The Blade and Bolter
RAMBLINGS OF A 40K JUNKIE
Friday, May 24, 2013
Sixth Edition Melee
This article is tactical in nature and focuses on the assault phase. I am not going to argue that a melee army can beat any other army. What I can say for sure is that a melee army can definitely be a spoiler at a tournament. I am very interested to see what GW has in store for us with the upcoming new eldar. I've seen pictures of the assault Wraithguard... It made me chuckle but you never know, maybe they will be the first true sixth edition deathstar.
Assault has and always will be my favorite phase of the game. My best armies have always been very shooty with a couple of strong counter assault elements but I like pure assault armies the most. Sixth edition is all about bringing a balanced army and that means the best armies must have some melee. Let us quickly examine the new Tau as an example. They are obviously so good at shooting it's down right scary. Pure Tau have some serious problems though moving outside their deployment zone and that is their proverbial Achilles' Heel. I have seen my fair of batreps where the new Tau try to set up shop in their deployment zone and literally shoot the opponent off the the table. They can almost do it but versus sage opponents they never seem to and end up losing at the end. Sure Kroot are able to infiltrate into key positions but they aren't going to hold up a squad of enemy assault terminators charging out of a land raider (i.e., worst case scenario). Tau can bring to bare so much fire power for cheap it's easy to team up and field a strong ally that could be their counter assault element but for whatever reason so far this doesn't seem to have much appeal. I don't know, maybe people would simply rather field another Riptide and just roll more dice in the shooting phase. Sure that is fun but it's not the most competitive option either.
How to Beat the Uber Shooty Armies
I learned this the hard way in fifth edition back when I played Tyranids. Versus Imperial Guard the best way to win was to beat them on objectives. This meant having a lot of patience and playing straight to the mission - no heroics, none at all. This might seem like a boring approach but it worked quite well for me. I would primarily focus on killing their troops and eliminating their mobility to prevent them from moving chimeras onto my objectives late in the game for the win. You really have to out think your opponent in these type of matches and have a lot of patience. Armies such as Imperial Guard in fifth edition were so easy to win with that often opponents would make little seemingly innocuous mistakes throughout the game that accumulate (without even realizing it)... It could and did often end up losing them the game.
Über shooty armies must wait until towards the end of the game to move onto objectives since their troops are not resilient enough to sit on top of an objective for several turns. Deployment is another big key to success since you must box them in and eliminate their lanes of movement... Force their scoring units to all come through the same path. Invariably they will end up in the way of each other which impedes their overall movement.
The Ever Changing Effect of Fortifications
Tau have neutralized the major benefit of cover in sixth edition and this ends up as a major detriment to shooty armies. No longer is going to ground behind an Aegis Defense Line and snap firing a good ploy. You might say that Tau are in fact too good at shooting... That is too much of a good thing. Kind of funny to me and my way of thinking.
I have noticed that the Sky Shield Landing Pad has gained some popularity since the release of the new Tau and for good reason. If you stop to think about it the Sky Shield Landing Pad is solid versus Heldrake spam since your units gain an invulnerable save versus the sudden plethora of ever ubiquitous 2++ cover save. I am not a fan of purchasing cover for my army but if I were to field a fortification it would definitely be the Sky Shield Landing Pad.
How to Assault in Sixth Edition
So now we come to the crux of the subject matter... What is the best way to assault now? I have been playing pure Chaos Space Marines a lot as of late. Chaos Space Marines are a bit overcosted for what you get but overall I find the extra points to still be worth their weight in gold. So I will simply focus on Chaos Space Marines to illustrate my points since that's what I know best in regards to this edition.
Here is my typical 2250 point list. Note that I have a convergent list for 1850 points since that seems to be the most popular points level now. I can scale back my army and it still fulfills all of the same functions inherent to the parent 225o point list.
Abbadon
7x Berserker - Icon of Wrath
Champion - lightning claw & power fist
Chaos Land Raider - extra armor, dozer blades & dirge caster
Kharn
8x Chosen - 2x power axe, power sword, flamer, Mark of Khorne, Icon of Wrath
Champion - lightning claw, boltgun & power fist
Chaos Land Raider - extra armor, dozer blades & dirge caster
7x Berserker - Veterans of the Long War & Icon of Wrath
Champion - lightning claw, power fist, melta bombs & Boon of Chaos
Chaos Land Raider - extra armor, dozer blades & dirge caster
2x Chaos Spawn - Mark of Nurgle
Chaos Contemptor Dreadnaught (300 points) - extra armor, heavy conversion beamer, Havoc missile launcher, dreadnaught close combat weapon with built in plasma blaster & Dedication to Khorne
This is a spammed army list with three land raiders. I have lost some close games but tend to win more often than not. Obviously you can't afford to make a lot of mistakes and I've only got three scoring units that must kill enemy troops and hold objectives... It's not easy.
What I have learned is the three land raiders must support each other. A pair of land raiders in position to launch an assault is more than twice as hard for the enemy to handle and greatly reduces their options to counter them. I like to hold back the land raider ferrying the Berserker squad; that way there is less chance they'll have to bare the brunt of the initial assaults and will be in a better position to hold an uncontested objective. The dreadnaught is a deterrent to enemy units attempting to engage the land raiders plus the pie plate goes a long way towards softening up enemy units in the open. I like to place the pie plate on top of enemy fire support units such as Long Fangs and Pathfinders. The dreadnaught cannot fire his heavy conversion beamer if it moves but often I find its better to forgo one to two turns of shooting so the dreadnaught can match pace with the land raiders. The two spawn support the dreadnaught in a similar fashion and they are expendable.
Land raiders are very rugged now in sixth edition plus the ability to move another 6 inches flat out means that in most missions they can launch assaults as early as the second turn. Six twin linked lascannons are really good too, even when forced to snap fire. The dirge caster is one of the big keys to success for this list and it makes the Tau cry and nerd rage. It's something no other army has and is extremely useful for assault armies.
It's important to move the land raiders in such a manner so as to take full advantage of cover whenever possible. The return of dozer blades as an option for Chaos land raiders is another key to success along with the dirge caster to make this a viable army.
If you are able to move a pair of land raiders into position to launch an assault then you'll probably find you've got some options in terms of what you can assault. The Icon of Wrath pretty much assures you'll be able to reach base contact with enemy units (i.e., third key to success). Often you'll have to decide whether or not to multi assault. Versus an army such as Tau you'll obviously want to launch a multi assault so you can kill as much as possible in one clean sweep. Versus an army such as Space Wolves it might be better to target one powerful enemy unit such as Wolf Guard with an attached character so you can take full advantage of all your charge bonuses.
Of course it's not always going to be the case that you can assault simultaneously from two land raiders for whatever reason. That's one of the reasons why I prefer to keep my heavy hitters up front. Both Abbadon and Kharn are total beasts, especially the former. Abbadon is an army of one! I had one game where he eradicated an entire squad of mega armored nobs on the charge... It's crazy. He is your go to guy for Chaos Space Marines. The champions are there to issue challenges so Abbadon and Kharn can quickly mow through the fodder.
Across the Spectrum
So it's no surprise to me that Chaos is currently the king of melee. They are very strong in the assault phase. Yes they are a bit overcosted but then again they have all the right tools. There are other armies such as Necrons that are more balanced and have some strong melee units... You've seen some of my Necron army lists here. I am very interested to see what the future holds and I think the new eldar could quickly answer that question. If the bright lance becomes popular again that will help to create a better counter to land raiders.
Conclusion
I've demonstrated how one particular army can excel in the assault phase and win games. Of course there are other armies that can do so as well. Maybe you can take some of my ideas and incorporate them into your armies. I'd love to hear what's working for other people.
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Sunday, April 14, 2013
Necrons and Grey Knights capture Sarasota
Hi everyone !! Your friendly neighborhood Blowfly here to brighten your day again with a local 40k RTT report. This tournament was three rounds - 2250 points with double FOC and allies but no Forge World. Some buddies and I drove down leaving early in the morning since it's over an hour away. We grabbed a quick bite to eat at McDees via the drive through. This is one of the local FLGS that likes to run larger events and I always try to make these ones since I love big games.
Sorry but no pictures this week. I am in the process of buying a new digital camera so hopefully I will have some nice pix for the next batrep.
Here is my abbreviated army list:
Necrons - Primary Detachment
Destroyer Lord - mindshackle scarabs, 2+ armor (attached to Wraiths)
4x Canoptek Wraith - whip coils
Overlord - warscythe, mindshackle scarabs, phase shifter - Catacomb Command Barge
6x Immortal - Tesla carbines - Night Scythe
5x Warrior
5x Warrior
5x Warrior
Doom Scythe
Annihilation Barge
Annihilation Barge
8x Canoptek Scarab
Grey Knights - Allied Detachment
Level 3 Librarian - master crafted warding stave (attached to Paladins)
5x Paladin - 2x psycannon, 4x daemonhammer, master crafted warding stave - psybolt ammo
10x Grey Knight - 2x psycannon - psybolt ammo
Army List Analysis
If you follow my articles on this army you'll know that in the past I used Coteaz attached to a full squad of Purifiers with lots of neat toys for my deathstar unit. I have been wanting to test out Paladins over Purifiers and at this point level I could also take a Librarian in place of the Inquisitor... So I was very interested to see how overall the army would perform with these changes.
I recently played in an 1850 point GT over in Orlando - the army list here is much the same noting the changes above plus the addition of the Canoptek Wraiths to form a retinue for my Destroyer Lord. I did well at the GT and was the only undefeated player going into the final sixth round so I know this army is well tested and has always performed quite well. Ironically I narrowly lost in the final round to the only other Necron-Grey Knight army in an epic low scoring match that knocked us both out of contention for an award. Oh well at least it felt great going into the final round.
I have designed this army to be as completely balanced as possible. It has lots of shooting, plenty of speed plus lots of very strong dedicated melee units. To be competitive in sixth edition it's all about building very balanced armies that excel in all three phases. The Necrons tend to do most of the heavy lifting while the Grey Knights are a razor sharp scalpel. They work very well together and don't have to lend much support to each other except for overlapping focused fire. I don't use any fortifications as I typically move most of my units around the entire game. I also tend to place objective markers in the middle of the table to force opponents to have to come out of their deployment zones to get them.
Mission Summaries
1st Round vs. Blood Angels
The mission had five objectives with DoW deployment.
The Blood Angels army had two land raiders (Crusader & Redeemer) plus two Storm Ravens. There were two full assault squads with jump packs and one had a Priest. The Crusader had a squad of Death Company lead by a Chaplain. The Redeemer had a full assault squad (sans jump packs) lead by a Captain and another Priest.
I felt confident going into this match knowing that Necrons have lots of answers to AV14 plus the barges are really good versus flyers in general.
Highlights
•Anni barges shot down both Stormravens
•Scarabs and Destroyer Lord cracked open both land raiders
Only one Death Company Marine was left at the end for a full massacre (18 points). I ended up only needing to hold one objective.
2nd Round vs. Ork Horde
The mission was Big Guns Never Tire with Hammer and Anvil deployment. There were three objective markers.
My opponent had well over 150 greenskins including Ghaz with a big Nob squad, two battlewagons, looted wagon, some killakanz and Lootaz. I was able to pop all four enemy HS units (destroyed both battlewagons my first turn... Scarabs and Gauss FTW). This game I pulled 16 out of a possible 18 battle points for the win. Ghaz never made it into melee so I couldn't get Slay the Warlord and I needed the Immortals to late game grab one of the uncontested objectives so no Line Breaker either.
3rd Round vs. Tyranids
The mission was The Relic with Vanguard Strike for deployment.
Another horde army with over 200 models - not the typical Internet meta list we see all the time now but this was definitely my toughest game. My opponent had over six scoring units - including two big broods of devilgaunts, two big broods of hormagants, some genestealers and two small Warrior broods. He had a walking Tyrant and the winged jump infantry character for his HQ. There was also some Zoies, Raveners and a Trygon Prime. Definitely a target rich environment !!
There was a big turn out so there were quite a few undefeated players going into the last round. I knew I would need a big win to come out on top. It just seemed like it would very hard to control the Relic versus all those large scoring units and it wouldn't be easy to score any bonus points either.
I got to go first but my opponent seized the initiative - sheet ! This actually worked out to my advantage though since a squad of hiding Warriors popped out to grab the Relic at the end of the last turn. The Tyranid player's dice were smoking hot and mine were below average most of the time but I still managed to pull out the win with 17 battle points out of a possible 18 (he got First Blood because one gaunt in a 20 man brood managed to live taking the full brunt of almost my army's entire shooting - he cast Endurance on them and Denied the Witch when I cast the Misfortune malediction on them).
It wasn't an easy game to say the least... Destroyer Lord with Wraiths and Librarian leading the Paladins were definitely the MVPs this game. The Destroyer Lord and his Canoptek friends took out the Tyrant (MSS FTW) then held off an entire brood of hormagants to prevent them from swamping the area around the objective. My Librarian got Prescience and the Divination psychic power that lets the unit shoot at full BS on Overwatch which allowed them to totally annihilate a big brood of charging Raveners. It was a tight game but everything came together in the end.
Post Tourney Analysis
It was very interesting to play two really large horde armies and the last two games only made it to a third turn... What can you do ? I don't think either of these opponents intentionally slow played but they just didn't seem to manage their time wisely which ended up hurting them a lot more than me... Heh heh . The squad of Immortals in the Night Scythe was a big advantage for late game objective grabs and Line Breaker. So knowing you probably won't be able to get in a full game ahead of time you have to adjust your strategy accordingly. In the past I've gotten frustrated but I was well prepared this time. ; )
I definitely prefer the Paladins over Purifiers... Eight psycannon shots every time with Prescience and sometimes Misfortune and/or Ignore Cover is very powerful (I got all three of these versus the Blood Angels by the way). I found the level 3 Librarian a bit stronger than Coteaz, mostly due to the extra psychic power but I'd only use him over the Inquisitor in games at 2000 points and above.... It's also nice to have the option to deep strike them.
So I ended up in a tie with one other player for first place and we split the store prize support. One of my buddies who down came with me ended up losing to the fellow I tied with for first place in the last round. It was a great day and I liked all my opponents... No problems whatsoever. I used the prize support to get some paints and weathering dust for my World Eaters army I will bring to WarGamesCon for the Heresy campaign.
Wednesday, March 27, 2013
All right first battle report of the week GK vs Necrons
All right had the first of many battles this week, actually two against Fred Fortman on Monday. Here is one of the ones on Monday. This battle was fought at 2000 points.
His army list from memory
HQ's Zahndrekh
Voltaic staff cryptek
Lance cryptek
HQ's destroyer lord, weave, scarabs
Tr. 10 immortals, tesla
Tr 10 immortals, Nightscythe
Tr. 10 immortals, Nightscythe
Tr. 5 warriors, Nightscythe
FA. 6 wraiths, 3 coils
FA. 9 scarabs
Hv. Barge
Hv. Barge
Hv. 3 spyders, gloom prism
My list:
Coteaz
Terminator Inquisitor w/2 Skulls, Level 1 Psyker, Hammer & Psycannon
10 Termies 2 Cannons, 3 Hammers, Ammo
10 Strikes 2 Cannons, 1 Hammer, Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/Bolters, 1 w/Flamer
Stormraven w/TLAC, TLMM, Hurricane Bolters, Ammo
Stormraven w/TLLC, TLMM
5 Purgation Squad 2 Psycannons, 2 Incinerators in Rhino
Dread w/2 x TLAC, Ammo and Light
Dread w/2 x TLAC, Ammo and Light
We played one of the Adepticon primer missions. It had the relic and the home and home objective. First blood, slay the warlord and linebreaker were the secondary objectives. The deployment zones were the 12" along your board edge. We took turns deploying the terrain. There was one ruined building just to the right of the center. The relic went on its left most corner base. A hill 8 inches to the left. There were two ruined buildings in my deployment zone one to the left and one to the right of my deployment zone pretty much dividing my deployment zone into three. There were two hills farther back in Fred's deployment zone that would play no part in the battle.
Neither of us got any useful warlord traits, no night fight, Coteaz got foreboding and prescience and the inquisitor kept psychic communion. I won the roll to go first and elected to go second hoping to steal and see how he set up. Fred sets up along the 12" line with Zandrekh and the tesla immortals and the lance guy on one unit. The wraiths and the destroyer lord on the right, a little back directly behind the building in the center. The scarabs and the spyders go just to the left of center directly behind the hill in the middle. The barges go to the left of the scarabs. I deploy in a line between the two buildings. I put a razorback on the left with a dread behind it, in the center another razorback and dread and on the left goes the purgation squad in their rhino. In front of them goes the terminators and characters just to the left of center, while the strikes go in front of the purgation squad rhino. I try to steal to no avail.
Necron Turn One
The spyders spawn three scarabs. The nemessor gives one of the barges stealth. Everything moves up the Wraiths move up behind the building. The scarabs go into the hill with the spyders following behind them. Zandrekh's unit moves forward towards the relic. The barges zip forward 12". Shooting is uneventful. I believe I lose one termie to big Z's squad while the barges snap fire and the left most razorback. Causing the henchmen to get out. First blood to the necrons.
Grey Knight Turn One
Coteaz casts prescience and foreboding on the termies. The termies and strikes move forward. The termies target the closest barge blowing it up. One of the dreads blows up the main weapon on the other barge. The razorback and other dread kill a couple of scarab bases. The strikes to some wounds to Z who just laughs them off. The purgation squad using astral aim puts two wounds on the destroyer lord.
Necron Turn Two
All his reserves come on. The spyders make three more bases to replace the ones I killed last turn. The night scythes come in three across the middle moving about 30". On the left 10 immortal get out opposite the termies, 10 immortals get out of the center one right in front of the strikes, and the five warriors and the other cryptek get out of the right one. The wraiths move up into the building. The scarabs start making an end around the left building to get to my objective and clear the henchmen off of it. The last barge moves with them. Z moves up behind the other squad of immortals. The shooting commences. The barge on the right kills the purgation squads rhino causing them to bail out. They take fire from the warriors and the middle barge killing the two flamers and the justicar. The other scythe targets the razorback knocking off it's gun and stripping another hull point. The strikes lose three guys and the so do the termies. The scarabs and the barges continue their end around. The wraiths run out of the building for better position.
Grey Knight Turn Two
After the dust settles I realize I can no longer out shoot them with what I have left. So charge of the light brigade it is. I cast prescience but it fails, I cast foreboding on the termies and psychic communion as usual. I get one Raven the TLLC one. The Raven comes in on my right, right next to the right most scythe. The termies, strikes and dreads move forward. The razorback without a gun also moves forward. The raven strips two hull points off the scythe. The purgation squad kills all but two warriors and the cryptek dies. Both dreads target the wraiths finishing off the destroyer lord and downing a wraith. The strikes and termies both kill off a few immortals and the charges begin. The termies begin their March to the sea like Sherman and hit the one unit of immortals to the left but are unable to grab the spyders as well. They crush them and consolidate towards the middle. The strikes out a hurting on the other immortal unit but remain locked in combat by the relic. The right most dread charges the wraiths putting a wound on them but taking no damage back.
Necron Turn Three
I have put the necron player on his heels a bit. Zandrekh gives one of the night scythes tank hunter. Seeing the termies barreling down on him Zandrekh jumps in the middle scythe. The two scythes move fast to go nose to nose with the raven. The spyders prepare to help the immortals while the scarabs get ready to overwhelm the henchmen squad. The wounded scythe flies off the board. The two scythes drop the raven. Leaving only the flamer behind. The spyders charge in the combat killing off some strikes leaving only four and leaving only two immortals. The dread does nothing but get stunned. The henchmen die like dogs.
Grey Knights Turn Three
Coteaz casts prescience on the termies. The inquisitor casts psychic communion. The other raven comes in. It goes nose to nose with the other scythes. The termies move to help the strikes. The non locked dread moves towards the scarabs better to be charged than be charged. The raven whiffs only putting one hit on one of the scythes. The purgation squad and the dread targets the scarabs killing 3 more of them. The termies charge in the ongoing combat and all the necrons are wiped out leaving the 2 characters, 3 termies and one strike. The consolidate next to the relic. The dread suffers another hull point but manages to down a wraith. The other dread charges in to the scarabs however they are in difficult terrain causing him to go last which leads to an untimely death.
Necron Turn Four
The scythes that are on the board fly off the board. The other scythe comes back on to shoot at the last strike, killing him . The barge keeps moving with no target in sight. The scarabs charge the last two psycannons from the purgation squad. They kill one on overwatch and lose psycannon to combat. The wraiths finally kill off the dread.
Grey Knight Turn Four
Coteaz casts prescience on the termies. They move up to charge the wraiths picking up the relic as they go. The razorback keeps moving towards the necron home base. The raven whiffs on the scythe. The termies shoot then charge the wraiths wiping them out but they are now down to two hammers, one psycannon and the two characters.
Necron Turn Five
This will be the last turn as we are running short on time. The two scythes come back in to shoot the termies. Zandrekh disembarks with his immortal squad to add to weight of fire. The other scythe deposits it's squad of two warriors on my home objective. The scarabs line up to charge the termies. In the shooting phase the inquisitor suffers a wound and two termies die. When the five remaining scarabs charge they do another wound to the inquisitor and strip him of his armor but die to overwatch and hammers.
Grey Knight Turn Five.
The last terminator and Coteaz are in possession of the relic. The storm raven flies interference while the henchmen disembark on to his objective.
He has first blood and linebreaker, I have linebreaker. We each have an objective, but I hold the relic. Big win for me.
I made a lot of terminator saves in the last few rounds and got lucky by crippling his barges early. He made one mistake by not leaving his Zandrekh unit in the board where they could have had two more turns of shooting and could have been mire aggressive with his wraiths. The termies and the two inquisitors just crushed everything in their path. The man of the hour had to be the dread who not only killed the destroyer lord but took down two wraiths and held them up for two turns allowing the termies to run free.
His army list from memory
HQ's Zahndrekh
Voltaic staff cryptek
Lance cryptek
HQ's destroyer lord, weave, scarabs
Tr. 10 immortals, tesla
Tr 10 immortals, Nightscythe
Tr. 10 immortals, Nightscythe
Tr. 5 warriors, Nightscythe
FA. 6 wraiths, 3 coils
FA. 9 scarabs
Hv. Barge
Hv. Barge
Hv. 3 spyders, gloom prism
My list:
Coteaz
Terminator Inquisitor w/2 Skulls, Level 1 Psyker, Hammer & Psycannon
10 Termies 2 Cannons, 3 Hammers, Ammo
10 Strikes 2 Cannons, 1 Hammer, Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/Bolters, 1 w/Flamer
Stormraven w/TLAC, TLMM, Hurricane Bolters, Ammo
Stormraven w/TLLC, TLMM
5 Purgation Squad 2 Psycannons, 2 Incinerators in Rhino
Dread w/2 x TLAC, Ammo and Light
Dread w/2 x TLAC, Ammo and Light
We played one of the Adepticon primer missions. It had the relic and the home and home objective. First blood, slay the warlord and linebreaker were the secondary objectives. The deployment zones were the 12" along your board edge. We took turns deploying the terrain. There was one ruined building just to the right of the center. The relic went on its left most corner base. A hill 8 inches to the left. There were two ruined buildings in my deployment zone one to the left and one to the right of my deployment zone pretty much dividing my deployment zone into three. There were two hills farther back in Fred's deployment zone that would play no part in the battle.
Neither of us got any useful warlord traits, no night fight, Coteaz got foreboding and prescience and the inquisitor kept psychic communion. I won the roll to go first and elected to go second hoping to steal and see how he set up. Fred sets up along the 12" line with Zandrekh and the tesla immortals and the lance guy on one unit. The wraiths and the destroyer lord on the right, a little back directly behind the building in the center. The scarabs and the spyders go just to the left of center directly behind the hill in the middle. The barges go to the left of the scarabs. I deploy in a line between the two buildings. I put a razorback on the left with a dread behind it, in the center another razorback and dread and on the left goes the purgation squad in their rhino. In front of them goes the terminators and characters just to the left of center, while the strikes go in front of the purgation squad rhino. I try to steal to no avail.
Necron Turn One
The spyders spawn three scarabs. The nemessor gives one of the barges stealth. Everything moves up the Wraiths move up behind the building. The scarabs go into the hill with the spyders following behind them. Zandrekh's unit moves forward towards the relic. The barges zip forward 12". Shooting is uneventful. I believe I lose one termie to big Z's squad while the barges snap fire and the left most razorback. Causing the henchmen to get out. First blood to the necrons.
Grey Knight Turn One
Coteaz casts prescience and foreboding on the termies. The termies and strikes move forward. The termies target the closest barge blowing it up. One of the dreads blows up the main weapon on the other barge. The razorback and other dread kill a couple of scarab bases. The strikes to some wounds to Z who just laughs them off. The purgation squad using astral aim puts two wounds on the destroyer lord.
Necron Turn Two
All his reserves come on. The spyders make three more bases to replace the ones I killed last turn. The night scythes come in three across the middle moving about 30". On the left 10 immortal get out opposite the termies, 10 immortals get out of the center one right in front of the strikes, and the five warriors and the other cryptek get out of the right one. The wraiths move up into the building. The scarabs start making an end around the left building to get to my objective and clear the henchmen off of it. The last barge moves with them. Z moves up behind the other squad of immortals. The shooting commences. The barge on the right kills the purgation squads rhino causing them to bail out. They take fire from the warriors and the middle barge killing the two flamers and the justicar. The other scythe targets the razorback knocking off it's gun and stripping another hull point. The strikes lose three guys and the so do the termies. The scarabs and the barges continue their end around. The wraiths run out of the building for better position.
Grey Knight Turn Two
After the dust settles I realize I can no longer out shoot them with what I have left. So charge of the light brigade it is. I cast prescience but it fails, I cast foreboding on the termies and psychic communion as usual. I get one Raven the TLLC one. The Raven comes in on my right, right next to the right most scythe. The termies, strikes and dreads move forward. The razorback without a gun also moves forward. The raven strips two hull points off the scythe. The purgation squad kills all but two warriors and the cryptek dies. Both dreads target the wraiths finishing off the destroyer lord and downing a wraith. The strikes and termies both kill off a few immortals and the charges begin. The termies begin their March to the sea like Sherman and hit the one unit of immortals to the left but are unable to grab the spyders as well. They crush them and consolidate towards the middle. The strikes out a hurting on the other immortal unit but remain locked in combat by the relic. The right most dread charges the wraiths putting a wound on them but taking no damage back.
Necron Turn Three
I have put the necron player on his heels a bit. Zandrekh gives one of the night scythes tank hunter. Seeing the termies barreling down on him Zandrekh jumps in the middle scythe. The two scythes move fast to go nose to nose with the raven. The spyders prepare to help the immortals while the scarabs get ready to overwhelm the henchmen squad. The wounded scythe flies off the board. The two scythes drop the raven. Leaving only the flamer behind. The spyders charge in the combat killing off some strikes leaving only four and leaving only two immortals. The dread does nothing but get stunned. The henchmen die like dogs.
Grey Knights Turn Three
Coteaz casts prescience on the termies. The inquisitor casts psychic communion. The other raven comes in. It goes nose to nose with the other scythes. The termies move to help the strikes. The non locked dread moves towards the scarabs better to be charged than be charged. The raven whiffs only putting one hit on one of the scythes. The purgation squad and the dread targets the scarabs killing 3 more of them. The termies charge in the ongoing combat and all the necrons are wiped out leaving the 2 characters, 3 termies and one strike. The consolidate next to the relic. The dread suffers another hull point but manages to down a wraith. The other dread charges in to the scarabs however they are in difficult terrain causing him to go last which leads to an untimely death.
Necron Turn Four
The scythes that are on the board fly off the board. The other scythe comes back on to shoot at the last strike, killing him . The barge keeps moving with no target in sight. The scarabs charge the last two psycannons from the purgation squad. They kill one on overwatch and lose psycannon to combat. The wraiths finally kill off the dread.
Grey Knight Turn Four
Coteaz casts prescience on the termies. They move up to charge the wraiths picking up the relic as they go. The razorback keeps moving towards the necron home base. The raven whiffs on the scythe. The termies shoot then charge the wraiths wiping them out but they are now down to two hammers, one psycannon and the two characters.
Necron Turn Five
This will be the last turn as we are running short on time. The two scythes come back in to shoot the termies. Zandrekh disembarks with his immortal squad to add to weight of fire. The other scythe deposits it's squad of two warriors on my home objective. The scarabs line up to charge the termies. In the shooting phase the inquisitor suffers a wound and two termies die. When the five remaining scarabs charge they do another wound to the inquisitor and strip him of his armor but die to overwatch and hammers.
Grey Knight Turn Five.
The last terminator and Coteaz are in possession of the relic. The storm raven flies interference while the henchmen disembark on to his objective.
He has first blood and linebreaker, I have linebreaker. We each have an objective, but I hold the relic. Big win for me.
I made a lot of terminator saves in the last few rounds and got lucky by crippling his barges early. He made one mistake by not leaving his Zandrekh unit in the board where they could have had two more turns of shooting and could have been mire aggressive with his wraiths. The termies and the two inquisitors just crushed everything in their path. The man of the hour had to be the dread who not only killed the destroyer lord but took down two wraiths and held them up for two turns allowing the termies to run free.
Sunday, March 24, 2013
Just trying to move forward with Daemons and thinking about the ATC,
All right have been muddling around with Daemons lately. I have a few problems with putting a list I like together. The first is that I found a bucket full of Daemons in the basement. I know you say usually having a bunch of models is not a problem. However it is when you don't have everything you want and want to make use if what you have. I have bunch of flamers and fiends. I have one painted fiend and 4 unpainted ones. I would really love to make these work but then I compare five fiends to 15 seekers and I just look at the 60 attacks that the seekers are putting out compared to the 20 that the fiends are putting out. The same goes for my unit of screamers using 8 at 200 points either gives me 8 str 4 ap 2 attacks or 32 str 4 attacks. If only the unit was strength 5 I could justify them over the seekers 80 str 3 rending attacks. Or if even the fiends were strength 5... Also I have a 5 man unit of dogs with a khorne herald on a jugger painted. I would really like to make this a 10 man unit. I feel that they do very well especially with the herald giving everyone +2 attacks on the charge and having furious charge and scout. I really don't want to use seekers. That is gonna be the one unit that everyone has in their army. All right the latest daemon army is:
Keeper of Secrets Level 3 2 x Greater Gifts 260
Herald of Tzeentch Level 3, Exalted Gift on Disc 150
Herald of Khorne on Juggernaut, Locus of Fury, Lesser Gift 125
Herald of Slaanesh on Steed, Exalted Locus, Lesser Gift 100
5 Fiends 175
14 Bloodletters 140
10 Daemonettes 90
10 Horrors 90
10 Khorne Hounds 160
8 Screamers 200
Soul Grinder w/Slaanesh, Phlegm 180
Soul Grinder w/Nurgle, Phlegm 180
1850 Points
Also this week being off work will be a gaming week. Tomorrow I will be trying out an ATC style list designed to take on flyers and daemons. Just playing around right now. It probably needs an aegis defense line but will see....
Coteaz
Terminator Inquisitor w/2 Skulls, Level 1 Psyker, Hammer & Psycannon
10 Termies 2 Cannons, 3 Hammers, Ammo
10 Strikes 2 Cannons, 1 Hammer, Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/Bolters
Stormraven w/TLAC, TLMM, Hurricane Bolters, Ammo
Stormraven w/TLLC, TLMM
5 Purgation Squad 2 Psycannons, 2 Incinerators in Rhino
Dread w/2 x TLAC, Ammo and Light
Dread w/2 x TLAC, Ammo and Light
2000 Points
Keeper of Secrets Level 3 2 x Greater Gifts 260
Herald of Tzeentch Level 3, Exalted Gift on Disc 150
Herald of Khorne on Juggernaut, Locus of Fury, Lesser Gift 125
Herald of Slaanesh on Steed, Exalted Locus, Lesser Gift 100
5 Fiends 175
14 Bloodletters 140
10 Daemonettes 90
10 Horrors 90
10 Khorne Hounds 160
8 Screamers 200
Soul Grinder w/Slaanesh, Phlegm 180
Soul Grinder w/Nurgle, Phlegm 180
1850 Points
Also this week being off work will be a gaming week. Tomorrow I will be trying out an ATC style list designed to take on flyers and daemons. Just playing around right now. It probably needs an aegis defense line but will see....
Coteaz
Terminator Inquisitor w/2 Skulls, Level 1 Psyker, Hammer & Psycannon
10 Termies 2 Cannons, 3 Hammers, Ammo
10 Strikes 2 Cannons, 1 Hammer, Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/BP & CCW in Razorback w/Ammo
4 Henchmen w/Bolters
Stormraven w/TLAC, TLMM, Hurricane Bolters, Ammo
Stormraven w/TLLC, TLMM
5 Purgation Squad 2 Psycannons, 2 Incinerators in Rhino
Dread w/2 x TLAC, Ammo and Light
Dread w/2 x TLAC, Ammo and Light
2000 Points
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