Background:
The Traitors have taken control of Xhorik Prime after a grinding, vicious campaign against the White Scars and the Kozar army. The remnants of the Brotherhood of the Wind are now in hiding in the Eastern Wastes and mountains to the north and east of Kozar, terrain too remote and hostile for the large, mechanized Traitor armies to ever search thoroughly. However, just as the victory parades were wrapping up, Loyalist forces from Xhorik Secundus launched their counterattack with an interplanetary invasion, beginning with Operation Downfall, a series of attacks by Xhorik Drop Troopers, in order to clear the way for the major landings to follow. (See The Xhorik Campaign for a list of the previous battle reports.)
Although cut off from all communications with these Loyalist allies, Turan Jorma, Khan of the Brotherhood of the Wind, decided to take advantage of the disorder to launch a series of raids to assist the Loyalist attack. He led a highly mobile band of his remaining marines deep behind enemy lines to strike at critical infrastructure and planetary defense systems. After a number of successful attacks against weakly-defended installations, a Traitor force had been sent to eliminate this disruption and to reinforce the armies under attack at the landing sites. Khan Jorma found himself becoming slowly enveloped by heavier forces. He decided he needed to breakout of the trap before it could fully encircle and trap his raiding party.
At the same time, Praetor Wolfgang decided to bring his own Death Guard Great Company to bear against the Loyalist forces attempting to land on his newly conquered planet. When his intelligence reported that his longtime foe, Khan Jorma, was raiding near the enemy landing zones, he realized this was a unique opportunity to crush the White Scars, breaking their remaining strength while pushing his men through them to the front lines.
The result was a conclusive Traitor victory. The White Scars raiding party was now fully enveloped by the Traitors. Praetor Wolfgang assigned Chaplain Zungarz of the World Eaters to close in and finish off the Loyalists while he led the main counterattack at the invasion landing sites. In the coming battle, both sides would be fighting to utterly destroy the other and to capture the key strategic objectives. The Traitors would be fighting to claim complete victory over their long time foes while the White Scars would be fighting for their very survival.
Scenario: War of Lies
Slay the Warlord: 1 VP
I hoped to get an early jump on the Traitors by stealing the initiative, but despite the V Legion's extra die, I failed the roll and so Pete would have the first chance to attack.
Loyalists: Phil
- Khan Turan Jorma: jetbike, master-crafted paragon blade, cyber hawk
- Consul Champion Subotei: paragon blade, refractor field, bolter, combat shield, artificer armor
- [Line] Skyhunter Squadron Khujaa: 6 jetbikes, 2 x volkite culverin, sergeant with power sword and artificer armor
- [Line] Outrider Squad Tsujen: 5 Outriders with twin-linked plasma, sergeant with power glaive and artificer armor
- [Line] Tactical Squad Temgar:10 marines with bayonets, sergeant with power glaive and artificer armor
- Rhino with pintle-mounted multimelta
- Scout Squad Chono: 10 marines with recon armor, chainswords and bolt pistols, melta bombs, nuncio vox, sergeant with power fist
- Sabre Strike Tank Squadron Ikhruud with snub autocannons, heavy bolters, and sabre missiles
- Ebon Keshig: 10 terminators, 7 power glaives, 3 power fists, 1 combi-melta, 2 combi-bolters
- Xiphon Interceptor Ariunbold with Ramjet diffraction grid
- Cataphractii Consul Stormseer: Force sword, psychic hood, cyberhawk
- [Line] Tactical Squad: 10 marines with bayonets, vexilla, sergeant with power fist and artificer armor
- Tactical Support Squad Khoer: 9 marines with plasma guns, sergeant with power sword and artificer armor
- Anvilus Dreadclaw Drop Pod
- Sicaran Omega with lascannon sponsons
Traitors: Pete
- Consul Chaplain Zungarz: master crafted thunder hammer, refractor field, bolter, artificer armor
- [Line] Tactical Squad Skull Collectors: 17 marines with chain axes, sergeant with power fist and artificer armor and plasma pistol
- [Line] Recon Squad Butcher's Eyes: 5 marines, Nemesis bolters
- [Line] Rampager Squad The Pit Gladiators: 7 marines with jump packs, 3 with falax blades, 4 with excoriator chain axes, sergeant with artificer armor
- Predator Severing Cut: Predator autocannon, lascannon sponsons
- Tartaros Terminator Squad The Red Mist: 5 marines, 4 x dual lightning calls, 1 with heavy flamer and chainfist
- Contemptor dreadnought Kauragar: Gravis chain fist with melta gun, Gravis lascannon
- Red Butchers: 4 x dual power axes, sergeant with dual chain fists
- Consul Cataphractii Champion Vulguthrot: volike charger, paragon blade
- [Line] Tactical Squad Sons of Barbarus: 20 marines with chainswords, sergeant with power fist and artificer armor.
- Tactical Support Squad Neverending Night: 7 marines with volkite calivers and apothecary
- Heavy Support Squad Black Vultures: 7 marines with missile launchers
- Contemptor Dreadnought Corplux: Gravis melta cannon, melta gun, Gravis power fist
Battle:
War of Lies Ambush - White Scars vs World Eaters and Death Guard (link to video)
Post Game:
Unit of the Day (Traitors): This is tougher to pick because there was no obvious choice for me. I could give honorable mention to the Land Raider and the Rampagers for the damage they inflicted, but I am going to pick the Recon Squad. They surprised me with their killing power, decimating my Outriders and pinning them (only after the battle did I realize cavalry cannot be pinned) and of course they used their Infiltrate ability to sit on an objective in a fortified position to claim a game-winning 3 VP at the end. There was some controversy here because they were selected as Scouts (not Line) in the army list, but we agreed to let them be changed to Recon (Line) since Pete claimed that was his intent.
Key Moment: In a game this close, there were many moments where the outcome stood upon the brink of a knife. Clearly my Warlord rolling snake eyes for his armor saves against the last Rampager was crucial. The Land Raider Exploding and taking down my Xiphon in the process was another huge event that gave Pete a VP and eliminated a threat from my side (which I later realized is not correct and should not have happened). But I think the truly KEY moment was the Zungarz's charge against my Tactical Support Squad in Traitor Turn 5. The Traitors moved up close to my unit. I activated my unique Movement Reaction, Chasing the Wind, to allow my unit a full move of 8 inches to get farther back from the traitors. (I also got to move the Dreadclaw over his unit and it inflicts hits as it does so, for a kind of cool combo.) Due to the terrain, the table edge and the unit's position, they ended up only about 9 inches from the Traitors. Pete announced his charge and then I used the Assault Reaction Overwatch to kill 7 Traitors with plasma fire! In the old edition, this would have killed the closest models and made the charge impossible to make. But with Pete able to remove casualties from the back, he was still 9 inches away and he rolled a 10 for his charge distance! Once in close combat, the World Eaters decimated the entire unit and my Stormseer for 2 easy VP. I also look back and wonder if I would have tried to move the Ebon Keshig into the path to partially block or disrupt the charge if that would have had an effect (Chasing the Wind lets me move all units within 12 inches of the offending unit). Had that sequence gone differently and he did not make that charge into the plasma squad, I could have continued to whittle his tactical squad (and Warlord) down with firepower.
One could imagine my disappointment when my DG started on
the destroyed tank objective and I saw it was worth zero VPs. But I tried to
use my best poker face and bluff my way into Phil deploying a sizeable chunk of
his force to come to waste a great deal of effort in stealing the worthless
objective form me. I’m also proud that I played much more aggressive than I
usually do. A great example of this is my DG with their champion surging
forward to lock the jet bikers in close combat in turn 2. That whittled them
down significantly, and prevented them from circling around my tactical squad
and blasting them to little Death Guard bits!
My heavy support missile launchers were positioned to guard
the ruins objective in my deployment zone, but Phil sent his whole army to the
task of splitting my force in two and destroying one side at a time, leaving
this poor unit with very little to do. And once he saw that I didn’t send any
line scoring units over to it – Phil could correctly guess it wasn’t super high
VPs. I did run them forward in the later turns and they got a few shots off.
The Butchers finally met their match today, and it was
almost poetic the way they got carved up by the glorious samurai Ebon Keshig emerging
from the smoking edge of the deployment zone. Ten 2-wound terminators who
mostly strike first vs four 2-wound terminators isn’t a close match it turns
out. It was about time that the tables were turned between these two units and
the Ebon Keshig were heroes of the day. But that did ruin my plans for that
side of the board and got me sweating. When it came time to rush the Tartaros
terminators into combat with the remaining Kehig, I knew they’d be vaporized,
since they were running AP 3 lighting claws meant for tactical marines vs. terminators
– but they needed to keep witling them down so my Rampagers could finish them
off.
I agree with Phil that my unit of the battle was my Recon
Squad, who are perhaps a little too deadly with their nemesis bolter sniper
rifles. They have practically infinite range and scored quite a few head shots.
We’ll see how they continue to fair in future games, now that I expect Phil to
send some bikers, plasma gunners or scouts their way to eliminate them from the
game board before they can do too much damage. In this game however, they went
unchecked for 6 turns and were a big help for my army.
And hats off to Phil for the top notch video battle report.
This is so cool that it immediately makes me want to plan our next scrap and
roll some dice! This is the best this hobby can get!
No comments:
Post a Comment