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1k Friendly Tournament


Komrk

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So today, my 40k group held a friendly 1k list tournament and it was very on the spot so I drew up this list on the spot. There were four of us to start so we played a quick four player kill team game to determine ranking. The ranking was as follows:

1. Death Korps of Krieg vs 4. Inquistion/IG

and

2. Raven Guard (Me) vs 3. Chaos Space Marines

My list was as follows:

HQ

Chapter Master

Jump Pack

Artificer Armor

2 Lightning Claws

Chapter Tactics Raven Guard

Troops

5x Scout Snipers

Veteran Sergeant

5x Scout Snipers

Veteran Sergeant

Elite

5x Vanguard Veterans

2 Lightning Claws (each)

Melta Bomb (each)

Jump Packs

5x Sternguard

5x Combi-meltas

Drop Pod

Locator Beacon

Fast Attack

Stormtalon Gunship

Twin linked Lascannons

CSM List (Rough Estimate)

Chaos Lord with Jump pack and power sword attached to 10 Raptors with 2 melta guns, champion had a plasma pistol.

Obliterator

Rhino with 10 chosen, with 4? plasma guns, champion had a plasma pistol

2 squads of 10 ranged cultists w/ heavy stubber

5 CSM

So for the game we rolled The Big Guns Never Tire with 3 objectives and deployed on the short edges of the table. I deployed second, putting my scouts in good vantage points. I deployed my Vanguard Veterans as far up as possible in my deployment zone and then scouted them forward. Stormtalon and Sternguard with Drop pod were held in reserve. I failed to Seize the Initiative.

CSM Turn One:

Rhino advanced, cultists stayed where they were. One squad of cultists and the Rhino fired at the Vanguard Veterans killing one. That ended CSM Turn One.

Raven Guard Turn One:

Drop Pod with Sternguard arrives behind 5 CSM on objective in enemy deployment zone, shoot, killing 3 CSM, 1 Sternguard lost to Gets Hot!

Vanguard Vets move up, assault Cultists, wipe the squad (forgetting to even use the Chapter Master's attacks.. oops). (1 VP)

Both squads of Scouts shoot at Rhino to no effect, nothing else in range

CSM Turn Two:

Obliterator and Raptors arrive via Deep Strike near Vanguard Vets, other squad of Cultists move to engage Vanguard Vets, Rhino moves behind cover, 2 remaining CSM move to engage Vanguard Vets.

2 CSM do nothing against Vanguard Vets, Raptors and Obliterator engage, kill all Vanguard Vets, no wounds on Chapter Master.

Raven Guard Turn Two:

No moves.

Chapter Master Orbital Bombardment misses horribly against giant clump of Cultists and Raptors sad.png

Scouts no targets

Sternguard use Combi-meltas on Obliterator, kill it (1 VP)

Chapter Master assaults 2 CSM, kills both, consolidates out of LOS

CSM Turn Three:

Raptors and Cultists move onto Chapter Master, Rhino moves into open, Chosen disembark behind cover

Raptors throw krak grenade at Chapter Master, takes wound (Wouldn't have if I had remembered that I had brought Artificer Armor, I continue to forget until after the game looking through my list again)

Raptors assault Chapter Master, Chaos Lord challenges, automatically accepted. No wounds done in challenge. Cultists do not charge.

Raven Guard Turn Three:

Stormtalon arrives from reserves

Stormtalon destroys Rhino, Sternguard kill two Cultists, Scouts have no targets.

Chapter Master deals 2 wounds to Chaos Lord, 1 dealt to Chapter Master

CSM Turn Four:

Chosen move from cover, wipe Scout squad

Cultists do nothing

Lord kills Chapter Master (because of forgetting Artificer armor), Raptors consolidate to 1" from Sternguard

Raven Guard Turn Four:

Stormtalon moves up, scouts make for own deployment zone objective

Sternguard shoot Raptors killing 3, Stormtalon kills 5 cultists, cultists break and run 11"

CSM Turn Five:

Cultists flee off of board

Raptors shoot at Sternguard killing one

Chosen shoot at Scouts, Champion plasma pistol Gets Hot!, dies, scouts take no casualties

Raptors charge Sternguard, 2 killed on overwatch, Sternguard Sergeant dies from Hammer of Wrath, remaining Sternguard kill 2 Raptors and both die, Raptors consolidate 3"

Raven Guard Turn Five:

Scouts move to above objective, snapshot at chosen doing nothing.

Stormtalon switches to Hover, kills 2 Raptors leaving only Lord and Sergeant

Game continues

CSM Turn Six:

Chosen move to contest objective

Raptor Sergeant shoots Plasma Pistol at Stormtalon, Gets Hot! and dies, Lord throws Krak grenade which does nothing, assaults and uses krak which once again does nothing.

Raven Guard Turn Six:

Scouts move down to Chosen, assault, plasma gunner dies on Overwatch, no Scouts lost to Overwatch. Scouts kill 2 Chosen, are wiped out.

Stormtalon moves away from Lord, does nothing when shooting at the Lord.

Game Ends

Final Tally

Chaos Space Marines: Line Breaker (1 VP), Slay the Warlord (1 VP). Total 2 VP

Raven Guard: Line Breaker (1 VP), First Blood (1 VP), Killed 1 Heavy Support option (1 VP). Total 3 VP

A Pyrrhic victory for the Raven Guard in the first round. This is only my second game with my Raven Guard and the list was a slightly modified one from what I was going to use in a 2v2, 1k per person game with the Inquistion/IG player so it is less than optimized.

I then went on to play the winner of the other game, the Death Korps of Krieg. I feel that I have already bored you with the first battle report and there isn't much to say about the other game. The sheer weight of the artillery fire the DKoK player could bring vs the small number of troops I had decimated me early on. My only survivor of the game was my Stormtalon. The game ended Turn 6 as a draw with DKoK having Line Breaker and Slay the Warlord and my Raven Guard having First Blood and Slay the Warlord. Overall I think that the list has point sinks but the Vanguard Veterans are more of a fluffy unit for me and they still wrecked whatever they got into combat with.

So now all that remains.... Questions, comments, criticism, etc is all welcome and is greatly appreciated.

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Just curious. How many times did you have to use shred with the twin LC's to get more wounds with your vans? The reason I ask you could save 75 points with taking a PS and pistol. That combo gives you overwatch and an extra shooting attack. in a 1k game 75 points go along way.

that sucks but it sounds like you played a solid game in the first round.

 

In turn 2 you said that the oblits and raptors arrived and then engaged. Did they just shoot your vans to death or is there some special way to deepstrike and then assault with chaos.

I noticed that you scouted your Vanguard Veterans. I was under the impression that you couldn't scout them because they're Bulky thanks to their jump packs. Am I wrong? If so, I might have to become a Raven Guard (been looking for some Astartes to work with my IG lately.)

that sucks but it sounds like you played a solid game in the first round.

 

In turn 2 you said that the oblits and raptors arrived and then engaged. Did they just shoot your vans to death or is there some special way to deepstrike and then assault with chaos.

They shot them to death.

 

I noticed that you scouted your Vanguard Veterans. I was under the impression that you couldn't scout them because they're Bulky thanks to their jump packs. Am I wrong? If so, I might have to become a Raven Guard (been looking for some Astartes to work with my IG lately.)

The bulky units do not get stealth, but they do still get scout.

How does a combi-melta equipped Sternguard die to Gets Hot!?

What's the point of the locator beacon?

In 6th ed, combis are less point-efficient on the Sternguard, unless you are sending them after armour, for First Blood.

No point deploying the scouts, keep squishy troops in reserve to minimize damage, bring them on and run to objectives later on.

How does a combi-melta equipped Sternguard die to Gets Hot!?

What's the point of the locator beacon?

In 6th ed, combis are less point-efficient on the Sternguard, unless you are sending them after armour, for First Blood.

No point deploying the scouts, keep squishy troops in reserve to minimize damage, bring them on and run to objectives later on.

They were Vengenace rounds that got hot

 

Locator Beacon was left over from the original list and forgot to take it out

  • 3 weeks later...

Nice battles, pity the scouts in the first game couldn't do much!...maybe you could benefit from swapping one of the squads to bolter or ccw scouts with a landspeeder storm. Woud've been good against the guard I reckon!

 

Also, I'd totally trim the vanvets, or at the very least make it a bigger squad with some naked vets to soak wounds, or change a couple of LCs for storm shields. It just feels like you're losing loads of points whenever a vet dies (and they die as easily as any other marine). You could drop the claws on 2 of them and that would give you almost 3 naked extra vets! Also, it depends on the target, but being less killy can be an advantage to make the combat last till your enemy's turn. Plus more bodies make it easier to pull off an assault on multiple units, nice against guard again. After all the vanvets pay for that rule...I also doubt you need to take melta bombs on all of them.

 

You need to remember your artificer armor!...or else since orbital bombardments are normally not that useful, you can change the master for shrike (you won't have to remember the arti armor then :))...that way you do get infiltrate on your vets, and it's easier to get 1st turn charges. He's a lil bit cheaper than your master also.

 

As for scouting the jumpers, I'm pretty sure the bulky thing applies to both stealth and scout. I remember the wording in the reference page is not as complete as the one in the chapter tactics section, you should read it again, the full version. Sucks big time, but RG scouting is only useful for marines without jump packs.

 

Keep the jumper fun!

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