White Scars Space Marines vs. Imperial Guard
Overview
Location: Armageddon Inc
Date played: 07 December 2009
White Scars Space Marines
General: ChrisTroopTS1 - Tactical Squad (10) + Sergeant with Power Weapon, Plasma Gun, Missile Launcher, Rhino (R1)
TS2 - Tactical Squad (10) + Sergeant with Power Fist, Plasma Cannon, Flamer, Rhino (R2)
BS1 - Bike Squad (6) + Sergeant with Power Fist, 2 x Plasma Gun
BS2 - Bike Squad (7) + Sergeant with Power Fist, Meltagun
EliteTAS - Terminator Assault Squad (5)
MotF - Master of the Forge on Bike with Conversion Beamer
FastAS - Assault Squad (10) + Sergeant with Power Fist
LS - Land Speeder with Multimelta and Heavy Flamer
HeavyLR - Land Raider Redeemer
HQKsK - Kor'sarro Khan on Bike
Imperial Guard
General: Phil
TroopPCS - Platoon Command Squad (5) + Captain Alrahem, Medic, Voxcaster, 2 x Meltagun, Chimera (C1)
IS1 - Infantry Squad (10) + Sergeant with Power Weapon, Flamer, Voxcaster, Chimera (C2)
IS2 - Infantry Squad (10) + Sergeant with Power Weapon, Flamer, Voxcaster, Chimera (C3)
IS3 - Infantry Squad (10) + Sergeant with Power Weapon, Flamer, Voxcaster, Chimera (C4)
IS4 - Infantry Squad (10) + Sergeant with Power Weapon, Flamer, Voxcaster, Chimera (C5)
IS5 - Infantry Squad (10) + Sergeant with Power Weapon, Flamer, Voxcaster, Chimera (C6)
VS1 - Veteran Squad (10) + Sergeant Harker, Voxcaster, Heavy Flamer, 2 x Flamer, Demo Charge
VS2 - Veteran Squad (10) + Sergeant with Power Weapon, Voxcaster, 3 x Meltagun, Demo Charge
PL - Penal Legion (10) + Custodian
EliteS - Stormtroopers (10) + Sergeant with Plasma Pistol, Meltagun, Flamer
FastV1 - Vendetta, Heavy Bolter Sponsons
V2 - Vendetta, Heavy Bolter Sponsons
HQCCS - Company Command Squad (7) + Colonel Straken, Medic, Voxcaster, Astropath, Master of the Fleet, Meltagun, Meltagun
As can be seen, I've gone with a theme for my army - every unit can either Outflank due to Scout or Infiltrate or in the case of the Infantry Platoon Captain Alrahem forces the whole Platoon to Outflank.
I've included a couple of other named characters in Colonel Straken and Sergeant Harker to see how they perform. Plus the Company Command Squad has both the Astropath and the Master of the Fleet to enable my forces to arrive early and on the flank I want and also delay the White Scars reducing the number of turns that they can be effective and also force them onto the flank of my choosing.
DeploymentMission: Seize Ground with 5 Objectives
Deployment: Spearhead
Chris goes first and decides to Outflank with everything but the Land Speeder which Deep Strikes.
Seeing that 2 objectives are on each flank, I decide to deploy the Penal Legion Squad within 3" of the central objective.
Decide to waiver the 'Gain the Initiative' as I want the last turn to rush the final objectives.
Turn 1 - White Scars Space MarinesWhole Army in Reserve - nothing to report
Turn 1 - Imperial GuardRest of Imperial Guard Army in Reserve - nothing to report
Turn 2 - White Scars Space MarinesWhite Scar reserve rolls with -1 due to Master of the Fleet. Only Tactical Squad 1 arrives from right flank
Turn 2 - Imperial GuardImperial Guard reserves gain +1 from Astropath and appear on right flank - Infantry Platoon and Vendetta with Veteran Squad
Vendetta fires on Rhino exploding it.
Chimeras and Squads within fire on Tactical Squad killing 3 Marines only.
Turn 3 - White Scars Space MarinesSleightly better roll for reserves this turn - Assault Squad on Left Flank and Bike Squad 1 & Master of the Forge on Right Flank.
Tacticl Squad 1 fires on Chimera 3 and wrecks it, Guard Squad must emergency disembark and are therefore pinned
Master of the Forge fires Conversion Beamer on Penal Legion with a number of other Bikes, after cover saves just 1 Penal Legionnaire is dead.
Turn 3 - Imperial GuardNow needing 2+ to bring on reserves manage only 1 success bringing on Company Command Squad in there Vendetta.
Manage to immobilise Chimera 4 in the ruins
Meanwhile Veteran Squad 2 jumps out of the Vendetta and fires everything at the Bike Squad, Vendetta joins in and so does Chimera 6 and Squad.
Smoke clears leaving just the Master of the Forge alive.
Otherwise at the top end of the table - all the squads open up on the Tactical Squad 2 killing 5 of 7 models, remainder Sergeant and 1 Marine pass their leadership test.
Turn 4 - White Scars Space MarinesStill with the -1 on reserve roll the White Scars only manage to bring on the 2nd Tactical Squad and after asking for a re-roll (Master of the Fleet) they turn up on the Left Flank.
Assault Marines surge forward towards the Penal Legion, meanwhile Tac Squad 1 assaults the Infantry Squad.
Master of the Forge fires up the Conversion Beamer and scatters off the Vendetta and lands near Chimera 5 but only a partial hit for no damage.
Tactical Squad 1 Sergeant kills 2 Guardsmen but in return is killed by Guard Sergeant with Power Weapon.
Turn 4 - Imperial GuardDue to Astropaths +1 cant fail to bring on the remainder of my force.
Sergeant Harker and his Veteran Squad move on the Left Flank, while Stormtroopers arrive on the Right Flank.
Penal Legion moves towards the Master of the Forge to get into rapid fire range.
Shooting highlight is the Vendetta V2 firing on the Master of the Forge missing with all shots then rerolling for twin-linked and all shots hit and wound; Master of the Forge is no longer a threat.
Sergeant Harker and his Squad manage to Immobilise and Stun the Rhino R2, but the Marines are still a threat, so assaults the Rhino with Meltabombs. 3 penetrating hits and explosion later 2 marines die, 1 Veteran dead and due to the surviving Marines having to sit in the wreakage of the Rhino another 2 models must be removed to be out of 1" of the Veterans.
Marines pass tests. Harker is in trouble next turn.
Turn 5 - White Scars Space MarinesSo now no matter what Advisers I have - I cant stop the rest of the White Scars arriving.
Kor'sarro Khan and the 2nd Bike Squad, the Assault Terminators in the Land Raider Redeemer arrive (with no forced re-rolls) on the Left Flank.
The Land Speeder deep strikes and barely misses the Penal Legion landing in the ruins.
The Bike Squad heads for the Objective, meanwhile Kor'Sarro Khan turbo boosts towards the Guardsmen
The Assault Squad jumps to help the Landspeeder.
Shooting - The Landspeeder fires its Multimelta at the Vendetta V2 but fails to damage it.
Tactical Squad 2 fires all its guns at the Veteran Squad VS1 killing everyone.
Assault - The Assault Marines take a difficult terrain test and make it ito combat with the Penal Legion and kills them all.
Turn 5 - Imperial GuardNo more reserves.
Decide to get ready for a sixth turn, Vendetta V1 and Colonel Straken turbo boosts towards the White Scars.
Chimera C6 fires on Land Speeder shaking it.
Vendetta fires on Assault Squad killing 3 Marines, everyone else runs.
Turn 6 - White Scars Space MarinesKor'Sarro Khan moves up to assault the Vendetta V1
Assault Marines drop back into cover sitting contesting the objective.
The Land Speeder turbo boosts to contest one of the Guard objectives.
Tactical Squad 2 Plasma Cannon fires on Vendetta V1 and gets a penetrating hit which I fail to save (turbo boost), causing an immobilise result so wrecked, out jumps Straken but far enough so that Kor'Sarro Khan cannot assault them.
Bolter fire from the Bikes and Assault cannon from the Land Raider kill one of the Company Command Squad (due to saves from Medic)
Turn 6 - Imperial GuardColonel Straken steps forward to engage Kor'Sarro Khan.
Meanwhile Veteran Squad VS2 make it to the Vendetta V2 and hitch a ride to the centre objective. Both Chimeras C5 and C6 charge forward to support.
Both disembarked Guard Squads are ordered to FRFSRF on the Assault Squad killing 5 more marines leaving just the Sergeant and 1 Assault Marine.
Chimera C2 fires on Kor'Sarro Khan to no effect, then Straken and the 2 Meltaguns fire and Kor'Sarro fails 1 invulnerable save and is instant killed.
The Stormtroopers fire at the Landspeeder but it saves due to Turbo boost, Guard Flamer hits and rolls a 6 getting a glancing hit followed by another 6 which immobilises and wreaks the Land Speeder.
Turn 7 - White Scars Space MarinesFinal turn.
Assault Terminators rush out of the Land Raider Redeemer and cut down all of Strakens Squad.
Tactical Squad 2 Plasma Cannon again targets a Vendetta and again manages to penetrate and for me to fail its turbo save, crash and burn - out jumps the Veteran Squad.
Assault Squad attacks the Guard Squad IS2 killing them all as they break and run, they consolidate back to contest the objective.
Turn 7 - Imperial GuardRaced Alrahem and his Chimera to support the centre objective and stayed in place on the other two objectives.
Only firing was for Veteran Squad to hit the remains of the Assault Squad, 4 hits on each model with Cover saves - Sergeant dies but the other Marine survives...
We call the game - Draw 2 objectives each and one contested.
I then realise that the Chimera C6 had only moved 6" and it and its embarked Squad could have fired... No that could have done the final wound needed.....
Oh well - does not matter - Game was a very interesting one.
Two outflanking forces - but it seems that the power of the Advisers tipped the balance in the Imperial Guard favour, caused the majority of Chris army to only arrive in the last moments and on the flank that I preferred them to appear on.
The Tactical Marine with the Plasma Cannon was the man of the match - taking down two Vendettas that had turbo boosted with cover saves.
I like this force - will be interesting what would happen with a more conventional Marine Army that starts deployed or reserves from the table edge?