Post by droofus on Aug 15, 2011 15:32:12 GMT -5
My list
Mephiston (“Chief Librarian Zakkarius)
Librarian in terminator armour, storm shield, shield of sanguinius, unleash rage
Sang priest in terminator armour with power weapon
Sang priest in power armour
5 Thunder Hammer Terminators
Land Raider Crusader (multi-melta, extra armor)
10 Assault marines (power fist, 2 meltas, no jump packs)
Rhino (searchlights)
10 Assault marines (power fist, 2 meltas, no jump packs)
Rhino (searchlights)
10 Assault marines (power fist, 2 meltas)
10 Tactical Marines (missile launcher, meltagun)
Razorback (twin linked lascannon)
6 Assault Marines (power fist, meltagun)
Razorback (twin-linked lascannon)
5 Devastators (4 missile launchers, sergeant has bolter)
5 Devastators (4 missile launchers, sergeant has bolter)
His list was as follows:
Coteaz (“Lord Ezekiel Von Balzer”)
Librarian with hammerhand, shrounding
Tech Marine (rad grenades)
Venerable Dreadnought (multi-melta and nemesis doomfist)
Vindicare Assassin
11 Henchmen (3 crusaders, 3 acolytes with meltas, 6 death cult assassins)
10 Henchmen (3 crusaders, 3 acolytes with meltas, 5 death cult assassins)
12 Henchmen (3 crusaders, 3 acolytes with flamers, 6 arco-flagellants)
Chimera with dual heavy flamers
11 Henchmen (3 crusaders, 3 acolytes with meltas, 5 arco-flagellants)
Chimera with multi-laser and heavy bolter
6 Henchmen (3 acolytes with laspistols and close combat weapons, 3 acolytes with plasmaguns)
Razorback (twin linked heavy bolter, psybolt ammunition)
6 Henchmen (3 acolytes with laspistols and close combat weapons, 3 acolytes with plasmaguns)
Razorback (twin linked heavy bolter, psybolt ammunition)
Stormraven (multi-melta, twin-linked lascannons)
Stormraven (multi-melta, twin-linked lascannons)
Dreadnought (twin-linked heavy flamer, nemesis doomfist with heavy flamer, psyflame ammunition)
Dreadnought (2x twin-linked autocannons, psybolt ammunition)
Dreadnought (2x twin-linked autocannons, psybolt ammunition)
…An unusual and terrifying list. Of particular concern for me were the psy-riflemen and the vindicare, as I knew they had the power to de-mech me quite quickly. My long range fire was superior, but only if I could get his squishy henchman out of their transports and bunched up. The table was not so conducive to that, being a really sweet city fight table.
Chief Librarian Zakkarius cast his mind out over the destroyed city-scape, searching for the lingering psychic signature of their missing battle brother. The astartes had gone missing from second squad after exhibiting some strange behavior. Finding no trace of the man, he opened his eyes again. Around him the brothers of the 2nd company were attempting to look busy, refueling rhinos and going through the rites of ammunition blessing. All were watching him warily, and no matter how they tried to hide it, he could feel it. Having served in the Librarium of the Flesh Tearers for over a hundred years, their suspicion was nothing new to him.
“My lord, if we have found nothing new here, we should move deeper into the city” Sergeant Torres said, the gruff sound of the devastator sergeant’s voice fading almost entirely into the equally guttural roar of the ill-maintained rhino engines.
Zakkarius was about to reply when a ragged-looking human burst through the cityscape about three hundred yards across the squad. Noting in a flash that he was unarmed, Zakkarius barked an order to stand down the bolters. The brothers grumbled at this, but they obeyed.
Gasping, the man collapsed at the feet of the nearest astartes and began to beg for forgiveness. Zakkarius moved over to where the man was grasping the leg pauldrons of the disgusted astartes who was looking askance at the chief librarian while simultaneously trying to shake the human off.
“Hold him.” He said to his battle brothers. Two tactical marines jumped to obey. Looking down at the man the man he spoke, “This will not be pleasant for you, but it is necessary to determine if you are telling the truth. “ Then he closed his eyes.
He began the interrogation by turning off the man’s speech center to cease his incessant babbling. He then proceeded to delve into the memories. What he found did not please him.
An hour later, the withered and broken husk of the man ensconced safely within one of the company’s razorbacks, Zakkarius was well on his way to intercept a strike force of the renegades known as the Black Knights. They would die. This so-called “Lord” Von Balzer would die. But most of all, the traitor astartes, the “missing battle brother, would die. No one would know of this stain on the honor of the Flesh Tearers.
We exchanged traitors, I lost an assault marine from one of the rhino-borne units, while brad gave up a henchman with close combat weapon and laspistol from one of his razorback units.
Deployment:
I won the roll for first turn and took it (it being kill points after all) and set up a firebase on a building central to my deployment zone. Both devastator units went here, as did the missile launcher combat squad from the tactical squad. The other half of the tactical squad welcomed the traitor into their razorback and formed up in the midst of my armoured assault on my right flank. My assault squad went into reserve to deep strike. The full-strength assault squad gets red thirst, as does the six-man razorback unit.
Brad basically refused a flank. His storm ravens (containing death cultist-heavy warbands, led by the tech marine and the librarian respectively) went way over to the right side of the board, along with his razorback squads (one of whom had been joined by the traitor), a psy rifleman dread and the vindicare. Coteaz joined a chimera-bound squad and deployed with the other arco-flagellant squad behind some ruins in the middle. The final psy-rifleman deployed behind a central ruin as well. The vindicare infiltrated into the ruins in front of his storm ravens.
He he decides to forgo seizing the initiative.
Turn 1
Flesh Tearers:
It’s night fight, so I’m relying on some good rolls for my rhino –mounted searchlights. They race forward and manage to light up a storm raven (by shooting my mighty storm bolters at it!). He casts shrouding, but the 6+ cover doesn’t save him from my razorback lascannons and the storm raven is immobilized and weapon destroyed (lascannons).
Everything else either fails to see or is out of range.
Black Knights:
The active storm raven flies forward and disgorges its dreadnought (the psyflame one) as the razorbacks and the psy-rifleman moves up in support. Coteaz’s chimera immobilizes itself trying to plow through the ruins it started the game in. Everything gets out of the immobilized stormaven and starts slogging it through the ruins.
The Stormraven lights up the land raider but fails to hurt it with its assault cannon via power of the machine spirit. However, this makes the land raider easy prey for the vindicare, who wrecks it with ease (I swear, nobody rolls under a 4 when resolving damage from a vindicare). Disastrously, the terminators are pinned. The storm ravens main weaponry fires its multi-melta and mindstrike missile at Mephiston, taking two wounds from him via perils of the warp.
The two rhinos in front of the land raider are wrecked as well from a torrent of fire from the psy-riflemen and the razorbacks. The assault squads both disembark without incident.
Kill Points:
Black Knights: 3 (2 rhinos and a land raider)
Flesh Tearers: 0
Turn 2
Flesh Tearers:
The jump assault squad arrives from reserve and lands behind the central psy-riflemen. Their meltaguns explode the ancient warrior.
Mephiston casts wings and hides behind the intact building.
My foot-bound assault squads move out to claim some cover. The red-thirst squads moves to the right to take up positions behind the low walls surrounding the intact building. The 9-man squad moves up through the central ruins to get a shot on the dreadnought that just disembarked from the storm raven. Sadly, their shots only manage to stun it.
Lascannons from the razorbacks explode the mobile storm raven. Disastrously for brad, the tech marine, a death cultist, two meltagunners and two crusaders are among the dead as the squad pulls itself, unpinned from the ruins.
The missiles from my castle manage to explode the second psy-riflemen.
Black Knights:
In brad’s turn The razorbacks move forward, putting the building between them and the positions of my devastators. They target my razorbacks and manage to shake or stun both of them. The squad from the immobilized storm raven moves and runs up as well. Firing through them, the vindicare lines up an awesome shot with a turbo-penetrator round and kills my librarian (I rolled a 1 for my storm shield save).
The squad from the exploded storm raven zips out of the ruins, making a bee-line towards my assault squad. They assault the flesh tearers and lose four of their number to the cutting chainswords. The remaining two death cultists (being death cultists and all) manage to kill three of their foes. The cultists pass their leadership test and stay locked in combat.
Coteaz stays put and shoots at the assault squad that just killed the central psy-rifleman but kill none. The other chimera full of arco-flagellants moves out and pops smoke, taking position near the central building.
The dreadnought casts fortitude and shakes off the stunned result and moves up to engage the assault squad. Despite feel no pain, psyflames toast five of the marines before it charges in and deals with 3 more. The sergeant bravely rips the nemesis doomfist arm off the dread.
Kill Points:
Black Knights: 4 (two psy-riflemen, storm raven, tech marine)
Flesh Tearers: 4 (2 rhinos, a land raider
Turn 3:
Flesh Tearers:
The assault terminators, finally unpinned, begin slogging their way across the burning wrecks of Flesh Tearer vehicles to get at the dreadnought and hopefully save the assault squad sergeant. They lose a terminator crossing the dangerous terrain. They do make the assault however, and tear the dreadnought apart. Sadly, the assault sergeant is killed before they can strike.
Finally convinced that Brad has brought his traitor far enough forward, my devastators all target the razorback and explode it. The occupants all survive and are unpinned.
The assault squad on the far left jumps over the building and moves towards the center of the board. They fire their meltaguns at the chimera and manage to immobilize it.
In combat on the right, the death cultists kill three more assault marines and only lose one of their own (whifftastic rolls on my part). The assault squad (which is the one that had red thirst) holds firm and passes their fearless saves.
Mephiston continues to hide.
Black Knights:
Having lured my terminators out, he pounces with three henchman squads. The traitor’s squad and their brethren from the other razorback advance and fire on the terminators. They are joined by the henchman squad from the immobilized chimera. The terminators are whittled down to a sole survivor, who is thankfully out of assault range from the chimera squad. The vindicare tries to bring him down but fails.
Coteaz’s squad disembarks from their chimera and fires on the jump assault squad, downing a single member.
On the right, the squad of henchmen led by the librarian rolls up and over the walls and joins the ongoing combat between the remnants of the assault squad and the single death cultist. The assault squad is butchered before they can strike and the henchman and librarian spread out into the surrounding area.
Kill points:
Black Knights: 7 (librarian, 2 assault squads, terminator sanguinary priest, 2 rhinos, land raider)
Flesh Tearers: 6 (tech marine, 2 psy-rifleman dreads, psy-flame dread, storm raven, razorback)
Turn 4:
Flesh Tearers:
Razorbacks move to reposition. One fires at the sole surviving death cultist from the first squad but manages to roll a one to wound.
Missiles rain down on the inquisitorial chimera by the central building until it is wrecked. The assault squad moves to engage the squad that just disembarked from said chimera. They kill one with shooting and assault, managing to kill a few more. In reply the mass of arco-flagellants kill a pair of assault marines. The marines win by one but the henchman stay in place.
The other devastator squad targets the henchman squad farther to the east. The librarian casts shrouding and succeeds with double 1s. Meaning that he suffers perils of the warp and takes a wound. Mephiston’s hood then negates the power. The missiles rain down and kills 4 of the henchmen, but they easily pass their leadership.
Seeing my chance for the traitor, I decide to go for it. Mephiston casts wings (and defeats the attempted psychic hood). He flies up, lands on dangerous terrain, passes his test, and fleets to with assault range of the traitor. The sole survivor of the terminator squad moves to join him. Mephiston evaporates the squad while the thunder hammer terminator finds the traitor and pulps him. Mephiston gets a six and consolidates behind a wall. The terminator isn’t so lucky and only manages to hop close to terrain.
Black Knights:
With his traitor dead and trailing in victory points, Brad’s forces leap into action. The razorback tries to cross the burning line of Flesh Tearer rhinos (assumedly to pick up the lone death cultist) but immobilizes itself.
Fire from the vindicare and plasma rifles bring Mephiston down to 1 wound. Sensing an opportunity to kill him, the librarian splits off from the henchman squad he has joined and moves up to attack Mephiston. Battle is joined! Because of psyk-out grenades, Mephiston is now striking last, meaning the librarian only needs to roll one successful to-wound to kill him off. Unfortunately for Brad, the librarian fails to hit. After a quick study of the rules to confirm that Grey Knights do NOT have “preferred enemy psykers”, Mephiston survives. However, he manages to whiff in reply.
In the north, Coteaz brings down the fury on the jump assault squad, leading his henchman across the open ground to smash them. Both henchman squads consolidate around the ruins.
In the southeast, the razorback with the red-thirst squad is exploded by the dreadnought with the multi-melta. The henchmen opt not to assault, since they lack grenades. The sole surviving death cultist hides some more.
Kill points:
Black Knights 9 (librarian, sanguinary priest, 2 rhinos, razorback, land raider, 3 assault squads)
Flesh Tearers: 13 (henchman squad, traitor, chimera, razorback, 3 dreadnoughts, storm raven, tech marine)
Turn 5:
Flesh Tearers:
The tac squad leaves the traitor alone in the razorback and sends him scooting off 12” to join the firebase. Then they move up and execute the solo death cultist.
Missiles rain down on Coteaz’s squad this turn, but cover and allocating wounds to the inquisitor save them from all but a few wounds.
The terminator lumbers out of terrain and heads for the plasma squad. He steams in, survives the attacks and clubs two of the henchmen to death with his hammer. The remainders decide to stick around.
The red thirst squad, recognize that a charge into even a few death cultists is likely suicide, decide to fire their pistols instead. Predictably, the warrior acolytes and the crusader leap in front of the bullets and the squad passes it’s leadership test.
Mephiston neatly lops the Librarian’s head off and, deciding that he likes his location, stays put.
Black Knights:
Shooting from various things bounce off Mephiston (or can’t see him).
The remaining death cultists in the south notice that the tac squad is not in cover and leaps over to defeat and break them off the board. The dreadnought kills the rage squad through a combination of shooting and close combat.
Coteaz leaves his former squad (who spreads out to avoid missile fire) and joins the depleted squad to assault the assault terminator. The thunder hammer terminator survives the swings from the plasma squad, notices a dangly kill point and smashes him in the face with the hammer. He the dies horribly to arco-flagellants. Brad had initially tagged coteaz onto this squad because he thought he might be able to star assault mephiston and the assault terminator. This proved not to be the case.
Kill points:
Black Knights 12 (librarian, assault terminators, sanguinary priest, 4 assault squads, 2 rhinos, razorback, land raider, tactical combat squad)
Flesh Tearers: 16 (coteaz, tech marine, librarian, 2 henchman squads, 3 dreadnoughts, razorback, rhino, storm raven, traitor)
We roll to see if the game continues and it… does!
Turn 6:
Flesh Tearers:
Mephiston runs over and slaughters the last of the death cultists. He then consolidates into the burning wreck of the land raider, never to be seen again (note: I really screwed up here. I took a dangerous terrain test on a consolidate move, which you are NOT supposed to do. Of course, I rolled a 1 and he died, such is the price of not remembering rules).
Missiles do their best and manage to cause leadership tests to two henchman squads, but both are passed.
Black Knights:
The surviving Black Knight don’t have much to do except shooting the dreadnought’s multi-melta at some devastators. The marine is saved by cover.
Final Kill Point Tally:
Black Knights: 13 (Librarian, Mephiston, Assault Terminators, Sanguinary Priest, Land Raider, 4 Assault Squads, 2 Rhinos, Razorback, tactical combat squad)
Flesh Tearers: 17 (traitor, coteaz, librarian, tech marine, storm raven, 3 henchman squads, razorback, chimera, 3 dreadnoughts)
Zakkarius hauled himself bodily from the burning wreck that had been the Land Raider “Flame of Cretacia” and smiled. The Black Knights were withdrawing under fire from the relieving thunderhawk transports bearing the buzzsaw and blooddrop of the Flesh Tearers. He smiled at the piles of dead Black Knights thralls that surrounded him. But greatest of all was the satisfaction of having been nearby when the death blow to the traitor had been dealt. True, the many lives of the many battle brothers lost in this fight were a sting, but they were a small price to be paid to end the traitor’s existence. Zakkarius would gladly have thrown his own life into the fire to keep him from surviving. He would now send orders back to Cretacia that would erase the man’s name from the chapter records.
What’s more, Chapter Master Seth would be pleased that they had not only prevented another blot on the chapter’s record, but they had a valuable gift to give the Inquistion, in the form of the repentant thrall. Still, Zakkarius couldn’t help but feel they had made a powerful enemy in the form of the Black Knights.
Post Mortem:
What a game!
From the moment I got the traitor, I held an advantage. However, up until that point it was a real see-saw battle in which I felt I was getting the worst of things. We both had whacky, stupid luck at points during the game, so I don’t feel like die rolls were much of a factor. I feel like my playing conservative with the traitor is probably what won me this game. I understand the temptation to get the traitor into the opponents deployment zone, but I think it's just too easy to kill a two wound model with a 5+ invul these days.
I'm still pretty bummed that I forgot that dangerous terrain rolls don't happen during consolidation, but I figure Mephiston wouldn't have lasted through the next turn either way.
All in all a good game and a close one. I managed to get two bonus points points for a total of 15 for this round.
My apologies to Brad if I got anything wrong. But I think it's pretty accurate.
Mephiston (“Chief Librarian Zakkarius)
Librarian in terminator armour, storm shield, shield of sanguinius, unleash rage
Sang priest in terminator armour with power weapon
Sang priest in power armour
5 Thunder Hammer Terminators
Land Raider Crusader (multi-melta, extra armor)
10 Assault marines (power fist, 2 meltas, no jump packs)
Rhino (searchlights)
10 Assault marines (power fist, 2 meltas, no jump packs)
Rhino (searchlights)
10 Assault marines (power fist, 2 meltas)
10 Tactical Marines (missile launcher, meltagun)
Razorback (twin linked lascannon)
6 Assault Marines (power fist, meltagun)
Razorback (twin-linked lascannon)
5 Devastators (4 missile launchers, sergeant has bolter)
5 Devastators (4 missile launchers, sergeant has bolter)
His list was as follows:
Coteaz (“Lord Ezekiel Von Balzer”)
Librarian with hammerhand, shrounding
Tech Marine (rad grenades)
Venerable Dreadnought (multi-melta and nemesis doomfist)
Vindicare Assassin
11 Henchmen (3 crusaders, 3 acolytes with meltas, 6 death cult assassins)
10 Henchmen (3 crusaders, 3 acolytes with meltas, 5 death cult assassins)
12 Henchmen (3 crusaders, 3 acolytes with flamers, 6 arco-flagellants)
Chimera with dual heavy flamers
11 Henchmen (3 crusaders, 3 acolytes with meltas, 5 arco-flagellants)
Chimera with multi-laser and heavy bolter
6 Henchmen (3 acolytes with laspistols and close combat weapons, 3 acolytes with plasmaguns)
Razorback (twin linked heavy bolter, psybolt ammunition)
6 Henchmen (3 acolytes with laspistols and close combat weapons, 3 acolytes with plasmaguns)
Razorback (twin linked heavy bolter, psybolt ammunition)
Stormraven (multi-melta, twin-linked lascannons)
Stormraven (multi-melta, twin-linked lascannons)
Dreadnought (twin-linked heavy flamer, nemesis doomfist with heavy flamer, psyflame ammunition)
Dreadnought (2x twin-linked autocannons, psybolt ammunition)
Dreadnought (2x twin-linked autocannons, psybolt ammunition)
…An unusual and terrifying list. Of particular concern for me were the psy-riflemen and the vindicare, as I knew they had the power to de-mech me quite quickly. My long range fire was superior, but only if I could get his squishy henchman out of their transports and bunched up. The table was not so conducive to that, being a really sweet city fight table.
Chief Librarian Zakkarius cast his mind out over the destroyed city-scape, searching for the lingering psychic signature of their missing battle brother. The astartes had gone missing from second squad after exhibiting some strange behavior. Finding no trace of the man, he opened his eyes again. Around him the brothers of the 2nd company were attempting to look busy, refueling rhinos and going through the rites of ammunition blessing. All were watching him warily, and no matter how they tried to hide it, he could feel it. Having served in the Librarium of the Flesh Tearers for over a hundred years, their suspicion was nothing new to him.
“My lord, if we have found nothing new here, we should move deeper into the city” Sergeant Torres said, the gruff sound of the devastator sergeant’s voice fading almost entirely into the equally guttural roar of the ill-maintained rhino engines.
Zakkarius was about to reply when a ragged-looking human burst through the cityscape about three hundred yards across the squad. Noting in a flash that he was unarmed, Zakkarius barked an order to stand down the bolters. The brothers grumbled at this, but they obeyed.
Gasping, the man collapsed at the feet of the nearest astartes and began to beg for forgiveness. Zakkarius moved over to where the man was grasping the leg pauldrons of the disgusted astartes who was looking askance at the chief librarian while simultaneously trying to shake the human off.
“Hold him.” He said to his battle brothers. Two tactical marines jumped to obey. Looking down at the man the man he spoke, “This will not be pleasant for you, but it is necessary to determine if you are telling the truth. “ Then he closed his eyes.
He began the interrogation by turning off the man’s speech center to cease his incessant babbling. He then proceeded to delve into the memories. What he found did not please him.
An hour later, the withered and broken husk of the man ensconced safely within one of the company’s razorbacks, Zakkarius was well on his way to intercept a strike force of the renegades known as the Black Knights. They would die. This so-called “Lord” Von Balzer would die. But most of all, the traitor astartes, the “missing battle brother, would die. No one would know of this stain on the honor of the Flesh Tearers.
We exchanged traitors, I lost an assault marine from one of the rhino-borne units, while brad gave up a henchman with close combat weapon and laspistol from one of his razorback units.
Deployment:
I won the roll for first turn and took it (it being kill points after all) and set up a firebase on a building central to my deployment zone. Both devastator units went here, as did the missile launcher combat squad from the tactical squad. The other half of the tactical squad welcomed the traitor into their razorback and formed up in the midst of my armoured assault on my right flank. My assault squad went into reserve to deep strike. The full-strength assault squad gets red thirst, as does the six-man razorback unit.
Brad basically refused a flank. His storm ravens (containing death cultist-heavy warbands, led by the tech marine and the librarian respectively) went way over to the right side of the board, along with his razorback squads (one of whom had been joined by the traitor), a psy rifleman dread and the vindicare. Coteaz joined a chimera-bound squad and deployed with the other arco-flagellant squad behind some ruins in the middle. The final psy-rifleman deployed behind a central ruin as well. The vindicare infiltrated into the ruins in front of his storm ravens.
He he decides to forgo seizing the initiative.
Turn 1
Flesh Tearers:
It’s night fight, so I’m relying on some good rolls for my rhino –mounted searchlights. They race forward and manage to light up a storm raven (by shooting my mighty storm bolters at it!). He casts shrouding, but the 6+ cover doesn’t save him from my razorback lascannons and the storm raven is immobilized and weapon destroyed (lascannons).
Everything else either fails to see or is out of range.
Black Knights:
The active storm raven flies forward and disgorges its dreadnought (the psyflame one) as the razorbacks and the psy-rifleman moves up in support. Coteaz’s chimera immobilizes itself trying to plow through the ruins it started the game in. Everything gets out of the immobilized stormaven and starts slogging it through the ruins.
The Stormraven lights up the land raider but fails to hurt it with its assault cannon via power of the machine spirit. However, this makes the land raider easy prey for the vindicare, who wrecks it with ease (I swear, nobody rolls under a 4 when resolving damage from a vindicare). Disastrously, the terminators are pinned. The storm ravens main weaponry fires its multi-melta and mindstrike missile at Mephiston, taking two wounds from him via perils of the warp.
The two rhinos in front of the land raider are wrecked as well from a torrent of fire from the psy-riflemen and the razorbacks. The assault squads both disembark without incident.
Kill Points:
Black Knights: 3 (2 rhinos and a land raider)
Flesh Tearers: 0
Turn 2
Flesh Tearers:
The jump assault squad arrives from reserve and lands behind the central psy-riflemen. Their meltaguns explode the ancient warrior.
Mephiston casts wings and hides behind the intact building.
My foot-bound assault squads move out to claim some cover. The red-thirst squads moves to the right to take up positions behind the low walls surrounding the intact building. The 9-man squad moves up through the central ruins to get a shot on the dreadnought that just disembarked from the storm raven. Sadly, their shots only manage to stun it.
Lascannons from the razorbacks explode the mobile storm raven. Disastrously for brad, the tech marine, a death cultist, two meltagunners and two crusaders are among the dead as the squad pulls itself, unpinned from the ruins.
The missiles from my castle manage to explode the second psy-riflemen.
Black Knights:
In brad’s turn The razorbacks move forward, putting the building between them and the positions of my devastators. They target my razorbacks and manage to shake or stun both of them. The squad from the immobilized storm raven moves and runs up as well. Firing through them, the vindicare lines up an awesome shot with a turbo-penetrator round and kills my librarian (I rolled a 1 for my storm shield save).
The squad from the exploded storm raven zips out of the ruins, making a bee-line towards my assault squad. They assault the flesh tearers and lose four of their number to the cutting chainswords. The remaining two death cultists (being death cultists and all) manage to kill three of their foes. The cultists pass their leadership test and stay locked in combat.
Coteaz stays put and shoots at the assault squad that just killed the central psy-rifleman but kill none. The other chimera full of arco-flagellants moves out and pops smoke, taking position near the central building.
The dreadnought casts fortitude and shakes off the stunned result and moves up to engage the assault squad. Despite feel no pain, psyflames toast five of the marines before it charges in and deals with 3 more. The sergeant bravely rips the nemesis doomfist arm off the dread.
Kill Points:
Black Knights: 4 (two psy-riflemen, storm raven, tech marine)
Flesh Tearers: 4 (2 rhinos, a land raider
Turn 3:
Flesh Tearers:
The assault terminators, finally unpinned, begin slogging their way across the burning wrecks of Flesh Tearer vehicles to get at the dreadnought and hopefully save the assault squad sergeant. They lose a terminator crossing the dangerous terrain. They do make the assault however, and tear the dreadnought apart. Sadly, the assault sergeant is killed before they can strike.
Finally convinced that Brad has brought his traitor far enough forward, my devastators all target the razorback and explode it. The occupants all survive and are unpinned.
The assault squad on the far left jumps over the building and moves towards the center of the board. They fire their meltaguns at the chimera and manage to immobilize it.
In combat on the right, the death cultists kill three more assault marines and only lose one of their own (whifftastic rolls on my part). The assault squad (which is the one that had red thirst) holds firm and passes their fearless saves.
Mephiston continues to hide.
Black Knights:
Having lured my terminators out, he pounces with three henchman squads. The traitor’s squad and their brethren from the other razorback advance and fire on the terminators. They are joined by the henchman squad from the immobilized chimera. The terminators are whittled down to a sole survivor, who is thankfully out of assault range from the chimera squad. The vindicare tries to bring him down but fails.
Coteaz’s squad disembarks from their chimera and fires on the jump assault squad, downing a single member.
On the right, the squad of henchmen led by the librarian rolls up and over the walls and joins the ongoing combat between the remnants of the assault squad and the single death cultist. The assault squad is butchered before they can strike and the henchman and librarian spread out into the surrounding area.
Kill points:
Black Knights: 7 (librarian, 2 assault squads, terminator sanguinary priest, 2 rhinos, land raider)
Flesh Tearers: 6 (tech marine, 2 psy-rifleman dreads, psy-flame dread, storm raven, razorback)
Turn 4:
Flesh Tearers:
Razorbacks move to reposition. One fires at the sole surviving death cultist from the first squad but manages to roll a one to wound.
Missiles rain down on the inquisitorial chimera by the central building until it is wrecked. The assault squad moves to engage the squad that just disembarked from said chimera. They kill one with shooting and assault, managing to kill a few more. In reply the mass of arco-flagellants kill a pair of assault marines. The marines win by one but the henchman stay in place.
The other devastator squad targets the henchman squad farther to the east. The librarian casts shrouding and succeeds with double 1s. Meaning that he suffers perils of the warp and takes a wound. Mephiston’s hood then negates the power. The missiles rain down and kills 4 of the henchmen, but they easily pass their leadership.
Seeing my chance for the traitor, I decide to go for it. Mephiston casts wings (and defeats the attempted psychic hood). He flies up, lands on dangerous terrain, passes his test, and fleets to with assault range of the traitor. The sole survivor of the terminator squad moves to join him. Mephiston evaporates the squad while the thunder hammer terminator finds the traitor and pulps him. Mephiston gets a six and consolidates behind a wall. The terminator isn’t so lucky and only manages to hop close to terrain.
Black Knights:
With his traitor dead and trailing in victory points, Brad’s forces leap into action. The razorback tries to cross the burning line of Flesh Tearer rhinos (assumedly to pick up the lone death cultist) but immobilizes itself.
Fire from the vindicare and plasma rifles bring Mephiston down to 1 wound. Sensing an opportunity to kill him, the librarian splits off from the henchman squad he has joined and moves up to attack Mephiston. Battle is joined! Because of psyk-out grenades, Mephiston is now striking last, meaning the librarian only needs to roll one successful to-wound to kill him off. Unfortunately for Brad, the librarian fails to hit. After a quick study of the rules to confirm that Grey Knights do NOT have “preferred enemy psykers”, Mephiston survives. However, he manages to whiff in reply.
In the north, Coteaz brings down the fury on the jump assault squad, leading his henchman across the open ground to smash them. Both henchman squads consolidate around the ruins.
In the southeast, the razorback with the red-thirst squad is exploded by the dreadnought with the multi-melta. The henchmen opt not to assault, since they lack grenades. The sole surviving death cultist hides some more.
Kill points:
Black Knights 9 (librarian, sanguinary priest, 2 rhinos, razorback, land raider, 3 assault squads)
Flesh Tearers: 13 (henchman squad, traitor, chimera, razorback, 3 dreadnoughts, storm raven, tech marine)
Turn 5:
Flesh Tearers:
The tac squad leaves the traitor alone in the razorback and sends him scooting off 12” to join the firebase. Then they move up and execute the solo death cultist.
Missiles rain down on Coteaz’s squad this turn, but cover and allocating wounds to the inquisitor save them from all but a few wounds.
The terminator lumbers out of terrain and heads for the plasma squad. He steams in, survives the attacks and clubs two of the henchmen to death with his hammer. The remainders decide to stick around.
The red thirst squad, recognize that a charge into even a few death cultists is likely suicide, decide to fire their pistols instead. Predictably, the warrior acolytes and the crusader leap in front of the bullets and the squad passes it’s leadership test.
Mephiston neatly lops the Librarian’s head off and, deciding that he likes his location, stays put.
Black Knights:
Shooting from various things bounce off Mephiston (or can’t see him).
The remaining death cultists in the south notice that the tac squad is not in cover and leaps over to defeat and break them off the board. The dreadnought kills the rage squad through a combination of shooting and close combat.
Coteaz leaves his former squad (who spreads out to avoid missile fire) and joins the depleted squad to assault the assault terminator. The thunder hammer terminator survives the swings from the plasma squad, notices a dangly kill point and smashes him in the face with the hammer. He the dies horribly to arco-flagellants. Brad had initially tagged coteaz onto this squad because he thought he might be able to star assault mephiston and the assault terminator. This proved not to be the case.
Kill points:
Black Knights 12 (librarian, assault terminators, sanguinary priest, 4 assault squads, 2 rhinos, razorback, land raider, tactical combat squad)
Flesh Tearers: 16 (coteaz, tech marine, librarian, 2 henchman squads, 3 dreadnoughts, razorback, rhino, storm raven, traitor)
We roll to see if the game continues and it… does!
Turn 6:
Flesh Tearers:
Mephiston runs over and slaughters the last of the death cultists. He then consolidates into the burning wreck of the land raider, never to be seen again (note: I really screwed up here. I took a dangerous terrain test on a consolidate move, which you are NOT supposed to do. Of course, I rolled a 1 and he died, such is the price of not remembering rules).
Missiles do their best and manage to cause leadership tests to two henchman squads, but both are passed.
Black Knights:
The surviving Black Knight don’t have much to do except shooting the dreadnought’s multi-melta at some devastators. The marine is saved by cover.
Final Kill Point Tally:
Black Knights: 13 (Librarian, Mephiston, Assault Terminators, Sanguinary Priest, Land Raider, 4 Assault Squads, 2 Rhinos, Razorback, tactical combat squad)
Flesh Tearers: 17 (traitor, coteaz, librarian, tech marine, storm raven, 3 henchman squads, razorback, chimera, 3 dreadnoughts)
Zakkarius hauled himself bodily from the burning wreck that had been the Land Raider “Flame of Cretacia” and smiled. The Black Knights were withdrawing under fire from the relieving thunderhawk transports bearing the buzzsaw and blooddrop of the Flesh Tearers. He smiled at the piles of dead Black Knights thralls that surrounded him. But greatest of all was the satisfaction of having been nearby when the death blow to the traitor had been dealt. True, the many lives of the many battle brothers lost in this fight were a sting, but they were a small price to be paid to end the traitor’s existence. Zakkarius would gladly have thrown his own life into the fire to keep him from surviving. He would now send orders back to Cretacia that would erase the man’s name from the chapter records.
What’s more, Chapter Master Seth would be pleased that they had not only prevented another blot on the chapter’s record, but they had a valuable gift to give the Inquistion, in the form of the repentant thrall. Still, Zakkarius couldn’t help but feel they had made a powerful enemy in the form of the Black Knights.
Post Mortem:
What a game!
From the moment I got the traitor, I held an advantage. However, up until that point it was a real see-saw battle in which I felt I was getting the worst of things. We both had whacky, stupid luck at points during the game, so I don’t feel like die rolls were much of a factor. I feel like my playing conservative with the traitor is probably what won me this game. I understand the temptation to get the traitor into the opponents deployment zone, but I think it's just too easy to kill a two wound model with a 5+ invul these days.
I'm still pretty bummed that I forgot that dangerous terrain rolls don't happen during consolidation, but I figure Mephiston wouldn't have lasted through the next turn either way.
All in all a good game and a close one. I managed to get two bonus points points for a total of 15 for this round.
My apologies to Brad if I got anything wrong. But I think it's pretty accurate.