Thursday, 30 January 2014
D korps vs Necrumunda Drooptroopers
The Commander wasted no time and moved the troops to take ground or take firepositions in cover and arranging firing lines.
One enemy drooptrooper squad are sent smashing to the grown due to a deep strike miscalculation and another one takes up positions in a ruin but taking two members as casualties because of the uneven ground.
His last veteran squad taking cover in some rubble they landed on are surrounded with an angry Officer longing for payback, a Engineer squad with acid gas grenades and upgraded with carcass shells for their shotguns and a Death Rider cavalry squadron closing in.
What happened was that the Engineers took out some enemy with the gas grenade but failed horrible with their shotguns that had two casualties of their own because of unstable ammunitions. The Death Riders took one enemy down with their laspistols. This left one enemy still alive and I ordered a full out charge with all I got. The engineers failed to reach and the Cavalry failed to reach this turn so it was up for my Junior Officer to clear out the pile of rubble with his power sword...
With that his last troop choice was dead, one smashed to the ground, one killed of by flamers from my grenadiers and the last veteran squad dispatched by a sword. This meant that he could no longer secure the objectives that were mine for the taking, the best he could do now was to contest or try to kill all my troops. But we choose to end the game here.
Well that did turn out really good, far better then I first thought.
His lack of template or flamers did have a major thing in this as well as his unfurtune with the insertions of his aircraft and troops.
My Autocannon teams that I thought could take down a air plane or two didn´t do much, armour 12 and only hitting aiplanes on 6:s is good.
Im guessing next time I´ll face this force he will be packing some template weaponry and having more anti infantry weapons in general.