Need your Minerals (11th Edition)
Ok, so GW might have devastated this project. I’ll have another entry on my thoughts about it later.
Luckily I did have a few CPs that survived the purge and came out of the fire reforged. They did a semi-overhaul of the CPs. Secondaries are gone, Army Rule is the full rule now, and we now have unit enhancements as an option.
Still had my weekly CP meetup on Thursday and my opponent was cool using the new 11th edition rules.
I faced the same player from the last entry, they added some paint this time, but the dullehans return. This time facing the Vardenghast Swarm. This was a full game as well. They gave those CPs a Disposition. In the case of the Swarm this was Disruption, the Votann is Take and Hold. Using their new War Journal this gave me Death Trap and them Determine Acquisition.
So how did I get this without a mission deck? Well I made a small force in Battleforge using Ambush Predators for the disruption disposition, then in Set up opponent’s army just selected Votann and a detachment that had a disposition of Take and hold. This gave us our missions and allowed us to track with the new app. I did send a request to have the option to select the CPs for this added if possible as well as wanting the other CPs added. I hope once enough make this request that they will in time.
We used Map 3 seen here:
They got first turn and just surged forward. Since I hid my force with positioning, he had 3 units I had 6 to deploy. Hearthkyn tried to run to one of the nearer and unclaimed objectives. Thunderers went center to get shots on my force next turn and the hearthguard moved down the edge. No shots available to them so passed turn. With a meal in the center I had the psychophage and winged prime move forward. Barbgaunts fired on the hearthguard to slow them, but they surged forward a bit anyway.
Snack in the Center

Preparing Traps
Gaunts and leapers set their traps in the three terrain on my end while the duo charged into the thunderers. They did not survive. The hearthkyn moved into their targeted objective and the hearthguard closed on the duo in the center. The psychophage fired a snap shot and managed to take out a hearthguard, afterwards it popped smoke and between the smoke and the detachment’s natural stealth it was hard for the votann to gain a lock on the beast. However volume is it’s own bonus and it lost a wound to shooting. The hearthguard managed to make their charge and went into the psychophage only.
Big bugs need big hammers.
They managed to beat it down, crushing it under their hammers. They then consolidated into the Prime, who killed a hearthguard for their troubles. The prime fellback to my opponent’s home objective while I sent up the termagants and leapers to deal with the hearthguard. Barbgaunts drop a barrage on the hearthkyn killing nearly half the squad. The termagants do their best but fail to wound the hearthguard. One of the termagant swarms charge into the hearthguard as do the leapers. Leapers manage to drop the last of the standard hearthguard, leaving only the Hesyr and the champion left. The termagants don’t manage to wound them still. In a focused swing the Hesyr and Champion wipe out the leapers in single combat.
One their turn I activated Shadows of the Warp and managed to battleshock the Hearthkyn, denying them the VP for holding. They did move forward and take some pot shots at the unengaged termagants, taking one out. The pair of heavily armed and armoured votann only managed to kill about half the termagants, which couldn’t get the votann’s armour in return.
Going after VP i moved the other gaunt squad up and started lying my traps, same with the Prime in his terrain, moving back to help avoid detection. The barbgaunts continue to bombard the hearthkyn unit, this time dropping them below half. The other gaunts held the hearthguard at bay, or at least tried to. They were dropped to only one remaining gaunt by the end of the round.
The Hearthkyn rallied and got a few more shots into the unengaged gaunts, dropping one to a well placed magna-rail shot. The last gaunt was taken out via a bolt round from the champion (strat that grants the unit [close-quarters]), they then charged the other gaunt unit and right thrashed it, but failed to kill all of them.
Prime used his summon ability to bring back the destroyed gaunt unit, who then popped up behind the hearthkyn. Also healed back two gaunts into the still existing swarm. Since I only got two I fell them back to the other wall. The barbgaunts continued their barrage, dropping the hearthkyn to two models. The newly arrived gaunts held fire. I wanted to charge, which I failed.
With one turn left and the score 30-13 we called it.
Overall not bad. We actually encountered a 7 to hit scenario. Magna-rifle has a 5+ to hit. Moved, unit had cover (Psychophage smokescreen) and -1 to hit from detachment ability. I just told him a 6 always hit and roll. It missed, but that might be something to look into later.
edit: Actually dug into the 7+ and per the standard rules, a unmodified 6 is a critical hit. So was right, you can't make it impossible to hit. Only armour save can be modified to that extent.
Thanks for reading.
Edited by Focslain
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