Round 3 Team Game – The Battle For The Array

We held a team game on Saturday, June 1st at Game Grid in Lehi. This is only a summary of a few events that happened as there was just too much going on to be able to create a proper battle report. If you wish to read the narrative events of the battle you can read that here.

The mission was the same as the standard round 3 mission but on a 6×8 table. Teams were made of players’ 1000 point armies. We played a custom battlezone: we used the Low Visibility rule and Light ’em Up stratagem from Battlezone: Night Fight but only for the first two turns. This was in an attempt to provide cover for melee units to get stuck in combat instead of being blown off the table in the first turn, as is normal in large games.

Players were asked to field armies they would normally take in the league’s current round to represent the low resources and few options presented to them thus far in the story. We did, however, make an exception for our grand leader, Robert; team 2 was down a player and so Robert ditched his normal army to take in a single Warhound titan. This proved to be more of a detriment for his team than a positive as you’ll see.

Team 1Team 2
Andrew Buhler
Adeptus Mechanicus
Chris Prue
Necrons
Brett Egbert
Harlequins
Dan Bryson
Tyranids
Brian Prue
Grey Knights
David Rodriguez
Genestealer Cult
Dave Graham
Adeptus Custodes
James Poulsen
T’au Empire
Kevin Prue
Craftworld Aeldari
Robert Graham
Chaos Space Marines
Trevor Smith
Space Wolves

Team 2 won the roll off to determine deployment map and deployment zone so this gave team 1 first turn. But fate had other plans as team 2 stole the initiative.

The Grey Knights from team 1 and the T’au, Genestealer Cult and most of the Tyranids from team 2 were held in reserve.

Chris’s Necrons lead the charge toward the objective while the Warhound stayed back. After a mostly unsuccessful turn, team 1 got their chance. The Necron Warriors took nearly the entire firepower of team 1 before finally falling. Overall very little died in round 1; the night fight rule appeared to be more powerful than imagined.

Nearly all of the reserves for team 2 arrived on turn 2. The T’au and Tyranids focused on the good guys’ right flank while the Genestealer Cult appeared on their left. Some T’au Crisis Suits arrived in the middle, trying to provide some reinforcements to the Necrons. But alas, this turn also resulted in very few casualties for team 1.

With some guidance from experienced players, most of the T’au drones were obliterated in the bottom turn 2. But this didn’t solve the issue of overwatch, as the Custodes would learn first hand next turn. Casualties were fairly spread out between the armies in team 2, all except the Warhound who had yet to be even shot at.

The sun was finally rising over the battlefield letting long range shooting to become far more devastating. Some Harlequins, Grey Knights, and a couple Custodes were killed from the firepower of the T’au, Necrons and Tyranids. The titan was also able to start picking off the Mechanicus’ walkers hiding in the back of the battlefield.

With team 1 having firm control over the center, things were looking quite bleak for the ragtag team of would-be bad guys. They converged on the center in an attempt to break through the spear tip of space marines and Custodes. This round saw more Custodes, Marines, and Harlequins being blown to smithereens.

After killing the Tyranid Hive Tyrant and most of the Necrons and T’au forces in shooting, the Custodes charged at the T’au Crisis Suits. But the dice gods had different ideas. Their 9 (three guns each with three suits in the unit) Plasma Rifles opened up in rapid fire and with the glory of the T’au Sept rules, they were able to kill both Allarus Custodes in overwatch before they could reach the Xenos unit. This caused Brett to rethink his strategy with his nearby Harlequins, not wanting to receive the same fate.

The last few turns went a bit quicker as team 2’s numbers were shrinking quickly. Sinking 2000 points into a Titan that had very few large targets basically meant they were at a 2000 point disadvantage. All things considered team 2 did a miraculous job holding their own. Had Robert brought his normal 1000 point army, the game might have been far different.

Ultimately Team 1 was victorious. The final score was in the neighborhood of 9 to 2. And the only victory points team 2 received was from killing off some warlords. We did end the game at the bottom of turn 5, opting to not roll to see if the game continued continue as it was definitely decided by then.

Overall, everyone had a great time and we’ll be looking to possibly do this again before the end of the league. At the very least this helped wet people’s appetite for the Apocalypse game at the end of the league!