not play to my strengths, but I figured I had a decent chance due to Pete's lack of mobility.

Based on the missions drawn, it seems that after their defeat in the first battle a small force of White Scars reinforced by Drop Troops has fallen back and would be trying to hold off the Death Guard offensive in order to buy time for the rest of their forces to rally and reorganize. The Death Guard will be attempting to build on their victory by sending a small detachment to secure a key area of the ruined city for long enough to allow their transport ships to ferry additional troops to the planet unhindered by loyalist resistance.


Roll for table edge and Pete wins.
Pete: Knowing Phil's mission, I selected the west edge in order to prevent the Imperial Guardsmen from utilizing the cover bonus of the large ruin that was partially in that deployment zone.

Roll for first turn and Phil wins.
Phil: Since my mission depended on control at end of game, I elected to deploy and go second.


Overview of deployment. The Drop Troops were held in reserve.


View of deployment from the north.


The massive dreadnought holds the southern flank for traitors.

In the center, the support squad can threaten almost the entire table with their volkite weaponry.

The bulk of the White Scars deploy on the far right, across from the large Death Guard tactical squad. 

Veteran Squad Khoer holds the White Scars' left flank.




Death Guard Deployment and Plan:

I had to deploy first, which I hate doing, as I feel the opponent can stack their units best suited to counter yours in prime locations for success. I had to find a way to prevent being flanked by Phil’s White Scar bikers - I could just see them flying in from the side of the board laying low my expensive heavy weapons troops with burning hot plasma. And all before even seeing them on the field! So I put my dreadnought on a path around the large ruin with the expectation that it would end the game on the objectives and mop up any last White Scar resistance. I’d prefer to have had him wade into the center of the board and do maximum damage, but then I’d be outmaneuvered by the White Scars for sure. Plus there was the drop troops to consider! The missile launchers and volkite calivers I placed in the center of my deployment zone to have a open view of the middle of the table.

I knew I’d have to move the calivers up the board and attempt to secure the Take and Hold objective, which was not their strong suit. The left side of the battle and the Rescue objective I left up to the Praetor with his 14-marine strong tactical squad. I would have loved to send the dreadnought or another piece of heavy weaponry with them, but I hoped the heavy support squad would be able to provide them with just that at a key time in the battle – supporting fire.


I was pleased that Phil didn’t steal the initiative and secure the first turn, which would have given him control of the board and have me on my heels right away. Instead the Death Guard got to go first, and with it some major long range firepower…



White Scars Deployment and Plan:

I knew this would be tough since my army's main advantage is mobility and that would not help me much with holding my table half. I would have to use my mobility to choose the match-ups I wanted. After seeing Pete's deployment, I assumed I would have to stop his large Tactical Squad and his dreadnought from marching forward into my table half, while surviving the long range fire of his support squads. At least he didn't  have any fast units that could surprise me with a last-turn dash to my table half or deployment zone. My basic plan was to use my abundance of plasma to whittle down the Tactical Squad before charging in to finish them off in close combat with my White Scars Veterans and to use my Drop Troops to take out the dreadnought with their melta gun and krak grenades by dropping in behind it.



Turn 1:
The Death Guard Legion Support Squad remained stationary in order to fire with full effect at the Veteran Squad Kheeg - and killed half the squad. The dreadnought rounded the corner of the large ruin and coordinated its fire with the Heavy Support Squad to punish Veteran Squad Khoer. Even with hard cover, the krak missiles and multi-melta combined to kill two marines, forcing the rest to flee off the table with a 12" fallback move!

The situation was already looking grim for the White Scars. They had lost a third of their force before they even fired a shot. But the remaining loyalists vowed to fight on to their last breath in an attempt to hold the traitors back. Despite overwhelming odds, the Khan ordered his men to advance and fire.

The Khan, Veteran Squad Kheeg, and the Outriders moved forward and to the north in order to get a line of sight to the large Death Guard Tactical squad behind the cathedral. They fired everything they had and killed four traitors, but the presence of the Praetor kept the Death Guard from wavering.


The remaining White Scars return fire at the Death Guard, killing four in retribution for their heavy losses.


Though severely depleted, the White Scars fight on in an attempt to hold back their enemies and accomplish their mission, even if it means almost certain death.

"Attack the foul traitors! Hold them back at all costs!"

Turn 1 Overview: The Death Guard inflict heavy losses on the White Scars, who kill a few traitors in return.



Turn 2:

Having little to fear, the Death Guard advances nearly everything forward toward the center of the table. The Heavy Support Squad provides covering fire and kill an Outrider, causing the other two to fall back.

The Praetor and his men put the ruined cathedral between themselves and the enemy, allowing their long range fire support to deplete the White Scars before engaging.

Despite jinking, the krak missiles from the Heavy Support Squad kill one Outrider, causing the other two to fall back.

The Legion Support Squad advances slowly toward the objective.

Death Guard Turn 2: Missile launcher fire drives back the Outriders while most units advance on the objectives.


On the White Scars' turn, the Outriders rally and turn back toward the fight, determined to sell their lives dearly as penance for their shameful cowardice.

The Drop Troops platoon arrives from reserves and both squads successfully make their drops on target. The Veterans fire into the opposing Tactical Squad, but the lasguns are useless against the superhuman toughness and power armor of the Death Guard. The platoon command squad successfully lands right behind the dreadnought and fires on the rear armor. The melta gunner misses, but one trooper is able to land a glancing hit with a krak grenade on the weaker rear armor.

The White Scars Veterans cannot draw line of sight to any targets, so they run forward, attempting to close with the Death Guard infantry near the cathedral.

The veteran drop troops successfully make their drop, but are unable to inflict any damage on the powerful marines.

Despite a perfectly-positioned drop, the melta gunner missed, leaving the squad facing an angry dreadnought. 

White Scars Turn 2: The Drop Troops arrive, but inflict minimal damage on the heavily-armored Death Guard.



Turn 3:

The Death Guard Tactical Squad moves into the cathedral and claims the Rescue objective. Their bolter fire kills three of the White Scars Veterans. Meanwhile, the Legion Support Squad moves up to the Take and Hold objective. At the end of his turn, Pete points out that he controls both objectives, identifying his mission as Control Target Area.


The Death Guard occupy the cathedral and claim the Rescue objective.

From the cover of the ruins, the Death Guard gun down the approaching White Scars at point blank range. 
The Khan and his last few men continue to advance, despite little chance of survival against the superior enemy numbers.

The dreadnought inflicts no damage with shooting so he charges the Imperial Guardsmen, planning to crush them in his huge power fist.

The melta gunner makes up for his earlier failure by destroying the dreadnought with a lucky overwatch shot, killing himself and a squad mate in the explosion! 

Frag missiles rain down from the Heavy Support Squad in the distance but amazing armor save rolls prevent 9 of the 11 wounds!

Both squads of the Drop Troop platoon converged on the Legion Support squad and fired, trying in vain to shift the mighty Death Guard warriors off the objective, but the space marines shrugged off the lasgun fire without injury.

The Outriders fired their plasma guns into the Death Guard Tactical Squad in the Cathedral, killing two, but also losing one of their own due to an overheating plasma gun.

The Khan knows there is little chance of victory for his outnumbered force, but his hatred for the foul traitors is so strong that his only wish is to go down fighting. He and his last few veterans shoot and then assault the much larger Death Guard force in the ruined cathedral, shouting their war cries. However, the Khan and his men are wiped out by the superior Death Guard forces without inflicting any damage.

The Drop Troops concentrate their fire on the Death Guard Support Squad, but the power armor makes a mockery of their weaponry.

The Drop Troops bravely face off against a superior foe.

The last surviving White Scar knows the end is near.


Turn 3 Overview: The White Scars Veterans and Commander are wiped out by the Death Guard Tactical Squad while the Drop Troop Platoon Command Squad destroys the dreadnought with a lucky melta gun overwatch shot.


Turn 4:

The Legion Support Squad slowly turned their Martian death rays on the brave but foolish guardsmen and proceeded to vaporize their foes. Seconds later, nothing remained of the Drop Trooper squad except ashes and debris.

The Legion Tactical Squad in the cathedral unleashed the Fury of the Legion on the last White Scar Outrider. The lone biker marine was riddled with dozens of bolter rounds as he crashed into the dust, never to rise again.

At the end of their turn, the Death Guard controlled both objectives for a second turn, earning them the Minor victory condition, at least.

The Death Guard wade through lasgun fire. Their return salvo wiped out the guardsmen in the ruins.

From their vantage in the ruins, the Legion Heavy Support Squad lays down covering fire for the units advancing on the objectives.

The Imperials realized there was no way to deny the Death Guard their objectives, but they still had a chance to force a (very undeserved) draw if they could control their own deployment zone (Minor victory condition) and the game ended this turn. The Platoon Command Squad turned away from the Death Guard and made a desperate run for their deployment zone. Their run roll left them just an inch or so shy, but it didn't matter as we rolled for another turn and got it.

The last of the loyalist forces run for their deployment zone in a desperate attempt to force a draw.

Turn 4 Overview: The Death Guard dominance continues as they wipe out the Drop Troop Veterans and the last Outrider.



Turn 5: End of Game

With control of both objectives for a third turn (Turn 5), the Death Guard fulfilled their Major victory condition, guaranteeing victory. Also, they could easily have wiped out the last of the Loyalist army so we ended the game here.


Loyalist Post-Game Analysis (Phil):

That was a slaughter! With the army selections and missions, I knew this would be a very difficult fight, but I still had hoped to make it respectable and either force a draw or eke out a win, depending on Pete's mission. Things went badly right from the first turn when I lost ten of my 15 Veteran marines and I was never able to mount a serious threat to Pete after that. With all of my casualties and failed morale rolls, I just lacked the firepower to inflict any significant damage on the Death Guard infantry and it was only because of a lucky overwatch shot that I was able to destroy even a single unit (that was definitely the highlight of the game for me).

For starters, I didn't have the optimal army. I had to take a lot of overpriced veteran units in order to match Pete's point total. That will be good incentive to get more painted before our next clash! As for the game itself, I chalk up the loss of Veteran Squad Khoer to bad luck. I had the situation I wanted: I was in heavy cover against the Death Guard heavy weaponry, but I still lost two marines and then rolled a 12" fallback move, taking them to the edge of the board. But in hindsight, I should have placed the larger Veteran Squad Kheeg farther to the right/north to try to get them out of the line of sight of the Legion Support Squad. Those Volkite Calivers were absolutely deadly (killing 13 of my 34 models in only two volleys of shooting) and I will give them more respect in the future! Also, I should have played a bit more to my objective and got a unit back into my deployment zone in case the game ended on Turn 4 so I could have forced a (very undeserved) draw, at least.

I give Pete credit for playing a good game by utilizing his strengths and sticking to his plan. He played the Death Guard as they are described in the stories: a slow, implacable march forward, systematically breaking down resistance and being unmovable once they claimed their objectives. And the first time playing with my Drop Troops was fun and flavorful, too: they nailed their drops right on time and right on target and managed to fulfill their mission of taking out the dreadnought. Despite the one-sided result, the models, table and flavorful way the game played out made this a very enjoyable game.


Death Guard Post-Game Analysis (Pete):

Victory for Mortarion! Death to the false Emperor! Whoah, I guess I got a little carried away there…
Well that was a fun battle. Phil did a good job creating balanced missions for the small game we would be playing and there was just enough terrain to feel like a proper game of Warhammer. I am proud of how well the Death Guard did in marching forward and taking the objectives, all the while shrugging off plasma and lasgun fire from Phil’s White Scars and Drop Troops. The volkite weaponry performed about as good as possible in their first excursion, setting up the victory on turn one by thinning out Veteran Squad Kheeg and completing the route on turn four with the disintegration of the larger guardsmen squad. I think it helped to keep my mission a secret until turn 3, so that Phil couldn’t anticipate my strategy and fully counter it. Although it would have been tough with the brutal loses he took on turn 1.
No doubt the highlight of the battle was the Drop Trooper facing down the charging 175 pt. dreadnaught and blowing him to smithereens with a lucky overwatch shot! Talk about an impressive feat, first landing perfectly behind the dreadnaught and knocking off a hull point on turn 2, and then exploding the thing on turn 3. That side skirmish is exactly what makes Warhammer infinitely playable and enjoyable! Stories will be written about that brave squad and be told on distant planets for eons. What fun!

All-in-all it was a quick, action-packed game using our newest painted models. In one short year it’s amazing how far we’ve come in the Horus Heresy setting. I can’t want to play again! The galaxy will burn!





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