Did a quick game to see how things flow in vassal and make sure I have a handle on 30k rules!
Step 1: Choose Armies
2k Emperors Children Legiones Hereticus List
Centurion Esoterist
Centurion Champion with jump pack, warp scream
7 Palatine Blades with Phoenix Sabers, warp scream
Dreadnought with multi melta, hand-mounted flamer
Dreadnought with multi melta, hand-mounted bolter
15 man tactical squad with chainswords, vexilla, and serge with artificer armour and phoenix spear
10 man assault squad with 2 power axes and serge with artificer armour, phoenix spear, and warp scream
10 man scout squad with 1 shotgun, 9 BP/CCW, serge with phoenix spear and sublingual glands
20 man lesser daemon squad
1 Javelin Land Speeder with lascannons and multi melta
2 pod Deathstorm Rocket Pod squadron
2k Iron Warriors 'Recon' List
Warsmith with combi melta, grav mace, and charnabal blade
+Retinue: 5 tartaros terminators with 3 power fists, 2 double claw, grenade harness
+Transport: Land Raider Proteus with hull mounted heavy flamer
Techmarine Covenant: one with signum, one barebones
10 man tactical squad with vox and vexilla, and serge with combi flamer
+Transport: Rhino with searchlight, shrapnel cannon, dozer blade
10 man tactical squad with vox and vexilla, and serge with power fist and hand flamer
+Transport: Rhino with searchlight, shrapnel cannon, dozer blade
10 man recon with scanner, vox, and vexilla, 5 snipers and 5 shrapnel bolters
+Transport: Rhino with searchlight, shrapnel cannon, dozer blade
10 man recon squad with shotguns, and serge with power sword
+Transport: Rhino with searchlight, shrapnel cannon, dozer blade
Squad of 2 vindicators with dozer blades
Oldschool whirlwind with dozer blade
Step 2: Select mission and deployment map
Mission: 1d6 roll = 5 = Take and Hold (Each player places 1 objective in opponents half)
Map: 1d6 roll = 2 = Hammer and Anvil (Long table)
Terrain - picked first then placed
2 10x10 non-los blocking: Pond + Rubble
2 6x6 'specific' area terrain: Craters + Trees
6 4x4 buildings/ruins terrain: 1x impassible big rock formations, 2x ruins, 3x impassible big buildings
Iron Warriors win roll to place first piece. They end up moving a building out of the centre of the table, and then the EC move another building back in its place. In the end the table looks like this:
Before the mission starts, EC declare they are going to keep the daemons and deathstorm pods in reserve. IW keep nothing in reserves.
Strategic Advantage: Playing this as if Recon Company RoW gives IW a reroll here. IW win even without the reroll and elect to go first and have night fighting on the first turn. Objectives are placed, armies are deployed, and EC don't steal the initiative.
Note - Augury Scanners are actually really nice to stop the scouts from infiltrating near the bulk of IW forces.
Iron Warriors Turn 1
Initial focus is on taking care of the scouts before they are a problem for the tactical squad! Luckily, no vehicles are immobilized moving into the pond. Combined fire from several units brings the scout unit down to one model, with the recon snipers taking out the sergeant but a big boost in survivability due to the EC's faction reaction. IW also pushed up and took out 4 assault squad marines, but failed to wound either dreadnought. One Dread returns fire but doesn't scratch the land raider. The scout and assault marines are now stupefied, and as such do not need to take leadership or pinning tests. Iron Warriors score 1 point with their objective.
Emperor's Children Turn 1
The Emperor's Children fight back, taking some hull points off the land raider and a vindicator with their shooting. The shotgun squad retreated to their rhino, so the assault marines charged it and wrecked it. Unfortunately, the land speeder, both dreadnaughts, and palatine blades didn't land their charges, and the lone scout died to an overwatch reaction. The deamonettes were summoned in and wrecked a second rhino, getting ready to charge into the wall of tactical marines. Due to the penetrating hits, both the Retinue and the Shotgun Recon squad failed their morale checks and can only snapfire next turn. The Emperor's Children score one point at the end of the turn, and night fight ends.
Highlights -- Using the movement reaction to pile into a rhino feels pretty nice, but if the enemy charges and destroys the rhino then it really only saves you one turn. Nice for a good shooting unit but it turns out not to have mattered too much with the shotguns. Also, the demon summoning psychic power has good reach. Getting them out on the first turn for a charge is ideal.
Highlights -- I can't believe the whirlwind killed a terminator and a half! The first scatter roll was bad and the reroll from the vox was even worse. It was nice to see that my anti-dreadnought HQ squad does the trick though. Deamons were pretty easy to kill despite their toughness 5 on early turns, it's a good thing the Iron Warriors have a lot of anti-infantry fire on that side of the board.
Highlights -- Not much! That overwatch reaction from the tactical squad into the Retinue was brutal, leaving only the Warsmith with a single wound. The fact that the whirlwind did 3 wounds to the terminators earlier pretty much sealed the game at this point, as the Iron Warriors needed to be able to score both objectives to catch up.
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