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Monday, 9 September 2019

Dark Artisan Open ITC Tournament: Game 4- Deathwatch vs Adeptus Custodes

The fourth game of the Dark Artisan Open ITC tournament would see my Deathwatch take on Jake's Adeptus Custodes in an Eternal War mission battle report. 

The mission for this game was Vital Intelligence. In this, there are five objective; one in the centre and one on each of the four diagonals from the centre. You roll a D6 at the start of each battle round and the number you roll is the active objective, if you roll a 6, all the objectives are active. At the end of the battle round, you score 1 point for each objective you hold, and two points for the active objective. 

My army consisted of:
Battalion Detachment
Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
Watch Master- Guardian Spear, the Tome of Ectoclades
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Teleport Homer

A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower. 

I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army.



Jake's army consisted of:
Battalion Detachment (Adeptus Custodes)
Captain-General Trajann Valoris
Shield Captain- Dawneagle Jetbike, Hurricane Bolter, Auric Aquilis, Superior Creation (Warlord)
3 Custodian Guard- Guardian Spears
3 Custodian Guard- Guardian Spears
3 Custodian Guard- Guardian Spears
Vexillus Praetor- Castellan Axe, Vexilla Magnifica
3 Vertus Praetors- Hurricane Bolters
3 Vertus Praetors- Hurricane Bolters
Telemon Heavy Dreadnought- 2 Arachnus Storm Cannons, Spicilus Bolt Launcher

Quite a small, elite force, that packs a big punch in combat. I haven't really come up against Custodes before, so wasn't too sure what to expect.

The placement of the objectives was set in this mission.

I won the roll off for deployment and chose to go first.

I put a unit of Intercessors and Veterans near the objective on both flanks, with the Razorback on the left flank, out of line of sight. I put the Biker units in the centre, with the Librarian and Captain to support them, ready to move up on the central objective. I was originally planning to put all my units on the table to use my superior numbers to go after the objective. However, looking at the board, there was a huge piece of line of sight blocking terrain in the centre, which would limit my firepower for much of the game. I decided to put the usual units in reserve in order to go after Jake's backfield objectives with the units, hopefully being able to take on the Custodian Guard with my kill teams.

In reply, Jake put a unit of Custodian Guard near each of his objectives. The Dreadnought, characters and Jetbikers went in the centre, protected by the -1 to hit bubble on the Vexillus Praetor. He kept one unit of Guard in reserves to teleport in later.







I chose to give Jake the first turn. Much of my army was out of line of sight and it is better to go second in this mission to have a chance at grabbing the objectives. I also spent 2CP on Prepared Positions to keep me safe from the enemy firepower.

TURN 1- ADEPTUS CUSTODES

Jake rolled for the active objective and got a 6, meaning they were all worth double points. For my Mission Tactics, I chose Elites.

One unit of Vertus Praetors moved up on the objective, supported by the Shield Captain and other Custodes characters. The other unit of Praetors moved up into the nearby structure.


In the shooting phase, the Dreadnought fired at the Bikers, doing four wounds. I saved all but one with a CP re-roll, killing the Sergeant. The Rockets fired at the Bikers, doing 7 wounds and I failed one save.

The Jetbikes fired on the squad, doing another wound. The Shield Captain fired his Hurricane Bolters at the squad, doing three wounds, but failing to get past the armour. The last unit of Jetbikes fired on a second unit of Deathwatch Bikers, doing a single wound on the squad.

At the end of the turn, Jake had failed to score first strike, but had moved up on three objectives.

TURN 1- DEATHWATCH

The Bikers moved into the central ruins, supported by the Watch Captain and Librarian. The Veterans moved up into the ruins on each flank, while the Razorback moved around cover to target the enemy army. I decided to risk a rush on the objective. If I could take out the Jetbikes in the centre, I would be in a good position to grab the objectives and gain a strong position on the battlefield.



In the psychic phase, the Librarian failed to cast Null Zone on a 3. I then cast Smite on a 9 (why couldn't these have been swapped?!?). I rolled one mortal wound, using a CP re-roll and still getting only a single mortal wound.

The first Deathwatch Bike squad fired at the Praetors, doing 6 wounds with their Hellfire bolts, but failing to get past their armour. The second Bike Squad did 9 wounds, one of which got through. The third Bike squad did 6 wounds. Jake failed one armour save and one of the Praetors died.

The Veterans fired their Stalkers at the squad, doing three wounds, but failed to get past their armour. One of the Krak Missiles hit and wounded the unit. Jake failed a save, failing again with a CP re-roll and one of the Praetors perished.

The second unit of Veterans fired at the squad, but failed to do any damage. The Razorback fired at the second unit of Praetors as it did not have line of sight on the first squad. The Lascannon managed to kill one of the squad.

The Intercessors on the right fired at the squad, doing  no wounds on them.

In the charge phase, the Bikers assaulted the Shield Captain and last Praetor. The Watch Captain charged the Shield Captain.

I spent 2CP on a Doctrine to give the Captain +1 to wound. He hit and wounded all four times, but the Shield Captain made all his invulnerable saves.

The Bikers and Librarian attacked the Praetor, taking him down to one wound, but failing to kill him. The Vertus Praetor struck back, killing one Deathwatch Biker, while the Shield Captain did 3 wounds on the Deathwatch Captain.

At the end of the turn, Jake scored 6 points, while I took 4 points for the objectives.

VICTORY POINTS:
Adeptus Custodes- 6
Deathwach- 4

A disappointing turn for the Deathwatch. I didn't know all the Custodes units had a form of Objective Secured, so thought the Bikers could steal the objective from them. Having to kill them all was going to be a hard task for my units, especially with Jake rolling saves the way he was.

I did around 40 wounds on the Custodes in shooting and assault, and Jake only failed around 5 saves his whole turn. If the game continued like this, it was going to be very quick.

TURN 2- ADEPTUS CUSTODES
We rolled for the active objective and it was number 5, currently held by the Custodes.

The Praetor and Shield Captain fell back, while the Vexillus Praetor and Valoris moved up to support them. The other unit of Praetors moved up on the Deathwatch objective on the left flank. At the end of the phase, the Custodian Guard teleported onto the battlefield, landing on the right flank.




The Dreadnought fired on the Bikers and Razorback, doing 9 wounds on the enemy vehicle and killing one Biker. Veloris fired at the Bikers, killing one more. The Shield Captain fired at the last Biker in the squad, wounding once and killing him.

The rest of the firepower targeted the central Deathwatch units, killing the Watch Captain, a second unit of Bikers and putting two wounds on the Librarian.

The Jetbikes on the right fired at the Intercessors, doing 15 wounds. I failed seven 3+ saves to lose half the unit.

In the charge phase, the Custodian Guard made a 9" charge on the Intercesors, taking one wound in overwatch. The Vexillus Praetor charged the Librarian, while Valoris charged the Bikers. The Praetors assaulted the remnants of the Intercessor squad.



In the fight phase, the Adeptus Custodes struck, wiping out the Deathwatch units that were arrayed against them.


At the end of his turn, Jake scored Slay the Warlord .

TURN 2- DEATHWATCH

The Veterans moved down to secure the objectives, while the Razorback moved around to target the Custodes. At the end of the phase, the Storm Bolter Kill Team and Watch Master landed in the enemy deployment zone, while the Meltagun Kill Team landed in the Deathwatch deployment zone.




The Storm Bolter Kill Team fired their Hellfire Bolts at the Custodian Guard, hitting and wounding 34 times. Jake failed only four saves, and only one of the Guard perished. The Watch Master added his firepower, wounding twice but failing to get past their armour.

The Veterans fired their Missiles at the Praetors, but both shots missed. The Stalker Bolters of the squad managed to kill one of the Custodes. The Meltagun Kill Team added their firepower. The Meltaguns did 2 wounds, killing one more after Jake failed a save and a CP re-roll. The Bolters did 10 wounds, but Jake made all his saves.

The Razorback fired at the Custodian Guard, needing 6's to hit, so I rolled a double six! One hit wounded, but failed to get past the armour. The other Veteran squad fired at the Dreadnought, failing to do any damage.

In the charge phase, the Storm Bolter Kill Team and Watch Master failed their charges on the remaining Custodian Guard. The Meltagun Kill Team charged the Praetor, while the Razorback charged the Custodian Guard.

The Meltagun Kill Team struck at the last Praetor, only managing to do a single wound. The Praetor struck back, killing one of the squad.

On the other side of the field, the Razorback failed to do any damage, while the Custodian Guard managed to destroy the vehicle. The Razorback exploded, killing one of the Custodian Guard and two of the Veterans.

At the end of the turn, Jake scored 4 points and I scored two points.

VICTORY POINTS:
Adeptus Custodes- 11
Deathwach- 6

TURN 3- ADEPTUS CUSTODES
At the start of turn 3, objective 1 was the active objective.

The Custodian Guard moved up on the Veterans on the right flank. The Praetor fell back from combat with the Meltagun Kill Team, as the Shield Captain moved up on support him, along with the last Praetor from the other unit.

In the shooting phase, the Dreadnought opened fire on the Storm Bolter Kill Team. The punishing hail of fire killed all of the squad, but the Terminator. The nearby Custodian Guard fired at the Terminator, killing him.

The Custodian Guard on the right flank fired at the Veterans, wounding them once and killing one. On the other flank, the Custodes Jetbike units fired at the Meltagun Veterans, killing four of the squad.



In the charge phase, the Shield Captain assaulted the Veteran squad. One of the Veterans managed to hit the Captain with a Krak Missile, but he made his save, thanks to the Blood Games re-roll. On the other flank, the Custodian Guard charged the Missile Launcher Veterans, one of the squad perishing as another Krak Missile found its mark.

In the fight phase, the Shield Captain butchered the Veteran squad. On the other flank, the last of the Custodian Guard in the squad failed to do any damage on the Veterans. The Deathwatch struck back, doing four wounds, but failed to get past the armour.

TURN 3- DEATHWATCH

The Watch Master moved up on the Custodian Guard. The Veterans fell back from combat to hold the objective, while on the other flank, the Meltagun Kill Team moved up to secure the objective. At the end of the phase, the Vanguard Veterans landed to support the Watch Master.



In the shooting phase, the Meltagun Kill Team fired at the Watch Captain. The Meltaguns hit and wounded three times. Jake failed two saves, even with a Blood Gaems re-roll. The powerful Melta shots did 11 wounds on the Captain. My job turned to dismay as Jake made five out of eleven 5+ FNP saves to keep the Captain alive on one wound.

The Bolters managed to do one wound, which was also saved.

The Vanguard Veterans fired their pistols at the Custodian Guard, doing one wound on them. The Watch Master added his firepower, killing one of the squad.


In the charge phase, the Watch Master and Vanguard Veterans assaulted the Custodian Guard, wiping out the squad in combat.

At the end of the turn, I scored four objective points, while the Custodes scored two.

VICTORY POINTS:
Adeptus Custodes- 13
Deathwach- 10

TURN 4- ADEPTUS CUSTODES
In the fourth turn, objective 5 was the active objective.

The Dreadnought and Valoris moved up towards the Vanguard Veterans, while the Shield Captain moved up on the last of the Kill Team.

In the shooting phase, the Dreadnought opened fire on the Vanguard Veterans, wiping out the squad. Valoris fired on the Watch Master, wounding him once. I failed my save and the Master took two damage.



The last Custodian Guard in the Deathwatch deployment zone fired at the Veterans, wounding them twice with his Guardian Spear. I failed both saves and two of the squad perished. On the other flank, the Praetors and Shield Captain fired on the Meltagun Veterans, killing four and leaving two remaining.

In the charge phase, Valoris charged the Watch Master, taking two wounds from him in overwatch. The Custodian Guard charged the Veteran squad. The Missile Launcher managed to hit once more, but failed to wound! The Praetors charged the Kill Team.


In the fight phase, the Custodes cut down the remaining Deathwatch to remove them from the battlefield.

At the end of the turn, Jake scored all six objective points.

With all the Deathwatch gone, the Custodes held all the objectives. We rolled and the game went on until turn 7! The final score was:

VICTORY POINTS:
Adeptus Custodes- 38
Deathwach- 10

A decisive win for the Adeptus Custodes.

AFTER-BATTLE THOUGHTS
That game could not have gone worse if I had tried!

I hate it when a game comes down to a single die roll or test, but that's what this game felt like. Jake and I discussed this after the game, but I think if I had managed to get Null Zone off on turn 1, it would have been a completely different game. I probably would have taken out the Praetors and shield Captain to secure the central objective and been in good position to see off the rest of the attacks in the following turns.
Jake and me.

This game really did seem to come down to the luck of the die rolls. Jake's Custodes seemed incapable of failing an armour save. My Hellfire shells were putting a ton of wounds on them, but the shots were bouncing off of them repeatedly and my Bolter fire was doing way less damage than it should have been statistically.

Amusingly, one of the judges that was watching our game came over and actually started rolling Jake's dice to check and see if they were ok, he was rolling that well! My already low spirits on turn 3 were absolutely crushed after Jake failed two saves on his Shield Captain, only to then make a great round of FNP saves to keep him alive on a single wound.

This was the opposite of my game, where my Storm Shields seemed incapable of blocking anything and were pretty much the first to die when targeted by enemy Bolter fire. Jake's few hurricane bolter shots were doing more damage to my Marines than the entirety of my army could do to his in the first few turns. In fact, I only killed a single unit over the course of the game.

My original plan was deploy my whole army on the board and not keep anything in reserve. This would have given me a lot more firepower in my first turn. However, after seeing the board we were playing on, that giant building in the centre of the table had seriously restricted lines of fire, meaning that I probably wouldn't have been able to utilise their firepower too much on the first turn.

I think this was probably an error and I should have gone with deploying the whole army. This would have given up on Jake's backfield objectives, but would have allowed me to focus on the centre objective and try and take out the enemy army with my firepower there.

We discussed the game after, and had I deployed my whole army, Jake may not have gone after the central objective on his turn. If he did, my greater numbers of Objective Secure units may have been able to go and steal it off of them.

That was a pretty rubbish game, to be honest. It seemed like the Dice gods were against me, as shot after shot simply bounced off of the Custodes, while my Deathwatch were being gutted by Bolter fire the whole game.

With four games down, my last game would see the Deathwatch take on the Raven Guard in a maelstrom game.

6 comments:

  1. I think the mistake was charging in the centre without overwhelming force. You had to totally wipe them or be open to counter charge and continued combat. Yes Null Zone was devastating not getting it, but I think with Custodes is keep at arms length and concentrate fire until units are weakened or wiped with ranged fire. Its a shame it was so one sided, the Custodes once they get weakened see their damage output at range reduce exponentially - but even one Guardian in combat is still a beast! Tough game, but lessons learnt and now you know the Emperor's might!

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    1. I agree, you really need to be able to decisively crush the Custodes units to have a chance at taking them out. Putting the Intercessors into the centre may also have helped, as the wounding on a 2+ and extra AP-1 might have caused more problems for the squad.

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  2. Rough breaks - but as Siph says above, you needed a death blow. Relying on a single spell to get it, well, we've all done that! Ritually slaughter your dice that they may never betray you so again.

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    1. My dice always betray me. I think it's just my tactical genius that keeps me in the game! ;)

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  3. Yikes, very tough game. I had no idea that Custodes could be so durable.

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