(Game 4 Continued)
Imperial Turn 4
A Lascannon Team finishes the Brass Scorpion, and it ignites into a massive apocalyptic explosion of four inches. Two Guardsmen don’t think it’s funny as their flesh is ripped from their bones. The explosion also ruins the sewer entrance beneath it. With most of the big stuff dead, the weapon teams turn on the Psykers, and kill four of them plus their handler.
The mortars rain down on the Khornate Mutants, killing several and pinning the survivors. The Unmarked Mutants are also badly hurt, but are not pinned. One Chaos Spawn is also killed by a nearby Command Squad, leaving one survivor.
One Squad finally breaches the final defence line, but just fails to reach the Psykers in assault. A Chimera also barges through the defence line, ready to act next turn.
Chaos Turn 5
The Rogue Psyker begins to twist and contort, as purple feathers begin to sprout. His bones grind and crack as he grows, the Lord of Change occupying his flesh ripping its way out, casting aside its loyal servant as if it were nothing. It immediately rends asunder the Guard Squad that dares approach it.
The Spider Mutants surge out at a Command Squad encroaching their area, killing them between their flamers and assault.
In the back, the Unmarked Big Mutants recycle through the sewers, and charge up the Skyshield to engage a Lascannon Team. They win the combat easily, but the weapon crew hold their ground. Nearby, the Big Mutants of Khorne and Sentinels continue their prolonged combat.
The last Spawn charges a Command Squad, killing one and taking a wound. The remnants of the Nurgle Mutants charge the Chimera, but their frag grenades cannot find a weak point.
Imperial Turn 5
The Vendetta surges halfway down the board, while the Valkyrie who was further down, lands behind the objective. The Chimera also moves to the objective, and supporting infantry moving up in its wake destroy the Nurgle Mutants that attacked it last turn.
Long range fire slams into the Lord of Change from all angles, and though its defence is mighty, it suffers three wounds.
Advancing Squads kill two of the Spider Mutants, then charge in and kill another, but lose two in return. The last Chaos Spawn finally dies to the officer’s power fist. The Big Mutants of Khorne finally wreck a Sentinel, and the Unmarked Big Mutants finish off the Lascannon Team, but lose a member as they do so.
Chaos Turn 6
The Nurgle Mutants arrive from the most convenient area, quickly moving to re-support my objective. The Khornate Mutants charge the Valkyre, but lobbing frag grenades is not a good way to kill an aircraft.
The Unmarked Mutants and Lord of Change assault the Chimera (after a meaningless Bolt of Tzeentch) but the Daemon misses clean.
The Spiders kill another Guardsman. The Big Mutants charge across the Skyshield into the next Lascannon Team and kill them all. The Khornate Big Mutants suffer a wound and are subsequently run down by the Sentinel.
Imperial Turn 6
The Sentinel steps on the nearby manhole cover, and the Vendetta lands on another. The Spawn killing Squad lock down a third. Only two spawning points are left.
Anti-climactically, the Lord of Change is killed by lasgun fire, taking TWO wounds, no less. This frees up other Squads to kill the Unmarked Mutants. Similarly, the Unmarked Big Mutants are torn apart by the heavy weapon teams. The Psykers too, are finished off.
Storm Troopers disembarking from the Vendetta move into the Spider Mutants, slaughtering them.
With the Valkyrie and Chimera on the objective, some fire goes into the Nurgle Mutants, and a few die.
Chaos Turn 7
With so many manholes closed, neither Big Mutant squad is able to come in, thought the Unmarked Mutants appear and wipe out a squad of remnants.
The Nurgle Mutants kill two Storm Troopers with their lasguns. The Khorne Mutants bounce from the Chimera’s hull.
Imperial Turn 7
Guard pour onto the objective, and massed fire from Veterans and Infantry and Storm Troopers slays the Khorne Mutants and forces the Nurgle Mutants to flee.
The Unmarked Mutants take grievous losses to the Mortars, but a few remain, my only models left.
Two Veteran Squads are on the objective.
The Imperials Win!
Well, first off, that was an awesome board to play on. LatD make for an interesting dynamic with Guard, with so many poor quality units on the board. It makes me want to put more effort into increasing the armies’ size.
The mission was interesting. The mismatch was largely due to the fact that my army wasn’t big enough, so we’d use the sustained assault rules to compensate. I loved having the Scorpion burrow. It seems like all scorpions dig in the movies.
I’m sorry if the report doesn’t focus on the Guard enough, but with so many Squads running around it becomes difficult to keep track of them, particularly in writing.
Amadeus slammed his fist on the desk, shattering it beneath his gauntleted fist.
He had been wrong to trust the Mutants to get the job done, but at least they were completely expendable. Still plenty more of them. Soon he would find out how Kuras’ expedition went.
He removed his armour piece by piece, until he stood naked in his chamber. His skin was marked with blasphemous runes, icons of the dark gods. He took his small scalpel and continued cutting, making the next symbol in the chain. It already wound around his back and down his left arm. He would need to complete it soon.
Sforza sat back with something of a feeling of triumph. But it was soured by the reports of the Chaos Cultists. The corruption here ran far deeper than he ever imagined.
Was Amadeus in league with them? Was he a heretic? It seemed far too likely now. He turned his thoughts to the task of the second crystal. His favour had just arrived.
The Strike Cruiser ‘Vulkan’s Hammer’ had just made orbit.