“REFIGHT 2: Rescue” scenario: (updated from pg.72, Epic 40K Battles Book for EA)
Situation: Red Forces have invaded Silvanos II and are making good progress toward the Capitol. A Blue Force spy has infiltrated their HQ and stolen copies of their Battleplan and codes. This could change the whole military situation. Unfortunately, the spy was seriously injured while escaping and is currently holed up in a ruin behind Red Force lines. Blue Force has dispatched a small detachment to secure a perimeter around the ruins as a large Red Force heads towards it. A large Blue Force Relief column now must punch a hole in the Red Force line large enough for the spy to escape through.
Forces and Set-Up:
· Any mutually agreed upon size (4000 points in our case). No aircraft. Blue Force is split between 25% of the points (as full units) as Garrison and 75% just off table on the short edge of the opposite table end.
· Table is the usual 4 ft. x 6 ft.
· The Blue Relief Force will be positioned just off the left end of a short table edge. Up the table between 60 cm and 80cm from this will be the Red Force deployment area. A further 60cm up the table (140cm from left end) to the right end of the table will be the Blue Garrison deployment area.
· Roll 2D6 to determine sides. High roller is Red Force.
· Terrain should include a ruin in the Garrison area and a dozen or so patches of hills, woods, and farmland (same as woods for visibility, but not dangerous. Think of a corn or canefield) elsewhere. This is placed equally about the table, before sides are determined, by mutual consent.
· Blue Force Garrison deploys first, then Red Force, and finally Blue Relief Force just off table.
· The transport vehicle containing the injured spy and medical team keeping her alive should be marked secretly. We used a small sticker on the underside.
Victory Conditions: Red Force wins if the vehicle containing the spy is destroyed. Blue Force wins if the spy exits the table end the relief force came in on (even if routing) by the end of turn 6. Anything else is a draw.
Few words from the commander of the Rescue Force
Tonight Greg, Trent, & I played another scenario from the Epic 40K Battles Book called “Rescue”. Trent played the attacking Tyranids, Greg the Garrison Force defending the spy, and I(Britt) the Rescue Force. The battle went pretty much as did the “historical” battle between the Orcs and the Space Marines, ie the Marines got the spy out of the ruins and offtable, but the Orcs (Tyranids in our case) butchered the Marines in revenge!
Some of the more ‘standout’ moments included:
· Terminators teleporting in to slow down the best Tyranid CC troops, missing most of its firefight attacks, and routing.
· Greg & I both throwing double 1’s in combat
· The ‘fatal gap’ opening in the Tyranid line that let the Marine Scout Rhinos slip by
· The “massive battle’ between 6 units.
· The Tyranid “revenge attack” on the ruin.
· The almost complete destruction of the Ironclaw Marine Force
· Like the Imperial Stormtroopers from Star Wars, my Marines need A LOT more time on the firing range. Hits were usually far below average.
Tonight’s scenario game was a lot of fun. I thought it would last longer, but a Tyranid Army may not be your usual attacking force for this scenario. Anyone wanting to try this scenario for themselves should find all the information you need in Greg’s AAR. Please let me know how it turned out for you!
Great game guys. We’ll try another one next week.
Army Lists
Codex Astartes (NetEA Tournament Pack 2013) 1000 points
SCOUT [175]
4 Scouts, Razorback, spy
SCOUT [175]
4 Scouts, Razorback
TACTICAL [350]
6 Tacticals, Chaplain, Razorback
TACTICAL [300]
6 Tacticals, Razorback
Codex Astartes (NetEA Tournament Pack 2013) 3000 points
TACTICAL [350]
6 Tacticals, 3 Razorback, Rhinos
TACTICAL [350]
6 Tacticals, 3 Razorback, Rhinos
PREDATOR [250]
4 Annihilator
PREDATOR [250]
4 Annihilator
DEVASTATOR [275]
4 Devastators, Razorback, Rhinos
TERMINATOR [350]
4 Terminators
WHIRLWIND [300]
4 Whirlwinds
WHIRLWIND [300]
4 Whirlwinds
PREDATOR [250]
4 Annihilator
LAND RAIDER [325]
4 Land Raiders
Hive Fleet Onachus Tyranids 4010 points
NEXUS SWARM [930]
1 Dominatrix, 5 Trygon, 7 Termagants, 7 Hormagants
TYRANID SWARM 1 (M) [375]
Two Tyranid Warriors, 12 Termagants, Hive Tyrant
TYRANID SWARM 2 (M) [375]
Two Tyranid Warriors, 12 Termagants, Hive Tyrant
EXOCRINE SWARM (M) [325]
6 Exocrine
LICTOR SWARM [300]
6 Lictor
TYRANID SWARM 3 (M) [375]
Two Tyranid Warriors, 12 Termagants, Hive Tyrant
TYRANID SWARM 4 (M) [380]
2 Two Tyranid Warriors, 11 Termagants, Zoanthrope (745.M41)
HARRIDAN SWARM (S) [250]
1 Harridan, 4 Gargoyles (745.M41)
BIOVORE SWARM (M) [275]
10 Biovore
GENESTEALER SWARM [200]
6 Genestealers, Brood Lord
TYRANID SWARM 5 (S) [225]
Two Tyranid Warriors, 6 Termagants, Zoanthrope (745.M41)
Rough Board layout
Deployment
- The deployment of the 1000 point garrison forces
- Tyranids Deployment
- The 3000 points force that was coming on to the table…
Turn 1
- SM teleport in Termies(first picture), and receive a BM
- Space Marines go first….
- SM use the termies first and they fire their assault cannons first, and targets the Genestealers swarm, and after the smoke clears.. They manage to kill one…
- SM try and retain the turn and active a whirlwind unit, and they rolled a one, whirlwind unit moves on board…
- HFO activates Genestealers swarm and does a engage action and targets the termies,after the dice are rolled the termies lose the combat and are broken and flee back towards the garrison base line. The Genestealers swarm has suffered enough hits to break it and so flees back to be in the middle of the swarm…
- HFO go a second activation and fire the Biovore swarm at the whirlwind unit that's on board and manage to kill a whirlwind and place BM’s
- SM bring on the other whirlwind unit and target the broken Genestealers swarm, hit it and clipping two other units with the templates. after the smoke clears the Genestealers swarm is wipe out and Biovore and TYRANID SWARM 1 get a BM each…
- HFO then do a engage action with TYRANID SWARM 5 (S) and target the whirlwind unit in range, in a FF. After the smoke clears the whirlwind unit is wipe off the board….
- SM then bring on a predator unit and target the Biovore swarm, killing two more of the figures…
- HFO then move a TYRANID SWARM 1 and target the Predator unit that just came on the table, killing one and adding a BM…
- HFO try and retain the turn and move the HARRIDAN SWARM and roll a one, so move the unit…
- SM activate a tactical unit from the garrison force, and double move it up, so that it may target the HARRIDAN SWARM, doing a hit on the flying creature.
- HFO then activate the NEXUS SWARM and march move it up so that its in front of the ruins…
- SM activate a tactical unit from the garrison force, in the ruins and do a sustain fire order on the NEXUS SWARM, managing to do a 1DC on a Trygon…
- HFO then activate the EXOCRINE SWARM and move it up and shoot the broken termie unit, managing to kill it….
- SM then activate Tactical unit and double move it on to the table, and place it on their left flank and target the TYRANID SWARM 2, killing a low life bug and giving the unit a BM….
- HFO then activate the TYRANID SWARM 2 and do a engage action against the Tactical unit that just shot it, So after the smoke clears the tactical unit is broken and flees back 30cms….
- SM then bring on their landraider unit and target TYRANID SWARM 1, managing to kill HT and kill a few low life bugs to..
- HFO double moves TYRANID SWARM 3 into the woods and then shoots the landraider unit….
- SM double moves the DEVASTATOR unit up to their left flank and target TYRANID SWARM 2, killing more low life bugs…
- HFO double move the TYRANID SWARM 4 down their right flank…
- SM brings on predator unit and target the TYRANID SWARM 5 (S) and manage to kill low life bugs for their troubles…
- SM march move scout unit down their right flank, so that its behind the TYRANID SWARM 2..
- SM bring on a predator unit and target the Biovore swarm, kill 5 of them and breaking the unit…which flee to be behind the exocrine swarm..
- SM then double move scout unit in ruins, so that its in range to shoot the HARRIDAN SWARM, doing another 1dc and adding BM’s
- SM double move tactical unit, so that its in front of the Predator unit and shoots the TYRANID SWARM 1, killing a few more low life bugs.
- Both side fail to rally their broken units, both sides remove blast markers….HFO swarms..
Turn 2
- Space Marines go first….
- SM activate scout and ado a march move, which gets the unit off the table… Victory to the SM(played till end of turn)
- SM retain the turn and do a engage action with the tactical unit near the HARRIDAN SWARM and do a FF with that unit. They get support from the scouts that are near by. After the smoke clears the tactical unit is broken and flees back behind the hill.
- HFO then does a engage action with the NEXUS SWARM and targets the tactical unit in the ruins, after the dice are rolled the tactical units is wiped off the board…
- SM then do a sustain fire order with the DEVASTATOR unit and targets the TYRANID SWARM 2, killing a few more low life bugs…
- SM retains the turn and does a sustain fire order with the tactical unit and targets the tyranid swarm 1 in front of it, killing more low life bugs…
- HFO activate the EXOCRINE SWARM and move its so that its in range of the scout unit near the HARRIDAN SWARM, they manage to kill three units…
- HFO try and retain the turn and rolls a one, so the HARRIDAN SWARM shoots and manage to give the scout unit a blast marker..
- SM then do a marshalling action with the scout unit, so move it and then remove 5 BM’s.
- HFO then do a engage action with TYRANID SWARM 4 and target the predator unit, in front of it, on its right flank. After the dice are rolled the predator units is wiped from the board…
- HFO retain the turn and move TYRANID SWARM 5 up and shoots the predator unit in front of it, giving it a blast marker…
- SM then do a marshalling action on the whirl wind unit and so shoot the TYRANID SWARM 1, killing a low life bug…
- HFO then do a engage action with TYRANID SWARM 3 and targets the large mass of SM that are close together and calls intermingle and manages to turn 5 SM units into one(good move), HFO gte the support of swam 1. So after the dice are rolled and the numbers added, HFO win the combat by one pip, so that means that the Tactical, landraider,whirlwind, 2 predator units are broken and the TYRANID SWARM 3 well lets say its not looking healthy……
- HFO then double move TYRANID SWARM 1, so that its with in 30cms of the broken SM units in the corner….
- HFO then do a marshalling action on TYRANID SWARM 2, and shoot the DEVASTATOR unit managing to kill a stand and bring low bugs back..
- Game called SM win only because it meets the scenario conditions….
POINTS
- The HFO forgot his reroll for his SC, each time he failed a activation.
- The Lictor swarm, maybe asking why it turned up. If deployed, then may have won the game for the HFO.
- Don't park your units so close….
- The dice gods must have a bone to pick with me…..
May the dice roll high for you
Regards
Greg
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