Marine objective: Get two or more marines off the board via the room on the opposite side of the board from the start zone.
Stealer objective: Eat all of the marines. NOM NOM NOM!
Stealers, Charlie, aka Brother-Captain Rommel, but only when he's playing the marines you silly geese.
We utilized the extended blip set from 1st edition (1 to 6 per blip instead of 1 to 3), with the XT action cards. Marine forces were one captain, one marine with a flamer, one marine with an assault cannon, one with lightning claws and one regular marine. Having recently picked up an uber-sweet termie miniature from Scibor Miniatures, namely this one, http://sciborminiatures.com/en_,shop.php?art=1037#i/2011/big/templar_p3_01.jpgI I decided we had to try him out. Hence, this mission.
Space Marine Captain: 1D6+2 in melee, with a parry like the marine sergeant. Adds two to the number of command points drawn. Is also armed with a grenade launcher with ten rounds. The grenade launcher has a range of 8 and targets a board section like a flamer. It takes 1 AP to fire and wounds any genestealers on the targeted section on a four plus. However, it does not block a board section like a flamer.
I move the marines up the main corridor with a sick CP draw, further augmented by the plus two of the captain. The stealers move blips up on either side at the nearby entry points.
I start off the turn with a Mothership Scan and check out the blip on the right. Turns out it's a five, a nasty start.
I rush up the center with another great CP draw, and as the stealers move up I play High Grav Zone on the left side to slow them down some.
Marines rush up further and the flamer turns round to cover the rear. The stealers continue to close in on both sides.
Captain runs up to the last x intersection. Battle-brother Logan (with the claws) runs up the left side to take care of the stealers there, which pose the biggest threat because they're the closest. Then the stealers move up a bit, and Charlie plays High-Grav zone in front of my commander to slow me down next turn.
The commander kills all of the stealers in the corridor in front of him so fast I didn't even get a pic of them. Brother Logan moves up the rest of the way to engage the stealers on the left. The stealers move up on the center corridor.
The commander doesn't fare so well with his shooting this turn, wasting 2 grenades and 7 AP/CP to kill two stealers. He then steps aside, letting the guy with the asault cannon finish up the job. All of the marines in the center corridor advance with the exception of the flamer, who burns both cross junctions to slow down the stealers and buy time.
The stealers mass in front of brother Logan...
...and accordingly, he shows them the fate of all those who oppose the Deathwing.
A few large blips pop and rush up the center in a desperate bid to catch the escaping marines.
Brother Logan begins his return trek to the center, while the three marines by the exit advance into the room. The flamer nobly covers their backs while leaving himself exposed, but I drop a bulkhead in front of the stealers so they will only be able to reach him from the front this turn.
As the marines escape, brother Logan comes to support the flamer while he burns the beast in front of him, and the game is won, though the flamer dies shortly thereafter.
Conclusion: The mission was a success for the marines. This was in large part due to the stupidly ridiculous CP draws, Brother Logan's adamantium claws and BA attitude, and of course the sheer amount of awesome the Captain brought to the table for his inaugural battle. Seriously though, drawing 6 CP three times in the first seven turns, and never getting less than a three? Yet more evidence that the gods of fate love awesome miniatures.
Stay tuned. PDF of the full Action card deck is coming up next.
"Blood for the Blood God! Wait, I mean Sanguinus!" - Brother-Chaplin Lemartes of the Blood Angels