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PostPosted: Mon Jan 11, 2016 7:33 pm 
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Joined: Thu Mar 21, 2013 9:36 pm
Posts: 54
Hi there

Quick battle report of my last 1000 pts game. This was the third act of Roberto Feltordo's campaign for us. Simple but funny.

Previously, on Warzone:
Roberto Feltordo, the Archangel, had crashed beyond ennemy lines on Mars. During the first act of the campaign, he was captured by the Dark Legion forces. Second act saw his Brotherhood brethren rescue him. Now to finish the campaign, the Brotherhood army must escort Roberto to a working Icarus landed nearby an ennemy base. If he succeed, he will be able to leave the place and give some shooting on the Legion before. My mission is to prevent that by killing him.

Deployment:
Image

Brotherhood army:

1 Sacred Warrior custom Warlord with 2 Guardia Oblati

2 x 5 Sacred Warriors

2 x 5 Troopers lead by an Inquisitor, Roberto joins one squad

1 x 3 Inquisitors

1 x 7 infiltrated Mortificators

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The Dark Legion:

Alakhaï the Cunning, Nepharite Warlord (named character)

2 x 5 Nécromutants (one squad is played with partially painted undead legionnaires to make it easier to recognize)

1 Necrobeast Rider

1 Praetorian Behemoth

1 x 2 Praetorian Stalkers with Scythe of Semaï HMG, held in reserve to use Rapid Deploy rules.

1 x 2 infiltrated Praetorian Stalkers with Reaper of Semaï

So i'm quite outnumbered here, but with several big guys. A good way to see what they have in stock.



Stalkers infiltrate nearby the plane Roberto must reach, forcing Mortificators to infiltrate far from it...
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... And then redeploy on the other side of the plane, thanks to Alakhaï tactician abilities, letting them stay at good distance of the assassins but still close to the objective
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Turn 1:

Since the Legion must prevent Roberto from reaching the plane in order to kill him, Alakhaï immediately summoned a Call of Corruption. Combined with the Strategy Card Strangulation of Algeroth, the Brotherhood will start by walking slowly and cautionnously.
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In the mean time, Necromutants get in the ruins to have good line of sight on the plane, and even draw first blood by killing a Trooper. Stalkers are blessed with a Genetic Reconstruction.
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Hidden in the woods (lower right corner), Mortificators disappear in the Void, waiting for the best time to strike the ennemy to the heart.
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Turn 2:

Alakhaï takes position close to the Jetfighter, decided to slaughter anyone fool enough to come, et summons again the Call of Corruption. On the same time, the Behemoth receives a Dark Blessing, and unload his ammos on an Inquisitor.
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But the Inquisitor endures the shooting without sufferins any injuries, and then he and his brethren proceed to the execution of a Stalker. The second Stalker engages the Sacred Warriors in an attempt to block the Brotherhood front line.
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Counting on the Call of Corruption to kill several Sacred Warriors, the Necrobeast Rider charge on to them to start the killing job. Unfortunately, none of its attacks will manage to pierce their awesome defense.
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Since the Necrobeast is well handled by the Sacred Warriors, the Mortificators get out of the Void and take good position to storm on the Legion.
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Several Necromutants are shot down by the Brotherhood forces.
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And suddenly, everything falls. Forgetting to protect Roberto, the Brotherhood forces are not ready for the attack of the Stalkers storming from another dimension. A young Trooper tries to protect the pilot but is swiftly killed, before Roberto himself get cut in two parts by the Scythe of Semaï HMG
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Turn 3:

The Brotherhood answers to the death of their pilot with a zealous fury. Stalkers responsible for Roberto's death are slaughtered by the Inquisitors right away.
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And Sacred Warriors slay down the foolish Stalker who thought he could stop them alone.
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On the other side of the battlefield, their brothers are tearing to pieces the Necrobeast Rider, losing one them to the Call of Corruption.
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Although victory is his, Alakhaï must now try to survive to savour it. He has already summoned the Call of Corruption at the feet of the Sacred Warriors. Time to engage Mortificators! But their fury seems to know no limits, and the assassins manage to dodge almost every attack, losing only one of them to the hand of the Nepharite.
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Remaining Mortificators not charged by Alakhaï destroy almost every Necromutants on their way with their Blessed Frag Grenades. The Behemoth decides to get in the game. However, disappointed by its Decimator Handcannon, he chooses to reap off some part of the building to bury the assassins under, killing one of them.
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Elite troopes of the Brotherhood are ready to claim vengeance upon Alakhaï the Cunning...
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Turn 4:

... But most end up smashed under a rain of rock! Reacting quicker than everyone, the Behemoth reap off two big chunks of building with his four arms and smashes a Guardia Oblati, two Troopers and hurt an Inquisitor with it. (Note: Behemoth was not the last activated unit on turn 3 and first on 4, but since i don't exactly recall the right order, i try to make it funny to read ;) )
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Unfortunately, it is not enough to save Alakhaï. Although the Nepharite endures combine assaults of the ennemy Warlord and his bodyguard, he ends up with the Mortis sword of a Mortificator through his back. Once again, the Brotherhood assassins honor their reputation of ultimate predators.
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The behemoth will also end up dead, attacked by the remaining Mortificators but mostly shot down by every weapon the Brotherhood had. Their forces don't hesitate to kill the brave Mortificators by friendly fire, determined to kill the beast whatever the cost. Someone will surely pay for that later...



We decided to stop at this point. Most of the Dark Legion forces are dead, and Roberto is dead.

The game itself was great. Obviously not thanks to the scenario which is extremely basic (you may say plain stupid..), far too hard for one side and easy for the other (and it could have been easier if i played Razides). Yet it could have been harder if Plum had been more careful with Roberto. He forgot to stick him with enough allies to take shots for him, and neglicted Sentry actions. But let's be honest, having to shoot one poor guy for major victory is just foolish. That's why we kept the game going after his death, we never counted on him to make the game last ^^

Nevertheless, we were able to see new units in action. Alakhaï the Cunning, former stupid close combat too expensive machine, is now quite cool. Not invincible, as every Warzone characters, but a good surprise. I'll enjoy fielding him in the future, which is good news since the new miniature is really beautiful and so will join my collection.

Behemoth is also playable now, and he is very funny to play with. Yet i'm still not sure if he's worth its points. His shootings are far from being as dangerous as its cost would mean to you. He probably deserve a second test though, since his close combat abilities seem interesting too. Maybe a good use of both is a way to use him. We'll see.

However, close combat Stalkers were as disappointing as expected (see what i did here ? ^^ ). Shooting version with Rapid Deploy is extremely expensive, but at least put pressure on your opponent big time, and are outrageously effective against heavy and expensive vehicules. Yet their effectiveness depends highly on your cards, since their dreaded flamers are effective only against vehicules, unless you draw the good card to bring death to infantry. Long story short, i'm still not sure they are worth the points.

On the Brotherhood side, we mostly took pleasure seeing Mortificators in the heart of action. Since their grenades are highly boosted against Legion, they usually just bomb away. This time they draw their swords to take the head of a Nepharite, much more serious! The ending against Alakhaï really surprised me, it was a very epic and cool moment.

Inquisitors are still great. Tough, hard hitting and versatile as hell, they may be the nastier unit in the army in my opinion.

Sacred Warriors are still good with their impenetrable armor of 14, but they are not the death roller they were with their 2 wounds. Cost reflects that, but it is not the same unit any more. I think it is better this way, since they are only humans and basic troop unit after all. Moreover, they still hit hard and are more resilient than most.

Question remains about Guardia Oblati. Great caracteristics and skills, but still we never see them doing anything in particular. Feels like it's a very complicated unit to play effectively.

Good news is, after three games, we love the new faction rules. Much, much better. :D

Some more pictures and details on my blog :)
http://unpaintedminis.canalblog.com/arc ... 98260.html


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PostPosted: Tue Jan 12, 2016 2:24 am 
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Joined: Mon Aug 12, 2013 5:38 pm
Posts: 344
Location: Indian Land SC
Great report!


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