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Found 2 results

  1. Hey guys, Sorry I don't have a lot of time right now and had a game against a friend's AdMech testing for potential lists in a Highlander format 1500 tournament. I'm not sure about the DW but St.Celestine was a boss. We played an ITC mission. He had everyone's favorite used robot salesman... Belasarius Cawl. He used two formations... tons of Grav, giant Robots with T7 and AP3 shots. Lots of infiltration, etc. I wanted Celestine to lead my Vanguard but they didn't make the list so I decided to play a CAD as usual. I had my Libby lead a CAD into battle, with a Grey Knight Daemonhunter force of a simple Interceptor squad and a Dreadknight. I did not get first turn, and had Celestine and a Rhino of Vets hang back for Maelstrom. He didn't have many shots..... I lost a bike which Celestine was guiding through the mid table. The game went back and forth a lot and I got a lucky roll for reserves. This is the only picture I have of the game: I basically deep striked everything. I got lucky, the Dreadknight came down with the Angelis Beacon guided in nicely. As well the Inteceptors came in beside the beacon. So I unload, turns out his lawnmower robots with Grav all have a 2+ cover save this turn from some Omnisiah made up rule-orium. (It always sounds like the rules can be whatever he needs, and just adds '-orium' to the end to legalize it. ;) ) The Dreadknight is gone next turn. My Libby gets off Invis somehow and lives for one more turn. It's such a smash fest in his zone. I'm denying him points with my ObSec pods and hanging on for dear life. Celestine is coming in hot, but the Dune Striders and Rangers are infiltrating deep in my zone so they turn back and destroy them... I mean celestine with armourbane was impressive in that case. He killed one of Celestine's guards, and I had to split the bikes off and grab/prevent points. In his zone the Grey Knights were all gone by T2. The Interceptors tried charging some goofy looking little rickety robots that -1 WS, etc... they got obliterated by these taser attacks. The game was tight but I just could only kill one of those stupid Castellan robots... the giant 50's looking goofy robots that look like they'd talk in binary. I unloaded unbelievable Frag Cannon Impact shots... only to have them saved or FnP saved, and one shot flew back at me and killed the poor bugger who shot it... incredible. Belasarius gave him BS5 so Grav/plasma was automatic. The only thing I had going for me was I had him occupied super deep in his lines. So eventually Celestine breaks off, charges an objective I pick to take because he needs it as well. She flames these ranger dudes, and kills the rest in CC, while resurrecting one of her fallen buddies... she's a tank and a half guys. The Bikers take an objective and hold on for dear life... it was something but we had to call it after T4. I don't think I could touch Belasarius.... he make look like a couple of necrons getting busy under a picnic blanket, but he's the real deal. Very resilient.... when his squad smoked HQ vets, and I only had the Libby left, he hit my libby with D3 S10 melta shots... wow. That's a set of terminator armour no one will be reclaiming! I ended up winning Maelstrom and if we counted end game points I had line breaker, and the Scouring by grabbing enough of he mid table markers and his 3 point one. Incredibly destructive game. I was sorely disappointed at how little my firepower did in this game though. It took amazing amounts of fire power to do anything. And one side note... for the shield doubters among you, as always I will continue to sprinkle shields in the army. I had one shield vet stand in front of the LIbby and make 7 shield saves on Grav in a row. Sure it's not always 7... heck not even one sometimes. BUT... this time it saved about 140 points worth!
  2. Eternal war Crusade Hammer & Anvil 1500v1500 Raven Guard & Astra Militarum vs Chaos SM Warband So I wanted to use the following list Captain with Swiftstrike & Murder, and Raven's Fury 5 Sternguard, 5 VV, Sgt with TH/SS, 4 with DLC 1 Land Speeder, With a 10th Co, 5 Sniper scouts, with camo, 10 CCW scouts, split into 2 groups of 5, with their own multimelta LSS However, in my haste to get to my local store, I forgot two speeders at home, so I had to work around and edit the list, so I ended up adding a melta to the Sternguard, adding camo cloaks to the other 10 scouts as well as having 5 more sniper scouts and a heavy Bolter in the main sniper unit, as the Chaos OpFor was cultist heavy. I had a cap of 750, so I also added a vet sgt with nihulis to use up some points and ended up giving the rest of the points to my AM comrade, because I was mostly at a loss with any other things I could tinker with. So we went first and immediately went to work, seizing objectives, and taking shots at the chaos sorcerers that were embedded in cultist meat-shields. Making a long story short, the scouts were incredibly effective infiltrated into terrain, I will see if I am able to upload some photos of the board. The story of the game however, was my AM friend's manticore and Pask making short work of, well, everything chaos had to field. I made several precision shots on his Sorcerers, as well as my captain finishing off his Hellbrute (which enraged and charged me due to my Vet Sgt glancing him twice) and threatening to contest an objective at the bottom of the screen. Man, that Captain was about to go to work on those squishy cultists! I never got to see my main hammer unit, the VV, in action. I was intent on bringing them in, then failed the reserve roll, then the Chaos player graciously conceded at the top of turn 3. The picture is from that moment, after he had lost his psykers and daemon prince, and several dozen cultists and a dozen or so marines I didn't utilize the sternguard as well as I had hoped. The Prince was threatening to swoop right over to them and contest that objective until Pask said hello with 15 wounds, so I was keeping the Sternies back on the Obj. The scouts performed admirably, exactly what I had wanted, especially from the Vet Sgt. I think I might have to make that little combo almost mandatory against light/medium armor armies The captain didn't have much to show for my plan for him, but he did soak up a TON of enemy fire from cultists and marines during turn 1, when he was hidden partially behind some terrain and was sitting pretty with a beautiful cover save. Moving onto the second game we played 1000/1000 RG/AM v CSM Capt 140 SSM RV Libby 65 2. 25 Ex Tenebris 10 100 Scouts Camo Snipers x2 140 Vet Sgt, 10 Nihilis 15 25 305 VV basic 95 500 Game ended 12-9 VP in our favor due to LR forcing cultists off objective So, I never have much dabbled with Psykers, and my opponent was bringing two, so I wanted to try the Libby out with divination, and I added the relic storm Bolter because I was digging the stat line on it. OpFor brought a ton of chaos spawn this time around which ended up being really effective as he stole the initiative and ended up slicing through one unit of snipers during turn 1, although I did manage to land a few wounds with overwatch. I moved my captain down the flank to engage his terminator armored sorc, which, after two turns of combat, ended with the sorc hacking him down, without taking a single wound himself. Poor rolling by me, and great rolling by Lou, the chaos player, led to that. I can chalk that one up to just poor target choice and poor luck. The captain usually performs very well for me The librarian casted some nice beneficial powers for me, until my opponent couldn't see any of the AM tanks and dedicated 6 Lascannon shots to kill my Librarian, which he did in turn 2. So, that was a bummer as I wasn't able to really use the librarian much at all..:/ First unit of scouts were sliced and diced immediately due to a nice charge roll by some chaos spawn, I was over eager and infiltrated them a bit far ahead Second unit of scouts did well, added some wounds on some spawn and eventually his warlord, and ended up holding a critical objective in our backfield after AM had moved up and erred by leaving it behind. The basic VV squad came in turn 3 and surprise took an objective from the enemy (I was hoping for a turn 4 end, which wasn't the case) but were promptly shelled by two chaos predators and hellbrute, and then Lou brought his Terminator Librarian over to slice them into nothing. All in all, it was a close game, I was carried by the AM player through the last turn and a half, and the game ended in 12-9 VP in the Good Guy's favor, due to Pask shooting a cultist unit just off an objective on the bottom of the last turn. Measured, the cultists were just about 1/8" away from controlling the objective, which, needless to say, Lou was simply catatonic about. It was a fun game to (mostly) watch, as bad luck and bad deployments (as well as the expensive librarian experiment) really did me in. Would love to hear some feedback, perhaps a list tweak or advice about the original 750 and the rough draft 750 I had to sling together, and any criticism about the 500 is also welcomed as long as it is constructive! Thanks guys, look forward to hearing back from some of you!
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