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Summer in the City Introduction <> Battle #1 <> Battle #2 <> Battle #3 <> Final Thoughts Summer in the
City--Battle 3 by
Patrick Eibel and Kenton Kilgore
“The Gauntlet” was to be our last mission for this campaign. As detailed in Codex: Cities of Death, one player was the Attacker, trying to move as much of his army as possible off the board; the other player was the Defender, trying to stop the other guy in his tracks. Pat and I decided that it made more sense from a narrative perspective if I was the Attacker and he was the Defender. Reeling from the casualties they had suffered, my Chaos Marines were trying to flee the city, while Pat’s Daemonhunters were determined to wipe out the heretics. 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” (1501
points of Daemonhunters) by
Patrick Eibel
The campaign rules state that I had to bring the Game 1 MVPs (Grey Knight Squad 3, with the randomly-rolled Tank Hunter ability that was worthless against Kenton’s vehicle-free army) and the Game 2 MVPs (Vader and Friends). So I did, as you see below:
“Fearful Symmetry”
(1500 points of Chaos Space Marines) by
Kenton Kilgore
I brought:
Setting Up
Also per Codex: CoD, we declared our cityfighting strategems. I chose Infiltrate, Demolition, and Combat Engineers. Pat chose Ammo Store, Booby Traps, and Demolition. We had left the terrain the same as the previous game. Pat spread his army across the table in a long line. From my left to right, it was Grey Knight Squad 3, Infantry Platoon 1, Infantry Platoon 2 (in the building with the Ammo Store), Vader and Retinue, Grey Knight Squads 1 and 2, and the Leman Russ. I deployed my two squads of Havocs all the way on my left, about halfway up the board, in and behind cover, of course. Shamshir Talatra, who could not infiltrate (a fact I had forgotten about in previous battles), would came on the board on my left flank.
Deployment. Imperial forces
spread across the table to block routes of escape;
None of Pat’s auspexes spotted my guys, so there was no pre-game shooting. The mission dictated that the Attacker (me) went first, so I did. Turn 1
Pat shifted Vader, his crew, Grey Knight Squads 1 and 2, and the Leman Russ towards his right flank (my left) to deal with my army. The Night Fight conditions prevented the Leman Russ from having any shots. Grey Knight Squad 3 fired on Havoc Squad 1, scoring seven Wounds but only one kill. The Imperial Guard platoons had more luck, bringing down two more Chaos Marines from that squad.
Turn 2
*As we only discovered
after the game, this situation shouldn’t have happened, as the Demolition
stratagem can only be used on buildings outside your opponent’s deployment
zone. But who said the forces of Chaos ever played by the rules, anyway?
Both Havoc Squads fired on Grey Knight Squad 3, killing four out of five of them. The Ghost Tygers charged the IG in the collapsed building: the good guys swung first (as they were in cover), killing one stripey Flesh Hound wanna-be. The Tygers wiped out the Command Squad, killed one guy in an Infantry squad, and forced that squad to break. With their superior Initiative, the Ghost Tygers caught that squad, wiped it out, and swept into the other Infantry Squad in that platoon. See why those guys are MVPs?
Pat was less than enchanted by this
turn of events, and directed his Leman Russ to demonstrate his displeasure.
A battle cannon shot landed right on both my Havoc Squads, killing three
from the guys with flamers and one from the guys with plasma and melta
guns. Ouch! The last member of Grey Knight Squad 3 unloaded his psycannon,
killing a Daemonette, and the unengaged IG Infantry Squads dropped another
Daemonette. The lascannon in the other IG Command Squad bagged another
member of Havoc Squad 1. So there!
Turn 3
*If someone who knows C: COD better than us would like to earn the amorous physical attentions of millions of attractive, nubile female Jungle fans, please let us know the correct ruling; e-mail us here.
It turns out that we needn’t have worried about all that, as the Havocs shot the poor Grey Knight dead. The Ghost Tygers wiped out the IG squad they had been dancing with, then swept on (as Khorne-pokes do) towards the other IG Platoon. On his turn, Pat blew up the huge building in the middle of the board: he had thought that perhaps my forces would come that way. The Leman Russ fired its battle cannon again, killing two Daemonettes from Pack 0 and the last three members of Havoc Squad 1. Imperial Guardsmen fired on the Daemonettes of Pack 1, killing four and causing another two to go “poof” after they failed an Instability test.
Inquisitor Lord Vader attempted to cast Scourging at the on-coming Ghost Tygers (Flesh Hounds), but they negated the psychic powers with their Collars. The two plasma gunners from Vader’s retinue fired as well: one fried himself when his weapon overheated, while the other one failed to wound. Fortunately, the IG and the Grey Knights picked up the slack for Pat, combining fire to drop the rest of the Ghost Tygers before they could get into hand-to-hand combat. Turn 4
Campaign Points
Earned, Game 3
Campaign Points
Earned, Games 1-3
Campaign Result: Tie
Post-Game Analysis
by Patrick Eibel
First off, "The Gauntlet" is one of the special scenarios in the back of Codex: Cities of Death, so it has unusual set-up conditions, with the Attacker moving on his force at one point on their side of the board. However, if your opponent takes the Infiltrate stratagem, that part of the set-up is pretty much negated, as your opponent will start with units on the board. Why is this a big deal? It basically halved the distance Kenton’s army had to travel to get off the board. Because I had to spread out my units to cover the entire board, I just ran out of time to maneuver units into position to try and stop him. I think that for this scenario, none of the deployment stratagems should be available for use. The other really wonky bit we came across was having an Independent Character on a bike being able to go a total of 30" and still charge. Going by the letter of the rules, the character can move horizontally 12", vertically 12" and then assault 6", and all he need do is make Dangerous Terrain rolls every six inches, which, as an Independent Character, he can re-roll. I know that you are not supposed to compare the GW environment to the “real world,” as it is only a game and you have to sacrifice some reality for playability, but the idea that a person on a motorcycle would be able to climb a building that easily is simply ridiculous. The rules for bike-mounted units have always been a little fuzzy—“they’re like infantry, but with special rules”—so you would think GW would have done a better job of clarifying how they would work in a city environment. I am happy that I brought the Imperial Guard units, and in particular the Leman Russ (which, I suppose, would be my MVP for Game 3—not that it matters). As my right flank fell, the battle cannon was the only thing that kept me in the game. When I was planning for the game, I realized that I would need all of that extra firepower to even have a chance, and while it was not enough to win the game, I did manage to keep the campaign a tie. Post-Game Analysis
by Kenton Kilgore
All in all, I think my army did well. I was pleased to get some return on investment for Havoc Squad 2, whose plasma guns and melta guns incinerated Grey Knight Squad 3 and cleared the way for the rest of the army: Havoc Squad 2 would be my MVPs. Havoc Squad 1, alas, never got to use those four lovely flamers: mostly, they just sucked down battle cannon fire. Shamshir Talatra didn’t do anything, but at least I didn’t get him killed. And I continue to love the speed and ferocity of the Flesh Hounds—if they had not already been my Game 1 MVPs, I would have nominated them again for this game. On a somber note, I feel bad that I inadvertently cheated and blew up a building in Pat’s deployment zone at the start of Turn 2. I didn’t mean to break the rule, but neither Pat nor I remembered that Demolition can only be used outside the enemy deployment zone. By the time I did remember, I was on my way home from Pat’s house. I offered to re-play the game, or to disqualify myself and declare Pat the winner of the game and the campaign, but he graciously agreed to let the results stand. So much for his often-repeated assertions that he is a poor sport; Pat, you have a lot of class.
Summer in
the City
Posted: August 2007
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