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1st Overall at Australian Tourney


Gaz1858

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Hi guys,

 

This weekend I attended Clash of the Titans and got first overall with my GK and BA Allies. It was an 1850 Tourney with no FW allowed and only 2 sources max. I came first overall with 5 wins and 1 loss. My list was:

 

Librarian - Warlord, ML3, Liber, Stave

 

Librarian - ML2, Halberd

 

Purifiers - 10 man, 4 incinerators, 2 Hammers, 4 Halberds

 

Purifers - 5 man, 2 Incinerators, 3 Swords

 

Strike Squad - 5man, Psilencer

 

Stormraven - Twin Linked assault cannon, twin linked melta

 

Dreadknight - Hammer, Heavy Psycannon, Heavy incinerator, Teleporter

 

Dreadknight - Hammer, Gatling Psilencer, Heavy Incinerator, Teleporter

 

Sanguinary Priest - Angels Wing

 

Stenguard - 3 combi meltas

 

Scouts - Sniper Rifles

 

3 Drop Pods

 

The way I used it was one 10 man Purifier in a drop pod that would combat squad, the 5 man purifier plus Warlord libby and Sanguinary priest in the second pod and Libby plus Sternguard in the third.

 

People just aren't prepared for 2 - 3 Cleansing Flames from Turn one. First blood is near guaranteed and some armies just had the heart of teir armies taken out with it. So the purifiers were the stars.

 

In terms of underperforming the Psilencer aren't great, really wanted to try them and see. Apart form an instant kill on a Hive Tyrant in game six that was all they done. So they are both coming out as is the Heavy Psycannon.

 

The Angels wing on the BA SP was little use as there was no interceptor to worry about. Taking it out also allows me to add the second libby into that pod which is much more advantageous.

 

I also think the Raven needs to have the bolters on there as 200 points for an assault cannon and mm is not enough damage output.

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Very nice work. I guess I fight more mech and MC spam locally, so 'Cleansing Flame' is less important. Infantry and ground units are in general in vogue though (due to most vehicles being too easy to kill and overpriced as a result). Pods and Ravens are great delivery systems, nice to see them performing well. 

 

I'd keep the heavy psycannon on your DK's. Its a shame the gatling didn't perform, I've had some great results recently (slaughtering a whole squad of Broadsides...so tasty). 

Congrats on the win! Your list is very interesting, I'm curious to hear a summary of your games, as I see this list having problems with multiple imperial knights and skimmer mech spam.  Still, it's good to hear the boys from titan performing well

Game one was against DE and well lets just leave that there. Tabled.

 

Game two was against Eldar jetbike list with 2 wraithlords and a wraithknight. This was trickier as I placed the purifiers so as not to hit the units with Psykers thus giving them easier denials. A purifier squad of 5 tied up a Wraithknight for 2 - 3 turns while another held up two Wraithlords in combat due to Fearless even causing a few wounds in each case. Then the dreadknights charged in to finish each one off. This army was beaten in combat mainly and only a little bit of Cleansing Flame. I didn't table him but won the mission which is the point.

 

Game three was against a marine list with 3 Grav Cents in a DP with tanking Wolf Lord, another 3 in a Redeemer with Tiggy and and INQ (yes he had three sources!), Thunderfire, 2 x 5 man sqauds in Rhinos and 3 x 2 Acolyte and 1 psyker units. I deployed my NDK on the table not fully understanding Grav. Oops. Gravcent pod came down and killed one NDK, Redeemer gravcent unit rolled forward and took out the other. Basically I won this match due to his main units (the Grav cents) being in my deployment zone and being too slow to get to the objectives. Losing both NDKs didn't actually make much of a difference. And my Raven didn't come on til T4 to either. The purifiers caused a fair few wounds to the WL+GC unit taking that down to a 1 wound centurion. That was all my purifiers though so not a good trade off. Cents are tough! But thankfully slow and short ranged!

 

Game 4 was against an Eldar list with 3 Wave Serpents, 3 War Walkers, 2 x 2 vypers, Warp Spiders, Wraithguard with farseer and 2 spiritseers attached, Red Baron flyer thing, Jetbike squad and some troops. He deployed well for a DS defence so I let him take the first turn and he shot forward towards the objectives. Great result. End of my turn one he loses both vyper squads (1 squad to CF the other to NDK shooting), 3 war walkers (solely CF), all bar one Warp Spider (CF and a little bit of shooting, the other guy was shot later when I ran out of stuff to hit.), One Wave Serpent was reduced to 1 HP (CF on rear armour. This was charged by an NDK in the next turn and written off), Another wave serpent was Vortexed away and the Wraithguard lost a model or two. That pretty much sealed the game as the rest of the turns I chucked Psyk out grenades at the wraithguard until the psykers Perilled themselves to death and he was tabled by turn 3 maybe 4.

 

Game 5 was against Space Wolves and this was the one I lost. He had a Thunderwolf unit all with T6 2W 3++. I dropped all my purifier squads down CF'd them, Vortexed them shot them. They lost two models and then wounds dotted about the place. he then multi charged and wiped the purifiers, the Warlord libby, the priest. I was rethinking this match to see what I could do differently but he did pass like 15+ 3 + saves after CF which was unreal. If those had fallen differently that units effectiveness would've dropped a fair bit.

 

Game 6 was against a MC full Nid list 3 flying hive tyrants, 3 flying T5 things, Mawloc, 3 refreshing units of Gargoyles, 3 big units of termagants, 2 Lictors and 3 warriors. CF reigned supreme here although first blood went to the Gatling Psilencer when it hit a flying tyrant with one 6, that then wounded on a 6 and he failed his save Only notable thing it did in 6 games and that was uber lucky. He was tabled T3. Drop down, make sure the Tyrants are outside 9" for CF and go nuts. The CF took wounds off the 3 flying things fairly easily as its 4s to wound with no saves then Soul Blaze did a few to lol. Yeh nids are not friends of CF and MCs aren't immune either. 2D6 hits with 5s or 6s to wound normally still causes a fair amount of wounds. Do that 3 or 4 times and most things will fall down.

 

So that was that.

 

@Darius - Mech isn't that bad until you face something with either strong front armour or a player who keeps the back armour on the edge of the board. Land Raiders and AV14 obviously excepted from that. But that's why Ive got the Combimelta sternguard I guess. MCs as I said above aren't that bad either as at most its 6s to wound( I don't know of any T9 MCs) after 2D6 hits. You probably wont kill it outright but youll do some damage which can be built on later. The raven I will actually be removing as most games it came on T4 and it was never a delivery system as didn't have anything to be delivered in it. I will put my new list from the lessons learned in this a bit later today and explain the reasons behind it.

 

@IndigoJack - Yeh Multiple Knights will give most GK lists a big threat. The Podding Sternguard help this and I always rolled most of my powers on Sanctic for Vortex which is great at knocking them down. Skimmer is no issue as CF ignores Cover remember. Same with Flyers as Novas hit flyers and theyre normally AV 11 or 10.

the 5 man purifier plus Warlord libby and Sanguinary priest in the second pod

... 

The Angels wing on the BA SP was little use as there was no interceptor to worry about. Taking it out also allows me to add the second libby into that pod which is much more advantageous.

Does the Angels Wings work in pods, or am I reading that wrong?

 

 

Game 5 was against Space Wolves and this was the one I lost. He had a Thunderwolf unit all with T6 2W 3++. I dropped all my purifier squads down CF'd them, Vortexed them shot them. They lost two models and then wounds dotted about the place. he then multi charged and wiped the purifiers, the Warlord libby, the priest. I was rethinking this match to see what I could do differently but he did pass like 15+ 3 + saves after CF which was unreal. If those had fallen differently that units effectiveness would've dropped a fair bit.

Did you fire those ID psilencers into the TWC. never done that myself so I was just curious. How effective was the FnP off the Priest? If you take a BA librarian rolling on the Sanguine discipline then you get Quickening as the primaris, which is +D3 initiative (and something else). Only works on characters though. Oh look, Our dreadknights are characters! It may have mitigated the onslaught that was TWC.

 

 

Nice bat-ish reps though. Very insightful.

Hey Quozza. Angels wing just says when deep striking. Doesnt specify what kind of ds.

 

Not in that game i didnt as there was a squad of grey hunters with melta much closer to the ndk that i wanted to take care of.

 

FnP was great as its a fairly small unit and it made that bit more survivable. Plus its a cheap hq that i needed to take so may as well get FnP into the bargain

Game one was against DE and well lets just leave that there. Tabled.

 

Throne. I feel your pain man. Lance spam is perfectly evolved to kill our army Turn 1. At least the other xenos lists keep DE in the 'niche spoiler army' category. 

Game two was against Eldar jetbike list with 2 wraithlords and a wraithknight. This was trickier as I placed the purifiers so as not to hit the units with Psykers thus giving them easier denials. A purifier squad of 5 tied up a Wraithknight for 2 - 3 turns while another held up two Wraithlords in combat due to Fearless even causing a few wounds in each case. Then the dreadknights charged in to finish each one off. This army was beaten in combat mainly and only a little bit of Cleansing Flame. I didn't table him but won the mission which is the point.

 

Kek. Who brings that kinda list to a tourney? Serpents or go home. Nice job on the win though. But seriously, DK's roflstomp their MC's without issue. 

Game three was against a marine list with 3 Grav Cents in a DP with tanking Wolf Lord, another 3 in a Redeemer with Tiggy and and INQ (yes he had three sources!), Thunderfire, 2 x 5 man sqauds in Rhinos and 3 x 2 Acolyte and 1 psyker units. I deployed my NDK on the table not fully understanding Grav. Oops. Gravcent pod came down and killed one NDK, Redeemer gravcent unit rolled forward and took out the other. Basically I won this match due to his main units (the Grav cents) being in my deployment zone and being too slow to get to the objectives. Losing both NDKs didn't actually make much of a difference. And my Raven didn't come on til T4 to either. The purifiers caused a fair few wounds to the WL+GC unit taking that down to a 1 wound centurion. That was all my purifiers though so not a good trade off. Cents are tough! But thankfully slow and short ranged!

 

That's why Draigo is so good with them. 'Gate' means you eliminate their main issue (speed) and he also mitigates their vulnerability to AP2 hits. Glad to hear you pulled out a win despite losing both DK's. I know how painful it is when a bad deployment screws you Turn 1 like that :( 

Game 4 was against an Eldar list with 3 Wave Serpents, 3 War Walkers, 2 x 2 vypers, Warp Spiders, Wraithguard with farseer and 2 spiritseers attached, Red Baron flyer thing, Jetbike squad and some troops. He deployed well for a DS defence so I let him take the first turn and he shot forward towards the objectives. Great result. End of my turn one he loses both vyper squads (1 squad to CF the other to NDK shooting), 3 war walkers (solely CF), all bar one Warp Spider (CF and a little bit of shooting, the other guy was shot later when I ran out of stuff to hit.), One Wave Serpent was reduced to 1 HP (CF on rear armour. This was charged by an NDK in the next turn and written off), Another wave serpent was Vortexed away and the Wraithguard lost a model or two. That pretty much sealed the game as the rest of the turns I chucked Psyk out grenades at the wraithguard until the psykers Perilled themselves to death and he was tabled by turn 3 maybe 4.

 

Yeah the more I look at the Eldar matchup, the more attractive Purifiers look. Very nice multi-kills there man. That's kinda the dream scenario, where you land deep in their midst and just burninate. 

Game 5 was against Space Wolves and this was the one I lost. He had a Thunderwolf unit all with T6 2W 3++. I dropped all my purifier squads down CF'd them, Vortexed them shot them. They lost two models and then wounds dotted about the place. he then multi charged and wiped the purifiers, the Warlord libby, the priest. I was rethinking this match to see what I could do differently but he did pass like 15+ 3 + saves after CF which was unreal. If those had fallen differently that units effectiveness would've dropped a fair bit.

 

Thunderwolves are only T5...did he mislead you? In any case, storm shields mean they're a pain to engage, they're like Necron Wraiths (tough against both normal shooting and low AP). Probably should've just sent in the Dreadknights and Purifiers as one, turned on 'Force', hope for failed invul saves. It's a tough matchup though, so no shame in losing to it. TWC are strong as hell. 

Game 6 was against a MC full Nid list 3 flying hive tyrants, 3 flying T5 things, Mawloc, 3 refreshing units of Gargoyles, 3 big units of termagants, 2 Lictors and 3 warriors. CF reigned supreme here although first blood went to the Gatling Psilencer when it hit a flying tyrant with one 6, that then wounded on a 6 and he failed his save Only notable thing it did in 6 games and that was uber lucky. He was tabled T3. Drop down, make sure the Tyrants are outside 9" for CF and go nuts. The CF took wounds off the 3 flying things fairly easily as its 4s to wound with no saves then Soul Blaze did a few to lol. Yeh nids are not friends of CF and MCs aren't immune either. 2D6 hits with 5s or 6s to wound normally still causes a fair amount of wounds. Do that 3 or 4 times and most things will fall down.

 

Yeah I've dropped 4 Crones with a double cast of 'Cleansing Flame'. It is absurd against Nids, they are the infantry army and get bad saves in exchange for numbers and melee lethality (and decent shooting). Also, our 'Force' weapons and Dreadknights do horrible things to their only real strength (the MC's, who are few in number and lack invul saves of any kind). It's one of the better matchups, so long as you avoid getting swamped or tarpitted. 

@Darius - Mech isn't that bad until you face something with either strong front armour or a player who keeps the back armour on the edge of the board. Land Raiders and AV14 obviously excepted from that. But that's why Ive got the Combimelta sternguard I guess. MCs as I said above aren't that bad either as at most its 6s to wound( I don't know of any T9 MCs) after 2D6 hits. You probably wont kill it outright but youll do some damage which can be built on later. The raven I will actually be removing as most games it came on T4 and it was never a delivery system as didn't have anything to be delivered in it. I will put my new list from the lessons learned in this a bit later today and explain the reasons behind it.

 

True. I'd put a full Purifier squad in that Allied drop pod, combat squad them, then when you hop out you can double cast. 

Hey Darius. Bad typing but by Tabled for the DE I meant I tabled him. DE die soooo quickly to podding Cleansing flame. The Transports die like wet paper and then the Purifiers flame the occupants with their Incinerators or if the transport lives then the guys inside are still toast with No Escape rule. My mate plays pure DE and I tabled him in one turn with my first iteration of this list.

 

The Eldar army was an exodite list. Beautiful but yeh not brilliant.

 

Yeh he said they were all T6. It came from the Champions of Fenris book if that matters? If I replayed it I would play it differently. 

 

Combat squad on the 10 man is exactly what i do. 4 ML dice towards your pool (this army has 14 base with that set up). Gives me enough to cast CF and a few more. Its also why I have the Liber as I can roll 4 at CF and more often than not it goes off with the rerolls.

Hey Darius. Bad typing but by Tabled for the DE I meant I tabled him. DE die soooo quickly to podding Cleansing flame. The Transports die like wet paper and then the Purifiers flame the occupants with their Incinerators or if the transport lives then the guys inside are still toast with No Escape rule. My mate plays pure DE and I tabled him in one turn with my first iteration of this list.

 

Oh I see. I thought he got first turn and vaped all your stuff with good lance shooting. Lol. Well yeah, 'Cleansing Flame' is like the Anti-Christ for them, its all their worst fears in one absurd psychic power. '2D6 heavy bolter? Auto-hits? Ignore Cover? In the one phase of the game we have zero impact?'. Good work dude. 

Yeh he said they were all T6. It came from the Champions of Fenris book if that matters? If I replayed it I would play it differently. 

 

Nope, they're T5. Make him read you the rule in future. Perhaps he just made a mistake. 

Combat squad on the 10 man is exactly what i do. 4 ML dice towards your pool (this army has 14 base with that set up). Gives me enough to cast CF and a few more. Its also why I have the Liber as I can roll 4 at CF and more often than not it goes off with the rerolls.

 

Yeah the Liber is really good for that (and 'Hammerhand' too). I'm still not keen on it, it loses me free 'Prescience'. 

Thanks everyone for your comments so far. Shown below is the evolution of this list following these games. I'm actually going to look for your input here as I have a few options for the "Delivery Dex". I will explain the reasons behind the changes just in case that helps anyone with their list building.

 

Core - Grey Knights NSF

 

Librarian - ML3, Stave, Liber Same as above

 

Draigo This is instead of the ML2 Libby. Pretty good swap I think

 

Purifiers - 10 man, 4 incinerators Taken off their combat weapons as I found that when CS they die quite quickly and rarely got to use them.

 

Purifiers - 5 man, 2 Incinerators Same as above

 

Terminator Squad - 5 Man, Psycannon, 2 Hammers, 3 Halberds This is instead of the strike squad. More deadly, more survivable. Better in all counts

 

NDK - Teleporter, Hammer, Heavy Incinerator Removed the Gatling Psilencer as it just didn't perform

 

NDK - Teleporter, Hammer, Heavy Incinerator Removed the Heavy Psycannon as it was ok but not brilliant

 

 

That's the Core of the army there. From a then to now perspective I have lost the Raven (which is basically just a twin linked MM and Twin Linked AC) and some weapons from the NDK and Purifiers. I have then swapped an ML2 Libby for Draigo and swapped the Strike Squad for a Terminator Squad. The ML Levels are exactly the same so I am pretty happy with this. It gives me a beat stick answer with Draigo and much more versatility in the termies. The Raven im not hugely bothered about as it only has two guns and didn't show up until T3 or T4 most times. Draigo and the ML2 Libby can either gate with the Termies or they can join the 5 man purifier DP with a single space left.

 

 

The bit I would like your help with is this "Delivery Dex". Basically it needs to have 3 Drop Pods, 2 of which cannot be dedicated. From that point on im open to thoughts. The only Dex's available are BA (inc Shield of Baal) and SW (including Champions of Fenris). The Core portion of the army us 1391 which leaves 459 points for the Delivery.

 

Whats your guys thoughts?

Are you bothered at all about completely missing AA? Depends a lot on what people are playing in your area I guess. I don't know the SW flyers that well but I guess a storm talon from BA could be a relatively cheap source of AA, at least compared to a storm raven?

 

I think you have a really neat idea with the deep striking cleansing flames and inspired by your list I cooked up another itteration of my own for an upcoming local tournament, actually before you posted your redux but they ended up being quite close. Now, there are some specific limitations in our tournament and among them are 2000p armies, only two sources and all allies are downgraded to allies of convinience so I can't ally in drop pods for the purifiers.

 

Libby with ML3 and liber

 

2 * 5 GKT with hammer, psycannon and 3 * falchions

 

10 purifiers with 4 incinerators, 2 hammers

 

2 * dreadknights with incinerators, swords and teleporters

 

Draigo

 

 

Ultramarine allies

 

Librarian ML2

 

5 tacticals in drop pod woth meltagun, combi-melta and meltabombs

 

3 grav-centurions

 

 

As I can't get drop pods I thought that draigo would be acting drop pod with goi for one combat squad of purifiers and the librarian boping to get goi as well and then taking the other squad under his terminator wings. If I dln't get goi I haven't really thought of what to do though :) Rest is pretty straightforward, librarian is cheapest marine hq and can always hope to draw invisibility as he will hang out with the cents which will deal woth whatever armour shows up within 24" of them. The drop pod will try to deal with any armour hanging out at the back of the enemy lines.

 

I guess the biggest challenge will be to avoid getting tabled with so few models? :)

 

Didn't personal teleporters used to contain a teleport homer? I was certain it did but can't find it anymore. This list is hurting quite a bit by the removal lf the teleport homer from the personal teleporter and the removal of servo skulls.

Hey ChatoicEric. Yes and no with regards to Flyers. Generally I will see 1 maybe 2. Cleansing Flame can hit flyers and only other Ravens are a threat as they cannot be damaged. By the time someones Fliers appear ideally I would like to have crushed their main army so that whatever that flier/s can do is basically irrelevant.

 

The BA do not have access to a Talon unfortunately.

Hey ChatoicEric. Yes and no with regards to Flyers. Generally I will see 1 maybe 2. Cleansing Flame can hit flyers and only other Ravens are a threat as they cannot be damaged. By the time someones Fliers appear ideally I would like to have crushed their main army so that whatever that flier/s can do is basically irrelevant.

 

The BA do not have access to a Talon unfortunately.

I mixed it up as I was dead certain they could get storm talons but I guess only ravens for them then.

 

the 5 man purifier plus Warlord libby and Sanguinary priest in the second pod

... 

The Angels wing on the BA SP was little use as there was no interceptor to worry about. Taking it out also allows me to add the second libby into that pod which is much more advantageous.

Does the Angels Wings work in pods, or am I reading that wrong?

 

 

 

It actually does not, as it makes the librarian jump infantry, and jump infantry (generally) can't embark in vehicles. Not sure how big of a deal it was at the tournament, but definitely an illegal move.

 

 

@IndigoJack - Yeh Multiple Knights will give most GK lists a big threat. The Podding Sternguard help this and I always rolled most of my powers on Sanctic for Vortex which is great at knocking them down. Skimmer is no issue as CF ignores Cover remember. Same with Flyers as Novas hit flyers and theyre normally AV 11 or 10.

 

well, I specifically meant wave serpents and ghost arks who are AV12 and 13 respectively on all but rear armor. It's fairly easy to keep their butt against the back of the board until you come down, them zoom away and use superior mobility to avoid cleansing flame. While this in no way guarantees their victory, it could make for an uphill battle for a now slow moving force. 

Hey indigoJack.

 

Jump Units can access transports depending on the Transports rule. That's why they have the Bulky Rule. The DP says it can hold Ten Models, a JP unit counts as 2 models so its fully legal.

 

You are right that those units could pose problems to this list however I did beat one WS list in the Tourney. Didn't play necrons unfortunately but would like to.

Purifiers - 10 man, 4 incinerators Taken off their combat weapons as I found that when CS they die quite quickly and rarely got to use them.

 

I'd drop the incinerators as well, from both squads. It just doesn't matter, and its points you can use elsewhere. 

The bit I would like your help with is this "Delivery Dex". Basically it needs to have 3 Drop Pods, 2 of which cannot be dedicated. From that point on im open to thoughts. The only Dex's available are BA (inc Shield of Baal) and SW (including Champions of Fenris). The Core portion of the army us 1391 which leaves 459 points for the Delivery.

 

Probably Blood Angels. Unless you like TWC and Grey Hunters. Both have Divination Libbys and some great tricks to help out your GK force. 

Hey indigoJack.

 

Jump Units can access transports depending on the Transports rule. That's why they have the Bulky Rule. The DP says it can hold Ten Models, a JP unit counts as 2 models so its fully legal.

 

"Only infantry models can embark upon Transports (this does not include Jump or Jet Pack infantry), unless specifically stares otherwise." BRB, p.80

 

It's not the capacity that's the issue, it's the fact that he's jump infantry.

@IndigoJack - Quite right. I assumed as it just said models and not infantry that anything was allowed. It didn't make much of a difference as it was in a drop pod so if it did scatter it just reduced the distance itself anyway. I took it more for the Interceptor buff and there was no interceptor!

 

@Darius - Cheers I was thinking BA first. The SW side just intrigued me as the two elites could be filled with 2 x 10 point Servitors meaning loads of points for other things in the GK or SW if there was anything.

Hey mate congrats on the win and nice write up of the battles.

 

I have a question though, i haven't played many games of 7th and im not all that familiar with detachments and force org but I noticed that your original list only had one troops choice from your primary detachment, the strike squad. I'm sure im missing something but i thought you needed at least 1 HQ and 2 Troops? Sorry for being a noob.

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