1000 Point Scenario Day - Game 3

(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 third game of the day was against Chaos Demons.  I brought my Dark Angels to the event.  For this battle, the Demons were the defenders and my Dark Angels were the attackers.

Scenario:  Breakthrough (from the Stronghold Assault book)
Table and Deployment:  Ruined Imperial City with Hammer and Anvil
The Chaos Demons deployed across their table edge, spreading the objective markers across the two ruins and aegis defense line with a quad-gun.  The Dark Angels deployed the land raider and rhino on the side edge of my deployment zone, the land raider carrying a 10-man tactical squad with a lascannon and meltagun, and the rhino carrying a 5-man tactical squad with a meltagun.  My dreadnought in a drop pod would wait to deep strike turn 1, and my deathwing command squad was in reserves to deep strike normally.







Chaos Demons Turn 1:
The bloodletters moved down the table as far as their difficult terrain test would let them.  The squad of pink-horrors in the ruins cast cursed earth and suffered a perils result, rolling a 2 on the perils chart to forget flickering flame.  The warp storm did an attack that failed to damage the land raider or the rhino.



Dark Angels Turn 1:
The land raider and rhino moved down the table, moving flat-out in their shooting phase.  The dreadnought deepstruck behind the bloodletters and tried to shoot the chariot, but failed to do any damage.




Chaos Demons Turn 2:
The nearby demon squads tried to shoot the dreadnought, but failed to do any damage.  The warp storm again did nothing to the vehicles on the field.  The bloodthirster charged the land raider and hit it with a smash attack, but rolled a one for the armor penetration and the re-roll allowed by smash.



Dark Angels Turn 2:
The deathwing command squad deepstruck using the drop pod's locator beacon.  The land raider tank shocked the bloodthirster, pushing him out of the way and paving the way for the rhino.  The land raider combined with the cyclone missile launcher killed the chariot in the shooting phase.  The land raider's flamestorm cannon killed a couple of the pink-horrors in the ruins, while the command squad shot their bolters at the other pink-horrors behind the aegis defense line, killing two.   The marine with a meltagun tried to fire at the bloodthirster from the rhino's firing point, but failed to hit with his snapshot.





Chaos Demons Turn 3:
Cursed earth was cast successfully on the pink-horrors in the ruins.  The bloodletters tried to charge the command squad, but three models died to overwatch, and they failed to roll a long enough charge range to reach after casualties.  The bloodthirster charged and easily wrecked the rhino, causing the tactical squad to disembark in the nearby rubble.




Dark Angels Turn 3:
The land raider moved up and unloaded the tactical squad.  The dreadnought turned and moved toward the bloodletters, while the command squad moved closer to the pink-horrors in the aegis defense line.  The rhino's tactical squad tried to move toward the pink-horrors in the ruins, desperately trying to escape the bloodthirster.  The other 10-man tactical squad that disembarked from the land raider killed a large amount of pink-horrors with rapid fire bolter shots, and the land raider along with the rhino's tactical squad helped to kill all but one final pink-horror.  The cyclone missile launcher finished off the final pink-horror in the ruins, while the rest of the command squad shot to kill several pink-horrors in the aegis defense line.  The dreadnought shot at the bloodletters, but scored no kills, and then failed his charge range.  The command squad also failed their charge range to the pink-horrors in the aegis defense line.






Chaos Demons Turn 4:
The bloodthirster charged the rhino's tactical squad, killing all but one and taking no damage in return.  They passed their leadership test because of the stubborn rule, so they remained locked.  The bloodletters tried to charge the command squad, but again failed their charge range with double ones, and lost a model from overwatch fire.




Dark Angels Turn 4:
The land raider moved up to kill a couple pink-horrors with the flamestorm cannon.  The command squad shot and charged the pink-horrors, the chaplain finishing off the final model with his attacks before the other terminators could swing.  The dreadnought turned to charge the bloodletters, and killed a couple in the charge.  They successfully disengaged from the assault with the "Our Weapons are Useless" rule, evading my sweeping advance and falling back toward their table edge.






Chaos Demons Turn 5:
The bloodthirster flew up to shoot and charge the command squad, killing two thunderhammer/stormshield models in close combat.  The command squad dealt one wound in return to the bloodthirster.  The bloodletters regrouped automatically, but were unable to charge because of the regroup rules.



Dark Angels Turn 5:
The land raider moved up and killed several bloodletters with the flamestorm cannon, missing with the assault cannon.  The dreadnought shot and charged the remaining bloodletters, only two models remaining locked with the dreadnought after close-combat results.  The bloodthirster failed to deal any damage to the command squad, which dealt a wound back to the bloodthirster in turn.  The game ended on a roll of 1.





Game Results:
7-2 Dark Angels

The Dark Angels scored 7 points total between linebreaker, first blood, the tactical squad that walked off, and points for the land raider, dreadnought, and drop pod being in the opponent's deployment zone.  The Chaos Demons scored 2 points for killing the rhino and its' tactical squad.  Overall, a much closer game than the score made it out to be because it would have been a victory for the demons if the bloodthirster had been able to kill my command squad, securing three more victory points for slay the warlord and two destroyed units, and then controlling the nearby objective point, bringing his victory points up to 8.  I think the two things that caused the game to go the direction that it did was his list's lack of anti-tank weaponry, and poor luck on his psychic phases.  He suffered two perils results on the same squad, didn't get off any successful summoning powers, and I didn't even have to ever roll my deny the witch dice because I was saving them for successful summons and psychic attacks.  It was a very fun first experience fighting against Chaos Demons, and I'm looking forward to fighting them again!






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