So a few weeks ago we played the second session of our local narrative 40k campaign. Here is the next report at last.
Game 2 was an interesting one that Joel had concocted. Each side had their 750 point force but at the bottom of both turn 1s, a spy would arrive for each side. This unit had the stats of a Space Marine Captain including Iron Halo. They had to be placed 12" away from your own units then scatter 2d6. You could only score Line breaker with your spy but it would be worth 3 points. We had a standard objective each as well.
So the match ups were my Inquisitorial force vs Daemons. Orks vs Blood Angels and Tau vs Tyranids.
My forces met the Daemons in the ash wastes outside a storage complex. The Inquisitorial mechanised forces formed a defensive line amongst the slag heaps. Flesh Hounds lead by a Herald rushed the right flank using the terrain to counter fire lanes. Invoking the Book of Names the Herald bolstered the Hounds save. The Great Unclean One took a defensive position behind a massive heap to cover any agents escape while Daemonettes and Horrors headed toward my lines.
The spies arrived and the Daemonic agent hung safely on the left flank well behind the daemon infantry. The Inquisitorial agent misplaced his rendezvous position and found itself deep in the enemy lines, end zone in sight but the Nurgle greater Daemon close by.
The Chimeras and acolytes within did their best to thin the Hound pack but their increased save and speed had them barrelling through the Imperials back lines. The Inquisitorial agent failed to escape the GUO and did its best to fend off the monstrosity but the Iron Halo failed and he was destroyed.
The Daemons agent ran up the flank now dealing with the Flesh Hounds but last minute mass fire destroyed that agent as well.
I think the game was a draw or minor win to the Daemons and I learnt that the Flesh Hound pack is a very fast threat on the table.
Highlights from the Tau and Ork camps
Orks - Both spies happened to be in the same building! As they broke from cover they both got brutally cut down. This game ended a turn too early for the Orks to claim the necessary objective (only got 3 rounds in).
Tau - After a tactical withdrawal into the ruins outside of the city, the force was again ambushed, this time by the tyranids. Accurate fire from the sniper drones brought the big monsters down quickly and the fire warriors moved to secure vital supplies for the expedition. The headstrong commander wished to try his new onager siege gauntlet issued by the fire caste, leading his bodyguards into a withered ground of tyranid warrior class creatures. Severe almost mortal damage was averted thanks to overall control off the battlefield though the loss of all crises suits was disappointing. (Win 8-4)
If we were to play that scenario again the agents would have to come in like normal reserves as one player would always be at a disadvantage with both arriving at the same time, then one being very vulnerable.
This round resulted in an even bigger advantage to the Imperial Forces and their allies. Next round involves some resupplying