So, on to the Tristan game.
Trist was rocking a VSF (Veteran's Strike Force) it offered some amazing rules, and amazing buffs.
1. Warlords from this detachment may roll a die for their Warlord Trait and choose the corresponding number on any table available to them after the die roll.
2. While the warlord is alive, and on the table any unit rolling to identify a “Mysterious Objective” may reroll the result.
Forged to Win:
1. All non-vehicle TROOPS and any dedicated transport with a TROOP embarked on it from this detachment have the “Objective Secured” rule.
1. While alive, one upgraded Character in a single compulsory TROOP unit gives his unit the Preferred Enemy and Stubborn special rules.
2. Your unit must have access to an upgradeable/addable Character in order to make use of this ability.
Veterans of the Veteran’s:
One unit, chosen from ELITES, may make use of each of the following protocols.
a. Protocols may be declared at any time
b. Each protocol may be used once per game only
c. Protocols last until the end of the player’s turn in which they’re declared.
1. SEEK AND DESTROY – Ignore Cover Special rule
2. ANNIHILATION – Rending
3. AMBUSH- Shroud and Counter Attack
Wielder of the Holy (Vortex) Hand Grenade: 1. One regular infantry, Non-independent character may wield the Holy Hand Grenade at no additional cost. The device may be thrown as a grenade, following the vortex rules.
Trusted Battle Brothers:
The units in this detachment are veteran comrades that are tried and battle-tested together. Their cohesiveness comes from their frequent engagement side-by-side. As a result, a VSF detachment may not have any additional detachments, formations or data slates – in essence the VSF is the only detachment you may take.
1 – HQ
3 – TROOPS
1 – ELITE
1 – FAST ATTACK
1 – HEAVY SUPPORT
3 – HQ
5 – TROOPS
4 – ELITE
4 – FAST ATTACK
4 – HEAVY SUPPORT
2 – Lord of War
2 – Fortifications
He was rocking a cool Sallies list with the following:
Cataphracti Term Master - shield, mantle, hammer
Tech Marine (Harness) (ruled as the Keeper of Relics for Vets)
1x 10 Scouts - 10cloaks, 10rifles
1x 10 Tac - Flamer, MM, Cmbi Flamer, Fist, Vet
1x 5 Tac - MM
1x 10 Stern - 2HF, 5cmbimelta
1x 10 Dev - 3GravCan, 1MM
3x Cents - Grav
Fast Attack Pod
3x Attack Bikes- 3MM
Scorpios - Keylack
Primary mission was old school victory points- the value of your units. Tertiary was to have more points worth of units in opponents deployment zone than he had of yours. As secondary, this mission had a "damned if you do" rule. Basically, we got to elect one weapon on one model that could not be fired. If they did fire it, they automatically lost 10 points and lost the secondary objective. If they survived till the end, they got the full points. If they died before firing it, theyd get 5 points. In Vets, where every point counts, most of the top tables wind up not using their marked unit.
Tristan chose my Sicaran -on account of the legacy being the only thing that would nail his flyer. He thought id choose the Scorpios, but I wound up choosing the mega bolter on the fireraptor- since it could vape 1 squad a turn comfortably.
With that said, I deployed in a heavy castle- so ensure that whatever two pods came down, would be nuked in response. He went for a null deploy, barring the scouts and I had lost first turn- so he was going to get in there first.
Trist sent down his Devs and his Tacs in first turn.
The Devs aggressively targeted the DC, thanks to S&P on the Cataphracti Term -and it looked like the DC were going to be wiped.
The Tacs deployed into the Ruins above the scouts, and were primed to throw a vortex grenade into my parking lot ><;
Just before the vortex was about to be thrown, i used my Tech site ability to force a 3d6 Ld or snapfire on the tacs! Mwuhahahhaha.
He rolled a 5 on 3d6. So bleak!
After the flamers Id lost a few jumpers, but thanks to a decent scatter, i didnt lose any vehicles. My vehicle also survived thanks to the void shield.
The DC lost the chaplain and 5 other members - 5+ cover and 5+ FNP saving them from complete destruction.
In my turn, I decided to target his tech site that was positioned top right behind cover. The reasoning was that it still had two abilities that could come back to haunt me.
The jumpers readied themselves to tackle the Tacs, while i repositioned and moved up with the razors and rhinos that weren't firing. I took a bunch of wounds off the Master- yay. I then shot with my tac squad that jumped out a razor, and did 5 wounds. Tristan, not wanting to risk the last wound on his master, LO,S the wounds to the devs, and failed 4 of 5 - me getting lucky with the devs all of which were the heavy weapons.
The remaining DC got the hell outta dodge, and moved up the board, to help secure the tertiary objective - since they had had their teeth knocked out- at least i could use half their points.
The tacs took some heavy casualties from shooting before being assaulted by the scouts and the Vanvets- and being wiped out.
(I Had a bit of a brainfart (i believe 1st game in morning) where i had declared which pods were coming on, put the 2 pods to the side that were coming on, and then didnt deploy them. O_o Thankfully Trist was a good sport about that, and i just placed Cassor centrally, and then the flamer assault pod by the scouts (not having done any damage).
end of the turn looked like this (ignore the green guys- theyre not on - theyre getting ready to come on)
In his turn, everything minus the stern and bikes came on.
the Cents and lib, with help of the murderbird help take out the razor and the grav-pillbox. The sicaran moves on, as does scorpios and raptor. Things are heating up.
The master has to charge on in, or risk being shot, but thanks to DA rules and full BS OW, he goes down to the tac squad that shot up the devs, before getting in to combat.
The other units dont damage too much.
In my turn, the jumper vets move in to engage the centurians. I think only one of my pod units comes down (the grav- and i put them in front of the rhino) - i wished it was the melta, so i can try take out the scorp - but its not going to happen now, so i try position some lucky las shots from downtown. It pays off and a las shot pens and stuns it.
The murderbird, i'm going to have to ignore for now. There are more pressing issues.
The cents get charged by the vets, but their charge is somewhat hampered by the terrain, squeezed between a building and a wrecked rhino. They kill the libby, and wound the cents, killing 1, wounding another 2. The cents then fail their morale....and the lucky bastards escape!!!!! ><; Uber bleak. The fist would have cleaned them up, but couldnt make it in. Now, i'm likely to lose this whole squad.
The stern come down next and support the Cents, and combat squad to ensure that the Devs and the Jumpers go down.
I take some serious hits, but go to ground with the jumpers. That +FNP sees at least 3 models surviving- including my WL.
My Devs bite the dust though. I think cassor by this stage also bites it- maybe the turn after, after taking out a pod- but nothign spectacular from his side, that's for sure.
The next turn saw my pod in- with melta- enough to take on the scorp. The DC are with the scounts in top right, securing some much needed points. The middle right is looking hotly contested, with the jumpers on the deck. I bring around whatever i can to take shots at the various squads. My other devs positioned themselves so that they can take out some stern, while another razor squad sneaks round the top and deploys to add more firepower to the mix.
After a few back-n-forth turns, i just have too many shots - and i'm winning by attrition. The cents and the stern go down, but not before they take out the jumpers that they were focusing on.
The BA/DA forces advance up the lines, securing both the primary, secondary and tertiary objectives as well as a bonus or two. I had 2 razor squads, 2 pod squads in his lines, as well as the DC, and most of his army cleared out. Murderbird still flying about, but that was it.
In the end, it was hard fought, but the numbers and specials made it. Good battle though and tighter than it appeared in the scoreline.