Saturday, January 11, 2025

Assaulting the Compound

 The Brutal and Cunning came with the stronghold walls and bunkers and a mission where one player is defending a compound and another is assaulting. I decided to try it out on map 2 with NPOs.




Still have to finish the other door.

Inquisitorial Agents prepare to assault! A chance to get to know them better.

Equipment. More cover!


The NPOs brought in a Necron consultant. They suggested minefield, razorwire, ladders, and smoke grenades. And four heavy marksmen and only one heavy brawler.

Battlefield looks less open over here now.


It takes four inches to climb the fortified bunker walls, but only two or three to climb the stronghold walls. Minefield makes that approach more dicey.

On the west, the Agents prepare for a large assault.


While on the east side they are taking a more distraction pattern.

The single heavy brawler guards the objective at the centre.

Utlising the high ground.

Utilising the bunkers.

The servitor with multimetla blows a hole in the fortifications at a weakspot. Let the assault commence!

Heavy Marksmen in the tower hits the servitor hard! 

The Veterans throw smoke and try to huddle the wall for cover, but the heavy marksman blasts the deathworld vetern through a firing slot.

Another heavy marksman with a long shot finished off the servitor.


Fearing an assault on the stronghold, the heavy brawler moves into position.


Scoped plsama pistol on the pistolier takes out a marksman warrior.

On the east, the bruiser and autosavant prevent the heavy marksman in the bunker from shooting. While he has the advantage in the strongpoint, he's not the best fighter and the bruisers trench club is making life difficult for him.


Beginning of turning point 2, things are not looking great.

The heavy brawler charges and kills the Kreig veteran, blocking the breached hole with his bulk.

The pistolier sacrifices himself with overheated plasma to wound the big close combat threat.

And the melta gunner finishes him off. The tide is turning!

On the east bunker, the trench club kills the marksman!

Hearing his ally fall in the other bunker, a heavy marksman spins around and takes shots through the bunker windows to kill the autosavant.

Beginning of turning point three and the Agents are still not inside the compound. But the NPOs are down to two heavy marksman and one marksman warrior. 


The melta gunner, down to a single wound left, rolls some amazing saves to stay alive! (He died the next shot though).

Plasma gunner was gunning down warriors on vantage all battle. This time he took down a wounded heavy marksman while taking 6 wounds from overheat.

As the Interrogator, Tome Skull, and Bruiser take the stronghold, the Mystic Agent shoots dead the Necron consultant. Only the last heavy marksman remains.

Beginning of turning point 4 and the NPO feels lonely.


The marksman moves to the objective to hold it (there were no shooting targets) and the plasma gunner, game MVP, runs up and takes him down with overheated plasma, rolling a 6 to avoid burning himself to death.

Turned out to be a fun mission. Lots of interesting decisions around equipment, where to assault, how to defend. Look forward to trying it out against another player.






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