We picked another random Battle Missions scenario and in this one, the Emperor's forces had to deploy within 12" of a single objective maker placed in the center of the board. The Orkz deployed at least 18" away from that objective expect that HQ and heavy support had to start in reserves. Both side took turns placing one unit each until all available units were on the table. When the game started, we were already within assault range on several sides. The Sisters won the first turn and the stared moving in close; the board immediately became a battle on 4 sides. Deathwing had come ready for assault troops and wound up holding off a walker they had no chance of hurting. Seraphim tried to help for 2 rounds but failed to get a krak grenade to beat the armored dread. They later made a hit and run roll and left the lightning claw wielding terminators to hold the beast on their own. The terminators had little choice but stand and die and when a squadron of killa-kanz joined in, they gave their all and died to a man.
The opening volleys took out the Ork Trukks all around the perimeter. Even with exploding trukks and facing heavy flamers, the boyz proved to be both resilient and unshakable. The first unit of Dominions had a short lived celebration after causing over 50% casualties to the Boyz when the counter assault tore through the Sisters on the following turn. meanwhile, defkopters on the other side were prowling unmolested and chewing up any available target including one Predator and one Exorcist. Saint Celestine (in mistake number one for the Sisters) did not move or fire on her first turn then died to the blades of the kopters when she charged in at the end of the first turn.
More orkz on the table after abandoning their trukks made a combined assault on a second Deathwing unit and cleared them without taking a single wound.
Thing were looking bad for the Allies. Defkoters running amok, walkers stomping around untouchable and more Orkz yet to hit the board. When Gazgul in hid battlewagon came on board flanked by a unit of zapgunz it was looking bleak indeed. However a few things turned the game around.
One mistake by the Orks was the placement of the zapgunz and the Gretchin manning them. They were near the marker for Saint Celestine and on the next turn, she stood up. even with bad rolling she managed to chase the Gretchin off the board. That's right, chase them off since she did not catch the Gretchin whrn they ran. Her I 7 vs the Gretchin I 3 and they won.
The remaining Exorcist along with the battle sisters in their Rhinos decided to take on the kopters but needed two full turns to remove them. if not for spectacularly bad rolls by the orks and against all odds saves by the Dark Angles, the vehicles would not have fared as well as they did.
Gazgul easily defeeted on unit of Battle Sisters but was held up by the persistent Saint Celestine. Once extracted from their "can't win" combat with the dread, the seraphim did what they do best and worked over ork lootas with their hand flamers from two different locations and even made their way into battle with Gazgul and his retinue before finally giving their last.
What worked:
Faith. Seraphim being able to re-roll ... well, almost everything, they made good use of their faith causing copious damage with their little hand flamers.
What didn't:
Little anti-armor power and worse yet, putting units against targets they can not hurt almost cost the Sisters and Angels the game by turn 2.
All in all it was a much closer battle than the final outcome showed.
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