Imperial Guard Vs White Scars

Deployment: In this scenario both sides are simply trying to wipe out their enemies. The guard have deployed in three parts. An infantry squad, junior officer, and missile launcher team occupy the silos with an armored fist and specialist squad on the ground nearby. The veterans have infiltrated into advanced positions around the pipe and in the capitol building. The rest of their army is deploys well back on the board edge. The white scars are clustered inside and shelter behind the archive and the warehouse. 


White Scars Turn 1: The nimble bikers race forwards, easily immolating a surprised veteran squad.


While the land speeder ambushes and wipes out another.


Imperial Guard Turn 1: The specialists bravely step forward and open up with their flamers against the unstoppable wall of power armor coming their way. Amazingly three bikers are brought down by these heroic guardsmen!


The missile team and guard infantry in the silos rain down fire with unerring accuracy, annihilating three more astartes in the factory.


White Scars Turn 2: Unleashing their own flamers the bikers easily wipe out the offending guardsmen. 


The remaining riders move into the cover of the factory, spraying the silos with bolter fire to eliminate the missile launchers.


Imperial Guard Turn 2: The chimera fires its multilaser over the heads of the white scars, scoring a hit that sends the land speeder crashing to its demise.


The men in the silos return fire bravely alongside the disembarking iron fist squad and veterans with meltaguns. Their mortars and lasgun rounds bringing down several more bikers and forcing a unit to retreat!


White Scars Turn 3: The remaining bikers spring forward into action. One unit deploys its flamer to grim effect, massacring the iron fist squad, whilst the other races up the silos to assault the guard lieutenant. 




Meanwhile the retreating unit quickly rallies, charging back into the fray with flamers blazing to ride down the hapless veterans. 


Imperial Guard Turn 3: Utilizing its amphibious design, the chimera redeploys into the impassable pool. Its heavy flamer accounts for two more space marines and forces another unit to pull back!


The lieutenant is slain and the bikers consolidate out of the silos towards the gunline on the board edge.


White Scars Turn 4: In a fantastic failure of gunnery the land speeder zooms up within point blank range of the chimera, and misses!


Hurtling out of the silos and unleashing a cascade of flamers, bolters and heavy bolters, the white scars cut through the guard infantry, wiping out the deadly missile teams. 


Whilst the stormseer races into position around the flank. 


Imperial Guard Turn 4: As the land speeder bobs around ineffectually the Chimera swings its turret round to bear, punching through its thin armor and detonating the engine. 


The gunline holds and pumps everything they have into the charging astartes, killing three more and forcing the lone survivor to retreat!*


White Scars Turn 5: As the last of the space marines prowl forwards for a final attack, the stormseer casts a powerful spell on the mind of the imperial guard commander. He gives into fear and flees!


Imperial Guard Turn 5: The chimera emerges from the swamp, but fails to draw a bead on the librarian. The sole remaining squad of guardsmen stand their ground and give 'em hell, gunning down another space marine.


White Scars Turn 6: Surrounded and shot at from all sides, the thinly armoured guardsmen are no match for even the small handful of surviving astartes and are efficiently slaughtered. 


The last veteran sergeant spins round and guns his engines to take on the chimera. Twin linked bolter rounds knock off a track and it slews to a halt, allowing him to tear the heavy flamer mounting out with his powerfist. 



The three surviving guardsmen from the silos flee the battlefield, leaving behind the immobilized chimera. Despite a heavy butchers bill the White Scars secure a resounding victory!**



* Failing almost every leadership test, the white scars seemed to have terrible morale, but made great use of 'and they shall know no fear!'
**With every unit having a survivor on table, the guard can only claim 1/2 victory points for each despite having killed the vast majority of their enemies!



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