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Friday, December 31, 2010

Crusade of Alamodia IV: Higher Ground

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6


Battle Briefing:

This battle represents a fight for some strategic ground. This winner will most assuredly control the destiny of further battles in this war.

Playing the Battle:
- Mission Type: Capture and Control
- Deployment: Spear Head
- 1500 pts per side, Standard FOC, restrictions/additions as per Special Rules for Battle 2
- Terrain - Hills, woods, open ground
- Each sides objective will be a hill located in their deployment zone

Special Rules:

The Victor of this battle has gained a strategic advantage and therefore may choose to go first or second in battle 4 with no Seize the Initiative for their opponent.

With the loss of one of the ancient dreadnoughts, Marshal Haas is looking for vengeance as the Templars approach the first major action of the war. The hill country outside of Saint Antonius is a pivotal battle ground. He who controls the Hill Country may just control the war.

Both sides set up their forces to initially protect their section of the Hill Country. The Black Templar seized the initiate and things just went down hill from there for Waaagh! Skulzbasha.

 
The first sign that things were going to be bad came when the Templars destroyed my looted wagon in the first round of shooting.

 With the loss of the looted wagon as well as many more of my boyz than I liked on the templars first round of shooting,things were not looking good as I stared at the Templar's heavily fortified hill.

I left a unit of Shoota Boyz and headed straight for his objective with everything I had left. The only way I was going to win this battle was an all out Orky Waaagh! adn hopefully overwhelm the templar forces.


My Battle Wagon  was able to speed around to the east flank but failed a cover save and thus was immobilized, forcing Grubak to once again try to get to the enemy on foot. My boyz in a trukk were even less lucky as their transport was blown out from under them, only to ramble into another unit of boyz on foot, causing more causalities than I was comfortable with. 


Then the Templars brought the pain, first the Chaplain and Assault squad assaulted Grubak and his Nobz and no matter what I did I could ot make a save or feel no pain roll. This cost me big as I lost the fight then proceeded to get run down as I ran away.


I was faring no better in the middle of the field where I was in protracted battles with several of my mobs, none of which were making any progress and stayed stuck in combat for far too many turns.


My shooting was terrible even for Orks and Marshal Haas took advantage by swinging he Speeders along the west flank and getting ever nearer to my objective. If I didn't do something about them soon my boyz on the objective would be taking some serious hit from them.

Things were looking grim for Waaagh! Grubak, as the number of Orks on the battlefield dwindled to insignificance compared to the number of Templars left.

I was seeing quickly that there was no way I was going to pull off a win, so I started playing for a draw by concentrating on defending my objective.


For my shooting phase I began to concentrate any fire I could on the land speeders and I was successful at bringing down one of Templars crafts.


Defending my objective was a long shot, and one I was not feeling very confident about as the Templars continued to dwindle down my Orks leaving me with only the mob left guarding my objective.


The Templars pushed their advantage, and continued onward towards my objective. I did what I could with my shoota boyz, but I no longer had the numbers needed to inflict serious casualties on the Marines. Finally the remaining orks fled the board after taking some serious shooting from the remaining Speeder.


This battle was doomed from the beginning for Waaagh! Skulzbasha. I just couldn't get anything to go my way. Jason played smart and I just couldn't keep up.

Jason was able to roll for two more units for Veteran abilities, while I had no units left at the end of the game so I was unable to nominate anyone.

The battle itself was fun even though my orks failed me at every turn. It was nice to see the ebb and flow of battle as we fight each battle in the campaign.

Stay tuned for the next battle in the campaign as we put to use my City of Death themed board for battle 4. I have a ton of pics of the battle so the report may take me an extra day or so to post.

As always, thank you for stopping by my blog, and please feel free to leave a comment.

-Meatball

4 comments:

Gyro said...

These bat-reps have been awesome, well written with both fluff and crunch! I'll be keeping my eyes peeled for the Cities of Death report...

Meatball said...

@Gyro - Thanks man, I don't consider myself a very good writer so I thank you for the compliment. I am just happy someone is enjoying the story because for me that is what playing a campaign is all about.

Papa JJ said...

It's been really enjoyable reading these battle reports and following along with the Crusade's progress. That's so cool that you and your friend were able to play through the whole campaign, and this was all during one weekend as well, right? Awesome! I'm looking forward to finding out how the rest of the games went... great stuff!

Meatball said...

@Papa JJ - Thank you and I am glad you are enjoying them. Yes my friend and I played this Campaign over a weekend. Unfortunately we didn't get to the Last battle in the Campaign, but the way it was designed made it so the Campaign still felt like it had an ending, but I will explain that more as I write up the final reports. I am still working on the City of Death report, Hopefully I can get it done today!

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