Battle Report:
WARHAMMER 40,000
INQUISITION/BLOOD ANGELS
vs. GENESTEALER CULT
(vs. NECRONS)
“BeachHead” Wargames Event, Bournemouth
4 August 2002
Introduction
This was the game played against
my son, Matthew (age 8), at the BeachHead Wargames Event in Bournemouth, hosted
by BattleScar (a local retailer and wargames club, see their website http://www.battlescar.co.uk/).
Matthew had some help from another boy, Andrew (age 13).
The game went very well and
I would recommend the scenario to anyone looking for something to try.
The Armies
The Inquisition/Blood Angels army consisted of:
- Inquisitor-General Ja’ar, Power Armour,
Rosarius, Rune Staff (counts as power weapon), Plasma Pistol.
- Librarian and Honour Guard, including Sanguinary
Priest, Power Fist, Plasma Pistol, etc. All equipped with Jump Packs.
- Two six-strong tactical squads, one with Flamer,
one with Missile Launcher.
- Land Speeder with Multi-Melta.
- Chaplain leading Death Company in armoured
Rhino.
This army was my standard
Blood Angels army of 1000 points. The Inquisitor uses the list from the back of
the Warhammer 40,000 rulebook so is 100% official. I would have liked to make
him a little more characterful with a master-crafted weapon, purity seals, etc.
as shown on my model, but I decided to keep with the official rules.
The Genestealer Cult army consisted of:
- Genestealer Patriarch with Bodyguard of ten
Purestrain Genestealers.
- Small brood of five Purestrain Genestealers.
- Magus leading a brood of Hybrids armed with
heavy weapons (one Lascannon, one Autocannon, two Missile Launchers).
Brood also includes an Icon Bearer with Flamer (poor choice, with
hindsight).
- Former Imperial Guard squad of Brood Comrades,
led by a Hybrid with Boltgun. Includes an Autocannon and Melta Gun.
- Former Necromunda ganger squad of Brood
Initiates, led by a Hybrid with Boltgun. Includes a Heavy Stubber.
This army is compiled from
my own Genestealer Cult Codex, which is largely based on the work of Tim H. (of
GW USA?) which was sent to me by Jervis Johnson. Tim’s list has since been
published in the Citadel Journal. I do not have a copy of the published list
but I presume mine is very similar.
I should also say that the
Cult army is almost exclusively made up from Imperial Guard, Necromunda gangers
and Space Hulk Genstealers, which determined what models were used. The only
model specifically created for this army was the Hybrid Icon Bearer.
On the objective was D6 Necron Warriors (see scenario).
The Terrain and The Scenario
There was not a massive amount
of people at the BeachHead event (this is an understatement), so we had the
choice of tables. I picked a long table which was cut across the middle by a
river. The centrepiece of the table was an elaborate bridge model over the
river. This was to be the objective.
The scenario was as follows:
The Inquisitor-led Blood
Angels were racing against the Patriarch-led Genestealer Cult forces to obtain
an ancient and powerful artifact of Necrontyr origin located on the Bridge,
right at the centre of the table.
The artifact will be
protected by D6 Necron Warriors which only materialise when a squad of infantry
(not vehicles) reach the centre of the bridge. If the Necrons are defeated, the
squad may take the artifact. Once they have it, they may move as normal
carrying the artifact, and may pass it to another friendly squad or character
during the movement phase. To take the artifact off of the unit or character,
the enemy must win a close combat against them.
Each force deploys within
12” of their own end of the table, except that infiltrators may deploy anywhere
on the table more than 18” away from both the objective and the enemy. The only
infiltrators in the game were the Cult squad of Brood Initiates (strictly, this
particular squad of Brood Initiates should not be able to infiltrate because
they have a heavy weapon).
To win, a force must capture
the artifact, either from the Necrons or from the enemy, and return it to their
deployment zone.
The Game
The forces were initially deployed as follows:
The first thing to do in the
game was for me to roll to see how many of my Marines succumbed to the Black
Rage on the eve of battle, and how many would join the Chaplain.
I rolled up a large Death
Company of nine models, including three from one of the tactical squads
(tactical squad 2 with the Missile Launcher), which reduced their number to
half. Generally this was good news, because I had rolled up a large number of
Death Company without losing any models from my elite Honour Guard. However, it
meant that there was no room in the Rhino for the general, who decided to
follow on foot!
Opening Shots
 |
The battle started well for
the Cult. The Leman Russ opened up with its Battle Cannon and killed all but
one of tactical squad 1 with a single shot. The remaining soldier fell back to
the table edge. In the next turn I decided to remove him rather than roll to
see if he comes back to the fight. In my opinion, if all other five members of
your squad are blown up in one turn, you don’t stick around!
|
|
The main column of Blood
Angels advanced on the bridge, while the land speeder tried to manoeuvre around
the left without getting hit. The Hybrids and/or tank always seemed to find a
line-of-sight to the land speeder, but luckily it escaped destruction except for
a temporary “can’t shoot“ result.
|
 |
Middle Game
The Brood Initiates decided
to hang back and shoot and not to try and tackle the Necrons defending the
objective, while the Blood Angels elite used their jump packs to close on the objective
as quickly as possible. The Brood Initiates shot at the marines, but their
shots bounced off the marines’ power armour.
The Baal Predator stormed
across the bridge, past the objective. The Rhino, however, stopped just short
of the bridge and discharged the Death Company. It then positioned itself to
the side so it could use its Storm Bolter against the Brood Initiates on the
opposite river bank.
The Baal Predator used its
smoke launchers to cover itself from the fire of the Leman Russ, while the land
speeder manoeuvred for a shot at the battle tank’s side armour. The main
objective of the Predator was of course to protect the troops behind and give
them time to take the objective. If the Librarian and Honour Guard couldn’t do
the job, then the Inquisitor, Chaplain and nine-strong squad of Death Company
should do!
We rolled for Necrons on the
Objective and it came up a maximum six! So, the Blood Angels Librarian and
Honour Guard were locked in combat with the Necrons in the centre of the
bridge.
The Leman Russ opened up on
the Predator, but only managed to knock out its main armament, the twin-linked
Assault Cannon. Undeterred, the Predator fired the Heavy Flamer in its side
sponson on the unfortunate Brood Initiates and burnt several to a crisp.
However, the Purestrain
Genestealers with their “fleet of foot/claw” were nearly upon the Blood Angels
tank, with the Patriarch and his bodyguard following close behind.
End Game
The Hybrids failed to bring
down the land speeder, which fired its Multi-Melta into the side of the Leman
Russ. The Battle Cannon was put out-of-action, but otherwise the tank was ok.
The Genestealers caught up
with the Predator. We decided to use the “Rending Claws” rule for Genestealers
from Codex Tyranids, rather than the “counts as power weapon” rule from Codex
Genestealer Cult. This gave the ‘stealers a chance at ripping through the
armour of the Predator [As an aside, I’ve always thought they ought to have
some chance of ripping through light tank armour, because they are described in
the background as ripping through Terminator armour almost as if it were
paper]. With a total of nine attacks, Matthew managed to roll one “six”. The
“six” is necessary to get an extra D6 armour penetration. In this case, the
Genestealer must have managed to hit something volatile, because the tank
exploded and slewed towards the close combat between the Necron Warriors and
Blood Angels Honour Guard.
In the centre of the bridge,
after a couple of rounds of close combat with only a single Necron casualty,
the Space Marines managed to slay all of the Necron Warriors and take the
artifact. Now of course Necrons can self-repair at the beginning of their turn,
and when we rolled for this ALL five of them repaired and stood up again. But
by this time, the Space Marines had engaged their jump packs and left the
bridge. Without jump packs, they would have been chased down by the Warriors,
but as it was they managed to make a clean getaway with their prize, and next
turn they would be back to their deployment zone.
Victory or Defeat?
The Blood Angels won the
battle, but this was not a competition game and winning was secondary to
enjoyment (as it always should be). I tried to be fair to Matthew but without
any handicapping.
The scenario worked out very
well and the game was lively right from the very first shot when Blood Angels
Tactical Squad 1 was all but wiped out.
Lessons Learnt
With hindsight, the Cult
army was at a disadvantage because of its lack of mobility, and the list was
not as fine-tuned as the Blood Angels list. I would like to play the game
again, this time taking the part of the Genestealer Cult.
I would change the Cult list as follows:
-
Move some Genestealers from the Patriarch’s
bodyguard to the unit of Genestealers, because these get the extra
movement benefit of “fleet of foot/claw” only as long as they do not
accompany the aged and slower Patriarch.
-
Move the Magus and Icon
Bearer from the Hybrid unit with heavy weapons, where they are wasted. Instead,
consider forming a close combat group of Hybrids and/or humans and mount them
in a Chimera or Battle Trucks.
The tactical challenge for the Cult army is how to
stop the Blood Angels Honour Guard. With their jump packs and close combat
prowess, they are the perfect troops for jumping onto the objective, fighting
and beating the Necrons, then getting away again before the Necrons can
self-repair.
I would consider deploying the Brood Initiates on the
other side of the bridge and using them as a human shield, or even trying to
take on the Necrons themselves. They are poor fighters, but they are a large
unit and might tie up the enemy for a turn. I would also consider racing the
Leman Russ across the bridge. Ideally, I would shoot the Honour Guard up as
much as possible from the start of the game.
© 2004 Mike Adams
www.smallbattles.co.uk