Saturday, February 24, 2018

Horus Heresy Battle Report 3: The Raid on Outpost Genden

Mission
We wanted a suitable mission to represent a White Scars force with Drop Troops allies that would be striking deep behind enemy lines to destroy a crucial enemy installation. We started with the Sabotage mission from the Fourth Edition rulebook and modified it to our liking.

The Raid on Outpost Genden

Setup:
  1. Place the objective somewhere near the center of the table.
  2. The defender's deployment zone is a 10" radius around the center of the objective. Any units not deployed to start the battle may be held in reserves and will arrive from a random board edge.
  3. The attacker may then deploy infiltrators on the table following the normal rules.
  4. The attacker takes the first turn, moving as much of the army as he chooses onto the board and leaving the rest to come on as reserves. Whether arriving on the first turn or from reserves, each unit arrives from a random board edge determined by a roll as shown on the map below. Units with Outflank may re-roll.
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.

Objective:

For this raid, all the attacking forces have been issued with demo charges to destroy the objective and complete their mission. The objective cannot be destroyed by firing at it, only by non-vehicle models placing demo charges. To place a demo charge successfully the model must assault the objective in its assault phase and remain in contact until the end of its next assault phase. At this point, the charge is set and the objective is destroyed. Boom!

The attacker wins if he destroys the objective before the end of the game. Otherwise the defender wins.

Outpost Genden: A command bunker, communication tower and fuel processing plant are functional, while the fortified administrative building on the hill has been destroyed by a previous bombardment. 






ARMY SELECTION: 850 Points

Death Guard Outpost Garrison- Pete
  • Praetor Wolfgang: Terminator armor, Paragon Blade, volkite charger, digilasers
  • Tactical Squad Stärke: 14 marines with close combat weapons, sergeant with power fist and artificer armor
  • Tactical Support Squad März: 7 marines with volkite calivers
  • Heavy Support Squad Tragen: 3 marines with missile launchers
  • Contemptor Dreadnought Friedrich:  multi-melta, meltagun, dreadnought close combat weapon

White Scars and Drop Troops Raiding Party - Phil

White Scars, Brotherhood of the Wind
  • Consul Kuyuk: Power glaive, bolter, cyber-hawk
  • Tactical Squad Kheeg: 10 marines
  • Tactical Support Squad Khoer: 5 marines with plasma guns
  • Legion Outrider Squad Anchin: 3 bikes with twin-linked plasma guns
Xhorik 87th Drop Troops, 3rd Company "The Golden Eagles"
  • 2nd Platoon (remnants)
    • Platoon command squad with melta gun
    • Infantry squad with grenade launcher
  • Attached Storm Trooper Squad: 8 storm troopers
  • Tauros with grenade launcher


The Death Guard garrison protects the vital fuel processing and pumping station that makes up the heart of Outpost Genden.



Death Guard Deployment and Plan:

Pete: This sounded like a fun mission, and one that would allow each army to highlight its strengths. My Death Guard would be defending the objective and playing a grinding, last-stand kind of game. It was hard to set up my whole army first and not even know which table edge his units would be advancing from. In retrospect, I may have benefited from holding one of my own units in reserve, but at the time I chose to put my entire army on the board, in what I thought were strategic defensive positions. The missile launchers were elevated and held a commanding line-of- sight across the table. My main tactical squad and Praetor were nestled close to the objective and ready to engage any unit that approached. My volkite support squad was placed on the hill near the comms tower with a nice field of view. The mighty Contemptor I placed dead-center in my deployment zone, knowing he would be the ultimate challenge for Phil’s army to remove.

My plan was to use my army’s knack for being tough to kill and good at dealing ranged damage to sit
back and allow Phil’s units to approach me, hopefully scattered and not in mass, and whittle them away. Having to deploy first and go second was killer, however. It limits one’s strategy and puts you on your heels early, reacting to the enemy. Still, I didn’t think Phil would be able to hold the objective for an entire game turn, right in the middle of my army, without me being able to annihilate the unit by one means or another.


Praetor Wolfgang and his largest infantry squad guard the approach from the north because it appears to be the easiest path to the fuel processing plant.

Any loyalists trying to reach the objective from the north will have to fight their way past this mass of infantry.

The tactical support squad guard the approach from the east and also have good firing lanes to the south.

The Contemptor dreadnought is stationed near the vital fuel processing station in order to provide a last line of defense.

The heavy support squad holds he high ground with a field of fire covering all approaches. 


White Scars Deployment and Plan:

Phil: I elected to keep all the deep striking units in reserve and deploy the rest. Even though it would be dangerously crowded to deep strike into the outpost, I couldn't risk slow and squishy units like guardsmen entering from the wrong edge and needing to slog their way to the Death Guard position under fire. Deep striking would hopefully allow me to bring them in with a clear path to the objective, or at least where they could help support my units that were closing in.

Luckily, I rolled really well for which table edge my other units would enter from and all of my four units entered from the south or east either by rolling those edges or rolling a 5 or 6, which gave me my choice. Not only were these the best two table edges, but it also allowed my units to deploy near enough to support each other.

The plan was simple enough: use my most threatening unit, the Outriders, to distract or destroy the dreadnought long enough to allow one of my White Scars squads to reach the objective and complete the mission. Meanwhile, the drop troops would arrive all around the outpost and would hopefully overwhelm the defenders with too many targets to stop them all from charging the objective. I knew I had to reach the objective quickly if I was going to have a chance because my army was pretty fragile and I knew Pete's Death Guard would eventually grind me down with his more durable units.



The White Scars enter the battlefield from the south and east with the drop troops in reserve, ready to deep strike. 


White Scars Turn 1:

Phil: Everything moved toward the objective and fired. With the help of the cyber hawk (and lots of plasma), the White Scars support squad was able to gun down the Death Guard heavy support squad on the elevated platform. I had the rest of my units (the Outriders, Tauros and tactical squad) combine their fire on the tactical support squad with the powerful volkite calivers that had been so deadly in the last game. I was able to kill four of the seven traitors, which was enough to break the squad and send them falling back toward the objective.

I was extremely happy with my first turn. It went about as good as it could have, and as good as it needed to be in order for me to have a chance to win.

Consul Kuyuk and his tactical squad approach the objective from the south, firing upon the Death Guard sentries occupying the outpost. 

Kuyuk's cyber hawk Aztai spots the heavy support squad guarding the outpost from their elevated position. Aztai relays their exact location to Support Squad Khoer.

With the help of Aztai, Squad Khoer's plasma guns take deadly aim and bring down the missile launcher troops overlooking the battlefield, clearing the way for the assault on the objective.


The Outriders and a supporting Tauros scout vehicle speed toward the objective, catching the Death Guard support squad with the volkite calivers in a deadly crossfire between them and the tactical squad to the south. 


White Scars Turn 1: The loyalists do a lot of damage to the smaller Death Guard support squads, but the toughest traitor units still guard the objective. 


Death Guard Turn 1:

Pete: Those were some tough casualties on turn one: my heavy support squad vanquished and a falling back tactical support squad März. Once I caught my breath, I successfully rolled to rally my volkite troopers, but with only firing snap shots they weren’t able to do any damage. I set my dreadnought towards the biggest threat on the board, the Outriders, but struggled to slow their advance due to their ability to jink for an invulnerable saving throw. Thankfully, Praetor Wolfgang and his 14-man retinue killed two out of five of the White Scar plasma gunners and the squad fell back off the board. After that turn of events at the end of my turn, I felt it was still anyone’s game.



The massive Contemptor dreadnought Friedrich moves towards the Outriders, attempting to melt them down before they can reach the fuel processing plant. The expert White Scars riders swerve and weave, avoiding the melta rays.

Praetor Wolfgang marches his men toward the White Scars tactical support squad and avenges his fallen men by killing two and driving the others from the field of battle. 

Death Guard Turn 1: The tactical squad drives off the White Scars tactical support squad while the dreadnought attempts to hold back the Outriders without success. 

White Scars Turn 2:

Phil: Ouch, two games in a row that I had a squad fall back off the table. That is one downside to entering from a table edge...

The (partial) drop troops platoon arrived from reserves. I tried to drop the platoon command squad with the melta gun behind the dreadnought for a shot at the rear armor, but they scattered onto the rocks to the east, resulting in one unlucky trooper being killed by a dangerous terrain roll from landing in difficult terrain. They were now facing the front of the dreadnought and considerably farther from the objective than I wanted, but that was still much better than the infantry squad. I tried to drop them in the open terrain between the objective and the communications tower, but they scattered about 10 inches to the north and into the dreadnought! Rolling on the mishap table resulted in Pete placing them in the very distant southwest corner, effectively out of the game.

Finally, the Storm Troopers arrived and these veterans hit their mark exactly: right behind the traitor tactical squad and within striking distance of the objective. They opened fire and killed two of the tactical marines.

I continued to advance my tactical squad while firing at the volkite calivers and managed to kill the rest of them. The bikers pressed forward into the outpost perimeter and took aim the side of the dreadnought. Despite only being able to take snap shots from their previous jinking, the bikers managed to get one penetrating hit, but only shook the crew.

The platoon command squad misses their drop and ends up outside the outpost perimeter in front of the dreadnought and on a rocky cliff. One trooper lands hard on the cliff edge and  breaks his legs, taking him out of the fight. 
As the Death Guard infantry drive the White Scars plasma gunners from the field, they are suddenly attacked from behind. 

The elite Storm Troopers land exactly on their mark and uses their hotshot lasguns to bring down two of the superhuman Death Guard infantry guarding the fuel processing station. 


The melta gunner misses while the bikers fire at point blank into the dreadnought's weaker side armor and manage to do some damage, but not enough to slow down the fearsome war machine. 

White Scars Turn 2: The drop troops arrive as the loyalist forces fight their way into the outpost toward their objective. 

Death Guard Turn 2:

Pete: The dreadnought took his licks, including a scary penetrating hit, but then got down to business and killed everything in his general vicinity. That’s kind of his specialty. My tactical support squad was lost due to another round of firing from Phil’s tactical marines, but their absence wouldn’t be a game-changer at this point.

I needed to get my Praetor and tactical marines back in position on the east side of the objective, plus brush off this unexpected threat of the Storm Troopers and their AP 3 lasguns, a real thorn in the side. I would have loved to have them run if I didn’t have to deal with those perfectly placed drop troopers.

I’m down to two units on the board at this point, so my strategy is simple and straightforward.

Praetor Wolfgang marches his men back north, pounding the Storm Troopers with unrelenting firepower, killing most of them. 

Friedrich charges the Outriders, eager to get to grips with the elusive bikers. The entombed champion tears all three apart before they can escape. 

Death Guard Turn 2: The depleted Death Guard forces deliver a powerful counter attack at the northern edge of the outpost.


White Scars Turn 3:

Phil: Things were looking a bit grim. I had three units left capable of completing the mission, but two of them were small, weak and being blocked out by Pete's much stronger units. Pete had two very durable units left and my single melta gun was the only thing in my army that could even hurt the dreadnought besides a lucky krak grenade thrown at the rear armor. My only hope was for the tactical squad to charge the objective this turn and hold on until my next assault phase; no small task considering what I would have to survive!

Consul Kuyuk and his men race toward the fuel pump station with demo charges ready, determined to destroy this crucial installation at any cost.

Due to the swirling radioactive dust storms, the drop troop infantry squad badly missed their mark and find themselves too far from the outpost to contribute to the battle.

White Scars Turn 3: The White Scars reach their objective, but will they be able to hold on long enough to successfully place the demolition charges?



Death Guard Turn 3:

Pete: With my tactical squad and dreadnought both closing in on the White Scars squad on the objective, I’m thinking the game is mine… there’s no way we won’t be able to destroy this squad, right? After shooting a few loyalists, the dreadnought easily makes his charge and then... Argh! A terrible charge roll for my tactical squad! My Death Guard never were much for speed and they just missed reaching Phil's tactical squad by an inch.

The dreadnought charges in and slays numerous marines, but their will mirrors that of the Emperor himself and they do not run from combat. However, I still have another melee phase in Phil's turn with my dreadnought and if he can break the squad, I should have no problem holding the objective from his last few guardsmen.



The Death Guard tactical marines and dreadnought close in on Tactical Squad Kheeg, firing everything they have, trying to drive them from the objective.

Death Guard Turn 3: The traitors throw everything at the White Scars on the fuel pumping station, killing half their number, but the attackers hold on.


White Scars Turn 4:

Phil: I really lucked out that Pete's tactical squad failed their charge or it would have been the end for my tactical squad... and my hopes of winning! As it was, I was lucky that the dreadnought only killed one marine in melee and I was able to pass both of my morale tests.

My other two squads could not charge the objective since they were both being blocked by the large Death Guard tactical squad (and they didn't inflict any damage with shooting) so the only thing left to do was to see if my marines could survive another round of combat with the dreadnought and reach the end of their own assault phase still in base contact with the objective.

My warlord and two more marines are killed. So it would all come down to this morale roll with a -4 modifier... and I passed!

Kuyuk battles valiantly against the dreadnought Friedrich with no hope of victory; his only goal is to buy time for his men to complete their mission even if it costs him his life. 

Kuyuk is defeated and his injured body is tossed aside by the unstoppable dreadnought along with two of his men... but not before the rest of the squad finishes rigging the demolition charges to the pumping station.

The remainder of the loyalists begin a fighting retreat as the fuel processing and pumping installation is disabled by the demolition charges.

White Scars Turn 4: The Contemptor dreadnought continues to rampage through the White Scars, but the few survivors bravely keep their focus on the mission and are able to destroy the fuel plant. Victory for the loyalists!

Result: Loyalists Win


Loyalist Post-Game Analysis:

Phil: What a game! Unlike the first few games in this campaign, this one was exciting and suspenseful all the way through.

I started off as well as I could have possibly expected, by taking out the heavy support squad and breaking the tactical support squad before Pete could fire a shot with either. That cleared the way for everything to advance on the outpost without having to wade through the massive storm of firepower those units can dish out.

But Pete fought back hard and was able to bring down all of my offensive threats one after the other. Once both of my plasma units were destroyed, it quickly became apparent that I couldn't dish out much damage to Pete's army and just had to hope to hang on for the win. Even with my great start, I only won because of Pete's terrible charge roll and then a lucky morale roll of my own. Had his tactical marines made it into melee, there is no way my squad could have survived two rounds of combat.

In the end, the plan worked, but just barely. I was hoping to take out the smaller squads and then throw too many units at the objective for Pete's remaining units to stop them all. I don't think it was his intent, but when his tactical squad spread around the objective as they tried to reach the White Scars on Turn 3, it blocked my other units from any shot at charging the objective! I give him a lot of credit for using his only two units to great effect and very nearly pulling out the win. And of course the loss of the drop troop infantry squad to a deep strike mishap really hurt my ability to overwhelm the objective with a swarm units charging it on turns 3 and 4.

I think our take on the sabotage mission resulted in a fun, tactical and balanced game. I wouldn't mind giving it a try in reverse sometime with my army as the defender.

Overall, a hard fought battle with an interesting mission and a close ending. Can't beat that.


Death Guard Post-Game Analysis:

Pete: Ouch. So close, yet so far. Despite taking some early tough losses, the Death Guard nearly still won. That short charge roll from my tactical squad was the difference maker, as I’m confident they would have destroyed what remained of Phil’s unit placing the demo charges, won the mission and saved the facility. Still, Phil had to pass a very difficult leadership test after his Consul fell to the dreadnought. My last chance at victory…

There were numerous surprises from Phil’s lads, including the precision drop landing of the storm troopers and the bite of their hot-shot lasguns. My heavy support marines being left without cover from table edge 1 and being dispatched quickly by a salvo of plasma. The volkite caliver squad, heroes of Game 2, being broken amid sizable losses also in turn 1. But that dreadnought and 14 marine tactical squad are tough to totally remove from the game board, and they kept me in it ‘til the bitter end.

That was an enjoyable game and a fun new mission to try out. Perhaps in the future we could center the defender’s objective to dead-center on the table, as it felt like three of the attacker's table edges were close to my army on turn 1. I also realized too late the value of holding back a unit of my own, to save it from Phil’s firepower on turn 1, but also to counter his army’s complete advantage in mobility and positioning. Bringing the volkite squad in on turn 2 behind Phil’s men and letting loose some Martian death rays, would have been oh-so-sweet. Lesson learned. Otherwise, it was a close game full of highs and lows. It’ll be fun as we get more units and have the ability to select an army built for the mission at hand. It’d be really neat as the defender to have some tarantula gun platforms on the hill and the bunker, laying down support fire around the complex.

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