Apocalypse Battle Report: Imperial vs. Imperial (5,000 pts) [pt. 1]

Hey all!  Played around 7 turns of Apocalypse on Saturday in a garage!  It was a pretty awesome see-saw battle, it had its chills thrills…

I apologize for the spotty and sloppy photography, but I was a bit too focused throwing dice around… 😦

The Dark Angels teamed up with my Astra Militarum forces, while our opponents brought an entire Space Marine company, some Sisters of Battle, an Imperial Knight and a handful of Imperial Assassins.

Without further ado the combatants (generally, and w/o most wargear for conciseness):

Astra Militarum:

  • Pask and Vanquisher bro
  • Company Command Squad
  • Techpriest Enginseer
  • Infantry Platoon
    • Flamerspam Platoon Command
    • 2x Infantry Squads
    • Autocannon Squad
    • Lascannon Squad
  • 2x Melta Veteran Squads (w/ 2x Chimera)
  • 1x Plasma Veteran Squad (w/ Chimera)
  • Vendetta Gunship
  • Autocannon Armoured Sentinels
  • Manticore
  • Wyvern
  • Banesword
  • Aegis Defense Line & Quad Gun

Dark Angels:

  • Chapter Master (fully kitted out) w/ Command Squad (also fully kitted out) w/Drop Pod
  • 10x Terminators (!)
  • 5x Terminators  (!!!)
  • 5x Terminators  (!!!!!)
  • Land Raider Redeemer
  • Land Raider
  • 6x Black Knights
  • Nephilim Fighter
  • Land Speeder Vengeance

That’s a pretty stacked force!  Checkout the Opponents:

Space Marines:

  • FULL Space Marine Company
    • 2x Assault Marine Squads
    • 2x Devastator Squads (Rockets and Lascannons)
    • 6x Tactical Squads mounted in Rhinos, one had a Razorback…?
    • Miscellaneous HQ Units
  • Stormtalon

Sist0rs of Battle:

  • Sister Superior w/ Command Squad
  • 2x Sister Battle Squads…?
  • Retributor Squad (Heavy Bolters)
  • 2x Exorcists
  • Callidus Assassin
  • Eversor Assassin

PLUS one of these:

  • Imperial Knight (proxied by a Wraithknight)

I’m probably forgetting some things, but for the purposes of this report, it should be sufficient.  The table put together was probably one of the best one’s I’ve played on in terms of balance and interesting terrain.

There were some hills on the left side of the Guard lines, and some forests on the other.  In the center of the table was a pretty tight city centre.
There were some hills on the left side of the Guard lines, and some forests on the other. In the center of the table was a pretty tight city centre.  Something you’ll likely notice are a pair of elevators (one on the near side of the photo, the other in the woods), which lead into an underground complex modeled by Space Hulk Tiles off-table.  In said underground complex lies a VIP, who for most intents and purposes acted like the Relic, except because this guy is ALIVE — anyone holding the relic could not be shot off of it, this needed to be resolved via Assault.  Bad news for the Guard.
Dark Angels would take the forest, while the Guard hold and contest the middlegrounds, attempting to shoot anyone off of the second elevator in the hill-land with Pask and the Platoon heavy weapons.
Dark Angels would take the forest, while the Guard hold and contest the middlegrounds, attempting to shoot anyone off of the second elevator in the hill-land with Pask and the Platoon heavy weapons.
A much better picture.
A much better picture.  You can see the landraiders in the distance, and Pask cowering behind his Vanquisher bro fearing some kind of eat-your-face-off Apocalypse style fire-power only an entire COMPANY of beakies can muster…

I didn’t wind up taking a picture of the Beakie Company deployment, but they went strong-side against the Terminators, leaving Pask all alone on what I’ll call the western (hilly) flank.

*aw*.

Raven Conglomerate Turn 1:

Devestators and the Exorcists represent the furthest 'west' the Ravens deployed, instead going make-or-break for the elevator in the woods.  They positioned their extraction point on that side, also. Some assault marines also came in to play down Murder Street, hoping to mix it up with the guardsmen.  Otherwise, the guard are horrifically deployed to resist this strong-side attack. Fortunately, the Guard have loads of artillery.  Artillery can reach a looonng ways.
Devestators and the Exorcists represent the furthest ‘west’ the Ravens deployed, instead going make-or-break for the elevator in the woods, with the sisters leading the charge. They positioned their extraction point on that side, also.  Some assault marines also came in to play down Murder Street, hoping to mix it up with the guardsmen.  What you can’t see is another tactical rhino hiding behind that tall building in the centre of the picture.  That’s 50 Tactical Marines (in Rhinos), 20 assault marines and 20 Devestators rushing in.  The guard are horrifically deployed to resist this strong-side attack, anticipating a more balanced approach at both elevators.  Fortunately, the Guard have loads of artillery. Artillery can reach a looonng ways.

This was actually the fastest first turn of Apocalypse I have ever played.  Only a single hullpoint was knocked off of a Chimera which was deployed in the city, from a rocket launcher from the Devastator teams at the back of the deployment.

Off of the main field of battle, the Assassins have both deployed *INSIDE* the VIP’s compound, bypassing the elevators, and capturing the planetary governor.  They start to make a break for the exit….  The only reason why the Dark Angel Captain and myself are upset is because we didn’t think of this idea ourselves.

Another pic for good measure.
Another pic for good measure.

Dark Angel Connection Turn 1:

The drop-pod lands behind the Imperial Knight with a thud.  Command Squad leaps out, and completely bypasses the Knight’s impressive defensive systems, and brings it down with two plasma rifles and a melta round (with some heroic rolling).  The stricken Knight topples over onto the adjacent Sister of Battle squad, killing 8.

There used to be a whole lot of nastiness on this table -- the Imperial Knight toppled into the crater on the left, where a whack of Nuns with Guns were previously standing.
There used to be a whole lot of nastiness on this table — the Imperial Knight toppled into the crater on the left, where a whack of Nuns with Guns were previously standing.

With the drop-pod, 10 terminators arrive via teleportation, assisted by the locator beacon, ready to rock and looking extremely formidable.

Guard shooting reduces the assault squad down to their Sergeant on Murder Street, though he sticks around.  Banesword unloads on the other Assault Marine unit, located at the other side of the building, killing 6 and causing the four survivors to fall back.  They should have taken from their other Sarge’s example.  One Rhino goes up to a Banesword lascannon round (*KABOOM!*), but the big blow of the turn was landed by the Drop Pod.

The lone Assault Marine Sergeant faces down a street filled with pain.
The lone Assault Marine Sergeant faces down a street filled with pain.
Artillery falls, sending the Assault Marines running.
Artillery falls, sending the Assault Marines running.

Raven Conglomerate Turn 2:

Realizing that their backfield units are (or were) in trouble, including the extraction point for the planetary governor, most of their focus turned to the Terminators and Command Squad which just wrecked the Imperial Knight’s day.

Combined fire only managed to kill a few of the terminators, and the assault phase was  a bit more kind, although the sisters that charged in died pretty much instantly.  The Ironclad Dreadnought was brought down, and The Red Tide, the uber-Captain of the Blood Ravens was brought down to 1 wound remaining.

Battle is joined!  Terminators doing what Terminators do.  Taking a ruthless amount of abuse.
Battle is joined! Terminators are doing what Terminators do. Taking a ruthless amount of abuse.

Perhaps surprisingly, the Rhino mounted tactical marines seemed more focused on wrecking the Guard’s day, and continued their charge across the table at the Guard positions.  Exorcist and Rending heavy bolter fire from the Retributors took down the Chimerae on Murder Street, clearing the way for the remaining assault marine to charge one of the Veteran Squads.  He’s successful in hacking down two veterans, but the Cadian Sergeant has had enough of this Marine shit and hacks him down with three wounds.

Perhaps more surprisingly, is the Devastators spent a lot of effort trying to gun down the Autocannon Sentinels advancing parallel to Murder Street.  One goes up in a glorious fireball, but the next in line is behind 4+ cover (church!) and tanks 6 hits.  He’s thankful for that church, let me tell you!

The effect of the Alpha-strike via drop pod.  The road to the objective (elevator) is left clear, with little in the way of resistance.  The tactical marines seem intent with cleansing the Guardsmen on the Raven Conglomerate's right flank.
The effect of the Alpha-strike via drop pod. The road to the objective (elevator) is left clear, with little in the way of resistance. The tactical marines seem intent with cleansing the Guardsmen on the Raven Conglomerate’s right flank.

Dark Angel Connection Turn 2:

Air-support and reserves arrive!  The Vendetta and Nephilim streak onto the Board, knocking out two of the Rhinos which are presently plowing flat-out across open ground.  Beakies pour out of their transports, just in time for the Banesword’s shell to land.  7 go up in ensuing explosion, the Wyvern killing 4 of the survivors from the second transport.

Evicted from their transports by airstrike into an intense artillery barrage, the Marines are finding it tough-sledding.
Evicted by airstrike into an intense artillery barrage, the Marines are finding it tough-sledding.

The full scope and number of how many of these transports and soldiers inside is starting to become clear, and the guardsmen might be in a lot of trouble.

The Veterans that survived the Assault Marine Sergeant pile into a nearby building for cover and shelter, while the other flees across the street, but didn’t quite make it…

Autocannons and Lascannons from the Guardsmen’s hedgehog knock two hullpoints off of the dreadnought playing hide-and-go-seek on the other side of Murder Street.

For the Dark Angels, things are starting to click into place.  The Black Knights out-flanked onto the appropriate side of the table (THANK GOD) and made some noise, while a group of assault terminators began their descent into the complex, to confront a certain assassin about a certain objective.

Assault terminators pour into the underground complex, coming under (ineffective) fire from the Planetary Governor's last loyal servants.
Assault terminators pour into the underground complex, coming under (ineffective) fire from the Planetary Governor’s last loyal servants.  (Also, all-day-games need an all-day supply of snacks.  Judge us not.  :P)

The 10 man terminator squad is now reduced, but bring down The Red Tide in a hail of power fist attacks.  The combat is broken, leaving the terminators exposed to take the full brunt of the next turn of shooting…

On the other side of the table, the poorly deployed Leman Russes are working their way across the table, and moved flat-out once more in order to get into a better firing position, and hopefully support the aegis defense line, which is presently being bypassed by the Rhino-rush.

The Chimera-Veterans pile into the elevator complex and utilize superior firepower (MELTA) to roast the Eversor Assassin alive.  Just as well too, because these guys would have been meat otherwise.  The Callidus is now trapped in the complex, with Terminators on one side, and 10 Guardsmen on the other.

Veteran Guarsmen pour into the complex, roasting the Eversor with a Meltagun shot.  One was too close to the explosion, and was caught up in the bio-meltdown.  Cocaine's a power drug.
Veteran Guarsmen pour into the complex, roasting the Eversor with a Meltagun shot. One was too close to the explosion, and was caught up in the bio-meltdown. Cocaine’s a power drug.

 

TO BE CONTINUED>>>>>

Will the Raven Conglomerate be able to safely evacuate the VIP?  Will there be anything left top-side for an escort to the Evac site?

Stay tuned for part 2, coming sometime this weekend.

Advertisements

3 Replies to “Apocalypse Battle Report: Imperial vs. Imperial (5,000 pts) [pt. 1]”

  1. >>With the drop-pod, 10 terminators arrive via teleportation, assisted by the locator beacon, ready to rock and looking extremely formidable.<<

    If I am understanding you correctly, the termies can not take advantage of the locator beacon because it has to be on table the turn they teleport in.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s