Opponent: Gary
Campaign: Destroy the Gargant campaign game 6
Mission: Bunker assault
1st turn: Daemonhunters
Points: 1500
Location: Celebes, Salazar systems, Skolarii Sector
Background: Having failed to destroy the Orks' generator building, the Daemonhunters are discovered as they attempt to stealthily enter the Gargant construction fields under cover of darkness. Powerful lights blaze and the Orks manning the bunkers open fire. The Daemonhunters must fight their way past the bunker complex in order to reach the Gargant.
Daemonhunters
- Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Holocaust, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, Combat Servitor, Rhino with Smoke Launchers
- 3 Death cult assassins
- 2 Daemonhosts
- Inquisitor Kurven, Psycannon, power armour, Gun-servitor with plasma cannon, 2 veterans with plasma guns, 2 sages
- Squad Matoso, 9 x Inquisitorial Stormtroopers Veteran, Bolt Pistol, Power Weapon, Targeter, 2x Flamer, Rhino, Extra Armour, Hunter-killer Missile, Smoke
- Armoured Fist Squad (inducted Imperial Guard), Sergeant, Close Combat Weapon, Laspistol, Flamer, Chimera, Multilaser, Heavy Bolter, Smoke Launchers
- Squad Seralvo, 6 Storm troopers, 2x grenade launchers
- Squad Godirtho, 6 Storm troopers, 2x melta guns
- Squad Vargas, 7 Stormtroopers, 2x Plasma Guns, Veteran Sergeant with Plasma pistol, Auspex and Krak Grenades
- Orbital barrage, Lance strike
Orks
- Brazhak Snitchtongue, Warboss, Mega Armour, MegaBooster, CyborkBody, 5 BrazhakBully Boys, Nobs, Sluggers, Choppas,'eavy armour, 1 wartrukk big shoota
- 21 Skarboyz, Nob with powerfist
- 16 Greengobs Slugga Boyz, 3 Rokkits, Nob, Iron Gob
- 16 Tusk Sharpeye Shooter Boyz, Nob, 3 big shooter
- 5 Bang Boyz Tank Busterz, 3 rokkits
- 10 Grots with slaver
- 10 Shoota boyz, 3 big shootas
- 5 Tank Busterz, 3 rokkits
- 6 Warbikes
- 3 Killer Kanz
Terrain and deployment
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Result: Win
Aftermath
Well, the Daemonhunters are back in the campaign. This really was a comfortable win for the Daemonhunters and it was due to a number of factors.
First was the mission, bunker assault. In my experience no bunkers ever survive the game and they tend to be easy victory points for the attacker. This was the case in our game as my Lance strike took the bunker out on turn 2. This meant I was 150 victory points up straight off the bat and I could afford to hang back and shoot the Ork horde rather than having to rush forward into the assault.
Being able to use the entire river as a terrain feature for the orbital barrage to lock onto gave me some help too; we had decided to place the river in the centre of the table for this game (usually we put it on an end). In fact this brings me to my second point - shooting. In previous games I had suffered greatly at the hands (bullets?) of Ork shooting but in this game I was prepared. I had the Lance strike, the newly painted Inquisitor Kurven and retinue, and I didn't move the chimera so that I could utilise its heavy weapons. Add to this the set up which put most of my storm troopers within 24" from turn one and I dominated proceedings.
I didn't feel too bad about this though as I'd suffered through some very tough missions earlier on in the game. So the Daemonhunters push on and the next game is high ground (from the Cityfight codex).
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