Roster for DAKKA DAKKA Mega-Battle of 1 December 2001.

Roster Notes: Following our success in the Rogue Trader tournament, the Mega Battle found us using a similar roster, but with some slight adjustments. We kept the two devastater squads, and replaced the regular bolter dude with and additional heavy bolter. We made a couple of other adjustments; the Captain took a master crafted storm bolter, Brother Maldus, our excellent spiritual leader swapped his plasma pistol for a melta bomb, we pulled the rhino from one tac squad and instead gave it to the Captains command squad. We added a melta gun to that command squad as well. Just like in the previous battle we detached the techmarine and apothecary, we put the techmarine in the tac squad less the rhino, and the apothecary stuck it out with the short range devastator squad.

We were completely unwarware of what the mission would entail, and here's what happened.

The Storm Lords, along with a unit of Blood Angels, were charged with the initial assault on the underhive of the city, the battle's ultimate objective. In order for the Imperium to win, Imperial forces needed to occupy more buildings than the enemy. Reinforcements from the city above would arrive as soon as they could fight their way off of their own table, so there was no telling when they might arrive. Facing the Storm Lords and the Blood Angels were three different broods of Tyranids, significantly outnumbering the emperor's vanguard. As an added bonus to the Space Marines, all units arrived via deep strike, not an easy task when there are over 300 tyrnanid models on the table! This battle used CITYFIGHT rules as well, so it became very interesting.

Deployment! The command squad rhino and the long range devestators drop into the center of the table with Brother Maldus behind them..
They're everywhere man! Both vehicles are quickly smashed by incoming fire, and the squads bail out for some serious hand to hand combat action.
 
Stand fast, brothers! Brother Maldus on the bike and Force Commander Scarpian Kahn repel wave after wave of Tyranid assaults.
 
Tac Squad II arrived later in the battle, only to get tangled up with a massive unit of Gargoyles. Here the remaining squad members prepare to sell themselves dearly for the Emperor.

Please note that the following details only concern the Storm Lords - the Blood Angels also put out a lot of hurt, and took similar casualties. Praise be to the Emperor!

Captain Scarpian Kahn and his command squad arrived first turn safely, and lasted until the beginning of turn three. They were immediately assaulted, but hung in grimly until finally overwhelmed due to massive numbers. The unit accounted for 10 dead bugs before dying.
Chaplain Brother Maldus arrived first turn, and managed to hold out until the end of the third turn under constant assault by Tyranids. He alone managed to kill 6 bugs, including two warriors, before finally being swamped by the massed charge.
  Our long range devastator squad was able to drop safely the first turn, but it never got a chance to fire, as it was assaulted immediately by bugs. This unit lasted until the end of turn two when it was eliminated in assault.
  The short range devastator squad was lost during deep strike in turn 4, never seeing battle.
Tac squad I, now accompanied by the techmarine, arrived 1st turn, and occupied a missile turret building. The techmarine was able to lock the computer firing missile turret for the entire game, but the unit was overwhelmed by genestealers in the third turn and wiped out to a man.

Tac squad II, in a rhino, arrived third turn, and immediately killed a monster with the hunter killer missile on the rhino. The rhino was quickly destroyed, and upon exit, the squad shot and killed 4 gargoyles, and killed another 3 in assault. As a result, the gargoyles killed all but the veteran sergeant in the next turn, who survived the entire conflict.
The scout sniper team led by Sergeant Furtivo dropped first turn, and lost all but the sergeant and the heavy bolter man due to spore mines. Despite their losses, and another spore mine, the two scouts managed to kill two genestealers, and two raveners in hand to hand combat before being totally wiped out in turn four.
Sargeant Furtivo takes on a ravener! (Picture from the Dakka Dakka Web Site)
  The assault squad arrived late, in turn four, but managed to make their presence felt. They captured one building immediately, and a second with aid of supporting fire from a newly arrived Eldar Storm Guardian Squad. Finally, they assaulted and killed a monstrous bug creature, putting it down in one round of hand to hand combat despite its one mass point and three wounds! The assault squad assumed no casualties, thanks to an imperial guard squad that took the blows, and survived intact until the battles end.
  The two attack bikes made it on turn one, and managed to badly wound a carniflex before loosing the heavy bolter attack bike to return fire. The remaining bike fled, recovered, and than entered the battle once more, ultimately being tied up with a ripper swarm in hand to hand combat for the rest of the conflict. This bike survived to the end.

The land speeder tornado made its presence felt, putting a wound on a carniflex and destroying a zenotope outright, before its multimelta was shot off by return fire. The Tornado survived the entire game, killing another 4 smaller bugs with its autocannon.

Here's the roster.

Space Marines Army Storm Lords, 2nd Brotherhood

Unit Name ## WS BS St To Wo In At Ld Save  
Scarpian Kahn (Commn) 1 5 5 4 4 2 5 3 9 3+/4(I)+  
Independent Character; Power Weapon (x1); Storm Bolter
  Iron Halo 4+ invulnerable save.  
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.  
  Command Squad 3 4 4 4 4 1 4 1 9 3+  
Bolter (x3)
    Apothecary 1 4 4 4 4 1 4 1 9 3+  
Bolter; Detach from Command
      Reductor For every dead Space Marine, the Space Marine player gets 1VP at the end of the battle.  
      Narthecium Ignore first failed saving throw in unit every turn. May not be used if the Apothecary is in base-to-base contact with an enemy model. Cannot negate hits from S >= 2*T.  
    Techmarine 1 4 4 4 4 1 4 1/2 9 3+  
Detach from Command; Bolt Pistol (x1); Power Weapon (x1)
      Signum Re-roll 1 failed shooting 'to hit' roll per turn.  
    Sergeant 1 4 4 4 4 1 4 1/2 9 3+  
Bolt Pistol & CCWep.
    Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10  
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6
      Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  
      Dozer Blade Re-roll failed terrain test if move < 6".  
Brother Maldus (Chapl) 1 5 5 4 4/5 2 5 3 9 2+/4(I)+  
Independent Character; Bolt Pistol (x1); Crozius Arcanum; Rosarius
  Bike 24"R, S4, AP5, Rapid Fire, Linked. Move 12". If model starts or ends move in difficult terrain, roll a D6- on a 1 he crashes and is removed.  
  Artificer Armour 2+ armour save.  
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.  
Scout Squad (Troops) 4 4 4 4 4 1 4 1 8 4+  
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Sniper Rifle (x3); Heavy Bolter (x1); Krak Grenades
  Sargeant Furtivo () 1 4 4 4 4 1 4 1/2 8 4+  
Bolt Pistol & CCWep.; Krak Grenades
I Squad (Tact) 8 4 4 4 4 1 4 1 8 3+  
Bolter (x7); Meltagun (x1); Frag Grenades; Krak Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+  
Frag Grenades; Krak Grenades; Plasma Pistol (x1); Power Weapon (x1)
V Close Support Squad (Devst) 4 4 4 4 4 1 4 1 8 3+  
Heavy Bolter (x2); Multi-Melta (x1); Plasma Cannon (x1)
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+  
Bolt Pistol & CCWep.
  V Razorback () 1 BS: 4 Front: 11 Side: 11 Rear: 10  
Carries up to 6 Space Marines; Tank; Lascn. & Plasma Guns
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  
    Dozer Blade Re-roll failed terrain test if move < 6".  
II Squad (Tact) 9 4 4 4 4 1 4 1 8 3+  
Bolter (x8); Meltagun (x1); Frag Grenades; Krak Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+  
Frag Grenades; Krak Grenades; Plasma Pistol (x1)
  II Rhino () 1 BS: 4 Front: 11 Side: 11 Rear: 10  
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  
    Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2.  
    Hunter-Killer Missile Unlimited range, S8, AP3, Heavy 1. 1 shot per battle.  
VI Support Squad (Devst) 5 4 4 4 4 1 4 1 8 3+  
Bolter (x1); Lascannon (x1); Missile Launcher (x3)
  Sergeant 1 4 4 4 4 1 4 1 8 3+  
Bolter
  VI Razorback () 1 BS: 4 Front: 11 Side: 11 Rear: 10  
Carries up to 6 Space Marines; Tank; Twin Lascannon
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  
III Assault Squad (Asslt) 6 4 4 4 4 1 4 1/2** 8 3+  
Bolt Pistol & CCWep. (x4); Plasma P. & CC Wep. (x2); Frag Grenades; Krak Grenades; Jump Packs
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+  
Frag Grenades; Krak Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
Attack Bike Squadron (Fast Attack) 2 4 4 4 5 1 4 2 8 2+  
Bikes; Twin Bolter & 2 Bolt P.; Heavy Bolter (x1); Multi-Melta (x1)
Land Speeder 'Tornado' (Fast Attack) 1 BS: 4 Front: 10 Side: 10 Rear: 10  
Fast; Skimmer; Assault Cannon; Multi-Melta

 

Option Footnotes:

  Assault Cannon 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  Close Combat Weapon +1A if used with another Pistol or Close Combat Weapon.
  Crozius Arcanum No armour save in close combat.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Krak Grenades May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP.
  Lascannon 48"R, S9, AP2, Heavy 1.
  Lascn. & Plasma Guns Lascannon: 48"R, S9, AP2, Heavy 1. Plasma Guns: 24"R, S7, AP2, Linked.
  Meltagun 12"R, S8, AP1, +D6 AP at 6".
  Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).
  Multi-Melta 24"R, S8, AP1, Heavy 1, +D6 AP at 12".
  Plasma Cannon 36"R, S7, AP2, Heavy 1 Blast. Overheats- if you roll a '1' to hit, make a save or take a wound.
  Plasma Pistol 12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound.
  Power Fist Always go last. No armour save. Doubles strength.
  Power Weapon No armour save in close combat.
  Sniper Rifle 36"R, Wounds on 4+, AP6. Hits on 2+.
  Storm Bolter 24"R, S4, AP5, Assault 2.
  Twin Bolter 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary.
  Twin Lascannon 48"R, S9, AP2, Heavy 1, Linked.
Total Army Cost: 2098 Pts.
Notes:
If Deep Strike is allowed, the army may deploy in Drop Pods.
And They Shall Know No Fear rules apply to all Space Marines.

Models in Army: 57
Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 463 n/a 22%
Elite (<=3unit) 0 3 0 n/a 0%
Troops (>=2unit <=6unit) 3 3 620 n/a 29%
Fst. Atck. (<=3unit) 3 0 469 n/a 22%
Hvy. Supp. (<=3unit) 2 1 546 n/a 26%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 16 n/a 192 n/a 9%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.