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First Playtest


OnlyInDeath

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Well, I FINALLY got down to a GW shop and got a chance to get my hands on the new dex, and I was psyched. 10 GH's with 2xMG, PW, Standard, MotW, In a rhino w/ EA for 250pts? Yes please. So, in my excitement I challenged the Blackshirt to a battle. I wanted to change it up a bit from my standard list, as I have been able to beat him with it before, plus I wanted to see how the new dex played. So, we decided to play a 2000 pt battle on a table w/ lots of ruined buildings. I wont go into the full battle report, but lists were as follows:

 

Me:

 

Runepriest w/ PP, murderous hurricaine, JotWW

 

WGBL, termie armor, TH, SS

 

10xGH (2xMG, PW, standard, MotW)

-Rhino, EA

 

10xGH (MG, flamer, pw, standard, MotW)

-Rino, EA

 

6xGH (PG)

-Razorback w/ TLLC

 

6xGH (PG)

-Razorback w/ TLHB

 

Dread w/ TLHF, HF, EA

-Pod

 

4xWG (3xTLWC, HF/CF)

-Pod

 

4xWG (2x PW/SB, 1xCF/SB, 1xAC/PW)

-Pod

 

2x Vindis

 

Whirlwind

 

 

 

His List:

 

2-3 full platoons w/ full heavy and special weapons (not sure exactly how many honestly, but lots of bodies)

 

Company commander

 

2 engineer squads (I think 2?)

 

2 LRBG

 

3x Earthshakers

 

3xArmored sentinels w/ PC's

 

3x Lascannon Teams

 

3xHB teams

 

 

To keep it short, he was turtled inside the extensive ruins on his objective, and kept the LRBT's, a full platoon and the sentinels in reserve, I was in an armored line across the board w/ vindis on either side, then rhinos, and the TLLC RB in the middle, the WW slightly off center behind a building, TLHB RB guarding my objective. I was to go first, but 2nd game in a row he stole initiative, but nothing really happened. My flamer dread and the HF toting termies (with the RP) come down, the dread clearing out a engineer squad and 2 trooper squads in 2 turns of shooting (before being immobilized and having both flamers ripped off), the termies almost taking out another, RP flubs JotWW that would have hit half his entire deployed army. He then proceeds to blast the termies apart (I failed 4 of 6 saves...against lasguns...go me). RP proceeds to take out another 2 full squads solo by shooting them w/ MH and then assaulting, always winning combat by 1 and then they ran lol. His entire reserve comes in on the board near my objective, but get blasted to bits over 2-3 turns. Last termies drop down and take out the basilisks, a LRBT and the company command. In the end, I tabled him turn 6, having lost a total of 6 termies and 3 GH's (1 termie to death or glory, 1 GH to melted plasmagun).

 

So yeah, love the RP. The new psychic powers are amazing, but just a note of playing them: give them a shooty retinue. They aren't the monsters of CC they used to be, and they are definately best used as firesupport with the powers they have available. The PP on him was a waste of points, just used because the model had it on it.

 

My GH's didnt really get to see much action, just claiming objectives and one squad of GH's disembarking to blast a LRBT into smoldering ruins with a pair of meltaguns. I really love the shooty capabilities of these guys, and I cant wait to get them into combat.

 

The WG termies, taking the cheap options, makes for one brutal unit. SB/PW on a termie armored body works just fine, and you really just need 1 heavy weapon and 1 type of fist/chainfist/TH to really give it some punch. Dont go overboard, dont go mega weapons. Since my WC termies got wiped out before they could do anything thanks to awful saves, I cant comment on that, but they are still pretty cheap. Both squads, w/ pods were just over 200 pts of fun.

 

So in the end, still nice and rock hard, what I would expect, and I'm excited for more!.

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It is one in five, but you don't round up any more.

 

Five terminators, one heavy weapon, ten terminators, two heavy weapons. Of course you can take five Wolf Guard with one heavy weapon, and then detach one or two models to lead other squads and have three or four man squads with a heavy weapon.

It is one in five, but you don't round up any more.

 

Five terminators, one heavy weapon, ten terminators, two heavy weapons. Of course you can take five Wolf Guard with one heavy weapon, and then detach one or two models to lead other squads and have three or four man squads with a heavy weapon.

 

Exactly correct.

 

Easy fix to your list OID- Subtract a Hunter from each of your two packs that go in the Razorbacks, bringing them down to the minimum size of 5 men each. Then take your exact same two packs of Wolf Guard, but add a 5th guy to each pack. Keep the additional 5th dude for both in Power Armor and trade their Bolt Pistol for a Bolt Gun, if you wish, then detach these from their respective Wolf Guard packs to go lead the two Razorback Grey Hunter packs.

 

This allows you to keep you TDA heavy weapons, and the same number of shooting and close combat attacks in your Hunters packs. An extra benefit is the additional point of Leadership in those two packs. The additional cost for these changes is only 6 points, which you should be able to cut from somewhere else.

 

Valerian

Yeah, like I said, this was just a quick and dirty list I made up in 10 min after having an hour to look at the dex. So, while it was a fun list, it wont be what I take on a permanent basis (but you betcha I'll take my vindis, DECOY :D ). Good to know that rule on the WG tho. I typically never took WG in my old dex lists as it is, so this was a nice lil changeup for me.

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