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Rescue - 3k Guard vs White Scars

 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Tue Mar 31, 2009 3:21 pm 
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So Matt requested we do some Epic scenarios instead of the regular tournament games that we usually. Racing to my nearest bookshelf I busted out a copy of the Epic 40k Battles Book and picked out the Rescue scenario, as it sounded pretty fun. Matt had also just primed all of his marines and since the Rescue fluff mentioned the White Scars (an army he wanted to try out) it seemed rather fitting.

Essentially 750 points of White Scars have gotten to the objective (Captain Stumpy) early to secure it.  These are the vanguard units. However, 3k worth of Guard are en route to stop them from escaping. The rest of the White Scars are off table behind the Guard. Can the White Scars get Captain Stumpy off their table edge by Turn 5? Or will the Guard stop them!?!?! Stay tuned to find out.

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 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Wed Apr 01, 2009 2:18 pm 
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The Setup

We played on a 4x8 foot board, with the White Scars entering through the urban area (conveniently color coded gray). The CDs counted as woods and the lakes as marsh.

Start of Turn 1:


3k worth of Guard prepare to capture Captain Stumpy! Infantry and the Baneblade act as rearguard.


A Tactical, Land Speeder and Assault formation form the objective vanguard.

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 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Wed Apr 01, 2009 2:19 pm 
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Quote: (Dave @ 31 Mar. 2009, 15:21 )

So Matt requested we do some Epic scenarios instead of the regular tournament games that we usually.

Cool!

"Rescue" is one of the scenarios I'm re-writing for "EPIC: Total War"!  Would you be interested in testing any other scenarios for the supplement?

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 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Mon Apr 06, 2009 2:53 pm 
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Turn 1

The Marines push right at the start of the first turn. By the end of Turn 1 though, not much is left of their vanguard. The Tac and Assault are nearly wiped out and the Land Speeders lost a skimmer.



The infantry coys, Baneblade spent most of the first turn deploying to meet the White Scar reinforcements.



The HQ doubled back to lend further support as well.


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 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Mon Apr 06, 2009 2:56 pm 
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Turn 2

By the end of turn 2 only the Speeders are the only remaining vanguard unit.


The White Scars are kept at bay, but the cost was high. One Infantry company is all but gone and the HQ is broken and falls back to the cover of the Russes.


The White Scars look just as bad. Only the Terminator and a Tactical detachment make it to the end of Turn 2 unbroken.

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 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Mon Apr 06, 2009 2:57 pm 
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Turn 3 and 4

In a last ditch effort the Speeders March up the left side in turn 3 and turn 4. They are finally taken down however, and the Supreme Commander takes control of Captain Stumpy, only to break and fall back to the protection of the Russes.



The Guard win!

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 Post subject: Rescue - 3k Guard vs White Scars
PostPosted: Mon Apr 06, 2009 3:06 pm 
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This was an interesting scenario, definitely a lot different than your standard tourney game. With the use of multiple flying transports it has the potential to be broken (the Battles Book mentions this) but otherwise I think it's pretty good.

I'm not sure you need a 4x8' table for it though. Dropping the attackers deployment down to a foot and giving the vanguard a deployment zone of 15cm in from the opposing short edge would work I think. The extra length does mean that a fast moving vanguard is rather important. That makes sense though.

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