Scott's Thousands Sons return to Macragge to avenge their last loss, and they did so in spades,
The Ultramarines, 3rd company where totally wiped out, while the Chaos forces took minimal losses. We both took notes so this report is from both perspectives " White Dwarf" style
This was a 700 pt game Mission was "Take and Hold", revolving around the wreckage of a crashed Imperial lander Below is the deployment diagram:
Army Lists
Thousand Sons
HQ
Chaos lieutenant Sorcerer - Derg Corra Amnon (156 pts)
· Mark of Tzeentch
· Power Weapon
· CCW
· Bolt of Change
· Familiar
· Wind of Chaos
· Demonic flight
Troops
Thousand Sons Squad 1 (271 pts)
· 8 Rubric Marines + Free Aspiring Champion - Corracol Serrano
· Power Weapon
· Thrall
· Familiar
· Doombolt
· Wind of Chaos
Thousand Sons Squad 2 (271 pts)
· 8 Rubric Marines + Free Aspiring Champion - Rohm Dutt
· Power Weapon
· Thrall
· Familiar
· Doombolt
· Wind of Chaos
HQ
Captain Brother Septimius
Power Weapon
Plasma Pistol
Iron Halo
Troops
Alpha Squad-
Sgt Brother Tiberius
9 Marines
Plasma Gun
Missile Launcher
Rhino Transport
Beta Squad
Sgt Brother Octavian
9 Marines
Plasma Gun
Missile Launcher
Fast Attack
Assault Squad
Sgt Brother Cato
-Terminator honors
-Power Fist
-Combat Shield
5 marines
Plasma Gun
Flamer
Deployment (Scott)
Take and Hold is absolutely my favorite scenario. Once a unit of Rubrics gets in the center of the board, there is almost no dislodging them.
Since both my Rubric units are basically the same, I deployed one on the left flank and one on the right. I positioned my HQ behind squad #2 on the left.
I knew that John’s Assault Squad was going to cause a lot of problems for me, so I made them target priority #1.
Deployment (John)
I wanted to get my Assault Squad into CC with Scott's 1st ASAP, my eagerness cost me bigtime.
basically the plan was to get the Assault squad engaged, Alpha Squad gets objective while Beta provided range support..nice plan, zero execution.
The Ultramarines won initiative and decided to go 1st.
Turn 1 -Ultramarines (John)
Movement-
Rhino pulls up toward the lander clear its stormbolter clear shots on Scotts second squad.
Alpha Squad with my Commander attached moves up near the transport using it as cover against the open squad
Beta Squad stays put and will fire a Krak missile a scott's second squad.
Assault Marines deployed behind a hill fly over the hill into the open toward scotts 1st squad.
(this was very dumb, I will regret this later and need to learn how to use these guy properly)
Shooting-
Rhino fires at squad two, causing 1 wound which scott saves.
Beta Squad- fires Krak Missle at scotts second squad. it misses
Turn 1 -Thousand Sons- (Scott)
I knew that I’d have to start getting a move on if I was going to get to the center of the board, so I made Slow and Purposeful (S&P) rolls for both units. I wanted to have squad 1 hang back since John’s assault marines where heading toward me on the right flank. I was afraid that I’d be plagued with bad S&P rolls so I figured just move them up. I also moved my Sorcerer from behind unit #2 toward the right flank for support.
In the shooting phase, unit 1 opened up on the assault marines, causing 6 wounds. John saved all but one. I didn’t think that was good enough, so I sacrificed the thrall and shot Doombolt again, taking one more down. A Bolt of Change from my sorcerer claimed one more. This was enough to make the unit fall back. Ha! I wasn’t going to be charged next turn.
KIA - Assault Marines 3Rhino Transport immobilized
Turn 2 Ultramarines (John)
Movement-
Rhino- immobilized..chooses to fire rather than self repair
Alpha Squad- Holds and Fires into advancing Ksons
Beta Squad Holds and Fires at Scott Second Squad
Assault Squad - Holds stays in cover.
Shooting-
Rhino- Fires stormbolter- misses
Alpha Squad- 8 shots, including Krak Missile and Plasma Gun land 4 wounds on scotts 1st squad
he makes all his saves.
Beta Squad- fires a Krak and second squad- misses.
Turn 2 Thousand Sons- (Scott)
This turn’s moves were basically me moving all my units forward. Unit #2 got a crappy 2” for their S&P roll. That was still not enough for me to target John’s unit hanging back on his right flank.
Shooting wasn’t as impressive as the last turn. I managed to cause only one casualty on the unit containing John’s leader. Unit #2 Stunned the rhino but kept it’s eyes on that unit far off in the wastes.
KIA- Marines Beta squad 1 marine
Turn 3 Ultramarines (John)
Movement-
Rhino- immobilized..chooses to fire rather than self repair
Alpha Squad- Holds and Fires into advancing Ksons
Beta Squad Holds and Fires at Scott Second Squad
Assault Squads- flies towards scotts advancing squad
Shooting-
Rhino- misses
Assault Squad- fires pistols miss and flamer causes 1 wound.
Alpha Squad- lands 5 wounds, plasma gun kills one wounded Chaos Marine, scott saves the rest
Beta Squad- another Krak missile misses, I did not land one the whole game.
Assault-
Critical error...my distance to charge is short by 1 inch!!!. my guys are now sitting ducks, lesson learned here.
Turn 3- Thousand Sons (Scott)
Wow, my sorcerers must have cast some kind of hex on John’s Plasma and krak missiles. I truly am blessed of Tzeentch.
Anyway, More slow moving. I position my Sorcerer HQ right in front of John’s unit w/ his HQ and let rip with Wind of Chaos. Four marines were consumed by the dread fire of Tzeentch!
Unit one eliminated the last remnants of John’s assault unit and I breath a sigh of relief.
My HQ then charged the recently decimated unit of Ultramarines and cut down three more!
KIA- Casualites- Scott crushes me..wipes out my assault squad...his uber sorceror lord advances on me casting winds of change killing 5 marines in Alpha squad, then he assaults landing 3 power weapon blows in Close Combat Beta squad also takes a casualtie- I lose 11 men of my 27 men this turn - Brutal
Turn 4 Ultramarines (John)
Movement-
Rhino- immobilized..chooses to fire rather than self repair
HQ/ Squad 1- in close combat
Beta Squad- holds and fires
Shooting-
Rhino- fires misses
Beta Squad- entire squads blasts Scotts second squad with rapid fire bolters, plasma gun and krak missile
I roll a 13 attacks, Scott's Ksons scoff- my plasma comes up 1 with a gets hot, I fail the save and die, my Krak misses again and all the bolter shots on come out to 1 wound on one soldier after saves.
Assault
HQ/ Alpha Squad Close Combat- land 1 wound on his sorceror lord
Turn 4 Thousand Sons (Scott)
(Scotts notes stop here, these are from mine)
His Sorceror lord is a close combat machine, as he and my HQ were simaltaneous, both commanders kill each other. I move my remaining 3 marines in Alpha Squad up to assault the advance 1st Kson squad who out number me more than 3-1, another glacing hit stuns the Rhino crew, losing them their next turn
Turn 5 Ultramarines (John)
Movement
Rhino- immobilized/ Crew Stunned
Alpha Squad- Shoots then Assaults
Beta Sqaud- advances and fires
Shooting/ Assault-
Alpha -I can't make out my notes here but either my Sgt's pistol or the assault lands some wounds
I kill one Chaos Marine here.
Beta Squad- Bolters fire, I cause a wound here to the other squad maybe
Turn 5- Thousand Sons (Scott)
(again my notes)
Rhino, unstuns shoots misses. Alpha Squad wiped out
Beta takes casualties, there are only 3 marines left total.
Turn 6- Ultramarines (John)
Pathetically my last three fire into the brick wall of scotts units, no wounds.
My last three guys flee for the drop ship- ( we call it a game)
Wow, some my worst dice to date, I could barely do a thing and failed alot of saves.
The highlight of game for me was the commanders taking each other out in a brutal close combat.I personally cant wait for the new Chaos Codex, while AP3 bolters sounds like hell, facing troops with only 1 wound will be nice change in dynamic, great game Scott...your revenge was served warm and cold and with a shovel!. Quote of the day, from Scott after my 6th miss with a Krak missile- "Stop calling it a missile, call it a rocket as missile has the word MISS in it". so true my friend. Next time- the Ultramarines counter attack.
Photos
The Ultramarine's pre- deployment
Thousand Sons Squad 1 Ready for battle
Ultramarines- deployment
Thousand Sons, Squad 2, Deployment
Turn 3, where my assault marines misjudged the
charge distance
Turn 4, Commander Showdown
Alpha Squads last stand.
0 comments:
Post a Comment