Zamaroon! And a second Inquisitorial attempt at fomenting rebellion.
Having stashed actions by biding my time this round, I’ve got a couple of battles to play out. Originally, I was going to do this one with a simple dice roll, but then the Easter holidays turned up and Kas had free time. So a slightly more complex set of dice rolls was in order to settle the fate of a world.
2000 points and a full objective game! That’s quite a bit more complex. Not many photos, though, it's a Zoom match tonight, so you'll have to imagine how amazing it all looked.
Crypt and Torn
Renegade Warband did some mean things to me in the hands of Stylus, so I’m keen to try it out. Lots of vicious infantry and some tanks to hide them in, plus the full range of Kas’s collection to choose from - that’s a lot of choice, and it’s easy to get sidetracked. Crypt Angels for both of us here, but I'm on team traitor.
A pair of Huntsmen backs up a list that has bits of everything in it. There’s a Termite (that old staple of 8th ed horrors), a big pack of Possessed and even the all-new Masters of the Maelstrom. Lots of killing power but possibly a bit light on defence.
Zamarooners
- The Masters of the Maelstrom
- Lord Discordant
- Winged Daemon Prince (Slaaneshi)
- Warpsmith with Weaponised Hatred
- Master of Possessions with Empyric Symbiote
- 5 Legionaries, missile launcher and heavy close combat weapon
- 5 Chosen with a variety of gear
- 5 Warptalons
- 10 Possessed
- A Forgefiend, triple ectoplasma
- A Termite
- A Rhino
- 2 Huntsmen
Shady Characters
Kas has taken a Raven Guard list to represent the Imperium’s defenders here. It’s chock-full of fast infantry and very capable of a lot of redeployment. No vehicles in sight, which makes my Disco Lord and Huntsmen a bit sad, but then there’s only one unit that can give my big vehicles much pause.
That unit is a full block of lascannon-armed Centurions! Not seen any of those on a table for a long time. Not sure I’m glad to again…
![]() |
| Neither of us are getting points for fully painted here, which I take as a personal challenge |
Shadowmark Talon
- Aethon Shaan
- Kayvaan Shrike
- Captain with Jump Pack, Relic Weapon, Plasma pistol
- Chaplain with Jump Pack, Hunter's Instincts, Bolt pistol
- Judiciar, Blackwing Shroud
- Lieutenant with Combi-weapon, Coronal Susurrant
- 5x Intercessor Squad
- 5x Assault Intercessors with Jump Packs
- 6x Bladeguard Veteran Squad
- 6x Centurion Devastator Squad
- 3x Inceptor Squad
- 3x Inceptor Squad
- 5x Infiltrator Squad
- 3x Suppressor Squad
- 10x Vanguard Veteran Squad with Jump Packs
- 5x Vanguard Veteran Squad with Jump Packs
Mission and Deployment
We’re playing Scorched Earth, so the primary mission is 5 VP for each objective you’re on to a max of two. You can also perform a long action to burn the objectives down, getting five for the midfield or ten for your opponent’s home base. Everything else is in secondaries.
Zamaroon means the twist is set as ’no strats at all for the first two turns’ to represent the Tyranid menace lurking in the jungles. This concerns Kas greatly! A lot of his army power comes from movement tricks and uppy downy stuff, whereas mine is a bit more focussed in the detachment rule itself. I’m more worried about losing rerolls, I know my luck.
We’re deploying from the corners into a clutch of ruined research buildings. Very professional-looking stuff, this - masses of places to hide and stage, but a long shooting alley across the middle.
Both of us play it fairly safe, knowing we might want to preserve forces for a big strat turn later on, but Kas sneaks Infiltrators and Bladeguard (the Justicar has a relic) on the outer midfield objectives. There’s a loner Lieutenant out there too - the rest is castled up at home or in the sky.
For my part, the big guns lurk in a clump back at hone base with the Possessed, Disco Lord and Rhino (Legionaries) taking the flanks. Warptalons and a Termite full of Chosen and Masters ready to ambush, and I get first turn!
Fight!
And then there's lots of coy shuffling behind ruins - the bulk of my army stays pretty much put, with just the Possessed sneaking along inside their ruin for later. The Rhino and the Lord Discordant both opt to advance and charge, however, but they also both fail their battleshock tests. That's fine! I can't play strats on them anyway. The Termite pops up near the midfield after Kas's Lieutenant uses an ability to run away from the incoming Chaos chaps. No escape for you, pal.
Kas hits back by hurling a ten-man Vanguard Vet squad at the Termite. They all turn out to be holding inferno pistols, to my horror, but luckily the shooting doesn't really connect. They more than do the job in melee, though, ramming home and perforating the tank in short order. It blows up, but not hard enough to kill anyone, and the Chosen stagger out towards the middle.
Into turn two, and I'm now trying to cleanse some objectives. The Possessed mass a charge into the Infiltrators nearby and clean them out easily; the Huntsmen surge into the middle so one can cleanse it and the other can lend firepower into the reeling Vanguard Vets pack.
Kas doubles down on all this by bringing in some of his deep strikers. Inceptors pop up along my back line, reinforcing the Bladeguard as they run to deal with the Chosen and threatening the Forgefiend with plasma fire.
Turn three, and finally we've got strats! And heaps of CPs to spend on them, so it's very much off to the races now.
Kas's turn sees the Centurions finally leap into the air and redeploy, taking a back corner with sight on the DP and the Possessed. Most of the rest of his small squads are busy securing assets all over the place, but that one unit has enough firepower to riddle the Daemon Prince with lascannon holes and devastate the Possessed with missiles. The staggered survivors get double rammed by Vanguard Vets and Assault Intercessors, and it's game over for them - I had the CPs to interrupt, but getting them there last turn left them battleshocked with Twisted Doctrines, and they're cut down before they can respond.
Well, taking a pounding never put me off before. The damaged Huntsman manages to shoot the last Plasma Inceptor down and even wounds some of the bolter ones, then charges what's left of the Vanguard Vets unit. Battle damage mars its attempts, but it kills the rest of the squad and leaves the character out of range, which lets me romp home again to the rear objective.










No comments:
Post a Comment