Okay, here’s how it went. I won 8 to 6, but it was a VERY narrow victory. If Rex had killed one more member of my Green squad, he’d have scored two more VPs for a perfect tie. So really, I’d consider it a draw.
with Harlequin’s kisses, they should be able to march through just about anything other than berserkers in close combat
So naturally, I faced an entirely Khorne Army….
Kharn the Betrayer led the army, along with an Exalted Champion with Mk1 Plasma pistol and an Axe of Khorne on a Juggernaut(Rough Rider), a Mighty Champion in Terminator Armor with Lightning Claws and Praise of Khorne (Sandy Claws), and an Aspiring Champion with an Axe of Khorne and a bolt pistol (Chop).
Also, a squad of 6 Berzerkers with Chain Axes and Bolt pistols, a squad of Berzerkers with chainswords, pistols, and bolters, a squad of 3 Berzerker Terminators with chainfists, two reaper autocannons, and a flamer-bolter combi-weapon, and a Dreadnought with Havok Launchers, Twin Lascannons, Combi-Melta, and a ThunderHammer. Plus a Rhino with a Super-charged Engine (for carrying the terminators).
I deployed first, with a squad lined up behind a major source of cover on each half of the table. I placed my dreadnought and Laughing God toward the center, so they could quickly reach any terminators or super tough characters. I debated, and finally placed my jetbikes on my far left flank. I figured with a 35” move, they could probably reach the rhino on turn one to deploy their melta bombs.
Harlequin DeploymentThen Rex set up. He placed his dreadnought on his right flank (opposite my dreadnought), his chain-axe squad (led by his aspiring champion) next, with Rough Rider on his Juggernaut.
Berzerkers and JuggernautNext was his bolter-armed squad,
Berzerkers, and after a gap was Kharn, and on his far,
far left flank (as far from my jetbikes as possible, despite the fact that he knew nothing concerning my meltabombs) was the rhino.
Well, naturally, for first turn, I rolled a ‘1,’ so Rex went first. Nothing spectacular, he just moved everyone forward. His rhino sped toward the center of the board, and I harbored thoughts of turbo-charging my jetbikes his way to unload the meltabombs.
On my first turn, I measured for my jetbikes, and came up 8 inches short of his rhino. So I sent two down the flank, and sent the other three at fast speed down my lines to my right flank, so I could melta-bomb the rhino the next turn. My Avatar ran forwards, getting closer to the Termi-filled Rhino, and the blue squad on his side followed. My dreadnought ran into a patch of heavy cover, and my green squad ran into trees, leaving a couple members slightly exposed. My dreadnought had no visible targets, so no shooting went on.
Chaos Turn 2:
The Chaos Dreadnought Advanced, targeting my dreadnought with its lascannons, and aiming its Havok launchers at the green squad behind it. Rough Rider and his Juggernaut advanced to unload his plasma gun at green squad (I really need to come up with some names for my squads). Chop’s Berzerker squad advanced slightly as well, angling toward the center of the table. The other berserker squad crested the hill, but still found no targets. The Rhino advanced a whopping 4”, and disgorged Sandy Claws and the terminators, with the reapers deploying to the center (the better to hit my dreadnought) and Sandy himself and the Flamer terminator deployed closer to my Avatar. Thanks to hard cover, moving quickly, and holofields, my dreadnought and harlequins were all -4 to hit this turn, so the dreadnought missed, (though a havoc missile did hit close enough to kill a member of green squad on my left flank), the reaper-armed terminators missed, and Rough Rider’s Mk I Plasma Pistol misfired, inflicting a S2 hit (yeah, that’ll do some damage! Not!), jamming the weapon. The Avatar dodged the flamer, and no further shooting took place.
Harlequins Turn 2
After debating with myself for a minute, I decided to charge my Avatar at the Terminators (that was why I brought him, after all) I had my dreadnought charge Rough Rider (who was just closer than the Chaos Dread). I had the two jetbikes on my left flank perform hit-and-run attacks on the dreadnought, the two with Tuelan did the same to the (now empty) Rhino, and the last, armed with a Buanna, flew with the other two, but didn’t attempt a hit-and-run so he could aim his buanna at the bolter-armed berzerkers. As the jetbikes flew by the Chaos dread, the first took a Thunderhammer blow before he could place his charge. His refractor field failed him (out of 20 refractor field checks in the game, I passed about 3, only one of which actually managed to save my model). The second jetbiker managed to plant his charge, but it only blew off ablative armor before he too, fell to the thunderhammer. Two jetbikes flew by the rhino, placing charges, but only manged to create a couple of explosions inside the hull, neither of which managed to hit the driver. The last jetbiker unloaded his buanna at the khornate berzerkers, rolled 3 hits, and managed to wound only one berserker, who promptly rolled a 6 for his armor save. As the Avatar charged, the sheer terror of his presense brought a sudden sense of mortality into the hearts of the terminators, and they
turned turned and ran 12” back towards their own lines. Blue squad ran up behind the avatar, and green squad maneuvered into charge range of the chaos dreadnought. My dreadnought pounded Roughrider, but his displacerfield protected him, leaving him 4 inches behind my dreadnought. The Juggernaut was not so lucky, and was pounded 3 times, failed its saves, and melted back into the warp. My dread followed up into the Chaos dread, 2 inches away.
Chaos Turn 3
Kharn decided to charge the Avatar, Roughrider, deprived of his mount, still charged into the back of my
dreadnought. The rhino pulled around the hill to unleash two bolter rounds into my blue squad (killing one), and Chop’s squad moved toward the center, to unload their boltpistols at the jetbikes there in support of the other squad. Sandy Claws and his squad ran a further 5 inches, exhausted by their previous sprint, with Sandy and his flamer companion just making it into the cover of the boulder field, the two reaper-equipped members just behind. Both squads of Berzerkers fired on my bikes, and here my refracter filed managed to stop the one shot that actually hit a rider, while the other shots all pattered harmlessly off the body of the bikes. Roughrider ploughed into the back of my dreadnought, managing to rip both arms off, and damaging the engine. The Chaos
dreadnought crushed one of the legs off with its thunderhammer, and followed up towards green squad. Kharn, unfazed by the shifting colors of the Glimmersuit, managed to wound the Avatar twice, and took two wounds in return.
Harlequins Turn 3
Green squad decided to charge the Chaos Dreadnought (with the Leader going after Rough Rider), and most of Blue squad charged up to help the Avatar fight Kharn, while two of them charged the rhino with their krak grenades. My jetbikes stupidly forgot to move (okay, they weren’t stupid, I was), so they aimed at the berzerkers (missing completely), while the buanna jetbike fired on the retreating terminators, killing one with a reaper autocannon. The fight with Kharn resulted in a dead squad leader, but despite about 12 hits, Kharn made all his armor saves (or his rerolls for Praise of Khorne). The Avatar missed with all his attacks, but managed to dodge the blows Kharn aimed his way. The two Harlequins who charged the rhino managed to damage a tread (slow speed from now on) and trigger another internal explosion that, again, managed to miss the driver. On my left flank, green squad planted 5 krak grenades on the chaos dreadnought, blowing off the thunderhammer and lascannons, and causing the engine to burst into flame, immobilizing it. Plus they damaged the leg plates, making it miss its next turn’s movement (helpful, that.
) The squad leader failed to penetrate RoughRider’s armor, and fell to his Axe of Khorne.
Chaos Turn 4
RoughRider charged Green squad, the Terminators made it the rest of the way into the boulder field, and Chop’s squad moved closer to get more shots at the stationary jetbikes. Kharn was still tied up in close combat. The rhino took aim at the jetbikes, but failed to hit. The combined fire from the Berzerker squads brought down two of the three jetbikes (by killing their riders), but the buanna-equipped one managed to survive. The Avatar managed to finish of Kharn, and followed up toward the berserker squads. Roughrider killed two members of green squad (leaving 6), and they broke and ran, fleeing up and over the hill.
Harlequins Turn 4
The Blue squad charged the berzerkers, except for the two members trying to finish off the rhino, who charged it again. The lone jetbike, moving at slow speed, moved backwards, placing a grove of trees between it and the berserker squads. The Avatar moved closer to the berzekers, throwing a dagger that took out a member of Chop’s squad. Green squad continued running away, making it back to their original position. With a hill and forest between them and Roughrider, they were temporarily safe. The jetbike popped up (having moved at slow speed) and loosed another salvo at the terminators, but failed to bring any more of them down. Only four members of Blue squad made it into combat with the bolter-equipped Khorne squad, and they managed to kill 2 of them (2+ armor is just too tough for Kisses to easily penetrate, even with a -1 save mod). The squad held firm, however, and refused to break.
Chaos Turn 5
The Khornate squads both countercharged my Harlequins, and Rough Rider chased the broken Green squad, but failed to crest the hill between them, leaving them hidden from view. The Rhino took another shot at the jetbike, but failed to wound or penetrate. Chop and the berzerkers killed all but three of Blue squad (including the two still back by the rhino) but they held firm, and refused to break. The terminator squad, finally finding itself in cover, held tight and managed to rally at the end of the turn.
Harlequins Turn 5.
The Avatar charged the berzerkers, the lone member of blue squad charged also, while his two companions again assaulted the rhino. Green squad, finding itself in cover, went into hiding. The jetbike popped up and fired at the terminators, but a 2+ save on two dice, combined with poor to-wound rolls, kept them all on their feet. The Avatar killed two berzerkers, breaking their squad, and the two members of Blue squad finally managed to blow a track of the rhino, while another internal explosion missed the driver (again!). At least it was pretty much out of the game, now. Now I just had to get Blue Squad back in coherency. Green squad rallied, and that ended the turn. We play random games lengths, and a roll failed to yield a 4+, ending the game.
Final Score: Harlequins: 8 Chaos: 6
Even though I won, if Rex had killed one more member of Green squad, they would have been reduced to 50%, gaining him another 2 VP’s resulting in an even tie. So we both considered it a draw. We didn’t have any missions (didn’t even think about them until the middle of turn 2). I think my jetbikes suffered the worst luck, as well as the worst of my stupidity. Four of my jetbikes accomplished nothing but the removal of ablative armor on the Dreadnought. One of them did go out-of-control after the rider was killed, and hit a terminator, but no damage was done. The other managed to kill a single terminator. Most of this was due to stupidity on my part. First, I deployed them on the far left. If I’d put them in the center, they could have hit the rhino before it unloaded, perhaps killing a termi or two. I also charged the Buanna-equipped one way forward, when I should have kept it back, and done pop-up attacks from afar. Then I forgot to move them, which made them easy prey for the berzerkers.
Actually, my dreadnought performed pretty poorly as well, killing only a 50pt juggernaut. I think that was mostly bad luck, as it’s done quite well in previous battles. Still, anyone who gets caught between an exalted champion and a Thunderhammer-equipped dreadnought is in big trouble any way you look at it.
The Avatar performed well, tying up Kharn for a few turns before killing him, which I felt was okay considering the Avatar costs 270 points, compared to Kharn’s 215. The only reason I won the combat was because of the multiple wounds inflicted by the Blades of Vaul. And a -4 save mod doesn’t hurt, either. Even with Praise of Khorne, Kharn still needed 6s to save, giving him a 25-in-36 chance of failing his save.
Another mistake was failing to use my Laithiriar (Neuro disruptor) on RoughRider when I had the chance. It was the best shot I had of taking him down after the dreadnought fell, and I botched it. That would have earned me another 3 VPs, and left my harlequins in position to assault the berzerkers.
On a side note, Rex does have a chaos dreadnought, but it's still in assembly stages. Then we can "say good-bye" to the Ronald McDonald lego eye-sore.