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Summer in the City
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Summer in the
City--Battle 2 by
Patrick Eibel and Kenton Kilgore
“Urban Assault” is another scenario from Codex: Cities of Death. Each player selects a building to defend and the other player tries to take it. Like most C: COD missions, it sounds much simpler than it actually is, as Pat and I learned. Like the other games in this campaign, we played this at the Omega level, meaning that the Random Game Length and Dusk and Dawn conditions would be in effect, and that each of us would have three cityfighting strategems at our disposal.
“The Empire” (1999
points of Daemonhunters) by
Again, according to the rules of the campaign, I had to bring my MVPs to the next battle: the Justicar with his auspex and four Grey Knights (two of whom packed psycannons) came to 202 points. As for the rest of my army, I brought:
(1997 points of Chaos Space Marines) by
Also per Codex: CoD, we declared our cityfighting strategems. I chose Infiltrate, Ammo Store, and Booby Traps. My plan was to infiltrate all my Chaos Space Marines, hold up in my building, and use the extra ammo and the booby traps to keep Pat’s guys out. Pat chose Deep Strike (for the Grey Knight Terminators and Grey Knight Squad 4), Combat Engineers, and Fortifications (for his main building).
We had left the terrain the same as the previous game. Pat won the roll to pick deployment quarters and set up the Inquisitor (and crew), Grey Knight Squads 1 and 2, and the Dreadnought in the building he chose to defend. He put Grey Knight Squad 3 (with the useless Tank-Hunter skill) in the building next door. He also put the Chimera and the Storm Troopers near the center of the board. He kept his Grey Knight Hero, Terminators, Callidus, and Squad 4 in reserve.
I deployed all of my Marines on his right flank, as close as possible while still staying in cover. He used the Callidus’ A Word in Your Ear ability to move my Havocs with flamers back 6", but they were still in cover.
None of Pat’s auspexes spotted my guys, so there was no pre-game shooting. The Emperor’s Tarot gave Pat +1 on his roll to see who went first or second, but I rolled a “6” and went first.
Pat’s forces shifted for better firing positions: Grey Knight Squad 3 moving over inside their building, the Chimera backing up 6", and the Dreadnought moving away from the Chaos Marine advance. The Dread’s twin-linked lascannon missed the Chosen, but its missile launcher hit: alas for Pat, my guy made his cover save. Vader attempted to use Scourging on them, but the Chosen were juuuuuuust (perhaps ¼ of an inch) out of range. Grey Knight Squads 1 and 2 inflicted a total of 8 Wounds on the Chosen, but I made all my saves. Just when I was feeling cocky, however, the Chimera’s heavy bolters dropped two members of Havoc Squad 1.
Determined not to let this go unavenged, the Lesser Rakshasas (Daemonettes) and Ghost Tygers (Flesh Hounds) charged Vader’s retinue. Vader’s flunkies went first (because they were in cover), killing four Daemonettes and one Flesh Hound. The daemons then slew eight of Vader’s retinue, and the Inquisitor Lord opted to automatically pass his Morale check and stay in the fight with his two remaining henchmen.
On Pat’s turn, the Grey Knight Hero, his Terminator retinue, Grey Knight Squad 4, and the Callidus all come in from reserves. The Grey Knights teleported in to confront the oncoming squads of Chosen, Havocs, and Bloodletters; the Callidus appeared behind the Chosen. The Chimera backed up another 12" and the Storm Troopers dismounted.
In the Shooting Phase, the Storm Troopers lit up Havoc Squad 1, killing four of them. The Dreadnought also fired at them, killing another one. The Grey Knight Hero and his bodyguard fired at the Bloodletters, killing two. Grey Knight Squad 3 also fired on those daemons, but didn’t bring down any. Grey Knight Squads 1 and 2 fired at Shamshir Talatra (who was the closest target), and managed to kill his Chaos Hound (poor Panja the Tiger!) and wound him once. Grey Knight Squad 4 and the Callidus fired on the Chosen, with no success: the Chosen made their saves against the incinerators and storm bolters, and the neural shredder failed to wound.
The Callidus then charged the Chosen, killing two of them before they hacked her down. Vader used his Destroy Daemon power, but managed no kills. The Daemonettes killed the last remaining henchmen, and, because none of them were actually in base-to-base contact with Vader, consolidated towards the Storm Troopers*
*We found out later that this was incorrect: the Daemonettes should have formed in around Vader.
In the Assault Phase, the Chosen and a whole bunch of daemons charged a whole bunch of Grey Knights. Grey Knight Squad 1 killed four Lesser Rakshasas (Daemonettes) that had stormed their building, but then lost three of their own and held on (being Fearless, and all) to continue the fight. Daemonettes killed all four Grey Knight Termie bodyguards, but before they went, the Good Guys (including the GK Hero) pasted two Daemonettes and four Bloodletters. Grey Knight Squad 4 wiped out the Chosen but got hammered by the Bloodletters, losing three guys. Back at Pat’s fortified building, Vader killed a Ghost Tyger (Flesh Hound), but lost a Wound.
On my turn, Shamshir Talatra had bricked a difficult terrain test to reach the Grey Knights in the building, and now Pat made him pay for it. Grey Knight Squad 2 moved to the edge of the building and shot him dead. The Dreadnought and Grey Knight Squad 3 combined their fire to shoot dead six Daemonettes from Lesser Rakshasa Pack 2, and the daemons lost another one to a failed Instability check. The Chimera drove into the building that Havoc Squad 1 was in and fired, killing two and leaving only one Chaos Space Marine from that squad.
In the Assault Phase, the Ghost Tygers wounded Vader again, but the Inquisitor Lord hacked down two of them. Rakshasas whaled on the Grey Knight Hero, but he survived, only losing a single Wound. The forces of Chaos had better luck against the rest of the Grey Knights, killing the rest of Squad 1 and Squad 4. Lesser Rakshasa Pack 1 swept into Grey Knight Squad 2.
Pat pulled back his Chimera, firing as it retreated, killing a Daemonette. Grey Knight Squad 3 fired again on Ghost Tygers, killing four and costing them another one from a botched Instability test.
We rolled the Loyal Green Die™ to see if the game would go on, but Fate demanded that the game ended there. Because neither of us held the other fellow’s building,* the game was a draw.
*Daemons that return to play by the Sustained Attack rule do not count as scoring units and cannot hold objectives. Thus, though Lesser Rakshasa Pack 1 was in Pat’s building, they did not count as holding it.
Earned, Game 2
Earned, Games 1-2
by Patrick Eibel
First, I chose poorly when selecting a building. I chose a building that had a wide platform underneath to accommodate the Inquisitor and retinue, but the building was right on the edge of my deployment zone. I totally spaced on the fact that this meant that daemon units that were recycled could end up charging right into the building with a good terrain roll. Coupled with Kenton’s infiltrating units starting 18" away from the start, and I knew I was in for a long day.
My initial plan was to hold my building with the psycannon units and the Inquisitor, and have the Storm Troopers move toward the target building and have the teleporting units home in there to claim it. However, my poor deployment meant that I was going to be overwhelmed in my building far too quickly, which would leave it empty for Kenton to claim. Just bad all the way round, and it resulted in the much-too-expensive Terminators getting wiped in two rounds, just like the last game.
The only thing that saved me (quite literally) was all of the toys the Daemonhunters get to play with. The GK Hero and Vader each had lots of stuff to help them go toe-to-toe with the daemons (although I got confused who had what at times), which helped to prolong the combats long enough that supporting units could get into position. Normally, I am against spending a lot of points on one figure, but in this case it was warranted.
However, spending 120 points on the Callidus was a plain waste. The “Word In Your Ear” ability really had no effect, and a 4+ invulnerable save just doesn’t last long against a squad of Chosen. A Daemonhunter army is usually outnumbered because of how expensive they are, and bringing expensive individuals just makes it worse. Next battle: no Assassins!
Now, if you'll excuse me, I have to think of a cunning plan that can get totally botched for the next battle.
by Kenton Kilgore
I had some smaller mistakes which also contributed to not winning. Once again, I stuck the Chosen out front where Pat could shoot at them. I forgot to use any of the Aspiring Champion Sorcerer’s psychic powers. I also managed to get Shamshir Talatra killed, this time by making him the closest target and by failing to move him into close combat (where he is a beast) as soon as possible.
console myself with the thought that this was only my second real game
with this army (I’ve played a practice game before with my daughter, Beth),
my first time playing “Urban Assault,” and the second time I’ve played
using the Cities of Death rules. But I’m going to have to improve dramatically
if I hope to have any shot at winning this campaign. I’m down by 10 campaign
points with one game left to go: I’m going to have to beat Pat in the next
game (no easy task) and rack up some bonus points by killing Vader, waxing
most of his Troops, and getting into his deployment zone. This won’t be
Posted: July 2007
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