Wednesday, November 4, 2015

Horus Heresy Battle Report: Iron Warriors Vs Salamanders Part 1

At What-Khan 2015 (Formerly Rock-Con) I played my first full Horus Heresy game.  Both armies were Horus Heresy lists and we played a Horus Heresy (HH) Mission.

This was both of ours first Horus Heresy game where we both used HH army lists and we played a HH mission.  I recently purchased the Forgeworld red HH book, "Mechanicum Taghmata Army List" and in this book is 6 deployment types and 6 missions for use in HH games.

I had 2000 points of Iron Warriors using the Hammer Of Olympia Rite of War.

These are basically the special rules I had:

The Iron Warriors get specific rules for their legion:
- Do not take moral tests from shooting
- Re-roll pinning tests
- Opponent may force a turn 6 without having to roll for it
Because Perturabo was on the table I also got:
- All marines are Stubborn (there is no And They Shall Know No Fear in 30k)
My Rite of War gave me:
- Can charge after rapid firing but counts as disordered
- All Tanks and Walkers have extra armour for free
- Can take an additional Heavy Support
- Must take a Warsmith or Siege breaker an compulsory HQ
- Must take more Heavy Support than Fast Attack
- Must take an additional compulsory troop choice

My army list is as follows:

Lord Of War -

Perturabo with ForgeBreaker

HQ -

Praetor - Warsmith upgrade with servo arm, Master Crafted Paragon Blade, Iron Halo, Meltabombs, Plasma Pistol, Digital Lasers.

Troops - 

19 Tactical Marines
1 Sargent powerfist and artificer armour

9 Tactical Marines
1 Sargent power sword and meltabombs
in Rhino with Havoc Missile Launcher

9 Tactical Marines
1 Sargent power sword and meltabombs
in Rhino with Havoc Missile Launcher

Elites - 

4 Terminators - 1 powerfist, 1 Reaper Autocannon
1 Sargent with power sword and combi-bolter

Heavy Support -

Vindicator with armoured ceramite

Predator with Autocannon and 2 heavy bolter sponsons and armoured ceramite

Predator with Autocannon and 2 lascannon sponsons

The Salamanders were using their Rite of War: The Covenant of Fire.

The Salamanders were using the following Special Rules:

Legion Rules:
- Auto-pass Fear Tests
- Must re-roll a single d6 when pinning and morale tests are failed
- All flamer weapons are at +1 strength and flamer attacks against them are at -1 strength
- Do not add their Initiative to their sweeping advance roll
- Reduce run and charge distances by -1"
Rite of War rules:
- All vehicles have a 5+ invulnerable save against melta, flamer, plasma, volkite and meltabombs
- All melta weapons are master-crafted
- All units gain Move Through Cover
- Units may not deep strike (We messed this up)
- Cannot take more Heavy or Fast Attack than they have Troops
- May not take fortifications
- May only take one Consul, with the exception of Legion Champion type

His army consisted roughly of:

- Praetor with Thunderhammer, and Mantle of the Elder Drake (gains Eternal Warrior)

- 3 Attack Bikes with Multimeltas

- Dreadnought with Twin-Linked Lascannon and Twin-Linked Autocannon

- 2 15-man Tactical Squads

- Rapier Laser Destroyer

- Rhino with Tactical Support squad with 6 Meltaguns

- Rhino with Tactical Support Squad with 5 Flamers

- Rhino with Tactical Support squad with 5 Meltaguns

- 6 FireDrake Terminators (Thunderhammers and 3+ Invo Saves)

- 6 Heavy Support Troops with 6 Missile Launchers

- 2 Deathstorm Drop Pods

This deployment zone we used was called "Clash Of The Line"
Basically this deployment is triangles on the short board edges. See the deployment photos below.

The mission we played was called Onslaught.
The mission rules were:
- Lasts 6 turns
- After deployment each player places one Objective in the opponents deployment zone. That objective they placed is worth 5 Victory points to them only.
- Deployment alternates with each player placing one unit at a time until their whole army is deployed. The order of deployment was: Fortifications, Lords Of War, Heavy, Troops, Elites, HQ, Fast
- Any enemy unit destroyed in the first turn is worth 1 Victory point.
- Slay the Warlord
- Whoever destroyed the most units at the end of the game gains 1 additional Victory point.
- Reserves
- Night Fight

Here is a pic of turn 1 right after his Deathstorm Drop Pods deep struck (I forgot to take a pic of the deployment):

Note the triangle deployment zones. 

The Deathstorms drop in and kill some marines, but do no serious damage. 

The Salamanders advance and take some pot shots but again no serious 
damage is taken by the Iron Warriors. 

During the Iron Warriors first turn, they move to destroy the pods and the Predator, 
Vindicator and 2 Rhinos move to block the Objective from the Salamanders. 

After Perturabo, the Tactical squad, the Warsmith and terminators assault the pods, 
there remains nothing but smoking wreckage.

Perturabo had calculated the distances before the battle and had determined the proper distance that his Iron Warriors would need to remain at to minimize damage which was necessary because the Salamanders outnumbered the Iron Warriors significantly.

The Salamanders advance, and the Iron Warriors take minimal damage from their 
shooting because of the ranges involved.  

The Support Squad opens up on the Tactical squad killing all but one 
marine and Perturabo.

Perturabo charges into the Support Squad and the Praetor, he kills all but one and 
is locked in combat with the Praetor and one marine. 

The Salamanders again advance and prepare a counter-strike at Perturabo.

The Salamanders strike at the Iron Warriors destroying a Predator and a Vindicator.

Part 2 coming soon...

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