The Nuts and Bolts- the Crusade list and general gameplan
A quick look at my Forgotten Crusade force. As of now (4/21) we are in our fourth week of Phase 1 of the Nachmund Campaign, about to go to Phase 2, each phase being four weeks. I don't intend to add anything to this force, as we are doing a growing-style crusade with increasing points limits (1k/1k/1.25/1.25/1.5/1.5, etc..) going up to 2k for the start of phase 3. Unless something changes and we go beyond the 2k, I think I'm good at where I'm at, but you never know...
Total Crusade Supply Point Limit - 2250
Used Supply Limit - 2250
Crusade Force
Characters
Xaphan the Castigator - 3x Dark Apostle (75pts): Bolt pistol, Accursed crozius, 2x Close combat weapon
The Eligor - Chaos Lord in Terminator Armour (95pts): Combi-weapon, Exalted weapon
Sar Ornias - Master of Executions (80pts): Axe of dismemberment, Bolt pistol
Cypher (90pts): Cypher's bolt pistol, Cypher's plasma pistol
Battleline
Squad Hamaliel - 5x Legionaries (90pts): Bolter, 4x Bolt pistol, 2x Heavy melee weapon, 3x Chainsword
Other Datasheets
Squad Belgor - 5x Chaos Terminator Squad (180pts): Reaper autocannon, 4x Combi-bolter, Accursed weapon, Chainfist, 3x Powerfist
Squad Furlac - 5x Chaos Terminator Squad (180pts): Reaper autocannon, 4x Combi-bolter, Accursed weapon, Chainfist, 3x Powerfist
Squad Varcan - 5x Chaos Terminator Squad (180pts): Heavy flamer, 4x Combi-bolter, Chainfist, 4x Accursed Weapon
Squad Urial - 5x Chosen (125pts): Icon, 2x Combi-weapon, 3x Boltgun, 2x Plasma pistol, 3x Bolt Pistol, 5x Accursed weapon
Squad Neferus - 5x Chosen (125pts): Icon, 2x Combi-weapon, 3x Boltgun, 2x Plasma pistol, 3x Bolt Pistol, Powerfist, 4x Accursed weapon
Squad Abalim - 5x Havocs (125pts): Plasmagun, 4x Lascannon, Powerfist, 4x Close combat Weapon
Squad Kushiel - 5x Havocs (125pts): Plasmagun, 3x Heavy bolter, Missile Launcher, Chainsword, 4x Close combat Weapon
Squad Xelith - 5x Raptors (90pts): 3x Plasma pistol, 2x Bolt pistol, Powerfist, 4x Chainsword
Squad Rafael - 3x Chaos Bikers (70pts): Icon, 3x Combi-bolter, 2x Meltagun, 3x Chainsword
Squad Tellan - 3x Chaos Bikers (70pts): Icon, 3x Combi-bolter, 2x Meltagun, 3x Chainsword
Sauriel - Chaos Predator Destructor (140pts): Armoured tracks, Havoc launcher, Predator autocannon, Combi-bolter, 2x Lascannon
Mestema - Helbrute (130pts): Close combat weapon, Helbrute fist with combi-bolter, Twin lascannon
Morax - Helbrute (130pts): Close combat weapon, Missile launcher, Twin lascannon
Dedicated Transports
Urval - Chaos Rhino (75pts): Armoured tracks, 2x Combi-bolter, Havoc launcher
Gambriel - Chaos Rhino (75pts): Armoured tracks, 2x Combi-bolter, Havoc launcher
Current Crusade Battle Honors
Xaphan - Fleet of Foot Trait, Conversion Field Relic
Squad Belgor - Grim Survivors Trait
Squad Urial - Trusted Hounds Trait, Hate-Fueled Butchers Trait
Squad Neferus - Fleet of Foot Trait, Hate-Fueled Butchers Trait
Squad Abalim - Despoilers Without Mercy Trait
Squad Xelith - Stealthy Arrival Trait, Take to the Skies Trait
Squad Rafael - Cavalry Outriders (Lost via Devastating Blow against Votann)
Squad Tellan - Evasive
General Gameplan/Tactics
I'm running Renegades and Raiders from the CSM book, so every ranged weapon is Assault and I get +1 AP vs targets on objectives. It is a very, very aggressive detachment and kind of not how I normally play things, but I like it and it has been really fun to ram Bikes and Chosen at the enemy. Both Chosen squads (Xaphan w/Urial) getting Fleet of Foot is extremely helpful, as it allows them to re-roll Advance rolls, do Actions even if they have Advanced, and can't be Overwatched if they have Advance that turn. So they are extremely fast for infantry and can do pretty much everything while Advancing with their natural Advance and Charge rules. Truly *chef's kiss*, of a pair of units. They've been my main source of scoring in the games, as they will run up and do actions, or provide a distraction for the bikes/raptors to do actions.
For those of you that haven't looked at Nachmund Gauntlet, you should. It is a very interesting take on how to play the game, primarily with two mechanics- Tactical Reserves and Surgical Deep Strikes. These will be implemented for my Crusade starting in Phase 2 (we have a lot of new players so wanted to ease them into regular games before changing it up) and I'm looking forward to it! There is also a ban on the Rapid Ingress strat, though there is a Trait to give it.
Tactical Reserves: Instead of deploying your army like normal and putting various units in Strategic Reserves, Nachmund splits up your army into Waves, one Primary and a minimum of 2 Reinforcement Waves (though you can have 3 if you want). Deployment is done by placing all your Primary Wave on the battlefield (no placing anything in Reserve). Then Turn 2 you bring in one of your Reinforcement Waves during your Movement Phase (just like with normal Strategic Reserves, including Deep Strikers). Turn 3 you choose another Reinforcement Wave and deploy it- your remaining Reinforcement Wave, if you have one, is not used for the battle. For each point limit, you have 3 stances that you can choose from, these will change the points limits of your waves. Alpha stance places more points in Reinforcement and less into Primary, Beta places points "evenly", and Gamma does the opposite of Alpha by placing more points into the Primary Wave. For 1k it would be this Alpha (P- 400pt, R- 300pts), Beta (P- 500, R- 250), Gamma (P- 600, R-200). So you will play your full points amount with the Primary and both required Reinforcement Waves, but for the most options it is good to have a third wave so you can possibly choose a group more likely to help. You do have the option of putting your Reinforcement units closer than 9" to an enemy unit in your Deployment Zone, but those models can't be placed in Engagement, must be placed with 1" of your battlefield edge, and are automatically Battle-shocked. Tactical Reserves is basically a mandatory use of Strategic Reserves but with some twists.
My example Tactical Reserves is this (for 1500pts, Beta Stance - P-700, R- 400); Primary Wave composed of Xaphan and Chosen, Cypher, Havocs (dependent on enemy whether anti-tank or infantry), both Bike squads, and the Predator (695pts). I have Wave A (370pts) with Sar Ornias and Legionnaires in a Rhino, and the second Chosen Squad. Wave B (365pts) is the Eligor and Terminators plus the Raptor Squad. Wave C (385pts) is both Helbrutes and the second Havoc squad. So, the basic gameplan is to deploy the primary fairly aggressively with Xaphan and the Chosen posed to Advance with the bikes either supporting or flanking depending on enemy/Agendas (like Secondaries), with the Havocs and Predator holding the backline. Then I'll bring in Wave A in turn 2, the Legionnaires and Chosen used to support my first wave and get into decent flanking positions. Turn 3 is where I have the real decision to make- if the game is going ok, I'll bring in Wave B for Deep Strike shenanigans and objective grabbing, but if I'm losing badly then it's time to hole up and bring in Wave C so that I can try to do as much damage as possible to the enemy.
Surgical Deep Strike: A once per turn ability. One Deep Strike unit can now set it up at 3" away from enemies, rather than 9. However, there is a 2d6 test to do this and each enemy model within 9" of your unit gives out a -1 modifier to the test (excluding units with 0 OC or Battle-shocked). On the test, 4+ and you're all good. 3+ your unit takes a Battle-shock test. 2+ your unit is Battle-shocked. 1 or below, not good- you roll on a d6 Mishap table that starts off at getting d3 Mortal Wounds and Battle-shocked, and it goes up to d6 Mortal Wounds, Battle-shocked, and the unit cannot Shoot or declare a Charge that turn.
So it can be a powerful ability to set up a unit fairly close to the enemy, but you have to balance that out with the possible downsides. I have a feeling that my Terminators will be doing this mostly, but only to get a 1/2" advantage on charge rolls and hopefully not taking more than a -3 penalty on the test. We'll see how it goes!
- Domhnall, W.A.Rorie and GSCUprising
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