Imperial Guard vs Tzeentch Renegades 1200 points
The following session report retells the curious events that unfolded during a small skirmish between a handful of Tzeentch Renegades up to no good somewhere in the Imperium and an Imperial strikeforce lead by an Inquisitor tasked with eliminating these unwelcome visitors.
The two armies were both extremely small as a quick game was desired and the playing space was slightly smaller than usual. The deployment zones had to be reduced to 7 inches to allow for 24 separation between the two armies.
The imperial army was designed around the concept of a mechanized rapid response team designed to deal with a small number of extremely dangerous foes (and possibly even daemons).
-level 4 psyker
(no field was a bit of a risk – I should have cut points elsewhere and given him a displacer field to protect from lascannon hits)
-2 troops with melta guns, one with a melta gun
-sergeant with hand flamer and sword
-Captain with bolt pistol and sword (and a scanner)
-Chimera with ablative armour
-sergeant with bolt pistol and chainsword
-sergeant with hand flamer and sword
Hellhound (flamethrower tank)
Leman Russ (MBT)
A very badly cropped picture of the Imperial Guard force
The Leman Russ was to shield the Chimera as it advanced and deployed the command squad in position to attack the renegade Sorcerer. The hellhound would threaten chaos anti-armour forces and try to set fire to any powerful characters that wandered into range of its industrial strength flamer. The two Tactical squads would lurk around minding their own business or rush at any Veterans deployed in hiding to force them to fire and reveal their position.
The Tzeentch renegade force consisted of a handful of three man squads, each with a very specific mission, and three other models. These were a Sorcerer lord, his apprentice, and a heavily mutated chaos dreadnought.
Tzeentch Sorcerer (level 4 psyker)
Tzeench Sorcerer (level 1 psyker)
3 chaos veterans
-2 heavy bolters
3 chaos veterans
3 chaos veterans
-krak grenades and chainswords
3 chaos terminators
-1 reaper autocannon
-1 heavy flamer
-heavy plasma & power claw
The chaos plan was to hide the veterans forward where they could open fire as the imperial vehicles advanced without exposing themselves to excessive amounts of enemy fire. The heavy bolters would cover the lascannon squad so that they weren’t rushed by a waves of rubbish and tied up in hand to hand or set aflame by flamers. The sorcerer would use gate and displacement if these powers were drawn to move the terminators and marines into positions from where they could attack safely. The dreadnought would simply advance and fire the heavy plasma once then rush forward to engage whatever other vehicles were left.
The imperial forces drew engage and destroy which gave them an extra victory point for every character, squad or vehicle that they eliminated. This gave the imperial player an immediate edge as any chaos squads lost would be very costly in terms of VP surrendered. The chaos player then drew guerilla warfare and promptly began to grumble. This mission awards one victory point for every three models killed in hand-to-hand combat. As the chaos army was more of an evasive army that sought to inflict damage through opportunistic ranged combat and psychic attacks, this mission was unlikely to yield many victory points. Only the dreadnought was likely to enter hand-to-hand combat but as it was best used to hunt vehicles it was unlikely to massacre many imperial guard troopers.
The imperial guard deployed first and placed the two tactical squads in cover on the right flank and in the centre of the table. All of the armoured vehicles remained off board with the command squad and Inquisitor riding aboard the Chimera.
Chaos deployed the lascannon team in the center with the heavy bolters out on the left flank covering their position. The final veteran squad deployed in the center of the table in a small clump of trees. The terminators sheltered behind a ruined building while the dreadnought lurked at the edge of the forest containing the vets with the lascannons. The sorcerer lord stood to the rear in the centre of the table and his apprentice close by the terminators.
Turn One – Chaos
The chaos turn began with all of the chaos veterans remaining in hiding and going onto overwatch. The dreadnought and terminators both ran forwards as no suitable targets were available. Overall it was a relatively predictable start to the game but one that the enemy mission necessitated.
In the psychic phase very little happened. The chaos player stored two force, held onto the destroy power card, and discarded daemonic attack.
Turn One – Imperial Guard
The bulk of the imperial army rolled onto the table at the start of the turn. The hellhound and leman russ moved onto the centre of the table while the chimera moved into cover behind the large building on the far right of the imperial table edge. At the end of the movement phase a significant miscalculation was revealed. Although the hellhound had moved into firing range of the hidden close-assault veterans, it had not moved close enough to detect them and therefore was unable to fire at them. It was also too late to put the vehicle on overwatch so its firepower for the turn was wasted. The leman russ made up for this a little by smashing the chaos terminators and reducing them to a single survivor (who was unfortunately armed with the reaper autocannon and stubbornly refused to break).
Nine cards were dealt in the psychic phase. A purge psychic cast by the Inquisitor was nullified by the Tzeentch sorcerer, who promptly cast the gate. The first gate marker was placed in the ruins where the Sorcerer was hiding while the second was placed close to the hellhound and the forest in which the close assault veterans were still hiding.
Imperial VP – 1 (terminator casualties)
Chaos VP – 0
Turn 2 – Chaos
Trusting in Tzeentch, the sorcerer leapt through the gate and engaged the hellhound, hoping to tear off its tracks with his power fist. The close assault veterans did the opposite and leapt out of cover and retreated through the gate to the safety of the ruins.
The dreadnought just passed its leadership test and ran towards the chimera in order to act as a roadblock and trap the Inquisitor and command squad in the corner. This would at keep them out of the battle while the hellhound and leman russ were dealt with. All that remained was to move the last surviving chaos terminator into cover to avoid giving up two more victory points.
Hand to hand went well and the suicidal sorcerer managed to rip the tracks off the hellhound. This would cause it to move out of control in its next turn and then come to a halt. As its main armament has an effective range of between 9 and 19 inches, its ability to inflict damage on the chaos forces would be severely reduced. It would also leave it unable to escape from the dreadnought’s power claw.
Ten cards were dealt in the psychic phase. Boon of Tzeentch was nullified, as was the ever popular Purge Psycher. The Tzeench lord then used Assail on the level 1 sorcerer to pull him back through the gate and into the safety of the ruins before calling the gate back into his hand. The fearless apprentice had achieved his mission and survived!
Imperial VP – 1
Chaos VP – 1 (damaging hellhound)
Turn 2 – Imperial Guard
Faced with the rapidly closing dreadnought, the Inquisitor and command squad disembarked from the chimera. The plan was to deal with this threat by hitting it with a vortex in the next psychic phase or sacrificing a few guardsmen and crushing it in hand to hand combat. Just to make sure that it never got the chance to fire its heavy plasma in turn 3, the leman russ moved into position to fire on it as well. The two tactical squads remained pretty much were they had been deployed, choosing to stay out of harms way to avoid giving away VP.
The first shot fired was the leman russ’s lascannon, which hit but failed to penetrate. The battlecannon hit and penetrated the armour on both of the dreadnought’s arms. The plasma cannon was ripped from its shoulder mount and then a flashback from the hit on the power claw caused the dreadnought to explode in mighty geyser of mutated flesh and plas-steel plate.
In the psychic phase an ultimate force Purge Psycher failed to wound the Tzeentch sorcerer lord. Scan then revealed that the Inquisitor had the dreaded vortex power before the turn ended with an energy drain.
Imperial VP – 5 (3 for the dreadnought +1 bonus point from engage and destroy)
Chaos VP – 1
Turn 3 – Chaos
In what turned out to be a surprisingly brief turn, the terminator killed three members of the imperial guard command squad with hits from the reaper autocannon while the lascannon armed vets emerged from cover and managed to damage the hellhound’s inferno cannon. This weapon could now only fire on a roll of 4+.
In the psychic phase Boon of Tzeentch allowed the sorcerer lord to draw two additional cards before the Inquisitor played energy drain – causing a total of 14 cards to be discarded (the warp deck had been exhausted and reshuffled at the end of turn 2).
Turn 3 – Imperial Guard
It was time for a big push by the imperial guard. First, the Inquisitor charged towards the enemy psyker lord while the surviving members of the command squad moved into cover. The chimera reversed its course for the second time and lined up the surviving terminator in its sights.
The leman russ inched forward to get a bead on the veterans armed with lascannons.
The leman russ missed with its two main weapons but hit with a heavy bolter, killing one member of the squad and breaking it. The chimera blasts the terminator and scores a single hit with the multilaser. This feeble strike is shrugged off by the heavily armoured chaos marine. This leaves the terminator alive and free to fire on the Inquisitor with his reaper autocannon.
Two ways exist to prevent the Inquisitor’s likely demise. One, block the terminator’s line of sight by casting votex and hoping it doesn’t move out of the way. Two, kill or stun him with using the Scourging power. The second option is less certain but has fewer negative side effects. A vortex strike on the enemy sorcerer lord in turn 4 would be best way to assure victory and if it is cast this turn it will most likely remain in play and not be available to cast again. Scourging is cast successfully and although it fails to kill, the terminator fails a leadership test and is left stunned for a turn. The Inquisitor is safe. The Tzeentch sorcerer then opens another gate between the ruins and the crippled chimera and nearby leman russ after surviving a daemonic attack while trying to cast Boon of Tzeentch.
Imperial VP – 5
Chaos VP – 1
Turn 4 – Chaos
The final turn of the game arrives for Chaos and they need to cause some serious damage to steal a victory. The kamikaze sorcerer and assault veterans pour through the gate and engage the immobilised chimera and the leman russ parked behind it. Everyone else just chills. Hand to hand attacks with krak grenades kill the driver of the hellhound and the Sorcerers power fist tears chunks out the leman russ, damaging it severely enough to cause it to go out of control and explode in the next imperial turn.
The sorcerer then uses the “its gonna blow!” special rule to flee 1d6 inches. A roll of three allows him to flee through the gate to safety through the gate for the second time.
In the psychic phase Boon of Tzeentch is cast successfully, Purge Psycher is nullified using destroy power, and Scourging is also nullified.
Imperial VP – 5
Chaos VP – 4 (+3 for destroying the leman russ)
Turn 4 - Imperial Guard
The imperial guard turn begins with the leman russ moving out of control and exploding. It crashes into the back of the chimera but doesn't move fast enough to cause ram damage. The explosion only wounds one chaos veteran (two 1s on three dice) who manages to make his armour save (needing a 6).
The Inquisitor then charges towards the Tzeentch sorcerer lord, hoping to annihilate the enemy commander by casting a vortex in the final psychic phase. The psychic phase begins auspiciously for the imperial player when he draws the ultimate force card and throws down the vortex psychic power.
His elation is shortlived. The Inquisitor is 13 inches away from the sorcerer. He only needs to roll 12 or better to lock in the win but it is not to be. A feeble roll of seven on 3d6 leaves things in the hands of the judges.
A quick check of the victory conditions for both armies reveals that the chaos forces are entitled to one victory point for each vehicle immobilised or destroyed on their half of the table. Both the chimera and the leman russ turn out to be just over the centre line and Chaos score an unexpected two points - enough for the win!
Imperial VP – 5
Chaos VP – 6
- Last edited Mon Feb 2, 2015 8:20 am (Total Number of Edits: 6)
- Posted Wed Sep 28, 2011 9:06 am
Really great session report, thanks!
glad you enjoyed it.
Nice paint jobs, especially on the Imperial vehicles.
All of the painting is by a friend. Painting the odd epic stand is about the limit of my brush skills.
What a cool battle report. I have never played 2nd Edition 40K, I started during 3rd Edition.
How does 2nd Edition compare to 5th Edition?
I want to write a ten thousand word answer to this question as I love second edition (and rogue trader) and hate all subsequent editions with a passion. Luckily I live in a pocket of the warp where time flows strangely and there a few other 2nd edition players to keep the dream alive. I play a couple of games a month and will probably do so for the next few decades.
I have read the rules for 5th edition and watched a few games but never played a game so take my opinions with a grain of salt.
Ok, preamble over, lets get started.
2nd edition has character. It has a lot of interesting fluff and for me the narratives that the game creates match the back story, which is much darker and in my opinion better written than the current stuff. Games involve fewer figures and are closer to necromunda in many ways than the current ruleset (which isn't surprising given the necromunda rules are based very heavily on the 2nd ed system).
Things like overwatch, rules relating to hiding and a few other little bits and pieces mean the some interesting situations arrive and players have a lot of options. This is even more evident in Rogue Trader, which really should be played with a GM.
Recent editions of the game remind me more of magic in the way that unit upgrades are used to add special rules and effects to units and special unit combos are used inflict harm on the enemy.
Many criticisms of 2nd edition are based on misconceptions. The most common of these is the idea that characters dominate. This is not the case with experienced players. Sure, you can spend 300+ points on a level 4 terminator librarian (or inquisitor as was the case in the game above) but he always has to charge the closest model and can therefore be tarpitted with a squad of gretchin. A lascannon has a 1/4 chance of killing him so death is a distinct possibility. If you opponent loves big psychers, just don't take one. This puts a limit on the warp flux and severely limits his casting. Spend the points you saved on some hard squads or vehicles and you will be kicking ass.
Chapter two will be along soon.