As the drop pod doors opened, Azreal and his command squad
stepped into madness. Directly before
them was a monstrous beast, flesh and metal fused together with dark sorceries,
spewing fire and death off in the distance.
Azreal’s command squad didn’t need to be told what to do and
leveled their melta guns at the beast. A
sudden eruption bathed everything nearby in fire and through the fire came the
response of the enemy. 2 hulking
figures, no longer resembling anything natural, covered in eyes, tentacles,
appendages, and bulging muscles raced towards them manoeuvring over the rubble
and wreckage without issue. From all
directions came bolter rounds and solid rounds dropping Zeirael, and just
before the 2 daemonspawn of chaos hit their lines a feeling of dread fell over
Azreal’s mind. So powerful was the
feeling that it took everything in his power just to defend himself as the
creatures slammed into his squad tearing Lucius to pieces.
As the icy feeling on his soul release it’s grip, he was
further dismayed as the spawn disappeared before his eyes and Brontes was torn
down next to him, beyond the help of the apothecary. Despite not being able to see his foe, his
wild swings managed to find their mark.
Before he could recover from the assault of the daemonspawn,
Azreal is swarmed by cultists and traitor space marines and he knew that he
would not break their lines in time. He
would have to settle knowing that he at least crippled the army by destroying
the gun behemoth.
Lets set this up
right off the get go. Garth chose Run
and Gun Recon for his mission, and I chose Cut the Head off the Snake for mine,
and we both chose Slaughter and Withstand for faction points. Garth had his core plus 2 full tac squads in
drop pods and a scout squad. I had my
core plus another chosen squad in a rhino, 2 spawn, 2 oblits, and the
forgefiend.
I knew that Garth would have to come to me to win so my plan
from the start was to castle up in a corner using all the models I had to take
up as much space as possible so he couldn’t drop in and nuke my Forgefiend turn
1. Garth deployed his scouts in a ruin
in the centre of his deployment zone.
Turn 1 I shuffled around a bit…
…and now everything looks like this
Garth drops in his 2 tac squads on his side of the table,
combat squadding them to picking up resource points but throwing my game plan
right out the window. I am now going to
have to go get him, breaking up my battle line and give Azreal room to drop
in. There is some shooting and stuff but
not a whole lot happens.
I make a bold move turn 2 and move up to make an assault on
one of the combat squads. I am also able
to multi assault and get the drop pod, in doing this I am hoping to get the
extra kill point, and not kill all the marines so I can finish them off in
Garth’s turn and not get shot at. I
issue the challenge and win giving be a victory point, but drop pod explodes
and kills my powerfist. Well dammit.
One of my oblits comes in and drops in behind his scouts and
leaves 2 alive.
Garth does exactly what I was afraid of and drops Azreal and
his 3 Meltagun toting command squad next to the Forgefiend blowing him to
smithereens.
I FAIL to kill all the marines I assaulted turn 2 and will now
be stuck in combat during my turn 3…FUCK!!
Some other stuff happens.
Turn 3 starts off with a fantastic set of psychic
powers. I cast Hallucination and got the
result where the target unit can’t do anything, and I had cast that one on
Azreal and his command squad. Then I set
up my cultists and a unit of chosen move to shoot the shit out of the command
squad and dropped 2, the spawn drag down another in assault. I also get a plasma cannon shot off on to his
other combat squad and get his second hero.
I know I’ll have to keep Azreal busy, or kill him, if I want to win this
game because Garth really only has 2 units left that can get into my deployment
zone.
Garth grinds on in the combat phase with Azreal and plinks a
couple wounds off elsewhere with some shooting.
He is also booking it for a resource marker that I placed on the top
floor of a building that’s just outside my deployment zone. I figured he might go for it because he was
talking about how he wanted to get a roll on the magical chart. So I guess I kinda got some inside info, I
like to think it’s due to good intel and scouting.
For the last couple turns I manage to mob Azreal with
cultists and my remaining chosen just long enough to keep him out of my
deployment zone.
Garth collects the rooftop resource marker making that 4 and I manage to wipe out the
scouts with a powerful Psychic Scream
After the dust settles, Garth manages to collect 18 resource
points and 8 Faction points.
I earn 9 resource points and match Garth’s 8 Faction points,
but I also manage the win.
All in all a good game, as always, against Garth. I play him often and notice how much of a
better player he is every time I play him.
Looking at the lists, he easily could have beat me if he had decided to
be more aggressive in getting his units into my deployment zone. Because I had turtled in a corner, he should
have overwhelmed the other corner in my deployment zone and shot the crap out
of me. However, he decided to collect
the resources and picked up a ton, easily enough to get him his roll on the legendary
traits tables.
I should have covered myself better and not allowed Azreal
room to drop in my lines, that cost me my forgefiend and 175 points that only
saw 2 turns.
Thanks for the game Garth, a good time was had by all.
Happy gaming.