Wednesday, 3 June 2009
BATREP: Apocalypse
By Suneokun
Two weeks ago 7 men got together at GiftforGeeks for a mighty Apocalypse Battle to celebrate the release of the new Imperial Guard codex. This was my first APOC battle, and I have to say it was pretty jaw dropping. A big thanks go out to the other guys involved, and a big Wow on a series of beautifully painted armies which quite put my old 'rerun' guard army to shame.
The Armies were loosely divided into the Forces of Good and Evil, with the forces of good being allocated 11,200 points to play with and the forces of evil bring a mighty 10,200 to bear.
Situational Report: Corinth Minor
Corinth Minor lies on the Eastern Fringe of the Imperium. Due to its peripheral postion to the Imperium and remoteness from the seat of Terra, a residual autonomy and low level sedition have become the norm across the ruling classes. Long neglect of Imperial tithes has led to a degradation of service across the system. The Ecclesiarchy is a sidelined and misplaced balm to the poor and is scorned by the governing classes. The Adeptus Arbites are sorely undermanned and failing. Only in the military can one see professionalism and strength, but I fear that even this institution has become benighted at the highest level.
More worrying however is the appearance of a rumour about Space Marines having arrived on the planet. While I am not party to all my lord's involvements I suspect that these marines are neither sanctioned or actioned from Terra. I have succeeded in penetrating a servitor system within the security net, but I fear I have been compromised. I make this last transmission in the sure knowledge that it will be tracked shortly. The situation here is dire my Lord. Please respond.
+++transmission ends ... no further transmissions +++
The Forces for the Imperium - Chris (Commander), Stormbringer and Suneokun.
The forces for good would comprise a mixed Imperial Guard/Space Marine Force totalling 11200pts.
Chris's Ultramarines 6th Company (3500):
17 Terminators
2 Tactical Squads
Techmarine with Thunderfire Cannon
A scout Bike Squad
2 huge Space Marine Bike Squads and a command squad on Bikes
2 Librarians
2 Rhinos
1 Land Raider Crusader
1 Vindicator
1 Predator
3 land speeders
Stormbringer Combined Force - Space Marines/Deamonhunters (3000):
1 chapter master ( Calgar stormbringer version)
1 captain on bike, 8 bikers + attack bike
3 ten men space marine squads ( 1 with rhino)
5 assault marine
10 grey knight
10 shooty terminators ( 2x 5 men squads)
5 close combat terminators
3 grey knight terminators
1 guard valkyrie
inquisator corteaz + 2 acoltyes and 1 priest
1 vindicator
1 land raider
1 predator
1 baneblade.
Kochi 6th Light Infantry (3000):
Company Command Squad
Commissar Yarrick
Primaris Psyker
1 techpriest Enginseer with 4 Servo-armed Servitors
9 ratlings
5 storm troopers
Guardsman Marbo
First platoon: Command squad, 3 squads, 4 heavy weapons teams with 6 mortars, 3 missile launchers and 3 autocannons
Second platoon: Al'rahem with 4 squads, a 20 man conscript platoon and a chimera
Harker leading demolitions vets
2nd vet squad with plasma/melta and a chimera
3 Sentinels (Lascannons)
2 Leman Russ
9 Rough Riders
1 Hellhound
And out of nowhere I was given the drive of a yet to be painted Baneblade - nice!
The Army of Darkness
Facing this horde of Imperial goodness was the governor corrupt guardsmen, 2 chaos spac marine armies and a pirate force comprising guardmen, Kroot and beguiled Ogyrns.
Tiberius Cain's Pirates (2600) - based on the old guard codex:
Pirate Captain Captain Tiberius Kane (Imperial Guard Commander in a XV8 suit)
The Predator (Scary looking shaper in an XV25 suit)
30 kroot, 2 shapers, 4 hounds (Split over 2 squads)
1 pirate vanquisher
The Bastion 440 points
veterans in chimera
junior officer squad & 3 infantry squads
3 mortars
2 leman russ
6 ogryns
4 turrets
5 Adeptus Arbites.
Dave's Chaos Warband (1295):
2 x Hellblades (fliers) w/ Daemonic Possession and 2 x Twinlinked AA-mounted Autocannons each (300 total)
Chaos Lord of Khorne in Terminator Armour w/ Chainfist, Combi-melta and Personal Icon (155)
Chaos Dreadnought w/ Twinlinked Lascannons, Dreadnought CCW and Heavy Flamer (130)
Chaos Daemons Daemon Prince of Khorne w/ Wings, Unholy Might, Iron Hide, Instrument of Chaos, Blessing of the Blood God and Death Strike (240)
Chaos Daemons Soulgrinder w/ Vomit, Tongue and Phlegm (185)
Chaos Daemons Herald of Khorne on Juggernaut w/ Unholy Might (120)
Chaos Vindicator w/ Dirge Caster, Daemonic Possession (165)
Rob's Chaos Warband (2820):
Flying Deamon Prince of Slaanesh with warp time 160pts
2xLandraiders +pintel twin linked bolter 450pts
2xDeamon possessed Vindicators +pintel twin linked bolter 300pts
2xRhino 70pts
10 chaos marines champion+power fist+2xmeltas+Icon of khorne 240pts
10 chaos marines +2xplasma guns 180pts
Chaos Dreadnaught +Plasma cannon+Heavy flamer 110pts
10 Havocs+3xLaz cannons+1xAutocannon 275pts
25 chaos terminators+heavy flamer+4xreaper autocanons+9xcombi weapons+3xchain fists+4xligtning claws+5xpower fists 1035pts
Mark's Traitor Guard Legion (3500 pts):
60 odd guardsmen
10 Ratlings
5 Ogryns
10 Rough Riders (looking very nice!)
12 Heavy Weapon Teams (mostly lascannon/Missile Launchers)
1 Demolisher
Several Leman Russ
2 Basalisks
The Board: the board actually consisted of two 4' x 8' boards sepearated by a 'bridge'. The two boards represented the battlefields inside and outside the defensive perimeter. As you can see from the diagram below, the traitor Guard and Pirate force dug themselves in while the majority of the Chaos forces held off in reserve to deep strike in.
Strategic Assets: The forces for Chaos had an anti deep striking field on the 'inner city' board (forcing 3D6 scatter on a scatter result), a force field (conferring a 4+ save, centred on the Guard forces on the right of the 'country' board - shielding all his Heavy Weapon teams. In addition, they had opted for an anti-aircraft asset to shoot down any flyers, and a leadership buff which meant all leadership tests were on 3D6.
The forces of good had taken the same anti-aircraft and leadership buffs, while they had also taken a localised anti-Deep striking on the techpriest enginseer in the Landraider.
Turn 1: Break of Dawn (Night Fighting Rules)
Forces of the Imperium: The majority of tanks, infantry and cavalry took advantage of the pre-dawn darkness and closed as fast as possible on the corrupt defenders. Only the super-heavies lit up any targets with their spotlights. The Grey Baneblade concentrated firepower on the Bastion on the extreme left, and managed to take a structure point, however it still had another 7?!? The other Baneblade and the Leman Russes all opened up on the Heavy Weapon teams (Lascannons and Missile Launchers) and found their shots being deflected by a giant force field. Only three heavy weapons teams succumbed to this titanic onslaught.
The Screening infantry squad, with only lasguns to defend themselves, fared far worse. A barrage of mortar and heavy firepower demolished their lines, pinning 2 of five squads and decimating their tightly ranked numbers. The single Hellhound levelled its cannon and managed to torch the bunker containing 6 havocs - however only one fell. First blood to the good guys.
Forces of Chaos: hampered by the darkness the defenders fought back. Target number one was the two huge squads of space marine bikers. The Chaos Forces opened up with Dreadnought, Vindicators and Havocs on the Stormbringers unit and succeeded in killing three out of the seven bikers. The Imperial Guard launched a huge barrage at the Ultramarines bikes, but thanks to turbo boost the bikes only lost a couple of models.
The Rough Riders were not so lucky as combined fire from turrets, guard squads and kroot devastated their lines, killing all but one of the models - only the sergeant would be in charge range next turn. The hellhound was shaken, time to move! Meanwhile a lucky sniper shot from the Cadians managed to injure and pin the Ratling hunkering in the central bunker - move rats, there are tanks coming!
Turn 2: Flank, flank, flank!
Forces of the Imperium: With Dawn breaking the forces of the Imperium got to grips with the enemy. First up were reserves, and the Stormbringers called down a drop pod deep into enemy territory, with the drop pod deployed the Stormbringers and Ultramarines intended to deep strike their Terminators directly into the core of the enemies bunker next turn - with the objective of killing the corrupt Governor. Unfortunately, as the drop pod entered orbit it came under intense (Strategic) anti aircraft fire and exploded ... so much for plan A.
Meanwhile a squad of Scout bikes surged onto the left flank and immediately charged a squadron of Sentinels. Behind them came half the company of Leftenant Al'rahem and the Kochi VI light infantry. The command chimera immediately opened fire on the Sentinel with concentrated plasma fire, two sentinel collapsed and the third was immobilised. The platoon also brought a total of 20 conscripts led by Commissar Yarrick and a infantry squad. On the same flank, 3 sentinel stalked on and targetted the command chimera - unluckily for them they failed to hit and penetrate across the board - Sentinels are rubbish at flanking!
Behind them, almost unseen - Sergeant Harker led his Catachan Devils onto the left flank and immediately set to attacking one of the traitor Basalisks located within the compound. Caught unawares, the basalisk was spectacularly exploded killing a single catachan from shrapnel. The Catachan consolidated into cover and in striking distance of the command bunker.
On the other side of the compound, Sly Marbo rose from the bushes and slung a demolition pack onto the other Basilisk - destroying its Earthshaker!
On the main flank, the Ultramarine bikers made short work of the remaining guardsmen and moved to charge the stationary Demolisher and heavy weapons teams. Allied Mortar fire and super heavy ordinance battered the enemy. The Stormbringer Baneblade managed to dispatch one of the traitor Leman Russ. Meanwhile the other Baneblade (I was now fully versed in how to shoot a Baneblade!) managed to hit both Chaos vindicators with a demolisher shot, despite getting one penetrating and one glancing hits, Chaos wickedness prevailed as the shots resulted in crew stunned results - both ignored by the possessed engines.
A combination of mortar and ordinance fire played havoc with the traitor guard lines and most of the 'sacrificial' units acheived their main objective!
The lone rough rider charged and managed to get himself killed by the havocs without hitting once.
The lone Ultramarine techmarine lined up his Thunderfire Cannon and launched a devastating Airburst attack on the traitor snipers hiding in the bridge tower, only the company commander survived the barrage that claimed 10 snipers and 4 veterans! The techmarine looked at the statistics of his shot and nodded to himself before motioning the thunderfire to select its next target.
Traitor Forces: As the main denfensive front reeled from some devastating firepower, the Chaos moved forward looking to block, occupy and withhold the Imperial forces. It was quickly looking like this would be possible, as the Imperial blitzkrieg approached. The firepower of the Demolisher and Imperial Gaurd units again targetted the bikes, having dispatched the screening units these squads suffered greater losses. The Vindicators and Kroot managed to counter assault the Stormbringer bikers and reduce them to just the commander. Ordinance and mortar fire bounced ineffectually of the hulls of the superheavies and the casulaties in the Kochi VI infantry behind were not enough to cause concern. The traitors did managed however to dispatch all but 2 of the Kochi (non mortar) heavy weapon teams in a single round of shooting (and the platoon commander!).
On the rear flank, it was a different matter. A giant Soulgrinder deepstruck infront of Yarrick's conscripts as the legandary leader held his new recruits together. A combination of Soulgrinder shooting (HOW many shots!) and the volley of shots from the Ogyrns devastated the unit down to a bare 3 conscripts. Luckily Yarrick's fearless leadership held them together. The Scout bikers came under close assault, despite failing to destroy the final traitor sentinel they were then counter charged by BOTH a band of rough riders AND a Demon Prince. The scout bikers fell to a man, and their homing beacon with them... The Sentinels were quickly cut down by the chimera and its veterans.
The infantry squad guarding the bunker moved forward to block the entrance and opened fire on the veterans led by harker - only 2 vets died thanks to their stealthiness.
Turn 3: Revenge of the Guard!
Imperial Forces: With the Imperial forces making it to the front defence line, the defenders crumbled - only the Bastion now stood! Stormbringers Terminators launched a raid on the Kroot defenders and overwhelmed them. The Hellhound and Landraider made best progress towards the bridge, realising time was essential as the Ultramarines cleared up the remaining Guard squads and destroyed the Demolisher cannon on the Demolisher. My Baneblade managed to destroy a Vindicator (second time lucky) and the mortar caused surprising numbers of wounds on the Havoc squad in the bunker.
On the rear flank, more of Al'rahems infantry arrived (on the left flank too) and a combined squad of 30 men fired flamer, grenade launchers and other firepower at the squad guarding the base. This allowed the survivors of Harker's team to enter the base - closely followed by Sly Marbo.
Above ground, Al'rahem, Yarrick and the remaining platoon struggled to prove effective against deamon princes and Ogyrns - however a crack team of Storm troopers deep strike behind the Soulgrinder (reroll to hit REALLY useful), and while they fail to hit with their melta, the two plasma gun shot penetrate and destroy the deamon engine. Yarrick and his remaining bodyguard move out of charge range of the Ogyrns.
Below ground, Harker's team has found the Governor hoeld up in his command bunker. On a 4+ roll we got the drop on him and were allowed to shoot AND charge. Deciding that template weapons weren't the best Harkers team resorted to krak grenades, shotguns and Harkers 'Payback' - after this onslaught only the governor and his last two arbites bodyguards remained.
Then Sly Marbo made himself felt. He engaged and killed the remaining two bodyguards.
At this point all hell broke loose as 5 Ogyrn's charged into the room...
Traitors Forces: Suddenly deepstriking terminators were everywhere! The stormtroopers died quickly under a barrage of bolter fire as 10 Chaos terminators appeared behind them. The Rough Riders charged the infantry squad while the Deamon Prince charged the Chimera. The Deamon Princes evil magics were undone by a simple rule - no one ever hits my transports - and he failed to destroy the 55pt Chugger (he did rip both main weapons off it though!)
On the main front, the forces of evil launched a devastating firepower, destroying the landraider (and the techpriest enginseer and 4 servitors), an Ultramarine vindicator and the Hellhound. Morta fire fell short as a flanking unit of Al'rahems hit the mortars - silencing them. They were counter assaulted by the evil looking 'Predator', but the monster performed badly and was beaten off by the Guardsmen (and commissar).
Underground, the Governor was fighting for his life. Sly Marbo struck first with his high initiative - killing the Governor with a lethal swipe of his poisioned blade. The charging Ogyrns went next with their furious charge and simply killed everyone. All of Harkers team went down under the 4 standard Ogyrn attacks, while the Bonehead managed to land one lucky hit on Marbo - instantkilling him.
The Kochi had achieved their objective of killing the governor, but no-one would emerge to tell.
At this point the game was called to an end.