Those disgusting feckers sure are popular it seems, and that would mean another game of going up against T5, ignore flesh wound marines.
Now, on the part of my list I went for a very fluffy but experimental army list. A lone Aspiring Champion who infiltrated the area and has corrupted the local workforce in a cult dedicated to exstacy. As a result, I had a Heavy Stubber with the Heavy specialism, a flamer, and 17 basic cultists with either autogun or pistol and close combat weapon. All drawn from my various cultist units to look more raggety taggety... and still had some points left over as you can have a max of 20 figures in a force. but it would give me a good idea for the future on how mass forces work in the game.
Opposing me:5 Death Guard Marines including a flail wielder, a blight launcher and a plasmagunner, supported by 5 poxwalkers for mobile cover.
The table was set and we used the middle eastern terrain the club bought a while ago, to create the planet of Mukthaboom. Fluff wise, my champion Ali Ali Sanchez has infiltrated this planet to rouse the rabble, known now as the Holy Terror cult, to unseat the Nurgle overlords. The lord of plagues send in a squad to Assassinate Ali instead, and the run to freedom was on.
I know my autoguns and baseball bats wouldn't be much use against the power armoured monstrosities, so I needed to use them as a living bullet shield in the hopes of keeping my Aspiring Champion safe until the variable turn length expired.
Turn 1
The Death Guard grabbed the initiative, and the attack on my Aspiring Champion was on. Most of his troops advanced swiftly across the board to close range as much as possible.
The cultists opened fire while Ali gathered followers around him to serve as a human shield, and managed to take down two poxwalkers, not a bad start for the first turn but would I be able to repeat this every turn to keep my leader safe?
Turn 2
The first Death Guard models entered close combat, including the mighty plague flail marine who jumped onto the roof.
On of my cultists jumped down to assault the blight launcher marine and lock him in combat, only to be blown three streetblocks away by his overwatch fire.
But the cult, loosing two of their numbers this turn, did manage to take down a third poxwalker.
Turn 3
With the Death Guard approaching, Ali and his followers sneaked around the building to keep the house in between them.
The quality of the Plague marines shone through though, as brave cultists charging into combat ended up trampled underfoot.
While I took down an additional poxwalker with my flamer, the cultist casualties began mounting slow and steadily.
Turn 4
Fleeing into an alleway, the board was starting to get like the time: running out. I hoped the turn ended and grab victory, because I had nowwhere left to run for the oncoming green tide.
More cultists fell as the Death Guard butchered their way through them with plagued weapons.
Kristof rolled a 4 and the game went on for another turn, darnit
Turn 5
This would prove to be the final turn of the game, as locked in the alleyway behind his forces, Ali was out of options. The plasma gunner could reach him by ways of the roof, and the Heads Down special stratagem wouldn`t be able to keep him safe.
He needed to survive the incoming plasma bolts and then pray for the game to end, but the two overcharged bolts hit home and Ali went down and out, delivering victory to the Death Guard.
The thing I learned in this game is the rather "meugh" movement in my eyes for climbing and jumping down, resulting in power armoured lumbering figures hopping on and off houses like it is nothing. I was still with the old Necromunda rules in my head, and should have blocked the rooftops more as well, but the rules "an sich" aren`t great on that part in my head.
But it was an enjoyable battle, even though no offerings will be added as a result to the altar of Slaanesh...
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