Shaking off the rust - vs Dark Angels
Test battle 1. Hidden Supplies, GW terrain layout 2, Crucible of Battle
Dark Angels
I won't give full list here but it has
The Lion
Land Raider
Shooty Imperial Knight
2 units of Deathwing Knight
Azreal with some dudes
A scattering of other dudes!
I rolled to infiltrate first and go first
Very aggressive infiltration of my Farstalkers - which I then moved completely onto a flank objective before the game started
Scouted one unit of hounds and 2 units of carnivores
I rolled to go first (not actually good for me in this mission but this mission is good enough for me that I'm feeling relaxed about it.
To address my challenges with time playing this list I
a. Am trying out movement trays for 50 of my kroot
b. Chose fixed secondaries: Engage on All Fronts and Cleanse
Turn 1.
Push up to sit on 3 mid-field objectives, push some hounds right up. No shooting or charges. 4vp each for Cleanse and Engage
DA player did a turn 1 deep strike to try to push me off one objective, killed a lot of my Farstalkers. Shot up my hounds but stealth did WORK and only 2 hounds died. Vespid jump into the sky
Turn 2
Score max primary. Put about a gazillion shots into the terminators but those guys don't die easy, Left one on there. Maximum secondaries again and my opponent began feel my scoring pressure. I'm in a great position here so I play quite cagey just shuffling for positions. Farstalkers die and I use Rejoin the Hunt on them.
DA drops in The Lion and another unit of knights. Both make their charges. Tank shoots off my forward unit of hounds, knight mauls my 20-kroot unit but leaves it on 11 models so no battleshock issues. I push some kroot into The Lion which he ignores to go after the Twin Lance but falls short of killing one. The knights also make their charge and wipe a unit of kroot. Twin Lance spin out of combat. Just 5vp for the DA player
Turn 3
Only 5vp on secondary as he's charged into some of my scoring units. Twin lance and the rampagers set up to go into his knights on that flank, I mop up the knights on the other flank and finish off the guys who shot my hounds. Drop the vespid into his back corner and clear a squad off his home objective with shooting. Drop the recovered Farstalkers in the backfield - their shooting does nothing. Crunch into the terminators and leave only one alive which finishes off the already wounded member of twin lance. The Lion clears out kroot. Max secondary.
5 primary for The Lion moves to kill the twin lance (he has assassinate) and his knight and land raider start pushing forward and removing handfuls of kroot at a time. Many kroot die. He scores 10 secondary
Turn 4
Max primary again. I move block the land raider and deep-screen the knight so it can't get at my lone ops because it can't finish on top of kroot. Chip fire into the land raider and The Lion but I do finish off the last of the Deathwing Knights and I savage Azrael's unit with the Vespid. I put the Rampagers into a critically wounded Lion, they fail completely and die. The long rifle lone spear moves up but I'm down one table quarter so only 6vp on secondary this turn
5 primary. The Lion mops up but really has little to do and the knight and land raider remove more big handfuls of kroot scoring a bit on secondary.
Turn 5
We talked this out. Max primary. Lone Spear makes a speed-run for the table quarter giving me max secondary.
The Lion grabs some VP killing that lone spear and BA gets 5 primary but really that's about it.
Kroot victory 98 - 52
This one really comes down to him having a list build to kill big things like C'tan and my list is designed to totally deny any juicy targets for ranged anti-tank. Shooting anti-tank at Kroot Carnivores is not a winning exchange.
Definitely feel like I'm slightly rusty and making tactical mistakes but my overall strategic feel for scoring is still there.
The big unit of Vespid is not optimal. I took it because I built the Kill Team box that way and I love the look of them but I'm going to revert to my old metal models and split them into 2 units of 5 for better flexibility and scoring potential. This is definitely one I will keep an eye on as more 11th rules are revealed - a big unit of Vespid is a threat and if they can get a +1 BS from plunging fire I think they might be a big enough threat to give my opponent yet another thing they have to worry about.
Pulling a bunch of Rampagers out of my list for the Twin Lance and the Ghostkeel feels like the right choice. Rampagers are fine but into 2+ saves too much depends on the impact hits and I rolled really badly on those (between 2 charges each getting all 3 in I got a grand total of one impact hit).
Long Gun long spear rolled a 1 to hit every single time. Can only get better from there - but his primary role is to zone out deep strike and he did that. Having 3 lone spears means you can cope with one of them whiffing. Time to switch to the Blast Javelin I think.
Oh and shooty armies hate shooting into Stealth chaff. I already knew that
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