All across Drawbridge, spaceport defence systems shut down. Deprived of their automated turrets, landing pads were smashed to rubble by falling sporocysts or strafed by Harpy flybys. Those spared devastation from above were overrun from within, Genestealers emerging from supply tunnels to devour personnel or tear apart vital maintenance rigs.
One single terminal remained open, saved for the time being by the desperate sacrifices of the Mantis Warriors - Cullis, a relatively small port on the northern continental mass. It was here that the Hagan Lampreys would have to deploy.
Overhead, their strike cruiser Millstone of Guilt fought in low orbit to keep a space lane open. Valkyrie strike squadrons raced from hangers in a trio of Imperial Navy cruisers, but their time was limited. Hive Fleet Afanc already dominated the skies, and the larger ships would have to withdraw in scant hours.
On the ground, the story was no less dire. The remaining defenders of Cullis could see what appeared to be a massive cloud rolling swiftly towards their now-open gates. Somewhere between a dense sandstorm and a black thundercloud in appearance, it would certainly overwhelm the last spaceport.
Unless the first Lampreys to arrive could create a beachhead in time...
Part three of the Drawbridge campaign! And it's me, Kraken, playing me, Pootle, in an incursion battle as the Scions finally join the fray!
With Clouds Descending
I'm staying in charge of the Tyranids for the moment. This is a big and unsubtle list - a massive horde of Termagaunts and Rippers backed up by their big momma Tervigon, a bit of psychic artillery in the form of a Neurothrope and a trio of Zooanthropes, and then a final pack of Venomthropes to provide cover for everything.
Simple army, simple tactics - roll forward shooting, and don't stop until I reach the other side of the board! The sheer volume of firepower from the devourer-armed Termies should be great for wiping out the relatively squishy Scions. Not quite as sure how to deal with their vehicles, mind you. Mind bullets from the psykers will help, and the Tervigon has a slightly higher than usual chance of being able to deal with say, a Taurox Prime in close combat than other, tougher vehicles.
Hive Fleet Leviathan gives me a FNP for everything as long as it's in synapse, which I shouldn't struggle with, and there's a little backup in terms of relics and adaptations. This is definitely one where I'll have to hope the numbers game pays off, though!
Hive Fleet Afanc Battalion Detachment
- HQ - Tervigon, massive scything claws, spine banks and the Resonance Barb relic, Catalyst and Smite powers, Adrenal Glands, Toxin Sacs and Dermic Symbiosis adaptation
- HQ - Neurothrope, Warlord with The Horror and Smite powers
- Troops - 3 x Ripper Swarms
- Troops - 3 x Ripper Swarms
- Troops - 25 x Termagants, 15 with Devourers
- Troops - 25 x Termagants, 15 with Devourers
- Elites - 3 x Venomthropes
- Elites - 3 x Zooanthropes, Psychic Scream and Smite powers
Never send a Marine to do a Scion's job
This is my first time leading the Tempestus Scions, and I've only played against them once in my first ever game of 8th, but they look cracking fun. Because I was going Scions-only (no Inquisition or Assassins), my choice of forces were relatively limited (here's the full menu), but quite suited for what I want to do. I decided to go with six smaller units of Scions, although I know that orders would be more efficient if I had three ten-man units: I'm thinking that claiming and holding objectives in 9th is critical so having more units gives me more tactical flexibility. Three of the Scion squads will be plain hotshot lasguns, and the other three will have more punch to be able to deal with bigger bugs (I've also added voxcasters to those units so it'll be easier to order them as required). Three characters to issue the orders, a couple of Ogryns to guard those characters and maybe even punch some bugs back, and then three shooty vehicles to move my troops around and spray death at the oncoming horde.
One area where I did have free rein was the choice of regiment. I plumped for the 9th Iotan Gorgonnes based on a nice-looking warlord trait, Sanctity of Spirit, which means any enemy psykers within 24" will suffer perils on any doubles. Given my lack of Denying the Witch and invuln saves on the Nid psykers, that could be my best way of killing them! My Tempestor Prime took the Laurels of Command relic, which allows him to order a unit twice on a 4+ on top of the Tempestus Command Rod, allowing two orders per turn. Brilliantly, I completely forgot to take a second relic and warlord trait on the Commissar Lord; never mind, that leaves more CPs to use in the game - and I'll need them to execute my plans to deal with a swarm of little bugs...
Tempestus Scions Battalion Detachment
- HQ - Tempestor Prime, Chainsword, Tempestus Command Rod, The Laurels of Command. Warlord: Sanctity of Spirit
- HQ - Commissar Lord, Bolt Pistol, Power Fist
- Troops - 5 x Scions,2 x Plasma Guns, 1 x Hotshot Lasgun, 1 x Voxcaster, 1 x Tempestor with Chainsword & Hotshot Laspistol
- Troops - 5 x Scions, 2 x Melta Guns, 1 x Hotshot Lasgun, 1 x Voxcaster, 1 x Tempestor with Chainsword & Hotshot Laspistol
- Troops - 5 x Scions, 2 x Melta Guns, 1 x Hotshot Lasgun, 1 x Voxcaster, 1 x Tempestor with Chainsword & Hotshot Laspistol
- Troops - 5 x Scions, 4 x Hotshot Lasguns, Tempestor with Chainsword & Hotshot Laspistol
- Troops - 5 x Scions, 4 x Hotshot Lasguns, Tempestor with Chainsword & Hotshot Laspistol
- Troops - 5 x Scions, 4 x Hotshot Lasguns, Tempestor with Chainsword & Hotshot Laspistol
- Elites - Commissar, Plasma Pistol & Power Sword
- Elites - Ogryn Bodyguard, Brute Shield, Bullgryn Maul
- Elites - Ogryn Bodyguard, Brute Shield, Bullgryn Maul
- Flyer - Valkyrie, 2x Heavy Bolters, 2x Multiple Rocket Pods, Multi-laser
- Dedicated Transport - Taurox Prime, Taurox Gatling Cannon, 2x Autocannons
- Dedicated Transport - Taurox Prime, Taurox Battle Cannon, 2x Autocannons
Terrain and Mission
All the objectives are on the defender's half of the board, and Pootle sets them up. My team can perform an action to destroy them (end of my movement phase, usual rules apply) for 20VPs apiece, but he scores 20VPs for any I fail to eat. This replaces the usual primary objectives, and also the usual limit of 45 VPs for Primaries. So if one of us gets three of the objectives, they're very likely to win, but a tie on two will be settled on secondaries.
Speaking of which, secondaries are going to be played as usual, but we're going to try picking stuff to support the narrative. So I'm going to be aiming to eat everyone including the port itself while the Scions are trying to secure enough ground to get reinforcements down.
Tyranid Secondaries:
- Linebreaker - I'm trying to overrun his half of the table, so this makes sense.
- Engage on All Fronts - as does this, for similar reasons.
- Grind Them Down - we're both taking this to replace the original 'whoever kills the most' rule from the mission. And it also makes sense!
Scion Secondaries:
- Deploy Scramblers - I'm trying to stop Nid reinforcements arriving by setting up some AA batteries to defend the port - if I perform an action in each of my deployment zone, Kraken's zone and no-man's-land then I'll get 10VPs.
- Cut Off the Head - if I can kill the Brain Bug then maybe they'll slow down?
- Grind Them Down - as above, make sure I sell my lives dearly.
Deployment
I'm the attacker in this scenario, so I start off the alternating deployment.
By the time we've finished, I've laid down a thick clump of Nids in classic spore cloud formation. So Momma in the middle, with the two packs of Termagants on either side. Zooanthropes out front, Venomthropes behind, the Neuthrothrope overseeing on one flank and one Ripper pack on the other. The last Rippers are underground somewhere, ready to seize any opportunities I can create!
I stick my Valkyrie on the helipad, loaded with a Melta squad, a regular squad and the Commissar. One Taurox on each side: the Battle Cannon one to my left with a Plasma squad and a regular squad; the Gatling Cannon one to my right with a regular squad and the Commissar Lord; the Commissar's Ogryn can't fit inside so he waits attentively outside. There's not room in the Battle Cannon Taurox for the Tempestor Prime, so crouches between it and the Valkyrie accompanied by his Ogryn bodyguard - I also want him out in play from the start so he can start forcing mortal wounds on doubles. I'm pretty sure Stylus would be terrified by this tactic, but will it work against Kraken? He can roll ones like nobody's business, but I don't know how his dice will react to this threat...
Choice of first turn goes to me as well. I dither a bit - his guns are mostly out of position, and at range I can probably shrug off damage. But there's not much to be gained by sitting about getting killed, so off I go!
Tyranids Turn 1
But that's pretty much it. Shooting is mostly out of range, and although I manage a little psychic shenanigans (a strat to give the Neurothrope access to everybody else's powers so he can double smite/scream the Valkyrie), so I don't do much. Six wounds off the flyer is a good start, but isn't going to slow it down any, and I also have to waste a point rerolling a Perils.
Now, owing to our somewhat vague grasp of how Actions work, I do give myself a headstart here by chewing up that lead objective, which is why it's replaced by a termagant birth sac in the photos. But that's illegal! You can't start an Action if you advanced or Fell Back in the same turn, and we realised that later on. So although the psychological shock of seeing his precious tarmac devoured by man-high bugs grips Pootle for a couple of turns, it's purely an illusion.
Scions Turn 1
Tyranids Turn 2
Hmm - not quite as thick on the ground as I was hoping, there, but it certainly could have been worse!
Bug Momma spews out some replacements and closes in on the Scion lines as the brain bugs leap forwards, ready to hit the flank of the Gatling Taurox. The Venomthropes float along too, the Rippers pull out and camp the objective, then the deep strikers appear behind the container stack.
But the new Rippers don't reach the Battlecannon Taurox, which I'd hoped to attack with the Tervigon. Failing to shoot a hole in it kept me back, sadly. And my combat doesn't go any better - it's a sum total of one wound, with a single Scion being cut down by Termagants and another lone wound stolen by the Venomthropes from their tanky prey.
In return, the Ogryn pulps a Zooanthrope and a half. Obviously I was expecting to lose here, but I'd rather have them further forward and relying on their force powers for protection, rather than doing just that further back.
All the same, I'm disappointed this turn, I felt like I could have done more damage than I did. Now I'm really stuck on the speed bumps, and I'll have to weather another round of punishing fire before I can munch on any of that precious landing strip!
Scions Turn 2
Time to drop the hammer. Kraken and I spend a few minutes talking about where the most effective place to drop my Melta squads in is, and in the end decide that the Tervigon is the sensible thing to aim for. The Valkyrie therefore thunders back the way up towards the helipad and uses Precision Drop once again to land its Melta cargo within 6" of the big bug. The other Melta squad drop in from orbit using Daring Descent to also get within 6". The Plasma squad get out of the Battle Cannon Taurox ready to shoot whatever's still standing, and the regular Scions who had been hoping to chuck grenades at the 'Gants earlier move up so they're (mostly) within 6" of the 13-strong unit that remains and can try the grenade trick again.
Tyranids Turn 3
Yarp! That's not much army left. Still, I do finally have some units in place for some scoring. First, the lone Ripper uses Metabolic Overdrive to move twice, scuttling over the containers to take advantage of a tiny gap in the Scion line. This lets me start the Action to eat the objective, as the other Rippers do the same on the far flank.
Scions Turn 3
Objectives Scored: Grind Them Down (3), Cut Off The Head (6)
Other Turns
And that's it, really. Three turns of Tyranid action have killed precisely two Scion foot soldiers, which is somewhat underwhelming to say the least! Thinking ahead, I can see I won't be able to reach any more objectives through the advancing sea of Scions. And although I do like to be beside the sea scions, it's also late, so my last few bugs trickle away.
We agree that there's nothing that Kraken can do to stop me scoring Deploy Scramblers by the end of turn 5 (though I'd ignored the objective until now and only just have time to start the three-turn process to score it), and I'm also likely to score Grind Them Down in turn 4 killing one of the last Ripper Swarm or the seven remaining Termagants. He could get both remaining units into my deployment zone next turn for a final 4 Linebreaker points, but that won't be enough.
Result: 65-54 to the Scions
Locker Room
Campaign Update
The leading teams of the Hagan Scions were hand-picked veterans of many similar operations. As the dense spore cloud swirled over the perimeter of Cullis spacefield, Valkyries screamed across the narrowing circle of clear airspace, tiny lights of flaring grav-chutes sparkling in the dimming air of their wakes.But with a single terminal still barely operational, Drawbridge finally had a chance. All surviving Mantis Warriors convened on the port, helping bolster an already solid defensive line. The Scions then set up a ring of etheric devices powered by blackstone that would cut the Hive Mind's connection to creatures crossing it.
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