The Jerome Campaing
If you have read the last couple of posts on Chaptermasters, you can skip to the next paragraph. If not let me catch you up. The Govenor of Jerome, a system close to the eye of terror requested assistance from the ordo herictas to quell civil unrest and rogue phyics in the system’s capital. The Sisters of Battle answered his call. Unknown to the Sisters of Battle the Word Bearers Chaos Space Marine legion, who had been seading the uprising, set an ambush for them. The attacked from all sides, the Sisters never made it to the city’s gate. Fortunately for the Governor, the Grey Knights had detected the taint of Chaos and intervened to save the city from being overwhelmed by the forces of Chaos. The Grey Knights the faced a counter attack by renegade Imperial Guard and forces from the Emporers Children assisted by the Word Bearers. However the counter attack was unsuccessful and the Word Bearers fled.
The Mission
The remaining Emporers Childrem and renegade Imperial forces have been cornered by the Grey Knights who are now looking to squash the rebellion once and for all. Space Wolves have also arrived, to aid the Governor overturn the rebellion.
To finish the prequel to Cadia campaign we had planned an uneven wipe out mission, however it was agreed to keep the game more balanced and fight over a set of buildings, to represent the Grey Knights moving through the city cleansing the area. The mission played assigned a random number of victory points to each building, awarded at the end of the game.
Turn One
The Chaos forces advanced towards the nearest objectives and let their guns rip into the Imperial line. The Long Fangs fell to shots from the Renegade Imperial Knight and other Chaos long range heavy weapons.
Drop PodAssault
The Space Wolves immediately landed behind the Renagade Knight and removed 3 of it’s hull points via Melta and Crack Grenades a further 2 hull points were removed by the remaining Long Fangs. A Sixth armour penetration roll was made by the Razor Back. Would the Knights shield save it? A mostley 2 was rolled for the save, however the dice wasn’t flat and the Space Wolf player graciously called it cocked. The re-roll was a 4, mostley, on a slightly more level roll dice which was the subject of much debate for the rest of the game. After inflicting wounds on nearby Chaos units the Gray Knight Terminators made a tactical withdrawal via some sort of temperial distortion psychics gubbins.
Fully expecting the Renagade Knight not to make it through another turn, it was ordered towards as many Imperial Units as possible, in the hope it would take a few Grey Knights along with it, if it went super nova.
The remaining long fangs fell to the combined fire power of the Reagade Knights’ Thermal Connon and a Manticore rocket. The Renagade Imperial Guard also managed to immobilise the Grey Knight’s Landraider.
A Lone Wolf in Terminator armour informs the Renagade Knight, “You Shall Not Pass!”
The Knight shoots it’s heavy stubber at the lone wolf in order to make a charge in the Assault phase
The Knight looks imposing, but fails it’s charge roll with a 3.
The Space Wolves Advance
The SpaceWolves and Grey Knights made slow progress towards the central objectives. However control of the warzone was starting to shift in their favour.
Bjorn and the Dread Knight advance to repell the Emporers Children from a consested objective in a three story building.
The Grey Knights swamp the Renegade Knight to ensure it’s demise.
Only a crater remains where the traitor Knight once stood.
The Renagade Knight lost it’s last hull point and went super nova, taking a pleanty of Grey Knight Terminators in the explosion.
Turn 3
The Chaos forces withdraw and consolidate their position across the objectives in a final attempt to cease the Grey Space Marines’ advance. The guns of the traitor guard wreak more damage on the imperial line.
The City is Reclaimed
The Space Wolves led by Bjorn and Grey Knights advance to ratify their hold on the three story building and try to contest the ruins in the centre of the board.
The combined Strenght of the Grey Knight and Space Wolves advance and cut down all the Emperors Children in a hail of bolter shells and bloody combat, leaving only 3 cultist holding the objective in the centre of a board.
With only 3 turns completed the outcome of the conflict was very clear. The remaining Tratior Guard, now outnumbered by the finest forces of the Imperium and without any protection from the Emperors Children would soon be overwhelmed in close combat, and with that all traces of Chaos were removed from Jerome and the system was saved.
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