Post by Subtle Blatancy on Jun 30, 2011 14:57:36 GMT -5
Hey guys 'n' gals. This is the first battle report of four for a campaign that I played with my friend (explained in another thread).
For those of you who like just the basic information (ie. what actually happened with the models and the dice) just read the plain text.
For those of you who like a theatrical version of what happened, read the italicized text.
Battle Report – Mission 1 “The Betrayal”
500 pts; Dawn of War; Annihilation
TABLE
The game is played on a 4x6 table with moderate ruins, craters, and wreckage. A single road spans the table between the short table-edges. Most ruins have only a ground and second floor, but a few buildings have three stories.
Once a sprawling Imperial metropolis, the city of Epis remains a shattered ghost of its former glory. Chaos forces invading the planet decided that its dense civilian population made the city a prime target for the initial stages of their occupation. Naturally, the Imperial Liberation Force that arrived to expunge the Chaos taint from the planet saw Epis as a prime candidate to be the poster-child for their liberation effort. After two grueling weeks of street-to-street, room-to-room, fist-to-fist fighting, the Imperial forces finally managed to free the city. Due to immense civilian casualties (Administratum estimates range from 85-91%), the city remained empty after Imperial victory, providing the perfect garrison space for the slow, bureaucratic nightmare of pulling the Imperial Guard back out of a warzone.
FORCES
Friendly
Lord Commissar Luke Galdere
-Power fist
Infantry Platoon “B”
-Platoon Command Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
Veteran Squad
-Sergeant Theodore DiGaur*
-Missile Launcher
-3x Grenade Launcher
Enemy
Company Command Squad
-Missile launcher
-Grenade launcher
-Vox-Caster
-Astropath
Penal Legionnaires
Leman Russ Main Battle Tank
-Heavy Flamer
-Heavy Bolter Sponsons
-Heavy Stubber
Scout Sentinel Squadron “Aces Wild” *
-3x Scout Sentinels: 3x autocannons
A * denotes a named unit, as described in the Campaign Rules thread (see bottom of post)
DEPLOYMENT
Enemy
Company Command Squad deploys in the third story of a building toward the back-center of the board. Penal Legionnaires (that rolled “Psychopaths”) deploy in the first and second floor of a building at the center of the board, between the Company Command Squad and the enemy Infantry Squad opposite them. The Leman Russ starts in reserve. Sentinels start in reserve and will outflank.
For the life of him, Trooper Brensky couldn’t fathom why the sentinel crew would still have any desire to scout the city. The threat, for all intents and purposes, had been wiped out. The mandatory patrol units were meant more to look for civilian survivors than to watch for hidden enemies – but still, the boys of the “Aces Wild” had volunteered to continue scouting through the night. You don’t get that good by sitting on your ass , Brensky supposed to himself. He looked out of the third story window, his back to the rest of Company Command. Over the mild din of vox-chatter from behind him, the engine of the Leman Russ, a half-block away, rumbled to life and spewed a brief plume of tar-black smoke.
Friendly
Lord Commissar Galdere, Platoon Command, two Infantry Squads, and one Veteran Squad deploy on the left flank, strong-siding the left side of the board. One Infantry Squad deploys on the ground between tall (2-story) ruins, opposite the enemy Company Command Squad. One Infantry Squad deploys on the right flank.
The night hung still and calm above their heads. Sergeant DiGaur stumbled back from a binge at a local establishment, the lone and final customer of the all-but-abandoned bar. A lho-stick drooped limply out of his mouth. The dying ember at the end of the roll burned a small, bright dot through the dimness of the early morning. A sentry standing outside the Lord Commissar’s tent shook his head sadly as he watched the Sergeant pass by a squad from Platoon B moving the opposite direction. They were headed a few blocks out to relieve the squad currently on patrol.
TURN 1
Enemy
Penal Legionnaires move down out of building (and later run in the shooting phase to get a cover save). Leman Russ enters to counter the infantry-heavy strong-side of the left flank. Sentinels remain in reserve. Leman Russ fires and kills Lord Commissar Galdere and one Guardsmen.
“No.” Trooper Brensky said.
“Son, this isn’t up for debate.”
The implications of the order that had just bleated out of the vox-caster stained the air like a foul stench. The Company Commander knew what had to be done. Brensky had always thought the Captain was a bloodthirsty fellow.
“We can’t, sir – that’s Guard down there.”
“Now Trooper, don’t make me write you up for insubordination.”
“Would you rather write me up for Heresy?”
But the Captain didn’t get to hear Bresnky’s question. The Leman Russ had moved up. The roar of its battle cannon drowned out the Trooper’s protestations. It had fired the first shot.
Friendly
The Infantry Squad on the right flank shoots at the Penal Legionnaires, killing one with a lasgun. The missile launchers all fire at the Leman Russ, and are ineffectual.
“What.” DiGaur said blankly.
His veteran squad, crouched in the cratered remains of a small building, looked up at him with wide, terrified eyes.
“Sir?” one of them asked. They were young – all of them were inductees. To them, any old member of the former PDF could be called a ‘Veteran’. None of them were veterans of the occupation of Carcatha. None of them but DiGaur.
Lord Commissar Galdere barreled out of his command tent. His storm-coat whipped in the wake of his stride. Just moments ago, before the vox had crackled its foreboding message from High Command, Galdere had been trying to extract some Aesopian meaning from a book of abstract Imperial proverbs. Holding the book aloft, the Lord Commissar crested a broken wall. The morning sun broke over the top of a decaying sky-scraper, gilding his peaked Commissar’s cap with a brilliant halo.
“You heard the order, men! We must get to the ships!” he barked.
The men stared back at him in disbelief.
“They are no longer our allies! Kill them all! Our Emperor will recognize his own!”
He lowered his book, and thrust his golden power fist, crackling with energy, into the morning air. The enemy battle tank fired and smote the Lord Commissar in an instant, and the men took up their weapons to fight for their lives.
TURN 2
Enemy
Sentinels attempt to enter by Outflank, but fail. Penal Legionnaires move towards Guardsmen squad on right flank. Leman Russ moves forward to try and get into heavy flamer range. Leman Russ fires with all weapons, and kills an entire squad. One additional Veteran is killed. The CCS shoots at an Infantry Squad, killing one. The Penal Legionnaires run, trying to get into assault range. They get the assault, killing four Guardsmen and wounding the Heavy Weapons Team. The Infantry Squad strikes back, killing one. The Infantry Squad fails their Leadership check, but wins the Initiative test, and retreat 10”. The Penal Legionnaires pursue with their 5” consolidation move.
“Where are the Aces, dammit!” The Captain demanded of his vox-officer.
The trooper stammered, and the Captain slapped him across the face. Behind him, the missile launcher team attached to Company Command fired reluctantly down from their firing position. The Captain turned to Trooper Brensky.
“Now fire that weapon, Trooper!”
“I can’t, Sir.”
“Don’t you tell me…” the Captain reared back to strike again.
“For Emperor’s sake!” Brensky shouted, “We’re out of the maximum effective range of this weapon, sir!”
The Captain’s hand hovered in the air. His eyes burned like glowing coals. His chest heaved with excited breaths. And Trooper Brensky saw something in his eyes – Trooper Bresnky saw fear. In the streets below, the Leman Russ sounded off again, and its heavy flamer lit up the shadows of the early morning.
Friendly
All units pull a tactical retreat. The unit on the right flank falls back at half strength. The unit in the center falls back at full strength. After pitiful difficult terrain and run rolls, no squads on the strong-sided left flank succeed in exiting the field of battle, but two of three squads are within 6” of the table edge. One squad, still in difficult terrain, is in jeopardy of rolling poorly and getting left behind and cut down by enemy fire in turn 3.
Sergeant DiGaur threw down the horn attached to the corpse of his former vox-operator. There was nothing useful on the waves but frenetic chatter and miscommunication. DiGaur couldn’t decide if the Platoon Commander’s lack of a response to his hail was due to the frenzied airwaves or to panic and shock.
The Leman Russ that had vaporized the Lord Commissar reached their position. The men had tried to dig in to withstand the withering hail of gunfire from the tank. In front of DiGaur’s own squad, one of the platoon’s Infantry Squads cowered in a large artillery crater. The Russ dipped down into the crater and released a lethal gout of flame from its heavy flamer. At that range, the tank's main weapon couldn’t miss. The report of the battle cannon drowned out the screams of the burning men.
“Fall back!” DiGaur bellowed over the roar of the combat, “All units fall back!”
And, for a moment, DiGaur felt the glory and horror of Carcatha all over again.
TURN 3
Enemy
The Scout Sentinels arrive, and Outflank from the left flank. The Leman Russ fires at the retreating Veteran squad, killing three and wounding the Heavy Weapons Team. Sentinels fire at retreating PCS, killing them outright.
“This is Aces Wild to Company Command. Permission to engage? Over.”
The vox in the cockpit of the Sentinel walker responded only with cries of terror and static. The Sentinel Sergeant clicked his transmitter into the ‘Off’ position, and turned to his right to talk at his men through the camo-netted bars of their cockpit-cages.
“Looks like the crap hit the fan, boys. Guns free.”
Friendly
All remaining units flee the battle.
DiGaur crouched behind a crumbling wall. Another Trooper, not even from his squad, crouched next to him. They fired at the three-story ruin across the road, covering the retreat of the men. The Sergeant gave the soldier a pat on the back to signal their pull-back from suppressive fire. As he turned to join the fleeing squads, DiGaur saw the Platoon Command Squad running in the wrong direction. He saw them run directly into the guns of the scout sentinels that had somehow already wrapped around their flank.
The drumroll of autocannon-fire covered the short yelps of pain from the Platoon Command Squad. The Lieutenant and his men crumpled under the heavy firepower, and Sergeant DiGaur turned to run away.
ENEMY VICTORY
So, thanks for reading! ;D
Link to Campaign Rules Thread:
www.commissar.proboards.com/index.cgi?board=General&action=display&thread=13275
Want to see what Sergeant DiGaur was doing before this battle? Follow the link below to go to the short story:
www.commissar.proboards.com/index.cgi?action=display&board=one&thread=13290
Thanks,
-S.B.
For those of you who like just the basic information (ie. what actually happened with the models and the dice) just read the plain text.
For those of you who like a theatrical version of what happened, read the italicized text.
Battle Report – Mission 1 “The Betrayal”
500 pts; Dawn of War; Annihilation
TABLE
The game is played on a 4x6 table with moderate ruins, craters, and wreckage. A single road spans the table between the short table-edges. Most ruins have only a ground and second floor, but a few buildings have three stories.
Once a sprawling Imperial metropolis, the city of Epis remains a shattered ghost of its former glory. Chaos forces invading the planet decided that its dense civilian population made the city a prime target for the initial stages of their occupation. Naturally, the Imperial Liberation Force that arrived to expunge the Chaos taint from the planet saw Epis as a prime candidate to be the poster-child for their liberation effort. After two grueling weeks of street-to-street, room-to-room, fist-to-fist fighting, the Imperial forces finally managed to free the city. Due to immense civilian casualties (Administratum estimates range from 85-91%), the city remained empty after Imperial victory, providing the perfect garrison space for the slow, bureaucratic nightmare of pulling the Imperial Guard back out of a warzone.
FORCES
Friendly
Lord Commissar Luke Galdere
-Power fist
Infantry Platoon “B”
-Platoon Command Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
-Infantry Squad: missile launcher; grenade launcher
Veteran Squad
-Sergeant Theodore DiGaur*
-Missile Launcher
-3x Grenade Launcher
Enemy
Company Command Squad
-Missile launcher
-Grenade launcher
-Vox-Caster
-Astropath
Penal Legionnaires
Leman Russ Main Battle Tank
-Heavy Flamer
-Heavy Bolter Sponsons
-Heavy Stubber
Scout Sentinel Squadron “Aces Wild” *
-3x Scout Sentinels: 3x autocannons
A * denotes a named unit, as described in the Campaign Rules thread (see bottom of post)
DEPLOYMENT
Enemy
Company Command Squad deploys in the third story of a building toward the back-center of the board. Penal Legionnaires (that rolled “Psychopaths”) deploy in the first and second floor of a building at the center of the board, between the Company Command Squad and the enemy Infantry Squad opposite them. The Leman Russ starts in reserve. Sentinels start in reserve and will outflank.
For the life of him, Trooper Brensky couldn’t fathom why the sentinel crew would still have any desire to scout the city. The threat, for all intents and purposes, had been wiped out. The mandatory patrol units were meant more to look for civilian survivors than to watch for hidden enemies – but still, the boys of the “Aces Wild” had volunteered to continue scouting through the night. You don’t get that good by sitting on your ass , Brensky supposed to himself. He looked out of the third story window, his back to the rest of Company Command. Over the mild din of vox-chatter from behind him, the engine of the Leman Russ, a half-block away, rumbled to life and spewed a brief plume of tar-black smoke.
Friendly
Lord Commissar Galdere, Platoon Command, two Infantry Squads, and one Veteran Squad deploy on the left flank, strong-siding the left side of the board. One Infantry Squad deploys on the ground between tall (2-story) ruins, opposite the enemy Company Command Squad. One Infantry Squad deploys on the right flank.
The night hung still and calm above their heads. Sergeant DiGaur stumbled back from a binge at a local establishment, the lone and final customer of the all-but-abandoned bar. A lho-stick drooped limply out of his mouth. The dying ember at the end of the roll burned a small, bright dot through the dimness of the early morning. A sentry standing outside the Lord Commissar’s tent shook his head sadly as he watched the Sergeant pass by a squad from Platoon B moving the opposite direction. They were headed a few blocks out to relieve the squad currently on patrol.
TURN 1
Enemy
Penal Legionnaires move down out of building (and later run in the shooting phase to get a cover save). Leman Russ enters to counter the infantry-heavy strong-side of the left flank. Sentinels remain in reserve. Leman Russ fires and kills Lord Commissar Galdere and one Guardsmen.
“No.” Trooper Brensky said.
“Son, this isn’t up for debate.”
The implications of the order that had just bleated out of the vox-caster stained the air like a foul stench. The Company Commander knew what had to be done. Brensky had always thought the Captain was a bloodthirsty fellow.
“We can’t, sir – that’s Guard down there.”
“Now Trooper, don’t make me write you up for insubordination.”
“Would you rather write me up for Heresy?”
But the Captain didn’t get to hear Bresnky’s question. The Leman Russ had moved up. The roar of its battle cannon drowned out the Trooper’s protestations. It had fired the first shot.
Friendly
The Infantry Squad on the right flank shoots at the Penal Legionnaires, killing one with a lasgun. The missile launchers all fire at the Leman Russ, and are ineffectual.
“What.” DiGaur said blankly.
His veteran squad, crouched in the cratered remains of a small building, looked up at him with wide, terrified eyes.
“Sir?” one of them asked. They were young – all of them were inductees. To them, any old member of the former PDF could be called a ‘Veteran’. None of them were veterans of the occupation of Carcatha. None of them but DiGaur.
Lord Commissar Galdere barreled out of his command tent. His storm-coat whipped in the wake of his stride. Just moments ago, before the vox had crackled its foreboding message from High Command, Galdere had been trying to extract some Aesopian meaning from a book of abstract Imperial proverbs. Holding the book aloft, the Lord Commissar crested a broken wall. The morning sun broke over the top of a decaying sky-scraper, gilding his peaked Commissar’s cap with a brilliant halo.
“You heard the order, men! We must get to the ships!” he barked.
The men stared back at him in disbelief.
“They are no longer our allies! Kill them all! Our Emperor will recognize his own!”
He lowered his book, and thrust his golden power fist, crackling with energy, into the morning air. The enemy battle tank fired and smote the Lord Commissar in an instant, and the men took up their weapons to fight for their lives.
TURN 2
Enemy
Sentinels attempt to enter by Outflank, but fail. Penal Legionnaires move towards Guardsmen squad on right flank. Leman Russ moves forward to try and get into heavy flamer range. Leman Russ fires with all weapons, and kills an entire squad. One additional Veteran is killed. The CCS shoots at an Infantry Squad, killing one. The Penal Legionnaires run, trying to get into assault range. They get the assault, killing four Guardsmen and wounding the Heavy Weapons Team. The Infantry Squad strikes back, killing one. The Infantry Squad fails their Leadership check, but wins the Initiative test, and retreat 10”. The Penal Legionnaires pursue with their 5” consolidation move.
“Where are the Aces, dammit!” The Captain demanded of his vox-officer.
The trooper stammered, and the Captain slapped him across the face. Behind him, the missile launcher team attached to Company Command fired reluctantly down from their firing position. The Captain turned to Trooper Brensky.
“Now fire that weapon, Trooper!”
“I can’t, Sir.”
“Don’t you tell me…” the Captain reared back to strike again.
“For Emperor’s sake!” Brensky shouted, “We’re out of the maximum effective range of this weapon, sir!”
The Captain’s hand hovered in the air. His eyes burned like glowing coals. His chest heaved with excited breaths. And Trooper Brensky saw something in his eyes – Trooper Bresnky saw fear. In the streets below, the Leman Russ sounded off again, and its heavy flamer lit up the shadows of the early morning.
Friendly
All units pull a tactical retreat. The unit on the right flank falls back at half strength. The unit in the center falls back at full strength. After pitiful difficult terrain and run rolls, no squads on the strong-sided left flank succeed in exiting the field of battle, but two of three squads are within 6” of the table edge. One squad, still in difficult terrain, is in jeopardy of rolling poorly and getting left behind and cut down by enemy fire in turn 3.
Sergeant DiGaur threw down the horn attached to the corpse of his former vox-operator. There was nothing useful on the waves but frenetic chatter and miscommunication. DiGaur couldn’t decide if the Platoon Commander’s lack of a response to his hail was due to the frenzied airwaves or to panic and shock.
The Leman Russ that had vaporized the Lord Commissar reached their position. The men had tried to dig in to withstand the withering hail of gunfire from the tank. In front of DiGaur’s own squad, one of the platoon’s Infantry Squads cowered in a large artillery crater. The Russ dipped down into the crater and released a lethal gout of flame from its heavy flamer. At that range, the tank's main weapon couldn’t miss. The report of the battle cannon drowned out the screams of the burning men.
“Fall back!” DiGaur bellowed over the roar of the combat, “All units fall back!”
And, for a moment, DiGaur felt the glory and horror of Carcatha all over again.
TURN 3
Enemy
The Scout Sentinels arrive, and Outflank from the left flank. The Leman Russ fires at the retreating Veteran squad, killing three and wounding the Heavy Weapons Team. Sentinels fire at retreating PCS, killing them outright.
“This is Aces Wild to Company Command. Permission to engage? Over.”
The vox in the cockpit of the Sentinel walker responded only with cries of terror and static. The Sentinel Sergeant clicked his transmitter into the ‘Off’ position, and turned to his right to talk at his men through the camo-netted bars of their cockpit-cages.
“Looks like the crap hit the fan, boys. Guns free.”
Friendly
All remaining units flee the battle.
DiGaur crouched behind a crumbling wall. Another Trooper, not even from his squad, crouched next to him. They fired at the three-story ruin across the road, covering the retreat of the men. The Sergeant gave the soldier a pat on the back to signal their pull-back from suppressive fire. As he turned to join the fleeing squads, DiGaur saw the Platoon Command Squad running in the wrong direction. He saw them run directly into the guns of the scout sentinels that had somehow already wrapped around their flank.
The drumroll of autocannon-fire covered the short yelps of pain from the Platoon Command Squad. The Lieutenant and his men crumpled under the heavy firepower, and Sergeant DiGaur turned to run away.
ENEMY VICTORY
So, thanks for reading! ;D
Link to Campaign Rules Thread:
www.commissar.proboards.com/index.cgi?board=General&action=display&thread=13275
Want to see what Sergeant DiGaur was doing before this battle? Follow the link below to go to the short story:
www.commissar.proboards.com/index.cgi?action=display&board=one&thread=13290
Thanks,
-S.B.