1000 Point Scenario Day - Game 2

(Transferred from another blog.  Originally published 6/18/16)

Today was a scenario day at one of our local game shops.  All battles for the day were drawn from the Breakthrough mission in the Stronghold Assault book.  This second game of the day was against Astra Militarum Tempestus (Imperial Guard).  I brought my Dark Angels to the event.  We had just played this scenario with me as the defender, and in this mission we switched roles, using the same table.

Scenario:  Breakthrough (from the Stronghold Assault book)
Table and Deployment:  Woodland forest with Hammer and Anvil
Warlord Traits:  Dark Angels rolled Princeps of Deceit on the Strategic Traits table, allowing me to choose 3 enemy units to take a pinning check at the start of his first turn.  He rolled Night Attacker on the Strategic Traits chart, causing night fighting to be in effect and giving him night vision.
Deployment:  In this game, the Dark Angels were the attackers, needing to get as many units into his deployment zone as possible, and move off his table edge by the end of the game to score extra victory points.  The Imperial Guard defenders need to control three objective markers and destroy as many of his my units as possible.  Since we played so that you add the fortifications to your list as a last step, and the other player adds enough points to match, he added an aegis defense line with a quad gun, and I added 5 more marines to my tactical squad in the Land Raider, and gave them a melta gun.




Imperial Guard Turn 1:
The Vindicare Assassin was successfully pinned by my warlord trait.  One of his Tauroxes shot my rhino with a penetrating shot from the battle cannon to destroy my storm bolter and remove a hull point.  The squad of guardsmen with hotshot guns moved closer to his assassin who was deployed in the middle of the board.





Dark Angels Turn 1:
The dreadnought deep struck with the drop pod and tried to shoot the rear armor of the taurox, but it was saved by its camo netting save.  The land raider moved up and dealt a wound to the assassin with a flamestorm cannon and destroyed a taurox with the multi-melta.




Imperial Guard Turn 2:
The plasma gun squad of guardsmen tried shooting down the drop pod to remove it before I could use its locator beacon to help my terminators deep strike, removing 2 of its 3 hull points.  The meltagun squad shot at the dreadnought, penetrating it two times to remove the multi-melta arm and shaking it.  The battle cannon of a taurox penetrated the rhino to shake it and remove another hull point.





Dark Angels Turn 2:
The Deathwing Command squad successfully came in from reserves and deep struck behind the aegis defense line using the drop pod's locator beacon.  The land raider moved up and unloaded the 10-man tactical squad.  The rhino unloaded the 5-man unit of marines, who moved up to shoot and kill the assassin.  The 10-man tactical squad shot with their pistols at the meltagun squad, planning to charge.  The land raider helped fire on that squad, killing all but two models.  The cyclone missile launcher on the deathwing command squad took a hull point from the taurox with a penetrating hit, destroying the battle cannon.  The rest of the terminators shot the nearby squad of guardsmen, killing a few models.  The tactical squad charged and killed the remaining models from the meltagun squad.  The dreadnought charged the plasma gun squad, killing a few models, causing them to break morale and fall back.






Imperial Guard Turn 3:
The plasma gun squad that fell back from combat with the dreadnought failed to regroup, and continued to fall back off the board.  The taurox shot the 10-man tactical squad and killed 2 models.  The guardsmen squad by the rhino shot the nearby 5-man tactical squad, killing my meltagun model. The commissar nobly detached from the guardsmen squad near my deathwing command squad and charged, issuing a challenge.   The chaplain swatted him aside with double-toughness instant death with his crozius.





Dark Angels Turn 3:
The land raider scooped up the tactical squad and then moved up to shoot the taurox, removing a hull point.  That taurox was finished off by the cyclone missile launcher in my deathwing command squad.  The tactical squad by the rhino got in, and it moved up next to the land raider.  The dreadnought shot and charged the remaining taurox, destroying it in close combat.  The terminators charged the nearby squad of guardsmen and the chaplain killed them before the rest of the terminators could swing.  They then consolidated toward the Imperial Guard's board edge.





Imperial Guard Turn 4:
His remaining squad of guardsmen moved further down the board toward my deployment zone to try to secure line breaker.

Dark Angels Turn 4:
The terminators walked off the board to secure extra victory points, and everything else moved as fast as it could to try to do the same by next turn.



Imperial Guard Turn 5:
He moved into my deployment zone to secure line breaker with the guardsmen.

Dark Angels Turn 5:
I moved the land raider, rhino, and dreadnought off his table edge to secure victory points.

Game Results:
16-1 Dark Angels

The Dark Angels scored 16 points total for the units that moved off the board, line breaker with the drop pod, slay the warlord, and first blood.  The Imperial Guard scored 1 for securing line breaker.  A pretty brutal game, but most of it came down to him having a list that favored attacking rather than defending, and that lucky pinned result on the vindicare assassin at the beginning of the game from my warlord trait.

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