Homebrew mission time!
The title for this post is a vague reference to WW2 and Operation Torch, the British invasion of French North Afrika under Monty where his Desert Rats got their name. This is because the inspiration for the battle came from an account I read as a kid of Monty's hit-and-run attacks on various desert air fields.
In the interests of better puns, however, the raiders tonight are the Alpha Legion, and it's the Scions' armour that needs to refuel at a repair station that's suddenly under attack! I, Kraken, have command of the loyalists, whereas Mr Chaos Marine himself, Stylus, has the XXth Legion.
I do enjoy a good double-cross.
7th Armoured DiviScions
During the Drawbridge Campaign, the Hagan Lampreys noticed that the Mantis Warriors supposedly lost one of their Captains to the Alpha Legion. He later turned up quite unscathed, strangely enough. Although the Imperials eventually won the campaign, the Mantis Warriors used the Scions almost as cannon fodder in the last battles, and it's left a sour taste in their collective mouths.
An Inquisitor has been asked to step in and consider whether or not the Mantis Warriors collaborated with the traitors in some way. This list represents the escort sent to collect this stalwart.
It's a bit of a hodgepodge of elites - this is really because I actually struggled to field 1500 points of neat Tempestus (and will clearly have to get a Vendetta at some point). But let's pretend that this is the red carpet reception party, featuring as much brass as the Lampreys have, all to impress the Inquisitor!
If they'd been expecting action, they'd have petrol and bullets aplenty, but as you'll see below, the vehicles aren't quite ready for battle, hence the points difference in our lists. Otherwise, this is much what you'd expect in any Scions lists - lots of firepower, many small units and some very nasty vehicles.
Tempestus Scions Battalion Detachment, 9th Iotan Gorgonnes, 1498 points and 12 CP
- HQ - Lord Commissar, Bolt Pistol and Power Fist
- HQ - Primaris Psyker, Psychic Barrier and Nightshroud powers
- HQ - Tempestor Prime, Warlord with Bellowing Voice, Command Rod and Power Maul
- Troops - 5 x Tempestus Scions, 2 x Hotshot Volley Gun
- Troops - 5 x Tempestus Scions, 2 x Hotshot Volley Gun
- Troops - 5 x Tempestus Scions, 2 x Melta Gun and Vox Caster
- Troops - 5 x Tempestus Scions, 2 x Flamer and Vox Caster
- Troops - 5 x Tempestus Scions, Tempestor has Plasma Pistol and Power Sword
- Troops - 5 x Tempestus Scions, Tempestor has Plasma Pistol and Power Fist
- Elites - 3 x Bullgryns, Bullgryn Mauls and Slabshields, Bone 'ead has Brute Shield and Grenadier Gauntlet
- Elites - Commissar with Plasma Pistol and Power Fist
- Elites - Tempestus Scion Command Squad with 2 x Plasma Guns, Medi-pack and Platoon Standard
- Elites - Officer of the Fleet
- Elites - 4 x Servitors, multi-melta, heavy bolter and 2 x servo-arms
- Elites - Tech-Priest Enginseer
- Flyer - Valkyrie with 2 x Heavy Bolters, Lascannon and Helstrike Missiles
- Flyer - Vulture Gunship with 2 x Vulture Gatling Cannons
- Dedicated Transport - Taurox Prime with Taurox Battle Cannon and twin Autocannons
- Dedicated Transport - Taurox Prime with Storm Bolter, Taurox Missile Launcher and twin Hotshot Volley Guns
- Bonus - Ordo Minoris Inquisitor with Bolter and Power Sword
Alphrika Corps
This list was designed to wheel out Kraken's new toys, so that puts in the Terminators, Hell Blade and spanking new Chaos Lord he only finished the night before (an illegal load-out with his weapons, but we were going WYSIWYG).
After that, I was already running out of points, being at a disadvantage to the Lampreys, so a couple of Chaos Space Marines squads, a big mosh-pit of Noise Marines (love those guys) and a Sorcerer to keep everyone moving forward.
I was concerned about my anti-vehicle capability, knowing there would be a lot to handle, so in addition to the Hell Blade's lascannons, I added a Venomcrawler and the always-terrifying Terrax-Pattern Termite, with its five melta-shots and generous transport capacity.
Knowing this was a suicide mission gives me the freedom to let rip on objectives and loyalists alike - bring it on!
Alpha Legion Patrol Detachment, 1200 Points, 12 CPs
- HQ - Chaos Lord, Warlord with Clandestine Trait, Mindveil Relic, Melta Gun and Twin Lightning Claws
- HQ - Sorcerer with Prescience and Warptime powers
- Troops - 6 x Chaos Space Marines, Bolters and a single Melta Gun, the Champ has a Chainsword
- Troops - 5 x Chaos Space Marines, Bolt Pistols and Chainswords and a single Plasma Gun, the Champ has a Bolt Pistol and Chainaxe
- Elites - 10 x Noise Marines with Sonic Blasters, 2 Blastmasters, Champ has Sonic Blaster and Chainsword
- Elites - 5 x Terminators with Combi-plasma guns and Power Axes, Heavy Flamer, Mark of Slaanesh
- Heavy Support - Venomcrawler, Eviscerating Talons and 2 x Excruciator Cannon
- Flyer - Hell Blade with twin Lascannons
- Dedicated Transport - Terrax-Pattern Termite with Termite Drill, 2 x combi-bolters and Terrax Melta Cutter
Mission and Battlefield
So, as we've said, this is an ambush on an air base. Kill points (VPs per Power Level) will settle the game - the Scions need to try and destroy the ambushers whilst preserving their own troops and vice versa. The three objective points are worth ten points each at the end of the game to Stylus if he can destroy them, but twelve to me if I can keep them alive. (This helps balance the fact that there are more Kill Points available to Stylus).
The points themselves represent Ad Mech refuel and repair stations. They work a bit like smaller Skyshield Landing pads - they can repair Imperial Vehicles for a d3 wounds if they spend their entire turn on them, have T8 and a 4+ save, but only 10 wounds, and Stylus can (and probably will) attack them.
The Scions are operating on low fuel and ammo, because they're here on ceremonial duty rather than combat patrol. All my vehicles can only count half their wounds for profile purposes until they manage to end a turn on a repair station, which I also have to hold as though it were an objective.
The objectives are along the midline of a 4x4 board. The attacker (Stylus) can deploy up to 9" in and goes first, the defender (me) can deploy up to 20" in and goes second. We're alternating deployment, and all the usual strats and reserves rules are allowed.
To war!
Deployment
The quandary I'm basically in is this: do I hang back in cover and hope for a decent counterpunch turn, letting Stylus take out the pumps? Or do I keep close and get the tanks the drinks they desperately need as soon as I can, risking early losses or even charges?
That Valkyrie has both Commissars, the Prime and the Command Squad on board |
The final solution is to sit on the fence. Sticking roughly to the narrative, the Inquisitor and his Ogryns hang out in the middle, wondering why nobody's come to pick him up yet. The Tech-Priest is also near the midline, hugging the precious pipelines with his servitors.
The cannon Taurox has the two hotshot gun squads, the missile one the two volley gun squads |
Alpha Legion - Turn 1
That's the end of my turn, but a promising start - one down, two to go!
Hagan Lampreys - Turn 1
The vehicles, of course, being armed with fumes and spitballs at present, mostly disappoint. Between them, they kill two Chaos Marines. At least this means the Vulture manages to kill someone! Everything else is crippled by the Alpha Legion camouflage, and it's not great rolling either.
This is totally made up for by the Volley Gunners. Iotan Gorgonnes get extra hits on sixes as long as they shoot whatever is nearest, and out of a possible eight shots, one squad scores ten. This puts some pretty good holes in the Daemon engine, which the servitor with the Multimelta capitalises on. It explodes, of course, and rains wounds on all my nearby troops.
I'm amazed that two of my guys are still alive, and even get to kick back against the Bullgryns, knocking three wounds off one of them (I've missed Death to the False Emperor).
Alpha Legion - Turn 2
Hagan Lampreys - Turn 2
The Valkyrie lands on the tower, hoping to score some spare parts from the Vulture's remains, but before it goes the Commissars jump out. Then on the way, it drops off the Command Squad and Prime on the bridge.
The Officer of the Fleet uses a fancy stratagem to phone his airstrike in from the Command Squad's vox, and that kills off the other two Chaos Marines. At the same time, the Prime yells at their plasma gunners to Take Aim, and some pretty hot rolling completely wipes out all four Terminators. Ouch!
The remaining Volley Gunners kill off a pair of Noise Marines, but the return fire wipes the lot, and that's all the damage I manage to do there. As the Chaos Lord paints the last Bullgryn up the wall, the Commissars and the Inquisitor return the favour on the Sorcerer.
Alpha Legion - Turn 3
gg, meltas |
The Chaos Lord - now spared plasma Overwatch - jumps into the command squad and slashes them to ribbons. Only the medic is left alive, which quickly decides that his noncombatant status entitles him to run for it in the Morale Phase.
Hagan Lampreys - Turn 3
Hagan Lampreys - Turn 4
Alpha Legion - Turn 5
There was indeed no Bejeesus left after this. |
Great to see so many new units in action and not *all* dying first turn. I love the battlefield set-up by the way - I don't think I've seen the river in action before.
ReplyDeleteInteresting to think about how to balance the mission. I like the idea to make it an action to blow up the objectives - that seems to justify the high VPs going. Having a random number of VPs is interesting. Perhaps some amalgamation where you perform an action to plant a charge that gives D6 VPs at the end of the game; that action can be repeated by different units or across several turns on the same objective, but the maximum number of VPs for each objective is 10?
The river is a rather nice bit of kit, it's a mouse mat strip from Deep Cut Studios. It's a bit two-dimensional, obviously! But as a cheap and effective way of getting a flexible river, I'm sold on it.
DeleteThe simplest solution might be to have removed shooting as a factor - the objectives have to be claimed or destroyed by boots on the ground.
ReplyDeleteIt made a nice narrative all the same - the asymmetrical forces and understrength vehicles gave us a near-run result on kill points alone. I'd be in favour of ditching the VPs as objective points and having their worth only as refuelling the vehicles - which makes them worth taking out, but not decisive.
That's definitely the simplest (and probably best) fix!
DeleteI was thinking about alternative asymmetrical objectives that might have also been fun, because I prefer to over-complicate things. If the attacker is trying to capture the fuel pumps instead of knock them out, for example, or that the defender has to break through the enemy line and escape - both fun ideas, but probably more than you need for a good game!