Honouring the fallen
The scene was one of devastation. The Menite crusaders were all fleeing the battle, inert ‘jacks abandoned and the injured left to die where they lay. The Khadoran jubilation was short lived. Yes, the enemy had been vanquished, but the cost has been high. Irusk lamented the death of every Khadoran soldier. Their blood had been spilt on Khadors own soil and he could think of no more noble death than to die defending this great empire. Still their loss hurt him.
Irusk ordered a nearby Mechanik to return to the camp to fetch medics to see to the wounded and get more Mechaniks to reclaim the damaged ‘jacks. He could sense the confusion felt by the Marauder. Both of its arms had been disabled in the battle and it moved around looking for a target. He could hardly believe it was over himself. The intensity and ferocity of the Protectorate’s attack had been extreme. Had they really expected to bring their crusade to these lands without the Khadoran army reacting? Either way, the last two days had been bloody and costly for both sides. A unit of Widowmakers lay dead in perfect formation to his right and he was surrounded by dead Machaniks who had rushed forward to reach the damaged Marauder. Who knows what the final death toll would be? All of these valiant sacrifices would not be forgotten.
Game 4: 50pt / Break The Line
It all comes down to this. I was ahead on campaign points with 6 against Peter’s 1.5, but with this game worth 5 ultimate victory could go either way. Both of us were suffering from the losses in the earlier games. I had several units that were down on numbers, but thankfully most of my ‘jacks were available and both of my ‘casters were viable for this game. Break The Line is a tough scenario requiring the army to fight on a broad front. Looking at my remaining pool I’m a little light on units. The loss of the Great Bears in the last game was particularly painful. Here’s what I had left before this game and the units marked in red were chosen to fight for Khador in this final battle –
Warcasters | Kommandant Irusk, Kommander Sorscha |
Warjacks | Destroyer, Destroyer, |
Units |
Peter wasn’t faring a whole lot better. With Game 3 going down to a ‘caster kill Epic Severius wasn’t a viable choice for this game. He was still doing okay for units. Two units of Bastions, coupled with the High Reclaimer’s feat, could be game winners. Anyway, here is what Peter had to choose from, with the units marked in brown being chosen for this final game –
Warcasters | |
Warjacks | Dervish, Blessing of Vengeance, Templar (Damaged), |
Units | Exemplar Bastions (Leader and 4 Grunts), Exemplar Bastions (Leader and 4 Grunts), Choir (Leader and 5 Grunts), Choir (Leader and 3 Grunts/1 Grunt/ |
As you can see there isn’t a whole lot of army left for either faction! The attrition from the previous games was really dictating our army choices. Between the compromised army selection and the fact that the campaign win was still up for grabs I wasn’t feeling confident. In fact, they’re not the reasons I wasn’t feeling confident; it was Peter’s two units of Bastions…
It all comes down to this …
Break The Line is a tricky scenario; the battlefield between the two deployment zones is divided into six areas. From turn three if either player ends his turn controlling two areas in his half of the board and one in his opponent’s, he wins. To be sure you don’t give away an easy win you must context all three areas on your half of the table at least. The battlefield had two farmhouses in the centre, with some hills and a forest surrounding these. Peter won the dice roll, but let me go first. My deployment was divided into three battalions – the IFP and manhunter on the left; the Koldun Lord marshaling two Destroyers in the middle; and Irusk’s battlegroup and Widowmakers on the right. The remaining elements were positioned to be a little flexible to move between the middle and right areas. I had to proxy a couple of Mechaniks as I only own four.
Peter put the full unit of Zealots (with Monolith Bearer) and a Paladin to challenge my left (not shown in this photo). The bulk of his force was concentrated spanning the line between the middle and left areas with the High Reclaimer in the centre, ready to do what he does best – reclaim the souls of the fallen. In this group were two units of Bastions, two Choirs, a small unit of Zealots and a Paladin. Peter had the Redeemer positioned slightly towards the right area, the Blessing of Vengeance in the middle and the Dervish to the left. He also had to do a bit of proxying with Trollkin Scattergunners representing a unit of Bastions, some TFG representing Zealots and Deliverers pretending to be a Choir!
My turn one was unremarkable with everyone pushing forward and Irusk casting Superiority on the Juggernaut. Peter’s first turn should have been equally unremarkable were it not for the amazing shots from the Redeemer at the Widowmakers. He managed to hit one directly and deviate another shot onto two more making three dead snipers.
Turn two is when the jockeying for position really began. The IFP had been badly stung by the Zealots in our last game, so I was determined not to let that happen again. They moved forward into Shield Wall, but kept their distance from the Zealots. On the right the Juggernaut moved up to go around the back of one of the farmhouses to try to slow the approaching Zealots on that side. The Drakhun and War Dog moved up for potential counter charges while the Destroyers bombarded the Blessing of Vengeance from afar, doing some damage. Irusk activated and cast Inhospitable Ground and cast Iron Flesh on the Drakhun (stupidly denying him the potential of a counter charge!).
Peter pushed everything forward on his turn. On the left the zealots moved up and lobbed bombs at the IFP. Luckily (for me!) they proved to be out of range or mostly inaccurate. Those that struck (or deviated onto) the IFP did no damage. The Zealots on the right threw their bombs at the Juggernaut dealing little damage. After the amazing luck with the REdeemer in the first turn Peter’s dice luck seemed to have abandoned him. In the centre the Bastions moved up menacingly and the High Reclaimer cast Ashes to Ashes through his arc node at the Marauder. It bounced into Irusk and the War Dog. Irusk and the Marauder were unharmed, but the dog was reduced to single box of damage.
Turn three had to be about killing Bastions for me. I doubted I could take out both units so I decided to concentrate on the one coming towards Irusk’s battalion. I hit them with the Destoyer’s Bombards, charged them with the Drakhun and War Dog and had the Juggernaut trample over the Zealots to get into them. After all that I had killed four of the five and reduced the last man to two points of damage. There was nothing else I could throw at them and with the Reclaimer’s feat still to come, and the additional focus from the souls of the dead I knew next turn was going to hurt. Irusk cast Inhospitable Ground and feated, hoping to mitigate some of the damage next turn. I charged the Blessing of Vengeance with the Marauder, but forgot about its shield. He used defensive strike to hit me with it and bounced the Marauder back 1″.
On the left the IFP ran up to the Zealots and then used Defensive Formation to ensure their B2B triangles provided them with Shield Wall. I hadn’t damaged the Zealots (they were Invulnerable this turn anyway), but at least they were nearly all engaged by the 2″ reach of the Blasting Pikes. The Manhunter pushed forward a bit on that side too.
As expected Peter feated on his turn and returned the Bastions to full strength and added a Zealot to the unit that was trampled. The Bastions proceeded to demolish the Drakhun and the War Dog and deal some decent damage to the Juggernaut. The Paladin and Redeemer charged the Juggernaut as well. It’s movement was knocked out, but it was otherwise functional. There from other unit of Bastions charged the Marauder and managed to barely scratch it. Peter’s damage dice (4D6 on a charge) were appalling.
On the left the Zealots maneuvered with the IFP killing a couple with bombs and the Paladin. A well placed bomb took out the Manhunter.
On turn four I needed to stall Peter’s army. The Marauder and the Destroyers (one with range the other in melee) got stuck into the undamaged Bastion unit and dealt a lot of damage to it. The Juggernaut took a couple of wild swings, but was ineffective. The Mechaniks moved up to get close for a combat repair if needed and block charge lanes to Irusk. He cast Inhospitable Ground again, but was beginning to feel the heat. The Widowmaker Kaptain who had been taking pot shots at the Zealots on the right continued to do so. On the left the IFP killed a lot of Zealots, but not enough for them to flee, and took out the Paladin.
On Peter’s turn four he moved the two units of Bastions in to take out the Juggernaut and deal some substantial damage to the Marauder. I didn’t spot it at the time, and thankfully neither did he, but in moving the Bastions he had left a firing lane open for Irusk. He cast Ashes to Ashes onto the Mechaniks, killing all bar one and dealing four points of damage to Irusk. The Redeemer fired another miracle shot to kill the Widowmaker Kaptain who was in cover (effectively DEF 20!) with a double 6s. On the left the Dervish and choir moved towards the IFP. The Zealots proved ineffective in melee.
I needed to finish it in turn five as Peter really had me on the ropes. The Juggernaut was gone, the Marauder was badly damaged and the left flank wasn’t going to hold much longer. I left all focus on Irusk with the intention of putting two Swordcannon shots into the High Reclaimer. Before I did that I decided to fire the unengaged Destroyer at him. It was marginally out of range, but the deviation drifted onto the Reclaimer. The boosted blast damage roll was high. The other Destroyer stepped back from combat with two Bastions to take a shot. The free strikes caused a lot of damage, but no systems were taken out. His shot was in range and on target. The damage roll was again big and the High Reclaimer went down. Arcing fire Bombards are a thing of beauty! Irusk didn’t need all of that focus in the end. Khador wins.
Not quite the final thoughts
Wow, Khador may have won, but it was at a high price. When you look at the remaining Khadoran forces I’m not sure I could field a viable 25pt army from the 100pts that started the campaign.
The win in this game gives me the campaign win by a decisive margin, but every game was close. The result could have easily gone the other way. Peter and I will write up some concluding remarks for the campaign and I’ll post them soon.
Owen
Update Concluding comments can be found here.
How do you feel the campaign system worked overall Owen? Did it work as you wanted it to, or would you tweak the system a little before playing it again?
I think the campaign worked out well and the tweaks I plan are quite minor. It needs more play testing as one play through isn’t conclusive. Here’s an article with soem concluding remarks from myself and Peter.
Owen