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First game of 7th @ 1750


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Played my first game of 7th yesterday evening. The lists first up:

 

Knights:

 

Librarian w/sword, Mastery 3, Telepathy

(200 points)

 

Coteaz w/Divination

(100 points)

 

(2) Flame Knight w/halberd, Purifier w/hammer, 4x Purifiers w/psycannons, 4x Purifiers w/halberds

(295 points each)

 

Troops:

 

Justicar w/halberd, Terminator w/hammer+psycannon, 3x Terminators w/halberds

(225 points)

 

3x Servitor w/plasma cannon, 8 x Acolyte w/storm bolter, Psyker w/Divination

(105 points)

 

Heavy Support:

 

(2) Dreadnought w/2x twin-autocannons, psybolts

(135 points each)

 

Dreadknight w/greatsword+heavy incinerator, teleporter

(260 points)

 

Total: 1,750

 

I'm not sure of his exact list, as he was proxying a fair bit, but it was something like

 

HQ:

 

Terminator Sorcerer Mastery 3 w/spell familiar (btw these are broken as hell, re-rolling failed warp charge dice is huge)

 

Sorceror Mastery 3 w/Boon of Mutation

 

Imotekh

 

Necron Lord w/res orb

 

Elites:

 

10x Deathmarks

 

Troops:

 

10x Cultists

 

Aspiring Sorceror, 9x Thousands Sons

 

10x Necron Warriors w/Ghost Ark

 

10x Necron Warriors

 

Fast Attack:

 

6x Scarabs

 

Heavy Support:

 

3x Obliterators

 

 

Mission: We rolled 'The Emperor's Will', which is one objective each

Deployment Type: Hammer and Anvil, standard long edges deployment

Warlord Traits: I rolled 'Target Priority' on Coteaz (12" bubble of re-roll 1's to shoot), forget what he rolled on his Warlord

Psychic powers: (Psychic Focus is hilarious btw)

- Coteaz had 'Prescience', 'Perfect Timing' and 'Misfortune'

- Henchmen Psyker got 'Prescience' and 'Misfortune' 

- Librarian got 'Psychic Shriek', 'Terrify', 'Mental Fortitude' and 'Invisibility'

- All the Knight squads had 'Banishment' and 'Hammerhand', all the Knight vehicles had 'Banishment' and 'Sanctuary'

First Turn: I won the roll off for deploying first, and chose to go first. However, Imotekh Seizes on a 4+, so even though I forced him to re-roll, he still got a 5 on the second roll. 

 

I deployed in the left-side corner of my DZ, placing my objective on the ground floor of a three story building wall. Henchmen went into the building and spread across all three levels, plasma servitors and three Acolytes on the top level, three more in the middle, and Psyker+remainder on the ground floor (all had windows to see though). Coteaz attached to one of the Purifier squads, both Purifier squads deploy towards the right side of the building screening the two PsyDreads. Dreadknight hides behind the building wall the Henchmen are in. Librarian and Terminators go into Reserve. 

 

My opponent placed his objective behind a ruined building in the middle of the map. He deployed the Obliterators+Terminator Sorceror and the Ghost Ark+Necron Warriors on my far left. Sorceror+Cultists in the middle, Imotekh+Necron Lord+Necron Warriors on my right (towards the middle of his DZ side), Thousand Sons behind the Cultists. Scarabs went into a ruined building on my far right. 

 

1st Turn:

 

Obliterators shuffle forward a bit, Cultists move up, Thousand Sons and Necron Warriors move to take his objective, Ghost Ark and Scarabs move forward as well. Imotekh uses his lightning but it does nothing, however Night Fight is in effect. Obliterators fire lascannons at one of the PsyDread and blow his left autocannon off, Thousand Sons bolter an Acolyte, but out of range and cover saves prevent everything else. He summons a pack of Bloodletters, who then scatter 4" towards my lines (just out of IBEY range, curses!). I Deny everything else he attempts to do. 

 

My turn I shunt the Dreadknight behind his advancing line of infantry, landing directly behind the Necron Warriors and Thousand Sons. I shuffle the Purifiers up to ensure I have range (some of the psycannons were just out when I pre-measured). In the psychic phase I put 'Banishment' on the Bloodletters and 'Sanctuary' on my one-armed Dreadnought, but both 'Prescience' attempts fail. In shooting the Dreadnought BBQ's eight Necron Warriors, PsyDreads do nothing to the Obliterators, Acolytes kill an Obliterator, Purifiers delete the Bloodletters. 

 

2nd turn:

 

My opponent gets his Deathmarks on, but they scatter off-table and Mishap, I end up placing them on the far right side of his DZ, thus ensuring they have 3 turns of movement before they can do anything. His The Ghost Ark moves 12" further up my left flank, Oblits stay where they are, Cultists continue to advance. In the psychic phase he tries to summon again but I Deny it. In shooting he uses Imotekh's beam on my Dreadknight and causes a wound, everything else he shoots at it bounces off the 2+ armour. Ghost Ark kills 3 more Acolytes. He charges the Dreadknight with the Necron Warriors and Thousand Sons, moving them off the objective (why he didn't just charge the Thousand Sons to tarpit I don't know). I challenge and murder his Aspiring Sorceror. 

 

I roll for my Terminators but they are busy drinking tea on the strike cruiser. I stay put in the Movement phase, everything is in range. Psychic phase I put 'Prescience' onto one Purifier squad, 'Perfect Timing' onto the other, 'Prescience' fails on the Acolytes and he Denies my attempt to put 'Misfortune' onto the Ghost Ark. With my shooting I kill another Obliterator with the Acolytes, and everything else goes into the Ghost Ark. When the dust settles I've stunned it twice and dropped two hulls points off it. In close-combat the Dreadknight challenges Imotekh but he declines, I then murder five Necron Warriors, win combat and run them down, however I'm still locked in melee with the Thousand Sons so I don't get a Massacre move. Imotekh is left out of base contact with my DK and thus no longer locked in melee. 

 

3rd turn:

 

The place was closing so last turns got called. My opponent moves Imotekh onto his objective, Cultists move up again, Scarabs move up as well. Night Fight turns off at this point. In his psychic phase he drops 'Inferno' from Pyromancy on my Purifiers but nothing gets through their power armour. He also summons a unit of Flamers of Tzeentch, but they scatter onto my Purifiers and once again I place them on his far right table edge. Shooting his Obliterators do nothing, Ghost Ark Shap Shots 30 gauss blasts and kills five Acolytes (they pass Leadership), Cultist pistols do nothing. In melee he charges my right-side Purifers with his Scarabs, Overwatch kills a base. In close-combat I kill every Scarab base with no casualties. Dreadknight swords a couple of Thousand Sons but they're Fearless so they don't care. 

 

My turn I stay put. In the psychic phase I fail to get any powers off, either he Denies or I fail to cast. Acolytes kill the last Obliterator, Purifiers delete the Cultists and Ghost Ark, PsyDreads do nothing. In melee I kill a few more Thousand Sons but am still locked with the survivors. 

 

Game end I have Linebreaker, First Blood and my objective. He only has his objective with Imotekh. If the game had continued I would've just cleaned up the remaining Thousand Sons and killed Imotekh with my shooting/DK, so he concedes. 

 

 

Overall I'm pretty happy with 7th. The psychic phase is very crucial, Denying is a pain when its a Blessing or Conjuration (as you get no bonuses), I was throwing a lot of warp charges at dispel attempts everytime and often only just making it (I threw 10 dice at one of his summonings and still only got 3x 6's, when he cast it with 4x 4+ rolls, so it still didn't dispel). On the plus side, casting is usually not a problem with Mastery 1 (I usually used 2 or 3 dice on them), but Mastery 2 can be a pain if you roll terrible (I rolled five dice for one 'Prescience' attempt and still only got a 4+). My Librarian and Terminators not showing up all game was annoying, but that's Reserves. 

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