This game is part of the author's "Public Game" series. A registry of these games can be found here.

This game is against the guy against whom I have played the last couple of games. He's in a bit of a pickle, as far as the campaign is concerned, and so it seemed the right course of action to attack me, despite what I did to him last time.

As well, I would just like to note that, when people attack each other in this campaign, the rules are set, but the points value isn't. Two of the people decided to duke it out in a 16 pt. match:

Anyways, let's get on with this, shall we?

THE CHALLENGER: Shiver me timbers!

- ungodly tooled up command squad with medic, standard bearer, carapace armor
- commissar with fist, medallion crimson
- heroic senior officer with fist, medallion crimson, and other upgrades (I'm sure)
- all riding in a chimera

- 2x 5-man grenadier squads with two meltaguns apiece
- 3x heavy bolter support team
- 3x lascannon support team
- 3x lascannon sentinels (deepstrike)
- Leman Russ with hull lascannon

THE DEFENDER: Brown and white, take the fight!

I used list 3c, as usual.

The mission was "high ground" on alpha. He chose deepstrike as his stratagem, I chose preliminary bombardment (oh, if only I knew that it was going to be high ground...). He rolled for terrain, quarters and deployment, I rolled for first turn.

At deployment, the field looked like this:


To view a hi-res version, click here.


 

Basically, by mid-deployment, it became clear that he wasn't going to have a strong left, and that his approach to the building in the center would likely be through the city street that I had taken the liberty of clogging up the LOS of with my sentinels. The plan, then, would be to shoot the crap out of whatever charged up the middle while at the same time, bringing all of my forces in from the relative safety of the left.

TURN 1

"Alley units, engage enemy targets! Allright, men, let's take this building!"

As the Foleran units began to execute their orders, Melchoir looked up at the building. He had been told that it was a special type of communications array, or something. Several imperial detachments had mysteriously gone missing after they were ordered to the array. It had only been discovered recently that the men had been butchered, or perhaps imprisoned, by Pavonian forces. Melchoir had the reputation, and, by extension, new orders.

This time, though, the commander had made it very clear that he would be

very
upset if something were to happen to the communications array.

In my turn, I start by moving everything up and to the left. The only exception to this is the Basilisk (which is happy where it is), and the chimera, which I didn't think would fit in the big glob of troops.

My shooting begins with my basilisk shooting at his lascannon squad and scattering 5" away. Thankfully, it is close enough to something to wing one of the grenadiers, who is splatted. I then continue with my other ordnance weapon on his other heavy weapons support team, but it scatters 6", but thankfully in a direction where I can wing one of the grenadiers from the other squad, and splat him.

Both of my sentinels open up on the front armor of his Leman Russ. Both hit. One scored a penetrating hit for a "vehicle stunned" and the other scored a glance for a "vehicle destroyed". What did I say about leaving tanks out in the open?

After this point, the field looked like this:

In his turn, he follows my lead, and moves his grenadiers and chimera up towards the building (though out in the open *sigh*).

In shooting, his lascannons blow up one of my sentinels, and the heavy bolters opened up on my command squad (which wasn't

totally
out of LOS like I'd hoped). Thankfully, I actually had a bout of
good
luck with cover saves, and only one goes down.

After this point, the field looked like this:

TURN 2

In my turn, I continue my generic forwards-and-clockwise motion towards the objective. I move my chimera over to attack the right, but not before unloading its dragoons.

In shooting, both of my lascannons miss his chimera, and the earthshaker cannon also misses, but takes a pretty short scatter, and still manages to kill on of his lascannoners with a partial. The demolisher, on the other hand hits square on with the demolisher cannon, but 2 of the 4 of them are saved by cover. Unfortunately for them, cover only does so much against a whole squad of lasgun fire, which wipes out the rest of them.

My chimera is then left with a dilemma. Either it can try to get a penetrating hit on the soft, juicy side armor of the chimera, and force his command squad to deploy, or I can attack the remainder of the right side grenadiers chilling out right behind the chimera. I decide to go for the chimera, but fail to do any real damage to it.

For the first time in 29 games, an opponent of mine fails their pinning test (the lascannoners).

After this point, the field looked like this:

In his turn, two of his three sentinels make it in. One scatters 8" off the board, and the other hits (which is too bad, as there was a lot that

could
have gone wrong) right behind my demolisher. Crap.

In the center, he disembarks his command squad and runs his grenadiers up against my chimera.

The sentinel pilot couldn't believe his eyes.

From out from behind the chimera, a half metal, half man monstrosity came lumbering forwards. A large rack of skulls stood high above the back of his carapace armor. He could feel the cold stare of a bionic eye:

"Melchoir!" the pilot shouted through the vox, "It's Dane!"

"What?" came the reply.

"It's Dane, he's alive!"

"Oh bullocks."

In shooting, one meltagunner hits and (being just barely within melta range) blows up my chimera.

Shooting continues with an awful lot of heavy bolter fire on my guys in the middle. Quasi-miraculous cover saves lend me a hand again, and I only lose a single guy.

Then came the moment of truth. His sentinel fires at my demolisher and hits. He fairly easily penetrates. He rolls a one. Phew.

The enemy hero looked at the sentinel for a moment longer before giving it a look of raw contempt and spitting at it. The sentinel watched on, stunned, as the commander charged into the communications building:

Meanwhile, Melchoir heard the screams and shouts of battle from his men inside the building.

Apparently merely uttering "bullocks" did not, indeed, fix the problem.

In assault, his command squad manages to chop up a couple of guys, leaving his big and scary officer out of base to base. The guys inside start to buckle, but then look out the window. The sight of 25 imperial reinforcements lead by the shining hand of the king of Folera makes them decide to stick it out.

After this point, the field looked like this:

TURN 3

The sentinel pilot continued on with the momentum of his vehicle. Suddenly, he snapped back into things and looked away from the enemy commander. Two Pavonian grenadiers had foolishly stuck themselves out in the open. A grin spread across the sentinel pilot's face. This, at least, would be easy:

In movement, I move up my command squad and other infantry squad up to prepare to assault his command squad. The shaken demolisher gets out of there (and tries to block LOS of those heavy bolters), and pops smoke.

In shooting, my lascannon sentinel vaporizes a grenadier, while my basilisk targets the lascannoners again and scatters again, and it's a short scatter, winging yet another one. My dragoon's heavy bolter opens up on the sentinel and manages a glance and a penetrating hit, blowing it up.

"Melchoir, it is indeed right and salutary that we defend our sacred brothers!" began Sanario, "Come, men, let us all charge forwards and destroy this infernal beast!"

In assault, we enter into a melee that's confusing beyond narration. 6 different units, 2 independant characters, 3 floors, utter mayhem.

In the end, My giant pile of guys only manages to kill 2 of his retinue, which kills two from my original squad of dudes. My officer and his commissar play super punch out, while his officer punches a couple of my retinue and I eviscerator his officer several times. After the dust has settled, I win the combat 6 to 5 (ironically, because his officer had one more wound than mine). Without an officer, less than half strength, and outnumbered 4:1, not even the standard can keep his men in the fight. They run, I catch them.

After this point, the field looked like this:

In his turn, without the sentinel, he's left with not a whole lot. He tries to shoot his heavy bolters at my command squad. This time, cover isn't so miraculous, and I lose a couple of guardsmen, and the remainder of my retinue except the priest and the standard bearer.

The assault between the sentinel and the grenadier unfortunately continues to be unable to resolve itself.

After this point, the field looked like this:

TURN 4

My turn involved getting one of my dragoons into the objective, and bringing my demolisher over to finish blocking off line of sight from the heavy bolter teams.

In shooting, my demolisher scatters, but not too far, and I am able to hit both of my partials, removing a couple of guys. My earthshaker cannon scatters again, but only 1". Unfortunately, the rest of my rolling is poor and I only kill two more.

Then, my priest charges the chimera:

And easily scores three penetrating hits. Thankfully, the results are "stunned","immobilized, and "wrecked", so there is no chimera bomb. My command squad consolidated back onto the objective.

Faced with complete annihilation, his heavy bolter teams wisely decide to run away.

After this point, the field looked like this:

Left with only two models on the board, and a sentinel that really didn't want to deepstrike on time, he forwent his shooting phase, and conceded the game.

FINAL RESULTS

It was a turn four turnover which, though not yielding victory points, did end with my 4 scoring units inside the building to his 0, netting me the victory.

A few things to note:

- Firstly, I'm ashamed that I didn't follow my own axiom of "shoot only what you can kill". I took a dumb risk with my chimera, when I SHOULD have killed the meltagunners. Shameful waste.

- As the first point eludes to, don't leave your vehicles out in the open. It makes them die. Really.

- I'm still not super impressed with deepstriking. Not only can units not show up on time (as in this case), when they could have just been on the board and killed stuff right away, but even then, you will probably wind up in the open, giving you only a single shot at completing your objective. Not for me...

- This is yet another case for why you shouldn't put a third of your points into a single squad. Once the command squad was dead, there really wasn't anything offensive left, save a couple of deepstriking units. Chilling out on the static defensive may be fine for many games, but eventually, all players must go on the offense, and doing so with a single, fragile, expensive unit, will invariably end in this kind of result.

MVP: Command squad, hands down. Despite my shocking inability to kill anything with my huge pile of guys, it was the instant death attacks from my priest and officer that caused the battle to go in my favor, ending with my firm control of the objective.

Hero of the Game: This one is going to go to both of my sentinels who bravely charged forwards to block LOS through the center road, despite staring down 4 lascannons.

"Yes, sir, the communications array is taken," Sanario said over the array's long wave vox set.

"Yes, the building is still in tact."

"Yes, I'm standing in it now."

"Uh huh."

"You'll never believe it. It was Dane."

"I don't know how."

"Yes, I'm sure."

"I could send you a little present to add to your bionic eye collection."