Interrogator Pursuivant read the comm slate. Informant bx456R had sent an urgent message regarding clandestine groups getting their hands on a powerful artefact of alien origin. The group was known as The Broken Wheel and were using a large warehouse to hold their meetings. Stored there was the alien item. The data stated that the building should be lightly guarded but swift entry and retrieval would be essential before the entire gang arrives. As there were no new leads regarding the xenos weapon blueprints, this mission would be useful to refocus the warband into something they were good at - killing enemies of the Imperium.
Another Battle Report
Pat and I had another hard fought game of Inquisimunda last week. This time Pat wanted to try out a Wyrd heavy list and was happy to oblige. I couldn't decide who to face them with so I brought all three of my gangs ; Jenna's Jokers (Inquisition), The Moon killers (Eldar Void Pirates), and current flavour of the month my Genestealer Cult. To add a further air of randomness I thought I'd get Pat to roll a d3 and the higher the number the higher rated gang he would face. As fate decided a 6 was rolled and The Broken Wheel (Tzeentchien Chaos Cult) faced off against The Jokers. Another dice roll later and we were having a grudge match to add further spice to the preceedings.
To give the game some sort of context within our campaign, I picked the Hoard scenario again, the plot being that one of Jenna Pursuivant's contacts has told them about a secretive group who have discovered something of value of alien origin. The Jokers, being Ordos Xenos are all over that like a rash. So below is Pat's Chaos Coven;
The Broken Wheel : Chaos Coven, Tzeentch
Kaldor : Magus, Musket, Level 2 Wyrd (Terrify, Ground Swell, Cloud Mind)
Giri : Rogue Psycher, Autopistol, Level 2 Wyrd (Freeze Time, Unerring Aim, Bend Shadow, Guide)
Taz : Rogue Psycher, Autopistol, Level 2 Wyrd (Fearful Aura, Riddle Me This, Molten Body)
Acid spittle : Daemonhost, Level 2 Wyrd (Stigmata, Cursed Luck, Preternatural Awareness)
Silent scream : Daemonhost, Level 2 Wyrd (Freeze Time, Distracting Sound, Psychic Weapon)
Grrah : Daemonhost, Level 2 Wyrd (Cursed Luck, Wall Walker, Destructor)
Plez : Cultist, Autopistol
Gasis : Cultist, Autopistol
Penta : Cultist, Autopistol
Mario : Cultist, Autopistol
Lotus : Cultist, Autopistol
Skag : Cultist, Scattergun.
Rask : Ratskin scout, Hunting rifle, Club, Blindsnake pouch
As you can see quite a varied selection of Wyrd powers, I had never faced Daemonhosts before either and they could prove problematic due to their immunity from pinning. The one plus side is that with all the psychic ability there wasn't room for much in the way of ranged weaponry. One thing that did amaze me was at the start of the game my gang rating was 1592 and Pat's (a starting gang) was barely 10 points lower. Now looking through all those powers, you may wonder how did one remember what was cast and when, well, one didn't remember, but some were utilised more than others.
Kaldor : Magus, Musket, Level 2 Wyrd (Terrify, Ground Swell, Cloud Mind)
Giri : Rogue Psycher, Autopistol, Level 2 Wyrd (Freeze Time, Unerring Aim, Bend Shadow, Guide)
Taz : Rogue Psycher, Autopistol, Level 2 Wyrd (Fearful Aura, Riddle Me This, Molten Body)
Acid spittle : Daemonhost, Level 2 Wyrd (Stigmata, Cursed Luck, Preternatural Awareness)
Silent scream : Daemonhost, Level 2 Wyrd (Freeze Time, Distracting Sound, Psychic Weapon)
Grrah : Daemonhost, Level 2 Wyrd (Cursed Luck, Wall Walker, Destructor)
Plez : Cultist, Autopistol
Gasis : Cultist, Autopistol
Penta : Cultist, Autopistol
Mario : Cultist, Autopistol
Lotus : Cultist, Autopistol
Skag : Cultist, Scattergun.
Rask : Ratskin scout, Hunting rifle, Club, Blindsnake pouch
As you can see quite a varied selection of Wyrd powers, I had never faced Daemonhosts before either and they could prove problematic due to their immunity from pinning. The one plus side is that with all the psychic ability there wasn't room for much in the way of ranged weaponry. One thing that did amaze me was at the start of the game my gang rating was 1592 and Pat's (a starting gang) was barely 10 points lower. Now looking through all those powers, you may wonder how did one remember what was cast and when, well, one didn't remember, but some were utilised more than others.
Jenna's Jokers
My gang is as follows;
Jenna Pursuivant (Interrogator): Sword Bolt Pistol, blindsnake pouch
Tefal (Acolyte, Level 2 Wyrd) Lasgun, Frag grenades, cursed Luck, Cast Glow, Dominate. shellshock.
Buxom (Acolyte); Autopistol, Shockmaul
Hellion (Acolyte); autopistol, 2 swords, Juggernaut, Sprint.
Bangs (Disciple); heavy stubber
Derric (Ad Mech); plasmagun, bionic eye,
Chubbs (Acolyte); Autopistol, knife, Catfall, Evade, sprint.
Spaz (Recruit); Laspistol, knife, Inventor,
Greylocks (Recruit); Stub gun, knife'
Clumsey McFearsome (Ratling Recruit); Autogun, knife.
I haven't played with the joker's for a few games and although I've had some nice advances +1 WS for Buxom and +1 BS for Tefal, their gang rating isn't overly high - thanks, in the main by losing Shawty & Ensign in this battle report. So the dice rolling began and Pat once again got 5 gang members guarding the artefact! what is it these people and looking after their stuff properly? This sort of thing doesn't happen in the movies, it's usually one inept guard, not 2 Wyrds and 3 Daemonhosts!
The Field of battle (not to be confused with last week's one). |
Team Pusuivant! From left to right Tefal (Wyrd), Clumsey McFearsome, Hellion, Bangs, Greylocks, Buxom, Jenna, Derric (Ad Mech) and Spaz. |
Meanwhile 3" further up vertically Greylocks & Jenna move towards the bad guys. |
Bangs provides some sort of covering fire deterrent while Greylocks, Jenna and Tefal move up to hurt some of Pat's gang. |
Clumsey smirks as Rask rolls around in pain. |
Clumsey stops smirking as some horrible chaos Dillhole fiddles about with his brain Cloud Mind style. |
Some heretic actually shoots and wounds Hellion as Buxom also runs out of ammo! Hellion would not play much more of a part in this game. |
The Wyrds skulking around the containers were running out of negative modifiers to hit. |
Derric & Spaz 2 Make their way to the roof of the building that now gives them some really good fields of fire. |
Turn 4 and the depraved cavalry arrive. They waste no time trying to kill Derric, luckily all they get for two failed ammo rolls is a pinned Ad Mech. |
Some more bad guys arrive on the other side of the table, luckily most of my troops are on high levels giving me at least another turn or two before they can reach me. |
At this point I accidentally switch to square photographs. Also Derric and Spaz have fun shooting the Tzeentchians. |
There's a party on the roof and no Chaos worshippers are invited. |
Due to their high positions Bangs & Clumsey severely hamper the cultists movements whilst the rest of the war band advance around the sides.
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Derric & Spaz happily shoot cultists for a living. Not sure what they get paid but I'm sure there is free medical insurance and hefty saving the Imperium bonus. |
1. Not to be mistaken for the cartoon character of the same name.
2. I think I will have to recruit a Klive to accompany Derric.
3. I originally typed Bejasus but autocorrect thinks I'm incapable of knowing what I want to type, so it has coined the phrase "beating the Belarus out of something".
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