Some games are too good to die. 2nd edition 40K is one of those games.
Some games are worth sharing. I think that this little skirmish was one of them.
I hadn't posted a session report for sometime and thought that it was about time for one. I have done a few for space hulk and thought it was time for some 2nd ed. I had been put off doing this in the past as I thought it would be too much work but today I felt ready. Here goes...
Introducing your hosts...
First we have lovely little slaanesh chaos cult of traitorous imperial guard, beastmen, and other mutant scum.
Lead by a demagogue psycher able to manipulate both time and the warp (+1d6 movement & level 3 psycher), the cult consists of a battle standard (with the pink hands impaled on the tips), 20 odd cultists with lasguns, 15 beastmen with swords and chainswords, 3 sentinel, and one leman Russ (no sponsons and a heavy bolter instead of a lascannon - nice and cheap!).
On the other side of the table were a bunch of the emperor's finest, many just back from a date with some simple green.
A commander in power armour with a boltgun and powerfist, a level 2 librarian, a tech marine, a dev squad with a lascannon and a heavy bolter, half a veteran assault squad with jump packs, chainswords, and meltabombs, and finally a dreadnought with a power fist and an assault cannon would attempt to terminate their mortal foe.
On your left you can see...
The gaming table was set up in the lounge and was a little smaller than usual, probably about 3 and a half feet by 5. The pile of books is not a low budget hill but a simple way of stopping marauding toddlers pulling the cloth off the table and scattering my toys.
Deployment (the only phase I didn't roll ones...)
The chaos player bunched his troops together for a mad dash across the table. Cultists shielded beastmen and protected the leman russ from getting jump on by the veteran assault marines. The demagogue and the standard bearer lead from the rear to ensure that morale didn't cause problems.
The marines spread out a bit more. Heavy weapons, the dreadnough, the tech marine and the librarian all lurked among the ruins on the left flank. The assault marines and some guys with bolters held down the right.
The assault marines were planning on wrecking the leman russ as soon as possible. The librarian deployed next the devastator marines in order to be able to cast "quickening" on them (which lets the target fire twice).
Let the games begin
Turn 1 - marines
The marines moved around a little then began rolling ones. Actually, everything on the left just hid or went on overwatch except the dreadnought, who rolled a one and managed to miss the enormous tank a few metres away. The right flank squads just moved closer to the clump of trees in front of them. The marines mission was to assassinate the chaos demagogue, a challenge mission indeed.
Turn 1 - Chaos Cult
Chaos forces surged forward seeking to engage their opponents in hand to hand combat (+1 vp for each three models destroyed in hth combat).
This abomination of an army would have caused lesser troops to flee but for marines it was just another day at the office.
The marines responded with overwatch but basically they sucked. The heavy bolter rolled a one and the lascannon hit the leman russ where its armour was strongest and failed to penetrate. The leman russ replied by shooting the dreadnought's arm off.
The sentinels also shot up the dreadnought, two of them jamming but also managing to punch a hole in its armour and rattle its entombed pilot (halved characteristics). Hopefully the tech marine would be able to fix this or I would be stuck with a one armed, ballistic skill 3, 195 point dreadnought. The second psychic phase began with the demagogue casting machine curse (out of range) and the librarian casting quickening on the marine with the lascannon just in time for the marine turn.
Turn 2 - Marine
Turn two began with a little more shuffling around on the right flanking and some shooing on the right. The lascannon fire twice at the leman russ thanks to quickening, missing one and failing to penetrate with the other shot. The dreadnought made up for this by hitting the tank with six shots, the first of which penetrated the hull, causing an explosion that killed the crew and caused it to become a smoking wreck mere inches out from the chaos deployment zone. No bulldozing marines for that bad boy. The heavy bolter smoked to cultists and the techmarine mucked around with the dreadnoughts wiring but achieved nothing.
The wrecked tank comes to rest facing the wrong way
Nothing much happened in the psychic phase, maybe a psychic duel or something.
Turn 2 - Chaos Cult
The chaos cult continued to jog across the table in their rather messy formation. The jammed sentinels made sure that they were standing closer to the dreadnought than the one that could still fire (mumble, mumble, targeting rules...)
A demonic attack stopped the demagogue casting machine curse in the psychic phase. Quickening remained in play.
Note: the game was put on hold for a couple of hours while I took my wife out for lunch and my daughter to the museum. By the time I got back to the game lighting conditions were pretty bad.
Turn 3 - Marine
The veteran assault troops got sick of hiding behind trees and charged the closest cultists. Although this was exposing them to being charged and most likely massacred by the beastmen, the plan was to draw the beastmen away from charging the devastator marines and their precious heavy bolter and lascannon.
The sun goes down as hand to hand combat begins...
The firing phase began well with the heavy bolter scoring five hits on the closest sentinel. A shot penetrated its armour and it brewed up, killing and wounding some nearby beastmen.
The enchanted lascannon then fired twice, each shot punching through the feeble armour of a sentinel and killing the pilot. Although there were no more explosions to smoke more cultist scum, all of the chaos vehicles were now dead and the infantry were left looking pretty exposed.
Turn 3 - Chaos
The beastmen charged the veterans and began clubbing them to death.
The demagogue used his ability to manipulate time to warp forward into cover (he is the guy with the pink force sword in the bottom right of the picture).
In the psychic phase the librarian almost smoked himself when his power was reflected back at him. A lucky armour save spared him from an embarrassing exit.
Turn 4 - Marines
Bolters, heavy bolters and a quick-firing lascannon eliminated the remaining cultists while the veteran assault marines fought a desperate struggle, cutting down three beastmen.
Things were looking pretty good for the marines but the demagogue had a few tricks up his sleeve yet. The shenanigans began in the psychic phase when the demagogue (you can see his force sword poking out from behind the ruins on the left in the previous picture) cast machine curse on the dreadnough, turning it into a weapon skill 0 sparring dummy. He then expended a force card to increase the strength of the force sword by two, giving him strenth 9 attacks for the next round of hand to hand combat. Just enough to carve up a dreadnought....
Turn 4 - Chaos
Things were looking up for chaos! Behind in victory points 2 to 7, killing the dreadnought could be enough to tie the game as it must be worth a few victory points itself and would provide a second bonus victory as it would be the sixth model killed in hand to hand combat (providing the beastmen could club the remaining assault marines to death). Charge, the demagogue and the beastmen charged their respective opponents and the final combat began!
The sixth hit of ten cracked open the dreadnought and it stumbled, fell, and moved no more. All that remained was for the beastmen to crush their foes and the game came to an end.
The game ended in a 7vp vs 7vp draw. Although the marines had caused massive casualties, they had failed to eliminate their target while the chaos troops had succeeded in eliminating some key marine units at great cost in both troops and vehicles.
The game took about two hours to play and was extremely exciting. Rock on 2nd ed.
Nice to see two very different armies going at it.
Brings back many fond memories of Eldar armies consisting of nought but Guardian Squads and overwatching twin star-cannoned war-walkers, led by displacing Exarchs.
2nd Edition was cinematic.
Those are some amazing chaos guard any more pics or guides on how they have been made and painted?
Great Battle report.
I have a question about a Chaos Cult army, Demagogue in particular. The Chaos Cult army list in the 2nd edition Chaos Codex pg 132 states he can be upgraded to a level 3 chaos magus master for 90 points. What psychic powers does he draw from since they can't take any marks of chaos?
Sorry for the epic delay but the answer to your question is the Adeptus deck.
With regards to the earlier post. The chaos cult were scratch built out out of beastman and cadian plastics. They weren't painted by me but I think drybrushing was a key technique. Up close the painting is pretty basic but it looks very effective.