Fighting it out in 3rdEd

Having read the book from cover to cover I was eager to try out a few battles under the new rules to familiarise myself. For that reason, I played against myself using forces drawn from my Chaos Army.

Cleanse

The Cleanse mission seemed pretty simple to start with. Organising forces was a bit difficult, as I didn't really have enough squad members to form the 4 troops choices needed by the two sides. The Black Legion fared OK, getting two CSM squads, one of them actually my veterans who I demoted for these fights. The Thousand Sons got a squad drawn from the Havocs and assault marines, and a Daemonic Pack made up of several gribblies from my collection such as Saurus Warriors, Undead and so on.

Black Legion Force

HQ1: Exalted Champion on Juggernaut, with powerfist and extra CC Weapon.
TROOPS 1: 5CSMs, 1 with a Flamer and 1 upgraded to Aspiring Champ. with CC weapon.
TROOPS 2: 5CSMs, 1 with Lascannon and 1 upgraded to Aspiring Champ. with Plasma Pistol.
HEAVY SUPPORT 1: Chaos Dreadnought with Twin Autocannon.

Thousand Sons Force

HQ 1: Chaos Sorcerer in Terminator Armour.
TROOPS 1: 5 Daemons.
TROOPS 2: 6CSMs, 3 with CC weapon, 1 with Bolter, 1 with Flamer, 1 Aspiring Champ. with Bolter and Powerfist. HEAVY SUPPORT 1: Chaos Dreadnought with Plasma Cannon.

Deployment

This image copyright to Graeme Taylor. Black Legion (gray) in Delta Sector, T.Sons (blue) in Alpha Sector. Unfilled shapes show substantial areas of cover. Note that the Daemons are not deployed as they wait in the warp.




Black Legion turn 1

The Dread and bolter squad advanced into Beta Sector, whilst the Jugger-riding Commander headed for Ceta sector to ambush any forces entering the area. The final unit, the Lascannon squad, remained in position and fired, only managing to cut down a single enemy. The Dreadnought wounded the distant Sorcerer with his Autocannon (thanks to the re-roll to hit).

T.Son turn 1

The squad of assault marines moved into Ceta Sector, whilst the Dreadnought moved out of cover to bring his deadly arsenal to bear. The advancing troops opened fire on the opposing Commander but failed to wound, whilst the Sorcerer's strike on the Dread was also ineffective. The Plasma Cannon on the Dreadnought roasted 2 of the Lascannon squad but their Morale check was passed.

Black Legion turn 2

The squad on the right continued its flanking move into Beta sector shielded by a large ruin, whilst the other troops closed together to fill the gaps left by their dead compatriots. The Dreadnought's Autocannon couldn't penetrate the Sorcerer's Termie armour, whilst the leader of the Lascannon squad missed the T.Son dread with his Plasma Pistol, the only effective weapon against it (the Lascannon being unable to fire due to having to rejoin unit coherency).

T.Son turn 2

The assault squad advanced further into Ceta Sector, but their fire bounced harmlessly off the Army Commander (his Juggernaut gave him T6!). The Dreadnought fared better, blowing away the Aspiring Champ. leading the Lascannon squad (I could have lost a Bolter Marine but then I'd have had to rejoin coherency and as such miss another oportunity to use the Lascannon. By losing the Champ. the two remaining CSMs were within coherency) whilst the Sorcerer immobilised the other Dread with his Psychic powers. The assault squad closed on the Commander and successfully slay him, but he killed 3 of them, taking them below half strength (and hence meaning that they couldn't be used to claim Ceta Sector).

Black Legion turn 3

The flanking squad finally entered Beta Sector, claiming it as theirs (the only other model being the Sorcerer who as a character didn't count). The Immobile Dreadnought continued to blast away at the Sorcerer but still failed to hurt him. The Marines in combat with the Dreadnought suffered no casualties but caused no damage in return, the result being a stalemate.

T. Son turn 3

With a rending of the very fabric of reality the daemons came, drawn by the carnage and destruction. The powerful warp flux they generated enabled the Sorcerer to waste the Dreadnought, the wreakage being thrown several metres by the unholy blast. Eager for combat, the Daemons pitched into the CSMs in Beta Sector, contesting their control of the region by ripping two limb from limb, though the rest held their ground. The Dreadnought finished off the Lascannon squad and advanced deeper into the Black Legion Deployment area in Delta Sector.

Black Legion turn 4

The rest of the Chaos Marines of the only surviving squad joined the combatants against the Daemons, each side killing two of their opponents.

T.Son turn 4

The rest of the Daemons also entered the combat, but despite the push of numbers neither side inflicted Casualties, energy auras and power armour warding off blows.

Black Legion turn 5

The drawn-out struggle for Beta sector continued as neither side managed to take the measure of the other, the combat once again stalemate.

T.Son turn 5

Finally the Daemons overcame their mortal foes, killing the last of the Black Legion troopers, though not without losing one of their own members. With every Black Legion fighter out of action the Thousand Sons were technically in control of the whole field, but their lack of numbers meant that only Delta Sector was secure. Fortunately this was the Black Legion base camp, and so victory was theirs!

Lessons learnt

So, what have I learnt from this from a tactical point of view? well, firstly my squads need to be a good deal bigger. One more Assault Marine and one less Daemon Casualty would have secured 3 Sectors rather than just the one. On the plus side, the commander performed really well, as he managed to reduce the Assault squad to under half strength, denying either side Ceta Sector. The combo of Juggernaut and Powerfist is a good one, as his high T of 6 means he's likely to last long enough to use his 6! Attacks, each at S8 and with no armour save! The Daemon Summoning works very well, deviating close enough to assault the CSMs in Beta sector the turn they arrived. Had they been deployed at the start and moved into Beta sector then the Autocannon would have done for them.

Expanding to form a narrative campaign

This image copyright to Graeme Taylor. The battle went well, and I'm going to continue the conflict to form a small 3 game campaign. Having lost their base to the T.Sons, the Black Legion force need to strike back. Fortunately they know a perfect weak spot- the base camp's Power Generator. If they can successfully disable this then the T.Sons will be seriously weakened. This will all be represented as follows: A sabotage mission will be played. Should the Black Legion destroy the Generator, then fight out a Breakthrough: Rearguard Mission with the Black Legion as Defenders. Due to the ruined power plant the T.Sons may not take any Heavy Support choices. Whoever wins the fight wins a marginal overall victory. Should the Black Legion fail in their Sabotage attempt, then fight out a Bunker Assault Mission on the Black Legion. Due to their rapid success, a single unit from the T.Sons gains the Infiltrate ability. Should the Black Legion lose this mission also then it is a total T.Son victory. Otherwise, it is a marginal T.Son victory.

Sabotage Mission

Carrying on the Campaign as outlined above, I fought out the Sabotage Mission, again against myself and with the main aim of learning new tactics and ploys.

Black Legion Force

HQ 1: Exalted Champion of Chaos in Terminator armour, with Powerfist and Storm Bolter.
ELITES 1: 5 Chaos Veterans with Boltguns. 1 model upgraded to Aspiring Champion with Plasma Pistol, and 1 other given a Lascannon. Note that in this scenario they may Infiltrate.
TROOPS 1: 5 Daemons.
HEAVY SUPPORT 1: Dreadnought with Twin Autocannon and Storm Bolter.

Thousand Sons force

HQ 1: Chaos Sorcerer in Terminator armour, armed with Powerfist and Storm Bolter.
HQ 2: Chaos Sorcerer with Power Weapon.
TROOPS 1: 5 Chaos Space Marines with Bolters, 1 with a Flamer, 1 upgraded to Aspiring Champion with Close Combat weapon.
TROOPS 2: 5 Chaos Space Marines with Boltpistol and CC weapon, 1 with Flamer, 1 upgraded to Aspiring Champion with Powefist and Bolter.

Deployment

The T.Son Bolter squad were deployed close to the Power Plant. In addition, 6 CSM sentries were patrolling the area. The Black Legion Veterans had Infiltrated to a position close to the Camp and the Exalted Champion entered just as the battle began.

Black Legion turn 1

With the arrival of their mighty commander, the Chaos Veterans began to soften up the enemy in preparation for the main attack. Laser fire and Bolter rounds rained on the camp, killing a single Sentry and raising the Alarm, alerting nearby Thousand Son forces to the breach of security.

T. Son turn 1

The two Sorcerers entered in the Western edge of the camp from the Command Post further up the line where the alarm had gone off. The defenders in the immediate vicinity of the power plant opened fire, cutting down three before charging into close assault and killing one more, causing their Champion to flee. Yet even he was unable to escape as the Marines mercilessly pursued and outed him too. Inspired by their troop's success the two sorcerers wasted the Exalted Champion, blasting plasteel and ceramite plates on his mighty armour to dust.

Black Legion turn 2

The hulking form of an awesome Chaos Dreadnought entered the Eastern end of the Camp, and in anticipation of the carnage it was to inflict the fell Daemons of the warp arrived on the battlefield. Autocannon fire killed 1 of the defenders before the Daemons gleefully pitched in, killing 2 and only suffering 1 casualty in return.

T.Son turn 2

Reinforcements moved into the North-eastern corner of the camp and immediately entered into combat with the Daemons whilst the Psykers turned their attention to the Dreadnought. 3 Daemons were killed by the combined squads, 2 more being killed as the victors chased them down, though such was their enthusiasm they left the immediate area of the camp to search out for any further forces.

Black Legion turn 3

The Dreadnought turned to the pair of Sorcerers to unleash his fury on them, but finding himself bound by unworldly forces he could only watch in frustation, momentarily paralysed as they moved in for the killing blow.

T.Son turn 3

The combined power of the two sorcerers blew the hulking Dreadnought apart in an explosion fully 70ft across. Shrapnel rained down on them, yet caused no damage. With the raiding force wiped out, the T.Sons camp was safe, and the Black Legion had lost valuable troops for the final defensive.

Lessons learnt

Well, things ain't looking too good for the Legion. The basic tactic had been to hold most of my forces in reserve, battering the T.Sons with a constant stream of forces before delivering the killing blow to the Power Plant. But it was not to be, as each wave was repulsed and blown apart by Psychics or dismembered by close combat fighting. As each new threat arrived it had no support and so was killed easily. Next time I'll deploy the whole raiding party at once. The Dreadnought would alert the sentries, but they were alerted in the first turn anyway by the hopeless fire from the Veterans, who only killed one despite 6 Bolter, 1 Lascannon and a plasma pistol shot! They were promptly hacked to pieces in CC too! The Sorcerers performed very well, I don't think they failed a single Ld test. But even if one did, the other one would still be there. Taking 2 does limit your HQ choices with regards to Greater Daemons or Princes, but a Lord of Change has the same power and it never fails, along with a better stat line for not much more than the cost of a standard Sorcerer. There is a drawback in that it must be summoned so it will miss at least 1 turn, but with many battles lasting 6 turns, that's not so much a problem, so I would get one but I don't have the required £20! For now the partnership will remain- the way they wasted the Army Commander and blew the Dread apart was amazing!

Bunker Assault Mission

The final fight of the campaign. Will the Thousand Sons crush the Black Legion utterly, or will they manage to survive and harass the Thousand Sons for months longer?

Black Legion forces

HQ1: Chaos Lord on Juggernaut with powerfist @ 135pts.
TROOPS1: 5 Daemons @ 60pts.
TROOPS2: 5 CSMs with Bolters: the unit includes a missile launcher, and one marine is upgraded to an Aspiring Champion with Powerfist, @ 125pts.
FAST ATTACK1: Chaos Attack Bike @ 90pts (as SM attack bike with H.Bolter, +heavy flamer at 10pts, +50% for post heresy item)

Thousand Sons force

HQ1: Chaos Sorcerer in Terminator Armour @ 125pts.
HQ2: Chaos Sorcerer with Power Weapon @ 85pts.
TROOPS1: 5 CSM with Bolt Pistol and CC weapon: the unit includes a Flamer, and one marine is upgraded to an aspiring champion with powerfist, @ 118pts.
HEAVY SUPPORT1: Dreadnought with Plasma Cannon, Storm Bolter and Dreadnought Close Combat weapon @ 115pts.

Deployment

The Black Legion squad with the Missile Launcher set up in the bunker, determined to defend it to the last. The Commander on Juggernaut set up in the cover of some fortifications to the west of the bunker complex. The T.Sons arranged themselves as best as possible in the cover in no-mans land, with the Assault squad infiltrating deep into the enemy territory. The preliminary Bombardment successfully struck the bunker complex, but the troops within were unscathed and unshaken.

Black Legion turn 1

The Chaos Lord began to move out of the cover afforded by the fortifications, targeting the fearsome Chaos Dreadnought as his first opponent. The marines in the Bunker opened fire, but not even the missile launcher had any affect. The Chaos Commander was somewhat more effective, destroying the Dreadnought with not so much as a scratch on his armour!

T.Son turn 1

The Assault squad began to advance on the bunker, sweeping around the back of the line of fortifications to strike the comlex from the rear. 1 of the Psykers blasted the army commander, inflicting a wound on him, whilst the other rocked the very foundations of the Bunker with his powers, severly shaking the marines inside.

Black Legion turn 2

The Attack Bike roared in on the eastern flank, and pitched straight into the Assault squad, killing one with its Heavy Flamer. However, the fierce retaliation and powerful weapons of the squad meant that the bike was destroyed in a blaze of flaming fuel and exploding ammunition. On the southern edge of the battleground, a pack of Daemons melted into reality to aid the task of the commander in his witch-hunt.

T.Son turn 2

Having disposed of the Attack Bike, the Assault squad continued its advance on the bunker. The Psykers attempted once again to annihilate it through the power of the mind, but the distraction in the warp current caused by the daemon's arrival countered the mental assault.

Black Legion turn 3

The Squad in the bunker was once again ready to fire, a screaming Krak missile slamming into the Terminator Sorcerer. Not even his massive armour was able to protect against the attack and he suffered a wound. The Daemons moved in for the kill, slaying the injured Psyker and advancing towards his companion.

T.Son turn 3

The assault squad reached the bunker, flames spewing from their weaponry to roast the squad inside. 2 fell to the scorching attack, but the remaining three held their nerve, fully aware of the importance of the bunker. The lone Sorcerer challenged the Chaos Commander, one on one, but was brutally smashed aside by the living battering ram that was the commander's mount.

Black Legion turn 4

The Daemon pack, led by the commander, began a wild charge across the battlefield in search of fresh victims. The Marines in the bunker killed one of the Assault troopers before advancing in an assault. The two Aspiring champions clashed and both were killed, but the loss of their leader was too much for the Thousand Sons who fled, only to be cut down by the pursuing squad. With all the Thousand Sons killed, the battle was over!

FINAL VICTORY POINTS

Black Legion 593

Thousand Sons 153

CAMPAIGN RESULT

Marginal Thousand Son victory

The Black Legion are defeated, but not yet destroyed. They may continue to be a thorn in the side of the Thousand Sons' plans for a long time yet, though the chance of them being defeated by the BL are now incredibly slim.

Lessons learnt

Juggers! The commander really is awesome with his heavily boosted stats line. The assault squad may well have won if they had had greater numbers, but they really needed to get there sooner. As such, a bike squad would have been a better choice (if i had one!), as they could get there in half the time, and would have considerably more firepower on the way too- two bolter shots with a re-roll for a single miss for each bike even if it moves! The additional toughness would also be of great use. But what I really want is more Juggernauts! If only you could mount a squad on them- sure, they'd be expensive, and slow, but incredibly hard in assault!