Wargame Tactics: Play better tactics to win more games


Wargame Tactics

Because better tactics win more games!

   

Dark Vengeance
Mission Two - The long and Winding Road

The first thing you need to be aware of is that the second mission is not about getting your bikes to the end of the course as much as it is about leadership and the effects of moral on weaker units.
First you will need to find the Cultists characteristics on Page 16 of the How To Play book, and the bikers statistics on page 134 of the small rule book in the Codex Dark Angels section.

If you have a look at the Cultists stats you will see that they have a leadership score of 7 and 8 for the champion ( Tatchvar and Anarkus ). As the Ravenwing bikes have bolters that will cut though the Cultists, and the Cultists are in small groups of 5 Cultists per unit, it will not take much to cause 25# casualties ( 2 kills per unit of Cultists). And when you do you will see that units with a leadership of 7 will break and run 50# of the time and units with leadership 8 will break a little less often.
While we are looking at the Space Marine bike weapons notice that you will out range most of the Cultists. The Autopistols have a 12 " range, and the Auto guns can only fire one shot when you are between 12" and 24" away. This means that if you keep between 24 and 18 inches away from the Cultists you will be able to get some pot shots without fear of much return fire. You will want to be careful of the Heavy stubber. This has a longer range and quite a kick!
As the playing area is only two feet ( 24 inch) wide, the Cultists will have no problem catching up with you as pass. If you have thinned out the Cultists units before they assault you should cut through them with ease. What you want to avoid is having two or more units of Cultists assault you at the same time.

Engagement One

In engagement one you may find that using the turbo boost to shoot past the Cultists. In turn the Cultists will have one or 2 turns where they can get some shots at you, however the chance that they will cause a wound is very low ( approx 15 shots 50# hitting - 1 in 6 or 16# of these wounding, and 2 in 6 or 33# of those are not saved. So 50# * 16# * 33# comes to 2.6# or two and a half wounds for every 100 shots)

Engagement Two

Cultists with close combat weapons are not likely to wound Space Marines bikers any more easily than Cultists with autoguns. However if the Cultists get into combat they will slow you down, so taking a round two kill a few Cultists and hopefully causing the Cultists to run.

Engagement Three

This is the most difficult of the 3 engagements as you will be facing 20 Cultists, some with heavy weapons and the Cultists leaders too.

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