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[Red Queen] Red Queen Rising Battle 3

 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 3:28 pm 
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Turn 4

Infiltration Swarm 2 erupts from the gun emplacement near the Imperial Blitz.

Strategy Roll: Imperial Guard

Again Commissar Marez orders his Vanquisher crew to sustain fire on the Hierophant and this time they score a critical hit doing a total of 2DC damage!

Infantry Company 3 sustains fire on Harridan's swarm, doing 1DC damage to the Trygon.

The Hierophant crashes forward to barge into Infantry Company 3, suffering 1DC damage from their attacks, but killing 3 Guardsmen, wrecking the 2 Pillboxes, sending the Guardsmen fleeing and breaking the remaining Vanquisher tank. ?The Hierophant then discovers its standing in a minefield, but suffers no damage as it gingerly picks its way through it.


Attack Swarm 1 advances, moving around the minefield, losing a Zoanthrope to the trenches, and killing 1 Support Squad from Company 2, while claiming Objective 1.

Artillery Company 1 sustains fire on the Harridan and Assault Swarm 2, killing 1 Tyranid Warrior!

Artillery Company 2 performs the same mission, but causes no damage.

The Harridan advances on the Infantry HQ, claiming Objective 2 and the Trygon suffers 1DC damage from overwatch fire. ?Bio-plasmic breath roasts 4 Guardsmen.

Infantry Company 2 tries to double to defend the Imperial Blitz, but only manages to move towards it, contesting it.

Lesser Node 1 sustains fire on Company 2, narrowly managing to take out 1 Hellhound and 1 Infantry Squad, breaking the Company.

Attack Swarm 2 doubles forward and fires on the Infantry HQ, placing a single Blast marker.

Assault Swarm 2 engages the broken Vanquisher, which, wisely, withdraws from the field of battle,

Lesser Node 2 burbles onto ovewatch?

End of Turn

Imperial Guard 0 (none) vs Tyranids 3 (Blitz, BTS, T-n-H)





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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 3:31 pm 
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The Approaching Horror




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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 4:03 pm 
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Another excellent Batrep. Thanks, Chroma.

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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 4:24 pm 
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Do you think that the restrictions and scenario was a bit to much for the IG to deal with?  The Tyranids were on the front foot from the beginning, maybe further for them to travel would have helped?  The rain hampered the IG as well with their long range weapons?

I'd have thought that it would be very difficult for the lictors to infiltrate in the first place as all the IG would be on the look out for that specific thing?

I don't think they achieved that much but it would fit the narrative a bit more? Personally in a break out situation like this I wouldn't expect infiltrated units but thats my own personal preference.

Nice rep again though Chroma, where now for the campaign?

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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 4:40 pm 
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Yeah, yeah, so the Nids win, the guard loses, whatever...
Now tell us the important stuff: what happened to Lieutenant Harmes?

We're rooting for ya, Harmesy!
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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 4:55 pm 
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(Enderel @ Oct. 06 2006,16:24)
QUOTE
Do you think that the restrictions and scenario was a bit to much for the IG to deal with? ?The Tyranids were on the front foot from the beginning, maybe further for them to travel would have helped? ?The rain hampered the IG as well with their long range weapons?


Well, not every battle is a "fair fight", sometimes it's gotta be tough! ?*laugh* ?My opponent and I were actually quite pleased with the performance of the Guard in this variant scenario, heck, they only lost one formation, and that on a "technicality" cuz it was cool to drive off the board. ?*laugh*

Most of the Guard stuff only had a 45cm range max (other than Battle Cannons), and the Basilisks could use indirect fire to fire far, so I don't think it was too much of a detriment, but added a nice flavour to the scenario (and even screwed the Harridan once! *sigh*). ?As to a larger "gap" between forces, well, I think my failures to March time and time again simulated that well enough, a longer table would've just meant an extra turn of slogging with not much else happening.

I actually think my opponent had a good chance of winning, or at least forcing a draw, in the scenario, but he lost sight of some of his mission and got caught up in trying to kill the Hierophant (which I can understand, usually those damn things die the first time they get hit! *laugh*) ?If all that firepower had been focused on other targets, he could've probably cleaned up a Swarm or two.

As well, he forgot to contest the Blitz that the Lesser Node had taken in Turn 4, or even just worked out a shot on the Node to take it out, which cost him the game. ?Eliminating that would've taken it to Turn 5 and he still had a lot of activations and would've been out of range of the 'Nid artillery.

I'd have thought that it would be very difficult for the lictors to infiltrate in the first place as all the IG would be on the look out for that specific thing?

I don't think they achieved that much but it would fit the narrative a bit more? Personally in a break out situation like this I wouldn't expect infiltrated units but thats my own personal preference.


The thing is, I'm not sure how well "informed" Guardsmen are, I haven't read the Uplifting Primer myself, but I've always felt that they tend to be under-informed about the dangers they face as they often are just the poor, bloody infantry.

As well, the minefields were brilliantly placed, not using the Concealment markers to hide the Infantry Companies, but to have a "which are minefields?" uncertainty cloud all around his forces was brilliant.

Lastly, I'd think Lictors were infiltrators supreme, probing enemy strengths and sending that info back to the Swarm.

Having scout units would've helped with that and my opponent confessed that he'd thought of taking a heavy Stormtrooper/Rough Rider army before settling on a more "plausible" bunch of line troopers.

We were both really impressed with the Support Squad upgrade though! ?Those buggers threw out a *lot* of firepower!

Nice rep again though Chroma, where now for the campaign?

Thanks again! ?Not sure what's next, trying to figure out how to do a Marine "Recon" mission that isn't just a "Raid" scenario again.

Any suggestions on what the Marines should do next?





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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 5:32 pm 
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Escalation - epilogue

"We must fall back."

? ?Captain Halsar looked out through the gun slits of the command bunker and watched the relentless xenos hammering against the sloped walls of the forward trenches. ?His men had performed well, but this horror was far beyond anything they had prepared for. "Prime the demolition charges and then evacuate, do not waste your time or lives firing on the enemy, we must regroup at the Second Line."

? ? ?Nightmare shapes still floated and swirled on the storm's winds, backlit by flashes of lightning, and ravening beasts seemed intent on tearing down the fortifications they had built: a mind-numbing vision of Hell. ?A ragged cheer went up from some of the men as the sounds of detonating mines punctuated the gloom; a few less of the creatures would be left to follow them, a very small mercy that.

? ? ?"Lieutenant, get the rest of the men together and get out of here, there's nothing more we can do." Harmes snapped a salute and headed for the bunker's armoured door.

? ? ?"Sir, reports of massive xenos breakthroughs to the east and west," the comm-link operator was reporting, "Sounds like massive losses to Captain?"

? ? ?The rest of the report was cut off as the door sealed shut, but Harmes could only assume it wasn't good news. ?Still, despite the ferocity of the assault, he had lost few men from his command; some bore acid burns and cuts, but most would be ready to fight again as he was sure they would have to. ?He leapt up onto one of the departing Basilisks, hooking his feet into the tarp tie-downs to secure himself. ?In fact, he'd suffered no injuries at all, thank the Emperor, and his only complaint was the nagging cough he seemed to be developing.

? ? If he had time, he'd probably need to see a medic about that?





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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 6:26 pm 
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Yay! Harmes lives!
Just wish he'd remembered his respirator...
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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 6:39 pm 
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(Hena @ Oct. 06 2006,18:33)
QUOTE
I'm thinking that the upgraded spawn values were a balance tipper. You could "regen" the damage done by normal shooting with it.

But interesting battle none the less.

Well, by the scenario rules, I still had 250 points unspent, so I could've just bought enough Mycetic Spores to give the same effect... esepcially since I failed so many spawning checks!

And it was *supposed* to be a horrific assault.  *laugh*

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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Fri Oct 06, 2006 9:46 pm 
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Awsome! These campaign reports are getting better and better. I'm just itching to get stuck in too. Imperial forces have held back the Xenos tide long enough, the Blood Angel strike cruser Sanguinus Lacrima is en route and nearly there. Perhaps we can include them next week?

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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Sat Oct 07, 2006 5:31 am 
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Good report and pics !  As well as prose !  :)

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 Post subject: [Red Queen] Red Queen Rising Battle 3
PostPosted: Sun Oct 08, 2006 9:47 am 
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Very true on the fact that not all fights are fair!

I wouldn't fancy fighting a bio titan either so I can see why the focus shifted towards trying to kill it off.

As to where the campaign could go next here's a couple of ideas (cliched I expect though!) -

Marines attempt to recon the main infestation, trying to find out strenght and how many bio titans there are? Maybe something like they have to get into Tyranid lines, get line of sight to Bio Titan's then get back out with surviving troops (broken troops still count as they still have the information required!)  Could be difficult for Tyranids to defend against with Thunderhawks.  Or maybe count that as one objective.

Alternatley they could be looking for a creature after their librarian felt a disturbance (in the force!) in the warp, when it came into consciousness (SP?).  This would allow the Red Queen to be introduced in an evolutionary stage (maybe still in egg or what ever Tyranids grow in!)  Not actually taking part in battle rather being the centre of attention.

How about a Bio Titan killing raid, each Titan is a BTS target and have two or three of them?

Along similar lines have a capture raid to gather information on the genepool of the Tyranids to see what Hive Fleet they came from?  Plus to identify any mutations that could be exploited with toxins / nerve gases.

Alternately have a fighting retreat from this battle, across the battlefield with the IG trying to get back to the second line of defence (or third!) whilst fighting a rear guard action.  Although the relative speeds of units might be prohibitive for this.

Another scenario is having the IG having to hold a space port to allow the landing of Titan's on the planet. No real objectives just IG having to hold out till turn 4 or 5 with an undamaged landing platform.

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