Post by GuardsmanPatch on Sept 15, 2008 19:13:51 GMT -5
This was to be my second battle with the Cadian 37th - this time against the wrath of the Mighty Ultramarines.
The back story was that a Ordo Malleus Inquisitor wanted to know what the Ultramarines was hiding on a shrine world under their control, and sent a force of the 37ths and a small group of Grey Knights to investigate.
This unfortunately incurred the full wrath of the Ultras.
This is my army list;
commissar.proboards22.com/index.cgi?board=armylist&action=display&thread=3767
This is what the Ultras took, as far as I can determine. My Opponent is very much a back-to-basics player, and rarely takes upgrades.
Captain and command squad w/ Furious charge
In Land Raider Crusader
Two 10-man Tactical squads w/ Heavy Bolters
Two 10-man Assault squads
Two 10-man Devastator squads w/ 2 Lascannons and two Missile Launchers
Two Dreadnoughts
The Mission was Annihilate (to much groaning by me) with Dawn of War deployment.
The battlefield had been set up by an independent ref. The far north had from west to east; a ruined building, some rocks a small wood and ruins.
The centre of the table had; a large formation of rocks, a ruined circular building, a second ruined circular building
The south edge had a small ruin, a short length of trench work, a large wood.
He won the roll for deployment, and set up his tactical squads in the large rock formation in the centre west of the table, and the central ruin. I deployed my Armoured Fist squad, with their Chimera behind the far eastern ruin, along with the Command Platoon’s Sentinel, which scouted onto the Marine side of the table.
I failed to seize the initiative.
Turn One
He began his first turn by bringing on everything he had – Devastators ran into the ruined building in the northwest, while a second unit took position by the northwest woods. They were accompanied by one of the Dreadnoughts. In the centre, the Crusader and a running dreadnought arrived, along with the two units of assault marines, who took up positions on each side, running to move further forward.
His shooting was minimal, the northeast dreadnought managing to get a bead on the Sentinel through the woods, and the darkness, and blowing up it with it’s assault cannon!
My forces then arrived. Platoon One, the Command Platoon and the Mortars arrived behind the southeast woods, running to find good firing positions in the cover. Platoon two arrived on the far west side, hugging the small ruined building there, along with the Special weapon team. The Two Russs arrived in the centre, staking their claim to the table, the anti-tank squad to their east, the fire support squad to the west. The Russes concentrated their fire at the east assault marines, who had moved closest, killing 5 along with 3 of the devastators behind them.
Turn Two
The Marine turn two began with the assault marines advancing further. One moved into the central ruin alongside the tactical squad.
The marines’ shooting was a mixed bag. The central tactical squad’s massed bolter fire chased away the anti-tank squad, and the west squad killed 3 from P2S2. The Two Devastators targeted the Russes, but the heavy fire simply bounced off the armoured hull.
The assault marines attempted to engage the squad emerging from the woods, but their difficult terrain roll was just short. The Guard breathed a silent sigh of relief.
With the Grey Knights and Sentinels still missing, the Guard concentrated their fire on the dangerously close Assault squad, P1S1, P1S2 and P1 command aiding the disembarked Armoured Fists, wiping them out to a single marine, who still bravely stood their ground. The Russes and Fire support squad targeted the central ruin, causing some casualties amongst the Tactical squad and assault squad entrenched there. On the far west of the Guard lines, P2S2 tried to move into what cover they could find, very aware of the heavy bolter in the rocks ahead of them. The rest of the platoon snapped off some shots, with little effect. The Mortars managed to hit the Dreadnought that was Guarding the Land Raider, with very little effect!
Turn Three
The Marines continued their advance, the last man of the east Assault squad coming to an inch away from the Armoured Fist squad, revving his chainsword in a meaningful way…
The west assault squad pushed their way through the ruin, careful not to activate their jump packs when they were still out of range of the Guard lines.
The Devastators opened up on the tanks again, immobilizing one, despite the track guards. The west Tactical squad opened up on P2S2 again, but caused little damage, as did the Centrally positioned tactical squad against the fire support teams.
The lone terminator charged into the armoured fists, cutting down two of the squad. Their colleagues attacked en masse, dragging the marine down under the stabbing bayonets, then consolidated into the eastern ruins.
In the Guards’ turn, the Sentinels arrived near the eastern Devastators, autocannons blazing. The Grey Knights also arrived, but their teleport attack drifted too far, and the Ultras managed to divert them to a position right in front of the crusader! On the west flank, P2S2 decided enough was enough, and advanced, covering the Special weapon team with their three melta guns, while the P2 command squad moved up, virtually unnoticed. The Russes opened up at the central ruins again, but the shots drifted, a lucky shot smashing into the dreadnought guarding the Crusader, stunning it. The Sentinels’ shooting did nothing, so the drivers gunned the walker’s engines to assault the devastators, dragging them out of their firing position, but ending in stalemate.
Turn Four
The remaining assault squad gunned their jump packs and threw themselves into the air, one accidentally smashing into a construction spur and ending his life. They landed in front of the immobilized Russ, and their course was suddenly clear. The western Dreadnought, who had been picking its way forwards all day, suddenly reversed its position, and stormed north to attack the sentinels. The west Tactical squad wiped out the last of P2S2, suddenly realising that they had been outflanked by the two other advancing squads. The assault squad looked like they were going to hit the Russ hard, but turned out to only have Krak grenades, not the dreaded melta bombs. They managed to shake the immobilized vehicle, and destroyed the Battle cannon, but left themselves exposed in front of the Guard lines. The Crusader and the Tactical squad in the central ruins opened fire on the Grey Knights, killing three of the proud warriors. In the combat against the Sentinels, the Dreadnought’s arrival was their doom, both being wrecked with very little trouble.
The mobile Russ moved away from the assault squad, bringing it’s Battle cannon to bear, killing all but two of the assault squad. P2 Command and the Special weapon squad advanced again, the Melta guns opened fire, hitting and killing three, despite the rocky ground they sheltered in. The remaining two steeled themselves. P1S1 dashed from the cover of the woods into the short trench, while the P1 command squad ran west to try to get their plasma gun in range of the assault squad.
The Mortars finally found their mark on the Central tactical squad, hitting seven times, and killing two marines. The Grey Knights were too far away from cover and they readied themselves for the ordeal ahead.
Turn Five
The assault squad decided to stay with the Russ, and try to plant more explosives on it. The Crusader suddenly charged forwards, and unleashed the Ultramarine Captain and his retinue, charging straight for the remaining Grey Knights, and cutting all but the Justicar down. The rest of the Marines tried to cause more casualties amongst the Guard, with little result, but the devastators managed to shake both Russes.
The Guard on the west flank advanced still further, trying to get in range of the remaining Tactical squad members hidden in the rocks. Before the Melta guns could fire, the P2 Command brought their flamers to bear, and scoured the enemy from the rocks! Despite the P1 command losing their plasma gunner to an overheat, the Autocannons of the Fire support squad did their duty and killed the last of the assault marines on the battlefield. The Justicar shouted his defiance as the Captain cut him down.
But the battle was over, and at 5 Kill points to 3, the Marines had achieved a win.
The back story was that a Ordo Malleus Inquisitor wanted to know what the Ultramarines was hiding on a shrine world under their control, and sent a force of the 37ths and a small group of Grey Knights to investigate.
This unfortunately incurred the full wrath of the Ultras.
This is my army list;
commissar.proboards22.com/index.cgi?board=armylist&action=display&thread=3767
This is what the Ultras took, as far as I can determine. My Opponent is very much a back-to-basics player, and rarely takes upgrades.
Captain and command squad w/ Furious charge
In Land Raider Crusader
Two 10-man Tactical squads w/ Heavy Bolters
Two 10-man Assault squads
Two 10-man Devastator squads w/ 2 Lascannons and two Missile Launchers
Two Dreadnoughts
The Mission was Annihilate (to much groaning by me) with Dawn of War deployment.
The battlefield had been set up by an independent ref. The far north had from west to east; a ruined building, some rocks a small wood and ruins.
The centre of the table had; a large formation of rocks, a ruined circular building, a second ruined circular building
The south edge had a small ruin, a short length of trench work, a large wood.
He won the roll for deployment, and set up his tactical squads in the large rock formation in the centre west of the table, and the central ruin. I deployed my Armoured Fist squad, with their Chimera behind the far eastern ruin, along with the Command Platoon’s Sentinel, which scouted onto the Marine side of the table.
I failed to seize the initiative.
Turn One
He began his first turn by bringing on everything he had – Devastators ran into the ruined building in the northwest, while a second unit took position by the northwest woods. They were accompanied by one of the Dreadnoughts. In the centre, the Crusader and a running dreadnought arrived, along with the two units of assault marines, who took up positions on each side, running to move further forward.
His shooting was minimal, the northeast dreadnought managing to get a bead on the Sentinel through the woods, and the darkness, and blowing up it with it’s assault cannon!
My forces then arrived. Platoon One, the Command Platoon and the Mortars arrived behind the southeast woods, running to find good firing positions in the cover. Platoon two arrived on the far west side, hugging the small ruined building there, along with the Special weapon team. The Two Russs arrived in the centre, staking their claim to the table, the anti-tank squad to their east, the fire support squad to the west. The Russes concentrated their fire at the east assault marines, who had moved closest, killing 5 along with 3 of the devastators behind them.
Turn Two
The Marine turn two began with the assault marines advancing further. One moved into the central ruin alongside the tactical squad.
The marines’ shooting was a mixed bag. The central tactical squad’s massed bolter fire chased away the anti-tank squad, and the west squad killed 3 from P2S2. The Two Devastators targeted the Russes, but the heavy fire simply bounced off the armoured hull.
The assault marines attempted to engage the squad emerging from the woods, but their difficult terrain roll was just short. The Guard breathed a silent sigh of relief.
With the Grey Knights and Sentinels still missing, the Guard concentrated their fire on the dangerously close Assault squad, P1S1, P1S2 and P1 command aiding the disembarked Armoured Fists, wiping them out to a single marine, who still bravely stood their ground. The Russes and Fire support squad targeted the central ruin, causing some casualties amongst the Tactical squad and assault squad entrenched there. On the far west of the Guard lines, P2S2 tried to move into what cover they could find, very aware of the heavy bolter in the rocks ahead of them. The rest of the platoon snapped off some shots, with little effect. The Mortars managed to hit the Dreadnought that was Guarding the Land Raider, with very little effect!
Turn Three
The Marines continued their advance, the last man of the east Assault squad coming to an inch away from the Armoured Fist squad, revving his chainsword in a meaningful way…
The west assault squad pushed their way through the ruin, careful not to activate their jump packs when they were still out of range of the Guard lines.
The Devastators opened up on the tanks again, immobilizing one, despite the track guards. The west Tactical squad opened up on P2S2 again, but caused little damage, as did the Centrally positioned tactical squad against the fire support teams.
The lone terminator charged into the armoured fists, cutting down two of the squad. Their colleagues attacked en masse, dragging the marine down under the stabbing bayonets, then consolidated into the eastern ruins.
In the Guards’ turn, the Sentinels arrived near the eastern Devastators, autocannons blazing. The Grey Knights also arrived, but their teleport attack drifted too far, and the Ultras managed to divert them to a position right in front of the crusader! On the west flank, P2S2 decided enough was enough, and advanced, covering the Special weapon team with their three melta guns, while the P2 command squad moved up, virtually unnoticed. The Russes opened up at the central ruins again, but the shots drifted, a lucky shot smashing into the dreadnought guarding the Crusader, stunning it. The Sentinels’ shooting did nothing, so the drivers gunned the walker’s engines to assault the devastators, dragging them out of their firing position, but ending in stalemate.
Turn Four
The remaining assault squad gunned their jump packs and threw themselves into the air, one accidentally smashing into a construction spur and ending his life. They landed in front of the immobilized Russ, and their course was suddenly clear. The western Dreadnought, who had been picking its way forwards all day, suddenly reversed its position, and stormed north to attack the sentinels. The west Tactical squad wiped out the last of P2S2, suddenly realising that they had been outflanked by the two other advancing squads. The assault squad looked like they were going to hit the Russ hard, but turned out to only have Krak grenades, not the dreaded melta bombs. They managed to shake the immobilized vehicle, and destroyed the Battle cannon, but left themselves exposed in front of the Guard lines. The Crusader and the Tactical squad in the central ruins opened fire on the Grey Knights, killing three of the proud warriors. In the combat against the Sentinels, the Dreadnought’s arrival was their doom, both being wrecked with very little trouble.
The mobile Russ moved away from the assault squad, bringing it’s Battle cannon to bear, killing all but two of the assault squad. P2 Command and the Special weapon squad advanced again, the Melta guns opened fire, hitting and killing three, despite the rocky ground they sheltered in. The remaining two steeled themselves. P1S1 dashed from the cover of the woods into the short trench, while the P1 command squad ran west to try to get their plasma gun in range of the assault squad.
The Mortars finally found their mark on the Central tactical squad, hitting seven times, and killing two marines. The Grey Knights were too far away from cover and they readied themselves for the ordeal ahead.
Turn Five
The assault squad decided to stay with the Russ, and try to plant more explosives on it. The Crusader suddenly charged forwards, and unleashed the Ultramarine Captain and his retinue, charging straight for the remaining Grey Knights, and cutting all but the Justicar down. The rest of the Marines tried to cause more casualties amongst the Guard, with little result, but the devastators managed to shake both Russes.
The Guard on the west flank advanced still further, trying to get in range of the remaining Tactical squad members hidden in the rocks. Before the Melta guns could fire, the P2 Command brought their flamers to bear, and scoured the enemy from the rocks! Despite the P1 command losing their plasma gunner to an overheat, the Autocannons of the Fire support squad did their duty and killed the last of the assault marines on the battlefield. The Justicar shouted his defiance as the Captain cut him down.
But the battle was over, and at 5 Kill points to 3, the Marines had achieved a win.