Oct 31, 2013

When you run out of glue...

So I got my hands on a Wraithknight. The base has to be something special right? So I had just built a Daemon Prince and had some extra bits left over... and then I ran out of glue. Ahwell. A good start at least!

My gang of big guys is starting to look pretty nice... but I do hope the rumours about new Greater Daemons is true... my Keeper of Secrets is starting to look very small in this company...

Oct 24, 2013

2v2: Necrons and Blood Angels vs Imperial (Traitor) Guard and Black Legion

So, time for some 2v2 action! Not much thinking went into my list, I basically just wanted to try out the Black Legion supplement. So I went for Chosen troops, going elite all around. Even adding some extra Power weapons, hoping to get them into the assault and take advantage of those 2A base and also getting a chance to use the Dark Vengeance models as they look... And for that reason I also brought Rhinos to ride around in. And after that there wasn't much points to play around with! So I decided to continue the expensive theme and added a Daemon Prince and Decimator...

Knowing I'm playing together with IG I'm counting on them to bring anti-air and manpower... I'll try to go against the Blood Angels myself, trying to take advantage of my Hatred that I had to pay for anyway. We'll see how it goes, but with such a compact force it should be easy to concentrate the attack at least...


Lists


Black Legion

HQ
Chaos Lord - Gift of Mutation, Veterans of the Long War, Sigil of Corruption, Melta Bombs, Spineshiver Sword
Daemon Prince - Daemon of Slaanesh, Wings, Mastery Level 3, Spell Familiar, Gift of Mutation

Troops
7 Chosen - Veterans of the Long War, 2 Meltaguns, Pair of Lightning Claws, Champion w- Power Axe
+Rhino - Havoc Launcher, Dirge Caster
7 Chosen - Veterans of the Long War, 2 Meltaguns, Power Axe, Champion w- Power Maul
+Rhino - Havoc Launcher, Dirge Caster 
5 Chaos Space Marines - Veterans of the Long War, Plasma Gun
+Rhino - Havoc Launcher, Dirge Caster 

Elites
Decimator - Butcher Cannon, Siege Claw and Heavy Flamer


IG

HQ 
Company command squad - Regimental standard, Vox caster, 2 flamers, Carapace armour 

Troops 
10 Veterans - 2 plasma
+Chimera
10 Veterans - 2 plasma
+Chimer
Platoon Command squad - Vox caster, Platoon standard, 2 flamers 
10 Guardsmen - 1 Flamer 
10 Guardsmen - 1 Flamer 
10 Guardsmen
6 Special weapons squad - 3 Flamers 
6 Special weapons squad - 3 Flamers 

Fast Attack 
Vendetta 

Heavy Support
Leman Russ - camo netting 
Leman Russ - camo netting 

Fortifications 
Aegis Defence Line + Quad Gun


BA
Dante
Sanguinary Guard - Deathmasks, Chapter Banner
5 Death Company
10 Assault Marines
2 Baal Predators

N
Overlord
Royal Court - 2 Lords
5 Immortals
6 Warriors
Nightscythe
7 Warriors
Nightscythe
3 Wraiths 
8 Scarabs
Annihilation Barge


Pre

Emperor's Will, Hammer and Anvil. Both scoring Warlords. Move Through Cover (Ruins) + Fear. Iron Arm, Puppet Master, Slaanesh nerf. No gift for Lord, Crusader for DP.
Won roll off to chose sides. Lost to go first, but they gave us first turn to be able to counter deploy. Didn't steal. Night Fight turn 1. Baals scouted forward. Sanguinary Guard+Dante started in reserve.

Sanguinary Guard in reserve. Our Objective among the IG-blob, theirs in the bunker at the top left.


CSM + IG T1

Sorry for switching sides...

Objective turned out to be sabotaged.
Moved forward with Rhinos + Chimeras, supported by Decimator. One Rhino took the other flank... and immobilised itself on the terrain. Iron Arm'd Daemon Prince flew up and cast Puppet Master on one of the Baals, flaming some Scarabs. Inefficient IG-shooting due to Night Fight.


BA + N T1

Objective turned out to be sabotaged as well.
Baals continued forwards. Scarabs and Wraiths followed on the same flank. The other flank had Assault Marines and Death Company move up towards the Rhinos, preparing for a charge once the Chosen got out. Immortals and Overlord followed behind them.
Annihilation Barge and Immortals tried their luck against the Daemon Prince, but he just shrugged it off.


CSM + IG T2
Another Rhino immobilised itself on terrain... so I decided to get out and shoot instead. Supported by Havoc Launchers. Half of the Assault Marines died, and one Death Company. Decimator tried to charge Assault Marines, but failed. Daemon Prince Puppet Master'd Annihilation Barge and killed a Assault Marine, then the DP charged it and caused it to shoot Snap Shots next turn and more importantly got rid of Living Metal.
On the other flank the Vendetta came on. Combined shooting with the Leman Russes killed the front Baal. Chosen got out of their Immobilised Rhino and melta'd the other Baal. First and Second Blood, no surprises there! Those Baals are too scary to keep around for much longer!


BA + N T2


One Night Scythe came in, and the Sanguinary Guard. Dante found a tiny spot behind the huge IG-blob which was just enough to Deep Strike into. Lots of Guardsmen died to the inferno pistols.
Assault Marines charged normal CSM and Death Company charged Chosen with Lord (who got shot at by the Nightscythe first, killing a couple). My CSM Champion won the Challenge, but the fight was a stalemate. My Lord had nothing to Challenge and I thought his Power Weapon would cut through the unit... but instead he just killed one. But the Lightning Claws and finally Power Axe took care of the remaining three (but not without loosing 3 Chosen in the process).
Wraiths charged Chosen on the other side. Lots of attacks from the Chosen who piled in and was thus not affected by the coils... and amazingly killed two of the wounded Wraiths off. The remaining Wraith being Fearless stayed in combat however.
The Necron Overlord and his retinue of Immortals decided to charge the Daemon Prince. Turned out to be a bad move. I passed MSS, killed three Immortals and the rest fled... and try to run away from I9+D6+D3 (for Crusader). The Overlord also failed to come back - so Slay the Warlord!


CSM + IG T3


The one remaining Chosen with the Lord and the Decimator went to help the CSM locked in combat with the Assault Marines... the Lord killed all four with his 6 extra attacks for Daemon Weapon. That's more like it. Suddenly it was very empty on this side of the board and the Chimeras drove up to capture the enemy objective.
The IG used First Rank Fire! Second Rank Fire! against Dante of course... killed all but Dante and one Sanguinary Guard. One Rhino managed to repair itself, the other failed. The third one killed off another base of Scarabs (48" range is nice!). The Vendetta killed the Annihilation Barge in front of the Daemon Prince, stealing my glory.
The lone Wraith held another round against the Chosen, but took some wounds.


BA + N T3


The second Nightscyhte came on, and it decided to take a route on the far side of their own objective planning to come back in a later turn.
The other Nightscyhte moved up towards our Objective and let out their Warriors who took a Hull Point off one of the Leman Russes.
Dante and his buddy in a daring move jumped over the large IG blob, aiming for the combined Command Squad... wanting to atleast take an enemy Warlord with him. And at this point we also realised we had forgot about Dantes ability to nerf an enemy character... and since the IG Commander was the only one who hadn't been in any fights yet it had to be him. The charge was successful, but the last Sanguinary Guard fell to Overwatch. In an attempt to limit Dante he was challenged by the Commander... in retrospect it'd been smarter to use the Sergeant that was also around... but that wouldn't have been as epic. Of course Dante cut him down. The squad failed morale... but Company Banner saved them with the re-roll.
...and the Scarabs charged a Leman Russ... exploding it easy. Which killed enough Guardsmen to cause a morale test... which he failed. Despite the re-roll. Gah! Some 30 Guardsmen ran off the table... because of 4 bases of Scarabs. Unbelievable. 
The Chosen killed off the last Wraith.


CSM + IG T4



At this point the Scarabs somehow held the Quadgun... So the Daemon Prince used Puppet Master on the Nightscythe and killed the Quadgun. The Arc killed a couple of Guardsmen as well as Scarabs... Of course we blame it on the Necrons. It was their guns after all. Flamers took care of all but one base of Scarabs.
In the middle I was a bit at loss at what to do with my stuff, so they simply decided to move towards the closer objective which was in the enemy deployment zone. Being well aware of the fact that the newly arrived Nightscythe could easily drop off troops anywhere on the board... Speaking of which, something shot it (I don't remember what, I think the Decimator?) and Locked it's Velocity.
The Vendetta flew off the board as it didn't have any targets. Dante killed two Guardsmen... who failed their Leadership... and then passed on the re-roll again.


BA + N T4

The Velocity locked Nightscythe flew off the board, the other one turned around to start shooting at the stuff at their home objective.
The lone scarab charged the Leman Russ... caused two glances which was enough to Wreck it... of course. No explosion this time at least.
Warriors shot at Chosen, killing all but three who failed their morale... Dante killed another two Guardsmen, who failed morale and passed on re-roll...


CSM + IG T5

We consolidated on the enemy objective... but forgot to disembark the IG Veterans... so could've been bad had the game ended here.
Chosen regrouped, shot at Warriors and killed one. IG Flamers went up and finished off those troublesome Scarabs. Vendetta came in and shot down the Nightscythe that was still on the board.
Dante killed another two Guardsmen and... yeah, you guessed it. They pass on re-roll.


BA + N T5



Nightscythe comes back on and drops Warriors on top of their own objective. They unload Rapid Fire Gauss on the Chosen, kills him and puts a wound on the Lord. The Nightscythe kills all but one CSM from the squad behind.
Dante kills two Guardsmen and they pass their morale on the first attempt this time! Woot!

The game continues, luckily for us - since the fail to unload Veterans could've cost us dearly here.


CSM + IG T6

Daemon Prince Puppet Masters the Nightscythe and kills 2 Warriors and 3 IG Veterans who had just unloaded (again we blame the Necrons of course!). The Vendetta comes on and shoots down the other Nightscyhte... who crashes on top of the objective killing a couple of IG as well as Warriors. The Veterans unload their Rapid Fire and kills the rest of the Warriors and Lord... who doesn't pass his Everliving save.
Chosen on the other side of the board moves up and shoots Warriors and drops another one. Flamers tries to grab the objective.
Dante kills another two Guardsmen... and finally they fail their morale and gets swept. Dante consolidates towards the objective... remember, he's Scoring thanks to Warlord trait.


BA + N T6

Dante jumps over the Flamers to grab the Objective, the Necron Warriors shoot the Flamers off the board.

The Objective on the CSM+IG side

The Objective on the BA+N side



At this point we have one objective each, Linebreaker, and one Slay the Warlord each. CSM+IG also has First Blood. Does the game end? It does not.


CSM + IG T7

Vendetta goes down into hover mode and shoots it's three Lascannons at Dante... But his Iron Halo saves it like a boss.
I decide to charge the Chosen into the Necron Warriors, judging their chances to kill them and consolidate close enough to contest Dantes objective larger than trying to roll a 6 on Difficult (and Dangerous) Terrain (the Leman Russ wreck) and then run... and it would've worked nicely if it wasn't for Champion of Chaos forcing me to Challenge the Lord... I still win the Challenge despite Mind Shackle Scarabs (and is turned into a Spawn for the trouble) but all those high S AP4 (Power Maul) attacks that could've chewed up the entire squad is wasted... ahwell.


BA + N T7

The only thing that happens here is the one remaining Chosen locked in combat with 4 Necron Warriors... now... had my Champion not been turned into a Spawn... Anyhow. My guy kills a Warriors and takes no wounds, but the Warriors stay. Last turn, the game ends!

CSM + IG win with First Blood! 6-5 (One Objective, Linebreaker, Slay the Warlord)


Lessons learnt

Champion of Chaos is getting really frustrating to be honest. So close to screwing us over! All though we had the advantage anyway, it's still such a frustrating rule.
Anyhow, this was a game of two faces. We totally dominated the first half of the game, which I guess has a lot to do with the fact that our opponents had quite a significant part of their forces in reserve. Our plan to run up on mainly one flank worked out really well also - as they spread out their stuff pretty much. When we saw this we should probably have pulled back at least one of the Chimeras with Veterans to the other side I think. As it were we completely overwhelmed my flank. Turns out Chosen are pretty tough dudes. They're still very expensive though, so I wouldn't call them competitive. But given the right targets (Space Marines! Hatred is very nice to have) they'll chew through most stuff in combat. They really have a lot of attacks so even without special weapons they're deadly.
My Daemon Prince rolled absolutely perfectly for Powers. Couldn't have asked for better really. Iron Arm made him safe all game and Puppet Master gave him some range so he was part of the battle all the time despite being far from the action in the second half of the game. Also fun to have an excuse for killing my allies...
I was kind of occupied on my side of the board... but in the future make sure Scarabs die if you have armour. Do not let them cross the board... ever. I thought it'd be enough to whittle them down a bit... but they have so many attacks per base it doesn't really matter. You have to kill them all. Four bases almost turned the game...
Also, I need to be more careful in the deployment. Since I helped with setting up the IG troopers, and I was eager to start the game I put them up quickly. Didn't cross my mind that we had Dante on the other side with no-scatter-Deep-strike. Don't leave a hole behind your lines. That move combined with the lucky Scarabs made this game a lot closer than it should've been after that start.
Also, I see why Nightscyhtes are considered so damn good. Having Troops appear out of nowhere is really powerful. Make sure to anticipate your opponent when playing against them. Move where you think he will drop his Troops. Don't try to chase after him. Be prepared.
I also quite enjoyed having Havoc Launchers on the Rhinos. Really nice to just chip away at stuff when you all ready have the Rhinos anyway. Really nice upgrade! Sadly the Dirge Casters had no impact what so ever in this game... but ohwell.

Anyhow, really fun with a 2v2 game for a change. They have some different dynamics, and weird situations. Hopefully more of those in the future!

Oct 11, 2013

A bit of a showcase

Long time no post... again. And no game this time! I'm actually soon at 400 painted models (model no 400 will be a Daemon Prince, it's work in progress). So I thought this would be a good time to put some pictures on some of my own favourite models online. Hope you enjoy!

Let's start with my Chaos Lord since CSM is my main army. I painted this guy before Dark Vengeance was released... and had chosen turquoise as my complementary colour for my Black Legion before that... and to my surprise GW did the same thing! Bah! Stealing my originality! :P

Let's go on with some more CSM stuff.

My first attempt at lightning effects. This Berzerker Champion rarely sees battle... but at least his sword looks shiny!

One night when I couldn't sleep I made this one... out of paper and various bits. It's even magnetised, since when I made it your "mark" was decided by the banner so I thought I could make different ones! Then the new codex hit and nothing more came of that... :P

Because freehand shoulder pads and Daemonic weapons are fun.

 
Much like my Berzerker Champion Khârn doesn't get to fight much... but I love the model. Hard to believe it was sculpted over 20 years ago. I tried to make his skin quite red, as if his blood is boiling. Quite happy with the result.

I totally love this model. But everything is metal on him, which makes him a bit tricky to paint. I tried to use various different tones on all the metal bits to have some variety at least... and the blue wash didn't turn out well at all on picture... but ah well.

On to some Daemon perhaps?

This is probably my favourite GW model of all time. I just love the head and horns of it. It was so easy to paint really, because the sculpt is so good you could kind of do pretty much anything...

I wish they would re-make these ones in plastic... best Daemon-troops by far! I only have ten of these old sculpts, so I took the time to make the Slaanesh-symbol on their loinclothes to add some extra detail.

Picked this model up from Coolminiornot just because I liked it. Then I started playing Daemons, and thought this would be a very good Herald of Slaanesh... I decided to make her more purple than my other Slaanesh-stuff because I wanted her to stand out a bit more, even if the large base does that. 

Now, let's look at some random models I've painted over the years...

When I started this hobby some ten years ago I played Fantasy (6:th edition). After the starter box I went for a Night Goblin army (I have some 150 of the little buggers. Undefeated too!). This was my first really big model as well as conversion. Perhaps not up to the same standard I can do today, but I still really like it. I even sculpted the shield myself!

Even if I started the hobby ten years ago I've not been active for all that time... I actually had a break for seven years. This is the second model I painted after the break (the first one was a random Goblin I had laying around). Such an awesome pose. I also had a very limited palette back then as all my paints had dried out, so did a lot of colour mixing here. I really like the cold blue tone the cape got for example.

And this was the third model after the break... Heinrich has always been one of my favourite Fantasy models. So when I got back to painting he had to be one of the models I made. I tried to make his skin look really old, while his coat should be fleshy and fresh. Pleased with the effect!

Wood Elves has always been one of the coolest looking armies in my opinion (looking forwards to the new models that are on the horizon according to the rumours!. This one I spend a lot of time with the face and hair. The lips are even red, and the eyes are blue. Probably one of the best faces I've ever painted.

 Another elf, and another of my better faces! Went for very natural colours for this one, and for contrast I made him albino.

I like painting green. I mean, I have all those Goblins, so I have some practice at it... this one I took extra care to make him look battle damaged. I like how the paint looks chipped away and old on the shoulder pads.

Snikrot is one of the coolest Orks around. Made an experiment with the skin tone here... it's some five or six layers, starting with brown and gradually mixing in more and more green. He looks way more leathery than my other Orks, and considering his age, that's appropriate!

And finally, another Champion of Chaos. Loved this model when it came, painted it some 8 years later. Again, as a Champion of Khorne he's constantly angry and boiling blood... so a red skin tone felt right.


So, there you have it! Some of my favourite models I've painted over the years! Hope you liked! Stay tuned for model number 400... taking my time with it, hoping it'll really stand out...

Sep 9, 2013

1210p: Necrons vs Tau/Eldar

So, time for revenge! Last time I played against Necrons with my Eldar I got my ass handed to me, so a new game this time! Unfortunately I haven't added anything to my Eldar collection since I've been slow with painting... but I put D-scythes on the Wraithguard at least! So since my friend had build a lot of new Necron stuff I had to fill out with Tau... basically not much thought here. I just took what I have...

On to the battle!

Lists

Eldar
HQ
Farseer - Shard of Anaris, Runes of Warding, Runes of Witnessing, The Phoenix Gem
Spiritseer - Firesabre
3 Warlocks - Singing Speer

Troops
5 Wraithguard - D-scythes
5 Rangers

Heavy Support
Wraithlord - Scatter Laser, 2 Flamers, Ghostglaive

Tau allied detatchment
HQ
Fireblade - Shield Drone

Troops
12 Fire Warriors

Fast Attack
6 Pathfinders - 2 Railrifles

Heavy Support
1 Broadside - Marker Drone, Bonding Knife Ritual, Seeker Missile, Shield Generator


Necrons
HQ
Overlord - Warscythe, phylactery, mindshackle scarabs, sempiternal weave, resurrection orb, phase shifter.
2 Lords - 2× warscythe, 2× sempiternal weave, 2× mindshackle scarabs, 2× resurrection orb, 2×phase shifter.

Troops
10 Warriors
10 Warriors
5 Immortals - Tesla Carbines

Fast Attack
3 Wraiths - Whip Coils
8 Scarab Swarms

Heavy Support
Annihilation Barge - quantum shielding, twin-linked tesla destructor, tesla cannon.


Pre

We rolled for mission, got Big Guns Never Tire with 4 objectives (really nice for me!) and Hammer and Anvil deployment (because of the points we used an almost square board anyway...). He won to chose sides, and to go first. He rolled Furious Charge in my deployment zone as Warlord trait, I got run 1" extra. My Farseer got Guide, Executioner and Doom. My Spiritseer got Destructor/Renewer and Empower/Enervate, and my Warlocks got Conceal/Reveal, Destructor/Renewer and Enhance/Drain.
There was Night Fighting turn 1, and I didn't steal initiative.

Pathfinders scouted up, Rangers Infiltrated the forest. There's Warriors behind the mountain on the left... the dice row on the right shows where the board ended.


Turn 1 - Necrons

Not much happened here really, his Warriors and Immortals completely failed to move (I think they got like 3" in total with difficult terrain and run moves combined?). Both of his objectives turned out to be re-roll ones when shooting though. Scarabs moved up on one flank and the Wraiths took cover in a forest on the other. Annihilation barge moved up in range of the Broadside since that was the only thing threatening it on the board... and killed the Markerdrone but the rest was saved. The Tesla-arc also killed a nearby Fire Warrior.


Turn 1 - Eldar/Tau

Prescience on the Rangers, Doom on the Wraiths (which was denied) and Conceal on the Seer Ccouncil. The Wraithguard and Wraithlord moved up, followed by the Seer Council.
Shooting. Markerlights on the Scarabs gave me two markers, and the Rail rifles insta-killed one base. Then the Fire Warriors who had been stationary fired at the Scarabs, two shots each thanks to the Fireblade and the Markerlights removed their cover. Killed all but 3 bases. Yikes. The Broadside fired at the Annihilation Barge and blew it up for First Blood and 1VP for killing Heavy Support. Wraithlord missed all his shots... but the Rangers managed to put two wounds on the Wraiths and incredibly he rolled two ones killing one! Yay, they did something! The Wraithguard ran, again followed by the Seer Council.



Turn 2 - Necrons

The Warriors and Immortals continued to be stuck behind the mountain pretty much, they were really lazy this game apparently. The Wraiths and Scarabs moved up to make their charges though. Scarabs tried to charge Pathfinders, but came out short despite Fleet. The Wraiths made their charge against the Rangers though, killing all but one who managed to escape.
The Immortals shot at the Wraithlord also, causing a wound. The Warriors also put one wound on the Wraithguard who I of course failed to save.



Turn 2 - Eldar/Tau

So, Guide on the Pathfinders since I planned to moved them, Conceal on the Seer Council and Doom on the Wraiths (which I forgot to use...) and Enervate on the Wraiths (which was denied). I also cast Renew twice on the Wraithlord, rolled 11 with the Spiritseer, but the Warlock passed his Ld7 fine and healed the Wraithlord back to full.
Movement, the Fire Warriors rolled a two on their Difficult Terrain (since one of them stood on the hill...) ruining my plan of trying to take the forward objective on his side. At least they were still out of Necron gun range. Pathfinders moved into the ruins, Wraithguard moved up to surround the Wraiths and the Wraithlord move up towards the Scarabs. Oh, the lone Ranger fled off the board.
Pathfinders put one Markerlight on the Warriors on the hill, the Fire Warriors with increased BS managed to kill three of them. The Broadside + the Wraithlord killed of the Scarabs, while the Wraithguard flamed the Wraiths to the Warp.
At this point I was in a very commanding position with one objective held by the Broadside (who was pretty much untouchable up on his hill with a objective halving the charge distance...) and two additional VP's.



Turn 3 - Necrons

The Warriors and Immortals finally started to come into decent range, killed three Wraithguard (they managed 4 wounds in total I think...) with their Gauss weapons but failed to wound the Wraithlord. The other Warriors shot at the Pathfinders forcing them to Go to Ground and killed one of them.



Turn 3 - Eldar/Tau

Guide on the Fire Warriors this time. The Spiritseer left the lone Wraithguard and joined the Seer Council instead, the Wraithguard moved into the Forest... which was a Razorwing nest. I knew this beforehand, but I figured T6 would be plenty. Four hits and a Rending later the Wraithguard was no more...
The Fire Warriors instead moved up towards that forest, thinking to claim my own objectives at least. Increased BS from Markerlights (despite the Pathfinders shooting Snap Shots!) and Guide plus the Broadside then killed 6 Warriors and the Necron Lord. Two of them got back up, but the Lord didn't. Woo!



Turn 4 - Necrons

Immortals shot the Wraithlord to no effect, then tried to charge... and lost one guy to Overwatch flamers... Warriors shot everything at the Seer Council and killed the Spiritseer and one Warlock.



Turn 4 - Eldar/Tau

The Fire Warriors kept moving towards the Objective, and everything except the Broadside shot at the Warriors holding the Objective on the hill. Killed all but three, who fled denying my Wraithlord his glorious charge. The Broadside shot his Seeker missile and everything else at the Immortals who I had Doomed but once again forgot to use... and no Immortals died since I rolled a 1 with the to wound on the Seeker missile.



Turn 5 - Necrons

Warriors rallied, and ran up to grab their objective once again. The other Warriors were about one turn away from grabbing my objective in the forest by now... they shot at my Fire Warriors, killed just enough to cause a Ld-test... and despite the Fireblade being there they ran off the board. Bah. Can't trust them Tau apparently.
The Immortals and Overlord charged the Wraithlord. Ld10 isn't good enough vs Mind Shackle Scarabs, since he killed himself (once again...).



Turn 5 - Eldar/Tau

Seer Council moved up to use Destructor on the Immortals and killed one guy. Then charged in. A Warlock challenged the Overlord and passed Mind Shackle Scarabs (Ld7 is apparently plenty to pass where Ld10 isn't...). He was still cut down by the Warscythe though. One Immortal fell and didn't get back up making the fight a draw with one Warlock and the Farseer vs one Immortal and the Overlord.

We made a mistake here, thinking this was only turn 4, so forgot to roll for if the game ended or not.


Turn 6 - Necrons

So the Warriors who had rallied finally managed to re-take their Objective and the other Warriors moved closer to my Objective while killing another Pathfinder. In the assault the Warlock was in base contact with the Overlord and failed his Ld and put a wound on the Farseer, he was then cut down by the Overlord. The Farseer was Fearless with his sword though, so he stayed.


Turn 6 - Eldar/Tau

The Broadside let loose on the Warriors coming closer and managed to kill just enough to cause a Ld-test which was failed on a double six, making sure they couldn't reach my Objective after all. In the assault my Farseer passed the Mind Shackle Scarab-test and survived the Warscythe.

Then we rolled to see if it ended, and it did. Eldar/Tau victory! 5 (First Blood, Heavy Support, one Objective) vs 4 (One Objective, Heavy Support).


Lessons Learnt

Tau shooting is strong. The Eldar did their part and took care of the Necron stuff that came piecemeal and close, but it was definitely the first round of Tau shooting that won the game. It was also the Tau cowardice that was close to losing me the game as well...
What I learnt though was that Executioner is a really crappy power (I did use it I just forgot to write which turn above and it didn't do anything both times anyway so...). And I rolled it twice when choosing Powers... bah. Also, the Shard of Anaris... don't know if I would ever take this in a list where I'm not trying to get as many points as possible. No AP-value really hurts. Sure, Rending is nice... but you only get two attacks with a Farseer... so... Now, the Fearlessness was somewhat useful in this situation though. But it feels very situational.
This configuration of a Seer Council is really weird and hard to use in any way... I think I need to get a couple of more Warlocks if I'm going to run them on foot, and maybe then they'll be powerful enough to have a purpose. In this game I just ran them around, making sure the Farseer was where I needed him... I guess extra wounds for the Farseer isn't that bad... but then when I really needed them to do something they were too few in number. I still want to try a Seer Council on foot though, but I wonder how many more Warlocks I need...
Broadside... what a reliable unit. Even with just a single one he dominated the field. And in this mission he was just perfect as he could score at the same time! And with First Blood and one Heavy Support killed he actually claimed all of my VP's in the end...!
Wraithlord needs some kind of support though. Maybe another Wraithlord would be nice. As when he's all alone he gets really vulnerable to these nasty tricks like Mind Shackle Scarabs... Maybe some Scorpions or Banshees would complement him well though? We'll see what I come up with.

Aug 30, 2013

1850p: Iron Hands vs Black Legion

Time for some battling again! Long time now...

So I basically just got a hold of some of the new Raptor models since I love them. And since I now have 10 of them I wanted to make a list using all of them. I threw in my bikes as well adding to the speed of the list.

On top of this I smacked on two Las-Preds because I loves them. And last time I played against IG I was annoyed about AV14. So hopefully this helps... even though I don't really know if I'm playing IG or Iron Hands at this point. Doesn't matter, Preds are always useful.

Defiler. Hasn't seen use in ages. But it should come in handy, so I threw it in there as well. So, with a lot of mech I decided to go for a Warpsmith as my general. Added some Cultists, a horde of CSM and also some CSM in a Rhino... and that was 1500p. However, we decided to go for 1850p instead so I switched it up a bit.

First, due to the extra points I decided to go Veterans on everything, as apparently you have to do that with the Black Legion supplement. I don't have it yet (since it's only available on Apple devices...) but decided that I wanted to see if it makes any impact on my list. Especially since I have Raptors, who for some reason pay 2p per model for this rule... anyway.

So with the extra points to spend... but all ready 3 Fast Attack and 3 Heavy Support slots taken, what to do? I added another HQ. I was debating about taking a Sorcerer or a Lord... Sorcerer is always useful, but I've used it a bit recently, so I decided to go for a Lord. He would run with the Horde and make them Fearless. That's pretty much his only job. With a bit of luck he gets to kill something as well.

Then I decided to add some Chosen with meltas who got the Rhino from the other CSM squad. Warpsmith will go here as well. And there we go!

Kind of odd army I think, and I'm really lacking in the anti-air department... which might be a huge mistake since my opponent just recently bought another Storm Talon meaning he might very well bring two... but alas, I'll have to deal with that as it comes. At least I have the twin-linked Lascannons on the Predators.

For anti-tank I feel very safe however, with pretty fast elements with meltas, as well as long range support. If there's a lot of tanks I'll probably deep strike the melta-Raptors as well. For crowd control I got the Defiler and Raptors with Flamers. And Chosen in assault I guess. As well as a large unit of CSM for some board control.

We'll see how this goes...

Lists

Black Legion
HQ
Chaos Lord - Meltabombs, Gift of Mutation, Veterans of Long War, Power Weapon (Axe), Sigil of Corruption
Warpsmith - Veterans of the Long War, Aura of Dark Glory

Troops
10 Cultists
10 Cultists
15 Chaos Space Marines - 2 Meltaguns, 14 Close Combat Weapons, Meltabombs, Veterans of the Long War
5 Chaos Space Marines - Plasma Gun, Veterans of the Long War

Elites
5 Chosen - 4 Meltaguns, Veterans of the Long War, Meltabombs
+Rhino

Fast Attack
5 Bikers - Mark of Nurgle, Veterans of the Long War, 2 Meltaguns, Power Fist
5 Raptors - 2 Flamers, Veterans of the Long War, Power Fist
5 Raptors - 2 Meltaguns, Veterans of the Long War, Power Weapon (Sword)

Heavy Support
Defiler
Predator - Twin-linked Lascannon, Lascannon sponsons
Predator - Twin-linked Lascannon, Lascannon sponsons


HQ
Librarian - Terminator armour, Storm Shield

Troops
10 Tactical Marines - Plasma Cannon, Plasma Gun, Plasma Pistol
+Drop Pod
10 Tactical Marines - Plasma Cannon, Plasma Gun, Plasma Pistol
+Drop Pod
10 Tactical Marines - Meltagun, Combi-Melta, Missile Launcher
+Drop Pod
5 Scouts - Camocloaks, Sniper Rifles

Elites
Dreadnought - 2 Twin-linked Autocannons
Techmarine

Fast Attack
10 Assault Marines - Jump Packs, Power Sword, Plasma Pistol
Storm Talon - Assault Cannon, Skyhammer Missiles
Storm Talon - Assault Cannon, Skyhammer Missiles

Heavy Support
Predator - Twin-linked Lascannon, Heavy Bolter sponsons

Pre

So we rolled for mission got Emperor's Will with Vanguard Strike Deployment. I got to chose sides first, then he won the roll off to go first. No Night Fighting first turn. For the Gift of Mutation on my Lord I got +1 Armour Save, and I also got re-rolls for Boons as Warlordtrait. He got Move Through Cover and Stealth in Ruins for trait and rolled Iron Arm and Life Leach for powers.
He left most of his army in reserve as you probably guessed by the list. I left one squad of Cultists, 5 CSM and melta-Raptors in reserve. The 10 Cultists I brought to the table just to protect the backs of the Predators from Drop Pod-melta. Did the same with the large squad of CSM for the Defiler. His Techmeraine boosted the rocks in his deployment zone and my Warpsmith reduced cover from the large hill.
I didn't steal initiative. 


Turn 1 - Iron Hands

So two Drop Pods come down, the Melta-pod scattered closer to the Defiler than intended and the Plasma-pod scattered quite a bit backwards.
Scouts moved up into a piece of ruins on their side to grab some cover. The rest basically stayed put.
Both the Melta and the Combi-melta failed to do anything to the Defiler (got a stunned which I ignored because of Daemonic Possession). It lives! The Plasma squad killed one biker, and something killed a Marine as well. Not a very good first turn!




Turn 1 - Chaos Space Marines

So I move up with Bikers on their side, follow with Cultists. The Predators move around as well to pick their targets. Defiler manages to get 2" forward, despite Move Through Cover and Fleet... My Flamer Raptors jump up to flame the melta-squad that just came out of the Drop Pod, killed one.
One Predator stunned the Dread, the other failed to kill a Drop Pod... The Defiler shot at the Devastators, got a good hit and killed 3 of them! Definitely helped to have that reduced cover there. They stayed put though.
Assault phase and I decided to charge the Plasma Marines with the Bikes and Cultists (Cultists first to draw Overwatch). Cultists failed but the Bikers came in. Biker Champion won his Challenge, and was turned into a Spawn for the trouble. The Raptors charged in, won the challenge (and got Hatred, yay since I all ready had it...) and killed all but one Marine. Still no First Blood.





Turn 2 - Iron Hands

Both Storm Talons came in, but the Assault Marines and the last Drop Pod stayed out.
Both Storm Talons shoot Assault Cannons and two missiles at the Defiler, but again all they manage is a stunned that I once again ignore. Something shot at one of my Predators and caused Snap shots for next round. Various shooting killed a couple of Marines as well. Still really bad rolls...
In assault phase my Raptors finished off the last Marine and got First Blood. The Bikers (who lost their Power Fist to Spawnhood...) fluffed and they stared against each other pretty much.





Turn 2 - Chaos Space Marines

All my reserves come in. The Cultists went for my Objective, the Five Marines for his annoying Scouts. Fired the plasma, got hot, died. Bah.
The Melta-Raptors landed next to the Predator without any scatter, but still failed to blow the tank up...
Everything else moved up except the Chosen Rhino who had nowhere to go, so they went for the closest Drop Pod and blew it up. One of the Predators blew the Dread up. The other one that was forced to shoot Snap Shots shot at one of the fliers and actually managed a hit, it was just locked velocity though.
In assault phase Cultists and Spawn charged in against the Plasma Marines. Pretty much nothing happened. A couple of Cultists died. Was probably a bad move charging them in, since they were actually killable... but the positioning of the units made it so he couldn't attack the Cultists with too many Marines anyway.




Turn 3 - Iron Hands

Assault Marines failed to show up, but the other Drop Pod arrived. It scattered pretty far off and ended up right in front of my CSM.
He killed off a couple of CSM, one Melta on the Raptors and not much more really. The combat in the woods was a stalemate still.





Turn 3 - Chaos Space Marines

My Flamer-Raptors jumped over the hill, the Sergeant died to dangerous terrain (...), my Lord with the CSM moved up towards the squad that came out from the Drop Pod and that was pretty much it for movement.
Predators had nothing else to shoot at, so they shot at the fliers, caused a HP on one, but was evaded anyway. The Melta-Raptors managed to blow up the Predator, but the explosion killed the remaining Melta... Flamer-Raptors flamed the Tacticals and killed one.
CSM charged the Scouts and Lord with CSM charged the Tacticals. Raptors charged the Tacticals. CSM Champion killed the Scout Sergeant (don't remember the reward, something not too useful), the never-ending story in the forest continued to be a stalemate.
I decided to challenge with my Lord in the fight in the middle, because I wanted to stay in combat for next round. So easily killed his Sergeant (which granted me Instant Death melee-attacks). However, my CSM were hungry and killed half the squad who failed their morale and ran away(!). Raptors did amazing as well, and caused 7 wounds... of which he failed three saves... and they ran off as well! Taking the Warlord with them...




Turn 4 - Iron Hands

Assault Marines finally came in. They scattered 12 inches... and ended up right in front of my Lord with his retinue. One Storm Talon turned around to shoot at Raptors (killed a couple), the other aimed to get off the board to be able to come back and shoot at Cultists next turn. Tacticals moved up to try and get to the Objective and the Techmarine positioned himself to charge the lone remaining Flamer-Raptor.
A bit out of order that, but his shooting basically killed all but one Raptor in each squad.
In the forest he managed to kill one Biker! And they actually ran away! But since the Spawn was there being Fearless they couldn't be run down at least. The Techmarine charge the Raptor and they stared at each other for a round. My CSM finished off his Scouts.





Turn 4 - Chaos Space Marines

Bikers rallied, failed to kill the Drop Pod. Chosen failed to kill Drop Pod. Predators failed to do anything.
Defiler however had a nice clumped up squad of Assault Marines in front of him since they shot last turn. Pieplate placement was obvious, all though a bit risky due to my Lord being so close. But of course I did it. And I hit, killed 6 Marines outright. There we go.
Lord charged in, killed the Sergeant and got D3+1 rolls on the table... of which I rolled 3. So he got +1BS, +1T and Poisoned CC attacks. Quite a beast by now... the rest of the CSM wiped the remaining Assault Marines. The Tech Marine killed the Raptor, and the other Raptor died to Overwatch when he charged the Tacticals.



Turn 5 - Iron Hands

One Storm Talon flew off the table, the other went down into Hover mode and finally killed the Defiler. Tacticals bunched up on the Objective, and the fight in the forest continued...




Turn 5 - Chaos Space Marines

Bikers failed to kill Drop Pod, Chosen killed their Drop Pod. Predator blew up the Storm Talon. And finally the Lord and his CSM charged the Tacticals who had joined up with the Techmarine. And in the final challenge he won once again, and as a reward he got Eternal Warrior (pretty fitting me thinks). And the rest of the squad went down as well, in another round of ridiculous failed saves (he failed like 5 out of 7 wounds or something, just enough to almost wipe out the squad...).
We rolled to see if the game ended and it did. So one Objective for me, and all three secondaries. 6-0 CSM victory!




Lessons Learnt

Okay, the beginning of this game was a bit silly. Neither of us could make any rolls... we were clearly out of practice for dice rolling! At least my rolls started to get more average after half the game, but his rolls continued to be abysmal... 3+ armour just didn't work.
The fact that my Defiler lived to turn 5 is amazing. I think it's a first for me. It usually dies in turn 2 the latest. Usually in turn 1 and gives up First Blood... but this game I actually got to use it, and it did really well I think. Especially in combination with the Warpsmiths Shatter Defences ability. Really neat!
The Warpsmith and the Chosen... they ended up in the backfield and kind of got stuck back there. It wasn't for nothing though, as had they not been there he would probably have Deep struck his Assault Marines on my side of the table instead to clear out those Cultists. So the Chosen kind of ended up as guards in a odd way. Too bad I don't have the Black Legion supplement yet, else they'd be Scoring as well. Certainly useful.
And then the man of the match... my Lord for sure. He just killed everything he touched. Quite a beast after all those Boons. 2+ armour, Poisoned Instant Death melee attacks, BS6, T5 and Eternal Warrior. Yikes. Imagine of that was his standard profile!
But... while that's fun when it works out, the Bikers showed it sucks when it doesn't... I charged the Marines in the forest counting on my Power Fist to do the trick in round two of the combat... but no, instead I got a Spawn... Champion of Chaos is such a annoying rule sometimes... That's not new though, I took a risk when I bought that Power Fist.
My Predators were pretty useless this game. I think between them they killed a dread. But I guess as far as match ups go they didn't really have so many good targets here. At least they're still cheap and they did draw some fire so it's okay. I still love them.
Pretty weird game, and too bad for the Iron Hands. Probably the last game with the old codex! But I guess that means they'll be back with a vengeance soon!


Aug 2, 2013

1850p: Imperial Guard vs Chaos Space Marines/Daemons

Back from vacation, and time for war! Friend of mine wanted to play some IG, and I decided to make a list to match his numbers basically... Cultists, Cultists and some more Cultists! I expect to be shot off the board by turn 2, but it'll be fun to see what happens at least.

So to lead my three squads of 20 Cultists each I have a Sorcerer in Terminator armour. He'll probably ride in a Rhino with five CSM and a melta gun. I have two of those squads. I think I'll roll two times on Telepathy and once on Pyromancy here. Hoping for Puppet Master and Invisibility, and then a destructive Pyromancy power just in case.

I also wanted to try the CSM Daemon Prince... as I actually don't think I've played with that version. So Wings, armour, Tzeentch, Level 3 and the Black Mace. He's rolling twice on Biomancy of course (and the obligatory one on Tzeentch). Fingers crossed for Iron Arm so that he actually survives...

Now, on to trying to outshoot the IG. 5 Havocs with Autocannons and 5 Havocs with a Lascannon and three missile launchers. And 3 Obliterators to round up. Some decent firepower. We'll see if it'll be enough...

Then for some fun I added Daemon allies. A Tzerald on level 3 to provide Prescience for either the Havocs or the squad of Horrors that joins him. The Horrors gets the Blasted Standard just because I want to try it, and also an instrument as well. The instrument is for dragging in the Screamers when they arrive from reserve, somewhere on the mid-field. I also gave the Herald the Portalglyph, so this army certainly doesn't lack scoring.

I know he has a Vendetta, and the only thing I have to deal with it is the Daemon Prince I guess. So that'll be dicey. I also feel like I'm a bit short on the anti-armour department... so... might be a tricky game this. But I'm hoping to get a mission with many objectives and have enough scoring units so that he can't finish them all off in time. We'll see how it goes.

I do like the story aspect of this army though, because in my mind it looks like a Sorcerer with his bodyguard of Marines has landed on a planet, started a cult, made a deal with a Daemon Prince of Tzeentch and recruited some Obliterators and now the Planetary Defence Force is trying to stop them...


Lists

Black Legion Chaos Space Marines
HQ
Sorcerer of Chaos - Level 3, Terminator Armour, Spell Familiar
Daemon Prince - Tzeentch, Power Armour, Wings, Level 3, Spell Familiar, The Black Mace

Troops
20 Cultists
20 Cultists
20 Cultists
5 Chaos Space Marines - Meltagun
+Rhino
5 Chaos Space Marines - Meltagun
+Rhino

Heavy Support
5 Havocs - 4 Autocannons
5 Havocs - 1 Lascannon, 3 Missile-launchers
3 Obliterators - Mark of Nurgle

Daemon allies
HQ
Herald of Tzeentch - Exalted Reward (Portalglyph), Exalted Locus, Level 3

Troops
10 Horrors - Iridescent Horror, Blasted Standard, Instrument

Fast Attack
3 Screamers


Imperial Guard
HQ
Straken
Company Command Squad - Regimental Standard, 2 Plasma Guns, Vox Caster
+ Chimera

Troops
Platoon Command Squad - Platoon Standard, Vox Caster, 2 Plasma Guns
Infantry Squad - 2 Flamers, Vox Caster
Infantry Squad - 2 Flamers, Vox Caster
Heavy Weapons Squad - 3 Autocannons
Special Weapons Squad - 3 Flamers
Special Weapons Squad - 3 Flamers

Platoon Command Squad - Platoon Standard, Vox Caster, 2 Melta Guns
Infantry Squad - 2 Flamers, Vox Caster
Infantry Squad - 2 Flamers, Vox Caster

Veteran Squad - 3 Plasma Guns
Veteran Squad - 2 Flamers, 1 Melta Gun

Fast Attack
Scout Sentinel Squad (2) - Multilaser

Heavy Support
2 Leman Russ - Heavy Bolter Sponsons
2 Basilisks - Heavy Bolter
1 Vanquisher - Heavy Bolter Sponsons


Pre

We rolled for mission and got Purge the Alien and Dawn of War Deployment. So... no Portalglyph for me after all. :P Instead I got the one blast weapon. For Warlord traits I got Fear, he got Intimidating Presence. For powers, my Sorcerer got Fiery Form (4+ invul, +2S), Mental Fortitude (Fearless) and Hallucination. Daemon Prince got Endurance (Feel no Pain, It Will Not Die), Life Leech and Doombolt. Tzerald got Prescience, Foreboding (Yay, full Overwatch on a unit that can't shoot Overwatch! And I rolled it twice...) and Flickering Fire. Horrors got Flickering Fire as well.

I won to chose sides, took the one with most buildings to put Havocs in, he won to go first but let me go first. There was no Night Fighting for turn 1, and he didn't steal initiative.



Turn 1 - Black Legion

So I basically moved everything up except for Havocs who stayed in their buildings. He had placed his command Chimera where my Autocannon Havocs could see it through the windows... perfect target for them and I took two HP off it. I flew up with the Daemon Prince, planning to use Doombolt on the two Russes... but seeing the vulnerable Chimera I smelled First Blood and shot that one instead and blew it up. The explosion killed a couple of guys (but none from the inside weirdly enough). The other Havocs failed to do anything against the Russes, but the Oblits got a stunned result on one, so saving me from one Battlecannon at least.
The Cultists moved up into the woods, discovered it to be Ironbark (3+ cover) and were happy to stay there...



Turn 1 - Imperial Guard

He stood back in the middle, while moving up on one flank. Basically all tanks missed their targets or I made my saves except one Basilisk that killed a couple of Cultists and a Autocannon Havoc. Pretty lucky turn for me.




Turn 2 - Black Legion

Horrors failed to come in. Screamers came in though. First things first. My Sorcerer got Hallucination off on the large blob of IG. Suddenly they saw traitors everywhere... and killed 12 guardsmen. Awesome. They didn't run off the board though.
Daemon Prince flew up behind the Russes, but despite backarmour, 2 S6 shots and 1 S8 shot only caused a single HP... Missile Havocs caused another glance.
Melta gun in the Rhino in front of the Vanquisher failed to penetrate despite two dice. Autocannon Havocs killed one IG Autocannon. Screamers turbo-boosted over Veterans and killed one.



Turn 2 - Imperial Guard

Sentinels didn't come in. His other large blob of IG discovered the other forest to be carnivorous. Basilisks both hit this turn and killed all but four Cultists in my back unit. They held their ground however. 2 Autocannon Havocs also died. The Cultists squad near his blob hiding behind the hungry jungle also took a couple of wounds, but nothing substantial.
Veterans managed to immobilise my Rhino with my Sorcerer in it, and the previously Hallucinated IG blog got ordered to Bring it Down on my Daemon Prince... and they actually caused a wound. I of course failed to stay in the air as well and took a wound from the impact. So... 2 wounds from S3 guns basically, out of like 10 shots.



Turn 3 - Black Legion

Horrors come in and they Deep Strike in front of the unharmed blob on one flank. My Warlord jumps out of his Rhino and joins the Obliterators for protection. Casts Hallucination on Straken but is denied. The Marine Squad stays inside however, and shoots and blows up the closest Leman Russ. The other Melta squad once again fails to penetrate the Vanquisher (rolled 13 both times!).
The Daemon Prince uses Life Leech on the decimated IG-blob, regains one W and then charges in kills them all. And by being close enough to Strakens CCS actually kills two guys from the Black Mace Curse.
Cultists that had been hanging out in the Ironbark moves out and charges the Veterans. My Champion challenges as he must, gets chopped down... and do not kill him in return. Despite having 4 attacks against 1... The rest of the Cultists kill the remaining Veterans however and run the Sergeant down afterwards.
The Tzerald shoots Flickering Fire on Level 3 (since he wasn't able to use any of his Blessings) and gets 12 shots off (boo!) but kills 9 IG, and then Warpflame kills another. The Horrors are denied however, and sadly I used my Blasted Banner there... so... waste of points in the end.



Turn 3 - Imperial Guard

Sentinels come in, one the side with Rhinos just where he wants them. Shoots back armour... and only stuns it. The remaining Leman Russ moves forward and shoots his Battle Cannon in the face of my Sorcerer... I fail the LOS roll... but pass the save.
Veterans move up next to the IG blob in the Carnivorous jungle and shots some Cultists, with some help from the Basilisks that unit is wiped out. First kill point for the IG!
Straken feels brave and alone he charges my Daemon Prince. He died.



Turn 4 - Black Legion

My Sorcerer leaves the Obliterators, and remembering I get +2S from Fiery Form I reckon I can take the last Hull Point off the Leman Russ and moves up to charge it. Explodes it as well. And of course I take a wound from the explosion and fail my 2+ armour save... Hah.
The melta in the Rhino shoots the Vanquisher once again, but forced to snap shots they miss. Screamers look on in dismay, move up and charge it and explodes it despite only getting a single hit in. That's how you do it. Obliterators can only see one Sentinel, so they wreck it easily. Missile Havocs starts shooting Frag Missiles at the large remaining IG blob, and kills 9 of them (Lascannon failed to do anything again). Soul Blaze stops on that squad. The Tzerald, thanks to Prescience and Level 2 Flickering Fire kills 8 Veterans. The remaining two are killed by the Horrors.
The Daemon Prince gets Doombolt off on both Basilisks (Beam! <3 ), only causes a Weapon Destroyed (Heavy Bolter) on the first one though and fails to hurt the second. He then charges in and kills the wounded one. It Will Not Die made him regain one wound.



Turn 4 - Imperial Guard

The remaining Sentinel manages to wreck the Rhino at last. Basilisk kills a lot of Horrors, and First Rank Fire! Second Rank Fire! Makes sure there is only 1 Horror and the Tzerald left.

Turn 5 - Black Legion

At this point I just mop up, my Sorcerer gets to kill two IG, DP kills Autocannons, Melta on Sentinel, don't remember what killed the last Basilisk. Only a single Guardsman remains afterwards, and that thanks to denying both the Tzerald and the Horrors Flickering Fire...

Turn 5 - Imperial Guard

Last Guardsman tries to kill the last Horror, but misses. The game ends.

13-2 for CSM!


 Lessons Learnt

So, that was kind of unexpected. I'm thankful I didn't have to face any fliers, but looking at all those Large Blasts I thought I'd be a lot more decimated after the first turn. Especially since we ended up rolling Purge the Alien. Luckily for me he had some major troubles finishing off my squads though, so I could hide them away and save some Killpoints that way. The 20 man units really worked in my favour here. Especially getting a 3+ cover forest to hide in was neat...
Other than that I had some awesome luck with Psychic Powers really... Hallucination killing 12 guys, Flickering Fire killing 9 and 8... ouch. Decimating the squads they were looking at really. Then the Daemon Prince was basically unthreatened for the whole game. Perhaps the Vanquisher had been scary, but it was busy trying to kill a single Rhino all game. So the Prince could just reign supreme and pick his targets at his leisure. Just like it should be.
Cultists showed that they can actually do something if you're lucky. Killing 9 Veterans isn't too shabby really. Other than that they just kind of protected my other units by drawing fire and having so many bodies they just didn't run out...
Havocs were so bad this came. My Lascannon killed a single guardsman in the end. Yay. The missiles redeemed themselves after the Leman Russes were gone and killed some 20 guardsmen which was nice... and the Autocannons had about one target on the field, and they would've killed it if not for cover saves. They really had a bad day... but I always seem to have bad days with Havocs...
Obliterators didn't do nearly as much as I'm used to see. But they were still there being a constant threat and soaking up some high damage shots that would've done more damage elsewhere... simply because he couldn't really let them just walk up the board uncontested.
Screamers proved once again, that a squad of three can be really useful. Low threat unit, but still enough to get stuff done. I really like them. Just don't expect so much from them, and try to grab the opportunities as they come and I think you'll be pleasantly surprised by them.
I still don't like Horrors. They're too easy to deny. Even against Guardsmen which is a good target for them they didn't do much due to Deny the Witch. The Herald was lucky though, and he paid for himself for sure.
Pretty odd outcome I think, the game didn't turn out at all like I expected. But a fun one! And I guess my dice took the vacation as a chance to charge up a bit...