Cadian 74th, 3rd company 1500 Pts - IG: Custom Doctrines Army
Doctrines
Skills and Drills: Iron Discipline
Regimental Organisation: Drop Troops
Allow StormTroopers
Allow Special Weapon Squads
Allow Heavy Weapon Platoons
Command Platoon (HQ) @ 234 Pts
4 Command Squad @ [96] Pts
Laspistol and CCW (x2); Grenade Launcher (x2)
Captain Krell(Senior Officer) @ [75] Pts
Plasma Pistol; Power Weapon
Carapace Armour [5]
Iron Discipline
6 Special Weapons Teams #1 @ [75] Pts
Lasguns (x4); Meltagun (x2); Demolition Charge
6 Special Weapons Teams #2 @ [63] Pts
Laspistol&ccw (x4); Flamer (x2); Demolition Charge
9 Storm Troopers (Elites) @ 176 Pts
Infiltrate Ability; Hellguns (x7); Meltagun (x1); Plasma Gun (x1); Frag
Grenades; Krak Grenades
Storm Trooper Veteran Sergeant @ [57] Pts
Infiltrate Ability; Plasma Pistol; Power Weapon; Frag Grenades; Krak
Grenades
Honorifica Imperialis [25]
9 Storm Troopers (Elites) @ 124 Pts
Infiltrate Ability; Hellguns (x7); Flamer (x1); Grenade Launcher (x1);
Frag Grenades; Krak Grenades
Storm Trooper Sergeant @ [11] Pts
Infiltrate Ability; Close combat Weapon; HellPistol; Frag Grenades;
Krak Grenades
Infantry Platoon (Troops) @ 299 Pts
4 Command Squad @ [61] Pts
Laspistol and CCW (x2); Grenade Launcher (x2); Iron Discipline
Lietnaunt Nareen(Junior Officer) @ [40] Pts
Close combat Weapon; Laspistol
Iron Discipline
9 Infantry Squad #1 @ [85] Pts
Missile Launcher; Lasguns; Plasma Gun
Sergeant @ [6] Pts
Lasgun
9 Infantry Squad @ [85] Pts
Missile Launcher; Lasguns; Plasma Gun
Sergeant @ [6] Pts
Lasgun
9 Infantry Squad @ [66] Pts
Lasguns; Flamer
Sergeant @ [6] Pts
Lasgun
Sentinel (Fast Attack) @ 40 Pts
Heavy Flamer
Sentinel (Fast Attack) @ 40 Pts
Heavy Flamer
9 Armoured Fist Squad (Troops) @ 159 Pts
Lasguns; Flamer
Sergeant @ [6] Pts
Laspistol and CCW
Chimera @ [93] Pts
Multi-laser; Hull Heavy Flamer
Extra Armour [5]
Smoke Launchers [3]
Leman Russ Battle Tank (Heavy Support) @ 155 Pts
Battle Cannon; Hull Heavy Bolter; Heavy Bolter Sponsons
Heavy Weapon Platoon (Heavy Support) @ 272 Pts
4 Command Squad @ [82] Pts
Missile Launcher; Lasguns (x1); Plasma Gun (x2); Iron Discipline
Lietnaunt Dask(Junior Officer) @ [42] Pts
Close combat Weapon; Laspistol
Surveyor [2]
Iron Discipline
6 Fire Support Squad #1 @ [95] Pts
Autocannon (x3); Lasguns
6 Fire Support Squad #2 @ [95] Pts
Autocannon (x3); Lasguns
Models in Army: 103
Total Army Cost: 1499
Opponent used similar army to last time for most part.
fallen Inquisitor(chaos lietnaunt) with man reaper, daemonic speed, daemon strenght, furious charge
2 units of 15 mutants, both with mutant bosses.
SEVEN big mutants with 2 heavy stubber...GULP! Rest with firearms
3 traitor squads. 2 had missile launchers and plasma guns and one(only 5 strong vs 10 of others) had heavy bolter and sniper rifle.
3 nurgling bases
7 furies
leman russ with trio of heavy bolters
basilisk with indirect fire
5 spawns
Forrests and hills scattered around, important one being hill around center and forrest on south-west. Also important one was building and 2 fences near the edge I put my forces. He opted to use big traitor squads and one mutant squad as summoners(oh dear). Basilisk was on south-west, close to forrest. Leman russ was on east, spawns on west, nurglings on north-east and rest scattered around.
Looking at all the sentries I opted to forego the sneaking mode. No realistic chances of avoiding detection with the size of my army. So storm troopers infiltrated 12" forward, harder squad on north(I came from west), softer on south. AFS on south as well. Autocannons on center, screened by larger squads. Around there also heavy weapon platoon command. Flamer squad and infantry platoon command were front of them ready to advance. Bit north was leman russ. Command platoon + sentinels ready to deep strike.
I won first turn, much to my relief
IG #1:
Storm troopers, flamer squad + command and AFS advance 6" forward. Shooting. Wary of spawns(those things are pain in the ass) I blasted at them with central shooting, leaving only 1 alive. Multi-laser from chimera blew out the basilisk(blessed open top. Otherwise weapon destroyed but he could have used it as mobile screen. Even immobilised would have been preferable). No other damage but basilisk + 4/5 spawns wasn't that bad begining.
LATD #1:
His army surged toward west with mobile stuff. Shooting. Sniper rifle pinned flamer squad...DAMN! This left command squad dead in the water as well. Russ blasted 3 storm troopers with heavy bolters. No other damage of note.
IG #2:
Storm troopers on north advance, on south they advance behind the forrest. AFS creep 6" forward(should have moved full 12", forgot game could end early). Oh and sentinel came in and landed near one traitor summon unit. Shooting. Leman russ opened with big gun toward mutant summon unit but 2" scatter made less of impressive result of 1 dead mutant. Atleast got 2 mutants from second unit but annoyingly the 1 to wound roll saved the icon there(second icon was bit further from me). Sentinel fried 3 traitors from summon unit. Missile launcher squad blasted the spawn. Storm troopers on north killed 2 traitor from sniper unit, rest fled.
LATD #2:
Furies come up, aparantly bad scatter but ended up nicely as it allowed to assault northern storm troopers. Leman russ rode to west blocking my LOS to summon mutant unit. #"!#@£&!!! Clever move but gave me one hell of a headache. Shooting. Not much at all. Heavy stubbers of big mutants fell sentinel, nothign else of note. Combat. Only veteran sergeant was left alive with 1 wound remaining...
IG #3:
Rest of reinforcements arrive. Sentinel scatters lousily, straight middle of southern traitor summon circle and dies. Command platoon comes in but lousy scatter rolls as well...Only the flamer special weapon squad ended in position where it was worthy threat. Anyway flamer squad and command squad at center keep advancing. Storm troopers on south enter the forrest. AFS advanced 12" forward and popped out smokes. Shooting. I blast at non-summon mutant unit with practically everything, leaving ~4 alive and they ran. Flamer special weapon squad aimed at big mutants. Demo charge killed 2 and flamers then proceeded to cut traitor summon squad in process of aiming at big mutants who convinienty were conviniently far away that getting the max 1 out of them allowed 2 flamers to burn some traitors leaving them only 4 strong
Now comes big shot. Leman russ aimed at big mutant unit covering 3 completely. Then scatter roll...6" scatter...Straight toward chimera...Front armour hit...Glance...6...
Bleah! Own chimera destroyed by leman russ. I should have just used heavy bolters. To add insult 4 trooper died to blast as well. Sigh.
And in assault storm trooper veteran sergeant died easily.
Alright. Second mutant unit wiped out, one summon circle dead, second looking definetly threatened and I have several units scattered around. But loss of chimera really, REALLY hurt. Had opponent been unable to deal with it I could have moved in and flamed at big mutant squad dropping their numbers dramatically. Sigh.
LATD #3:
Furies charge toward shooty squad #1 on my west. Shooting saw death of melta squad by leman russ heavy bolters. Assault. Inquisitor into my south storm trooper squad, big mutants at my flamer special weapon squad, nurglings at my command squad(the one with captain). Everywhere assaults go badly. Furies broke my unit and contacted second autocannon team. Nurglings killed 2 of my guys but I held. Inquisitor killed 3 storm troopers and I held. Big mutants atleast lost 1 of them but I still lost. Remaining 3 held though.
IG #4:
Flamer squad and command platoon move in and engage the russ as well(extra move). Heavy weapon platoon covers the second autocannon team from furies(I figured he might otherwise engage them with furies and cover summon circle with his own russ). Leman russ moved 12" to north-east to get better view on the enemy. Shooting. Wery little. Dropped 2-3 mutants from summon unit. Combat. Big mutants finished opposition, as did furies, Inquisitor didn't clear opposition and infact got too close for opponents comfort of dying(I caused 4 wounds to him!). Nurglings finished basic guys and captain ran.
LATD #4:
Minor shufles around, furies tried to engage the russ's back. Shooting saw death of flamer squad(russ opens up on point blank with 3 heavy bolters. No suprises!). Command squad loses 2 and runs as well. Nurglings charged the captain. Hit none, I caused 2 wounds but no harm from instability.
IG #5:
Things are getting hot. Command squad retreated but could just about make mutants so popped one with well placed krak grenade. Leman russ opened fire on them as well. Ended up having 3 maybe rolls. IF I kill 2 of them game is mine. Alas only 1 died.
LATD #5:
Inquisitor went and dealt with command squad. Furies go to block LOS from russ(god damn!). Nurglings move to do the same thing. Small 3 traitor squad do that too! Big mutants move to cover LOS from AF squad! God dammit. Throwing everything to protect the summon circle(smart move obviously).
IG #6:
Alright. Leman russ drew 12" ahead, hoping game goes on for another turn. Autocannon, shooty squad and command squad open up on screening units dropping them all.
LATD #6:
Furies prepare to charge russ'es rear. Big mutants move to otherside of small circle, now in return blocking LOS from russ. However proved unneeded when russ was destroyed by furies...Drat.
And game ended anyway at this point. Victory to chaos, by one small mutant surviving. One of the closest games of 40k I have had in a while. Normally at turns 4-5 it's clear to see who's winning but here everything hang to balance and it was matter of how long game goes on(and wether furies can stop the charging leman russ
However opponent also defended wery well and his army had nice selection of units which he could use to defend effectively against army like mine. Tough game. Which is just the way I prefer it