Thursday, July 17, 2008

DAEMONHUNTERS versus Black Templars Space Marines

Game: Warhammer 40,000 3rd edition
Opponent: Kyle
Campaign: Vogen campaign game 2
Mission: Cleanse (Nightfight)
1st turn: Black Templars Space Marines
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Holocaust, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 5 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers

Black Templars
  • Emperor's Champion
  • Chaplain with retinue including Techmarine with servo-arm
  • Large tactical squad
  • Small Tactical squad with Heavy bolter
  • Small Tactical squad with lascannon
  • Assault squad
  • 5 Terminators
Vogen Campaign
This was my second game for the Vogen campaign and we only had an hour before the store was to close so we had to play very quickly. It was played on the same Lord of the Rings table which I used in game 1, and is covered in dense terrain.

This was the most bizarre game I have played in a long while.

Deployment
Kyle won the dice off and gave me the open corner with the cornfield in it - if I'd have won the roll I would have picked this one anyway! Since I was playing an assaulty Marine army again I used the same tactics, putting the Stormtroopers out front and everything else behind for a counter punch. The only difference was Severus, whose Rhino I put front and forward to my right. Since the Templars used their Pure in Body, Mind and Soul power to gain extra movement I tried to lure them right out in front of my guns.

The Game
I was completely unprepared for the speed at which the Templars hit me. I lost first turn and both rhinos went down immediately (to two meltagun shots, fired from Tactical squads on foot and they were both closer than 6") and Severus' squad were charged by the Terminators. All this before I had even moved a model!

My Eversor charged the large Tactical squad in the centre while the now dismounted Squad Matoso took two meltagun shots at the Emperor's Champion but failed to kill him. They then joined the assassin in the assault. Severus' squad easily dealt with the Terminators for minimal losses and they consolidated ready to receive the charge of the assault marines lurking behind the buildings.

A firefight erupted between Kyle's Tactical squad with the Heavy Bolter and my firebase. By the end of the game I had lost Squads Godirtho and Seralvo but had wiped out all of the Marines. The Emperor's Champion was chopped down by the Eversor in the centre, but the Templars were bolstered by the arrival of the Chaplain and his retinue.

The assault squad hung back and played no further part in the game as they just claimed their table quarter by hiding in some woods.

Severus joined the brawl in the centre and mayhem ensued. The Eversor went down to the Chaplain and the rest of Squad Matoso were wiped out, but then Severus and his squad killed most of the retinue and the rest of the Tactical squad. Severus went on to duke it out with the Chaplain and was eventually dragged down, but the Chaplain had been wounded and he had only two followers left. As they emerged from combat they were blasted apart by Inquisitor Kurven.

My Daemonhost finally appeared on turn 4 but was promptly lost in the warp (double 1 on a deep strike). The scramble for table quarters came down to Squad Vargas crawling through some woods under fire from the last Tactical squad with a lascannon. Fortunately they were unharmed and they helped me to tie the game at two table quarters apiece.

The campaign co-ordinator had neglected to write any rules for games that ended in a draw so he called it a win for both sides.

Result: Win

Campaign effect
I gained 50 extra points to add to my army for all of the coming games.

Campaign results: Played 2, Won 2, Lost 0
Learning points
  • I don't think my write up conveys just how strange this game was. It was played at a hundred miles an hour so it was littered with mistakes, coupled with bizarre dice rolls and very dramatic moments. We forgot we were playing a nightfight on turn two so we switched to a cleanse mission, I was assaulted before I had even had a turn, the Daemonhost got lost in the warp, assault marines hid in the undergrowth for 5 turns and there was a massive ruck in the centre of the board including an Emperors Champion, a Chaplain, an Inquisitor Lord and an Eversor assassin as well as over 30 troopers. Our game even caused Paul, the campaign organiser, a headache as he hadn't planned for draws. After some deliberation he decided to class the game as a win for both sides.
  • A thought flashed across my mind as I rolled for the Daemonhost deep striking - gee I've never, ever rolled a double one for deep striking. Sure enough I got snake eyes!
  • Having lots of ultra cheap Stormtrooper squads is working out well. They are charge bait and they can claim table quarters. Maybe I should add another squad or two.

2 comments:

  1. I have got to ask, why three mystics?

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  2. Good question.

    It was mainly to maximise my combat capabilities at the cheapest cost. The Mystics were only 6 points but got 2 attacks versus the Familiar which only got 1. All the other Henchmen were more expensive.

    IIRC in 3rd edition there was no mixed armour rule and you could pull whoever you wanted in whatever order so the Mystics kept the Combat Servitors alive and the Acolytes kept the Inquisitor alive for at least one crucial turn. Then I would attack with 13 strength 6 power weapons at initiative 1. In a 1000 point game it usually meant I could gut the enemy's best unit no matter what it was.

    They also were useful against deep strikers even if they took a casualty or two.

    Plus I had the models.

    I'll come back to my Daemonhunters if and when GW redo their codex.

    ReplyDelete