Have you heard about our Saviour, alien hivemind from beyond the stars?
It's the last of the Easter run of Jimulthuan Quadrant games. JhnLk has sent the Xenos to assault Gauntlegun, and it's up to me (Kraken) as the Imperium to resist. The Twist on this planet is that you aren't allowed to settle your differences by 40k games, so we're doing some Necromunda instead!
Baby It's Cult Outside
The Genestealer Cult are going to try and seed themselves into the local hive. JhnLk got all the way to the finals in last year's KnockroMundout, and now plays Orlocks locally, so he knows what he's doing. As much as anyone playing Necromunda can, anyway.
These guys are cheap but reliable ganger types, on the whole. Good mental stats (their faith keeps them fighting) but poorly armoured, although their hazard suits let them ignore fire and radiation.
- Clive Tyrant, Cult Alpha with an extra arm, two autopistols and a needle pistol, Gunslinger
- Göran Thrope, Cult Adept with laspistol and Mind Control
- Arnie Fex, Aberration with power hammer
- Chompy Chappie, Early Hybrid with rock saw
- Harry Dann, Neophyte with shotgun
- Terry Nid, Neophyte with autogun
- Norma Gaunt, Neophyte with autopistol
- Jean Stealer, Neophyte specialist with webber
- Gary Goyle, Neophyte with an extra arm, power pick, laspistol and combat knife
Wasted Opportunity
The Ash Wastes Nomads weren't ready for the tourney last year, so this is their first chance to get out there and take some names.
Interesting gang! Best out in the ash, which we aren't tonight. They can take a selection of giant bugs as pets, most of which I don't have in the stable. The only one I do have is their biggest one, the Arthomite Duneskuttler, which is a massive great Brute. Tough, armoured and lethal in melee, it will definitely cause someone problems.
I'm also taking the handler for it, who is really a hanger-on and won't usually fight. Most of what he can do is train the big beetle between fights and stop it dying if gets wounded, which doesn't help me much here! That's not a problem though, the mission we're playing uses Random Selection for the defender (me), and that means non-coms might turn up. I've only got a gang of nine, the mission says take ten, so he'll be out there with his sharpened stick hoping for the best.
Like the Cult's hazard suits, all of my guys come with Ash Cloaks and Sky Mantles. These make them more resistant to gas and environmental damage, as well as letting them hide in the open ash drifts. They are totally useless to me here, there's no gas, nothing to cause environment damage and no ash to hide in!
- Wilf of the Wastes, Kha'tragi Chieftan with long blade, venom caster, Medicae and mesh armour
- Warwick of the Wastes, Naku'tari Watcher with heavy blaster and precision shot
- Wilberforce of the Wastes, Tarn'runi Specialist with long rifle
- Willy of the Wastes, Tarn'runi warrior with blast carbine
- Wodger of the Wastes, Tarn'runi warrior with blast pistol and long blade
- Wang of the Wastes, Run'taani Dust Runner with blast rifle
- Werner of the Wastes, Run'tanni Dust Runner with scavenged autogun
- Wally, an Arthomite Duneskuttler
- Wanda of the Wastes, Arthomite herder with a polearm and mesh armour
Mission, Terrain and Deployment
I love a good hive set-up, and I've just been to Ikea. A big patch of fake mossy stuff has made it home to the terrain pile, and it's going right in the middle, surrounded by assorted industrial clutter and ruins.
The plastic plants are going to be Gauntlegian Phantasmoss, which as all keen xenobotanists know exudes a dense green hallucinogenic mist. If you're in the plants, you're effective invisible (Pitch Black 1" for Necromunda rules people), but you'll have to make a WP test at the start of an activation or go immediately insane.
We are playing a ten-round game called Takeover. There are three objectives (O on the map). They're all portals of some kind and if the Genestealer Cults have more models within 3" during the end phase, they capture them and can start flooding Fistol City with crazed cultists. If they can capture all three or drive me off the table before the end of turn ten, they win, otherwise I do.
Here's how we end up deploying - both split into small groups of roughly three. I'm on the west side, he's on the east side, time for some gang warfare.
Turn 1
The dead guy's pal sprays my tower with autoguns until the sniper falls off it, but it's more of a strategic dive for cover than fatal floor crash, and he uses up the whole clip doing it.
Elsewhere, I'm sending my Chieftan forwards with a bodyguard in the middle but staying back in cover on the rearmost objective. That's the one that's going to cause the Cults problems - they're slow, like Goliaths or Van Saar, and if I can make them struggle to grab the middle there's a good chance they might not make it to the last objective before the end.
With that in mind, the big beetle and its handler head for the moss, looking for a showdown with the pack of neophytes doing the same.
Turn 2
Most of the rest of the cult is mustering in cover, but a pair of them run into the psychoactive moss to grab the middle. That means I can't just sit back, I'll have to send warriors in to contest it, so they all take deep breaths and sprint in, apart from the big beetle, which is fast enough to pop up on the bridge in the middle.
My Chieftan moves to intercept the elites along the south, the gun line at the back stays put and the sniper darts back up into the tower and spangs a round off the autogunner's cover, keeping his head down. He reloads, pops up and fires, discovers he didn't quite put the clip in properly. It falls out and hes out of ammo again.
Turn 3
Whack! I'm out of wounds, but I stagger back to my feet with a flesh wound. This is a miracle. I poke the big guy a bit with my sword, then the sniper aims carefully and shoots it in the back. That's two nasty threats out of the way, but more closing.
In the middle, history somewhat repeats itself when the Arthromite pounces off the bridge onto the neophyte with the webber. Trying to find him in all the moss must be too hard for the big tick - no wounds are caused. Instead both of us have to cross our fingers as we stagger about in the gas cloud, unable to see or shoot. Nobody goes mad yet, but it's surely a matter of time.
Various shots go in various directions in the background, all to no avail. Behind the barrels, that cult autogunner is still trying to fit the clip back in his gun, but he's got it upside down.
Turn 4
I just manage it, more by luck than design. First, an attempt to move a shotgun up to get covering fire goes south when my heavy sprays it with electro-bullets. Then, the pick-armed neophyte charges the handler, misses and takes a sharp stick to the face. We're tied, which is fine for now, and one of my guys in the fog manages to break out of his webs for next time.
Turn 5
My Chieftan finishes off the last injured cultist in his region, and everyone else pulls back under covering fire to keep the cult off the backline. I'm doing well so far, they're several members down, but it just takes one bad turn for them to pinch the last objective, as they're now holding the middle.
However, the casualties are piling up. JhnLk fails his Bottle check, so his gangers might start running off after this.
Turn 6
Webber fire takes down both the warriors I have guarding the last objective, using the last of his juice to do it. I'm running out of targets to shoot at, so my team rushes back in what force I can muster.
Turn 7
I can't see two of them, but my beefy heavy can probably duff a mere neophyte up in combat. He charges in and messes it up, taking a webber butt to the forehead for his pains. That's the worst kind of butt.
He misses anyway! Phew. I keep swarming the point. My Chieftan will be back any second, I just need to keep going. Alas, an attempt to break one of the webbed warriors out of his cocoon goes awry when someone puts his knife in the wrong place, and I'm another man down.
Turn 8
Turn 9
Luck is with me, I'm still not loopy. The Chieftan dashes in, runs the tiresome cultist through - and it's only flesh wounds! The dogged little bastard even returns the favour, giving me a slash that is also luckily not too serious. I've still got a spare juve, though, and he is the one to finally dart in and, with a couple of quick stabs, down their last hope.
Locker Room
| Victorious (barely) |
Great fun, though, and even if I wasn't really using the Nomads in their home environment, they still made for a formidable team. A good mix of powerful shooting (their blast weapons in particular are good) and decent combat presence.










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