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2000 point Batrep


BLACK BLŒ FLY

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Here is my abbreviated 2k army list:

 

Lord Draigo

Librarian - master crafted warding stave, 2x servo skull, Might of Titans, Sanctuary,shrouding, Warp Rift

 

10x Paladin: fully complex w. 4x psycannon

10x GKT w. 2x psycannon

 

Psyfleman

Psyfleman 

 

 

Sorry I don't have an exact list for the IG army. Off the top of my head it included the following units:

 

Colonel Straken w. command squad - chimera

Primaris Psyker (attached to melta vets)

 

10x melta vets - chimera

Platoon blob w. Commissar: 3x lascannon, plasmaguns, sergeants w. power swords

3x autocannon HWS

5x guardsmen w. 3x grenade launcher (ride in Vendetta)

 

Vendetta

 

Devildog

 

Leman Russ Demolisher squadron (lascannons)

 

Leman Russ

 

Colossus

 

10x Battle Psyker Squad

 

 

Mission

The mission was Capture and Control with Dawn of War for deployment. I won the roll and opted to go second. I rolled for the Grand Strategy and made both psyflemen scoring. My opponent deployed his blob on a covered hill sitting on his objective marker. All the rest of his army would come in from reserve on the first turn. I placed my objective marker back in a corner of my deployment zone with some decent cover deploying the Librarian attached to the Paladins off beside my objective in hard cover. Both psyflemen would walk on the first turn with Lord Draigo and the GKT opting to teleport.

 

 

Pre Game Analysis

I don't have a good track record versus IG in 5th edition to be honest—luckily the mission is not Seize Ground with five objective markers. I opted for a very simple strategy—Lord Draigo and the GKT will go for my opponent's objective marker while the rest of my army will defend my objective marker. I am counting on Lord Draigo to survive one round of shooting following deep strike then converge on the blob and slowly NOM NOM NOM them to death. Draigo is a beast and can suck up some pain then dish it right back. The rest of my army has solid cover and can shred AV12. The Librarian as usual is key to securing victory and must come through in the clutch casting his psychic powers.

 

 

Turn 1 - Imperial Guard

Everything not on the table comes on with a good contingent of the army moving into position to support their blob. Vendetta comes on the far table edge safely tucked away while Straken and his posse roll on in their chimera behind the blob. PSB walks on behind the blob as well. Colossus also comes in on the far side of the table. The Demolisher squadron and Devildog come in along the opposite side of Paladins and will be out of range this turn. Chimera full of melta vets pull up behind the Devildog for some hard cover. IG doesn't spot my Paladins and that's it.

 

Turn 1 - Draigowing

My psyflemen walk on hiding behind cover. Paladins move up closer to blob (remaining in cover obviously), target the Devildog and whiff.

 

 

Turn 2 - Imperial Guard

Demolishers, Devildog and PSB move up in range of my Paladins and cut loose with a deadly salvo. My Librarian botches his psychic test for Shrouding and then the bombs drop. One pie plate hits while the other scatters off. I fail my first four cover saves—SPLAT SPLAT SPLAT SPLAT. I then lose another Paladin to a stray lascannon and the PSB successfully cast Weaken Resolve beating the reinforced Aegis on a psyfleman. Luckily the small blast from the Devildog scatters wide. I'm thinking this game is probably already over now but decide to stick it out and see how everything plays out. Paladins fail their morale check and fall back missing the board edge by a couple inches... That would have pretty much been the end of the game otherwise.

 

Turn 2 - Draigowing

Lord Draigo and his GKT teleport onto the battlefield scattering 10" straight towards the blob but don't mishap. Paladins auto rally and move back up into cover with both psyflemen side by side for protection. Lord Draigo and GKT target the blob but only manage to drop six due to some fiery hot cover saves. Paladins target the Devildog and rip off its turret. Psyflemen target a chimera full of melta vets riding in a chimera parked behind the Devildog but only manage to shake it.

 

 

Turn 3 - Imperial Guard

As much of the IG army that can target Lord Draigo and his GKT take aim and lay massive waste to the Grey Knights. When all the smoke clears all that is left standing is Draigo and two terminators (made a ridiculous amount of cover saves this turn). The PSB then successfully cast Weaken Resolve targeting Lord Draigo and his remaining terminators—they fall back 6" and there's nothing close by to prevent them from auto rallying the next turn... IG should have parked the Vendetta right beside them. I was actually hoping that all the GKT would die so that Lord Draigo would revert back to being Fearless so it worked out okay this turn after all.

 

Turn 3 - Draigowing

Lord Draigo auto rallies and moves up in position to finally charge the blob. Paladins and one psyfleman take aim on the Devildog—destroying the last of its weapons and immobilize it. The other psyfleman manages to stun the chimera full of melta vets. Lord Draigo then assaults the blob—NOM NOM NOM... He kills four guardsmen and takes no wounds in return. Blob then pass their morale check and pile in around Draigo.

 

 

Turn 4 - Imperial Guard

Straken and his command squad pull up in their chimera beside the battle between Lord Draigo and the blob. Vendetta moves into position to fire upon one of my psyflemen. Demolishers move up to drop more pie plates of death on the Paladins and psyflemen. Vendetta explodes one of the psyflemen but the Paladins and remaining psyfleman stand tall. Lord Draigo continues to NOM NOM NOM the blob and they pass their morale check.

 

Turn 4 - Draigowing

This will be a critical turn as we are playing random game length. I'm holding my objective marker with the remaining psyfleman and Lord Draigo is contesting the other. I need to stop the melta vets from moving into position to contest my objective and shoot down the Vendetta since its carrying another scoring unit. Lord Draigo is doing just fine and is whittling down the blob slowly but surely.

 

Librarian successfully casts Warp Rift popping both the Devildog and the chimera full of melta vets. Melta vets pop out the rearside of the burning wreck and pass their leadership tests. Paladins and psyflemen both whiff on the Vendetta. Draigo continues to NOM NOM NOM the blob reducing them to just a handful of guardsmen.

 

 

Turn 5 - Imperial Guard

Straken and his command squad decide to remain inside their chimera and play it safe while the Vendetta moves flat out towards my objective but is still well outside of 3" from my objective marker. The wrecks from the Devildog and chimera is shielding the Paladins from the Demolishers and PSB. The meta vets move forward to target the psyfleman but are just outside of half range. Again my Librarian botches his psychic test while attempting to cast the Shrouding and takes a wound from Perils of the Warp... Really bad day at the office for him. Melta vets whiff on the psyflemen then Lord Draigo finishes off the last of the blob and walks onto the enemy objective marker.

 

Turn 5 - Grey Knights

The Librarian splits off from the Paladins to assault the melta vets. The Paladins target the Vendetta inflicting three penetrating hits but it passes all three cover saves. The psyfleman then shoots down the Vendetta and one guardsman dies in the ensuing explosion. The Librarian then botches his psychic test for Hammerhand and dies from Perils of the Warp failing his first 2++ save... Wow !!

 

We roll for the sixth turn and up pops a 2... I'm holding my objective counter and contesting the enemy objective marker... So I end up with a close win. Note that the melta vets were less than an inch away from contesting my objective marker. I think that if the Librarian had charged the melta vets and not broke them the pile in move would have moved them inside room to contest... Pretty crazy.

 

 

Post Game Analysis

Well it was pretty dumb to have cast Hammerhand for the Librarian even with a 2++ save... Just really wasn't necessary but still worked out for the win. I think my opponent should have been more aggressive with Straken and his Vendetta. Straken ended up not contributing to the battle and might have been able to finish off Draigo in melee. The opening four failed cover saves plus botching Shrouding with my Librarian during the second turn took me right back to the second half of my previous game versus Space Marines last weekend. Luckily fate decided to be kind a bit after the initial run of bad luck and I was able to make a game out of it sticking to the plan. IG does not really have an answer to Lord Draigo in melee and once he got stuck in combat he did what he does best for the rest of the game.

 

 

G :nuke:

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Paladins are currently one of the most resilient units in the game. Even losing half the squad in the second turn the rest made it through. I'm running an apothecary now instead of Thawn and it has helped. It'll be interesting to see how 6th edition affects Draigowing armies.

 

G :)

Nice batrep.

 

It still not registering in my mind how can so few models can survive getting pounded by 2k of IG. I wish I could play that style or army, so I will surely read more of your batrep and keep looking at your blog.

 

 

Depends on what the IG-player is fielding more or less. Fighting Draigo demands an army filled with ap 1/2 (because any hits that allow the FnP to be taken will almost never do much good). Unlike other terminators you cannot simply throw them alot of mud and wait for the 1´s... they are too durable (it takes roughly 160 lasgun shots to kill a Paladin, while it takes roughly 4 meltas or 8 plasmashots. Compare that to a normal terminator -> roughly 40 lasgun shots, 4 meltas or 4 plasmashots). Again, to be clear; to kill a Paladin you bring ap1/2.

when you have a 1w libby in a terminator armor , why did you cast hammer hand when you wounding IG on +3 anyway ?

 

Because he is smart :(

 

The chance of getting perils: 8,33%

The chance of failing 2++ with forced reroll: 30,6%

The chance of taking a wound with the librarian while casting hammerhand in combat is thus 2,55%.

 

A veteran being assault gets 1 attack back. That attack got a 2,78% chance of making a wound on the librarian.

 

Which means assuming you kill 1 extra guardsman because of the hammerhand, it is actually safer, while at the same time dramatically increasing your chance of breaking the unit.

 

The chance of you actually killing 1 more veteran...I leave the math for some other day :)

The chance of getting perils: 8,33%

The chance of failing 2++ with forced reroll: 30,6%

The chance of taking a wound with the librarian while casting hammerhand in combat is thus 2,55%.

 

Perils is double 1 or double 6, so 2 out of 6² = 36 possible dice combinations, = 1/18 = 5.55% chance of getting Perils. So the chance of getting a wound from Perils when in close combat with a warding stave is actually only ~1.7%.

 

Yes, he was that unlucky. :D

when you have a 1w libby in a terminator armor , why did you cast hammer hand when you wounding IG on +3 anyway ?

 

Because he is smart :D

 

The chance of getting perils: 8,33%

The chance of failing 2++ with forced reroll: 30,6%

The chance of taking a wound with the librarian while casting hammerhand in combat is thus 2,55%.

 

A veteran being assault gets 1 attack back. That attack got a 2,78% chance of making a wound on the librarian.

 

Which means assuming you kill 1 extra guardsman because of the hammerhand, it is actually safer, while at the same time dramatically increasing your chance of breaking the unit.

 

The chance of you actually killing 1 more veteran...I leave the math for some other day ;)

not when your on one wound . dead models dont strike .

The chance of getting perils: 8,33%

The chance of failing 2++ with forced reroll: 30,6%

The chance of taking a wound with the librarian while casting hammerhand in combat is thus 2,55%.

 

Perils is double 1 or double 6, so 2 out of 6² = 36 possible dice combinations, = 1/18 = 5.55% chance of getting Perils. So the chance of getting a wound from Perils when in close combat with a warding stave is actually only ~1.7%.

 

Yes, he was that unlucky. :lol:

 

Consistent wrong in my head, making it 1/12 of rolling perils. 1/12 is failing a LD 10 test, not perils :/ You are right of course.

when you have a 1w libby in a terminator armor , why did you cast hammer hand when you wounding IG on +3 anyway ?

 

Because he is smart :lol:

 

The chance of getting perils: 8,33%

The chance of failing 2++ with forced reroll: 30,6%

The chance of taking a wound with the librarian while casting hammerhand in combat is thus 2,55%.

 

A veteran being assault gets 1 attack back. That attack got a 2,78% chance of making a wound on the librarian.

 

Which means assuming you kill 1 extra guardsman because of the hammerhand, it is actually safer, while at the same time dramatically increasing your chance of breaking the unit.

 

The chance of you actually killing 1 more veteran...I leave the math for some other day :tu:

not when your on one wound . dead models dont strike .

 

What I was trying to say is that the risk of dying from perils is pretty much the same as dying from the extra dead guardsmans return attack. Give or take a few percentage, but not much. Add in the fact that you have a better chance of breaking the squad, and the choice is obvious.

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