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++Path of the Crimson Maw: A record and fiction++
 

What is this?

The Path of the Crimson Maw is a battle report record and resource for fluff written in the fan-fiction section of the bolterandchainsword. It is also a reaction to the steady degradation of Codex: Chaos Space Marine's play-ability in my local 40k meta. Details of that experience can be found here. All questions and related information can be found in the following links. 

Why is this here?

To entertain me, and provide the community a detailed record of the Sons of Horus' strategic and tactical performance against 30k and 40k armies within all 30k and 40k game types.


How does this benefit me?

By educating readers seeking a detailed strategic and tactical analysis of the Sons of Horus' table top performance via an entertaining narrative.

 

Hidden Content
How is this record organized?

Posts will be recorded by date of occurrence which will be logged next to the title of the post. A summary of the game - including terrain, mission, and unique rules - will open up the post, followed by spoilered lists of all participant armies. Games will be categorized by armies involved, points total, and game type. 

As Follows: Games of 1750 points - 3000 points using rule book missions including: Eternal War. Maelstrom of War. Eternal War and Maelstrom of War, consisting of Primary Objectives: Eternal War Objectives, Secondary Objectives: Maelstrom of War Objectives, and Tertiary Objectives: First Blood, Line Breaker, Slay the Warlord. Will be referred to as Standard Missions or S.M..
 

As Follows: Games of 1750 points - 3000 points using the Age of Darkness rules, campaign missions, or any other mission type specifically relating to Warhammer 30,000 will be referred to as Age of Darkness Missions, or A.o.D.M..

 

As Follows: Games of 1000 points - 1500 points using the Zone Mortalis rules; including those specific to Warhammer 30, 000, will be referred to as Standard Zone Mortalis Missions and Age of Darkness Zone Mortalis Missions, or S.Z.M.M. and A.o.D.Z.M. respectively.

 

[Hidden]
Example:
+++Standard Mission: Eternal War and Maelstrom of War+++
++Mission Types: The Relic, Tactical Escalation++
++Deployment Type: Vanguard Strike++
+Point Total: 1850 points+
+Night Fighting: Yes+
+Participants: Crimson Maw (Legions Astartes: Sons of Horus), Cirque Du Sorrire: Harlequins w.Dark Eldar Allies+
+First Turn: Crimson Maw+
+Initiative seized?: Yes+

+++ Cannibal Pact: Storm of Bloodied Steel (SoH.30k.1850) (2500pts) +++

 
++ Legiones Astartes: Crusade Army List (Age of Darkness) ++
 
+ HQ +
 
Legion Centurion [Power Armour]
Consul [Master of Signal]
 
Legion Centurion [Artificer Armour, Jump Pack, Power Weapon, Refractor Field]
Consul [Primus Medicae]
 
Legion Praetor [Artificer Armour, Iron Halo, Jump Pack, Paragon Blade]
Master of the Legion [The Black Reaving]
 
+ Troops +
 
Reaver Attack Squad [Artificer Armour, Jump Packs, Melta Bombs, 2x Meltagun, 2x Power Fist, 4x Power Weapon, 14x Reavers]
 
Reaver Attack Squad [Artificer Armour, Jump Packs, Melta Bombs, 2x Meltagun, 2x Power Fist, 4x Power Weapon, 14x Reavers]
 
Reaver Attack Squad [2x Flamer, Hand Flamer, Jump Packs, Melta Bombs, 5x Power Weapon, 14x Reavers]
 
+ Elites +
 
Legion Rapier Weapons Battery
Legion Rapier Weapons Battery [Laser Destroyer Array]
Legion Rapier Weapons Battery [Laser Destroyer Array]
 
Legion Rapier Weapons Battery
Legion Rapier Weapons Battery [Laser Destroyer Array]
Legion Rapier Weapons Battery [Laser Destroyer Array]
 
Legion Rapier Weapons Battery
Legion Rapier Weapons Battery [Laser Destroyer Array]
Legion Rapier Weapons Battery [Laser Destroyer Array]
 
+ Fast Attack +
 
Legion Javelin Attack Speeder Squadron [Legion Javelin Attack Speeder, Legion Javelin Attack Speeder]
 
Legion Javelin Attack Speeder Squadron [Legion Javelin Attack Speeder, Legion Javelin Attack Speeder]
 
Legion Javelin Attack Speeder Squadron [Legion Javelin Attack Speeder, Legion Javelin Attack Speeder]
 
+ Legion +
 
Legion Astartes [XVI: Sons of Horus]


 
++ Dark Eldar: Codex (2014) (Realspace Raiders Detachment) ++
+ HQ +
Succubus [Archite glaive, Haywire Grenades, Splinter pistol, The Armour of Misery]
+ Elites +
 
Incubi [5x Incubi]
Venom [Twin Linked Splinter Rifles]
 
+ Troops +
 
Kabalite Warriors [4x Kabalite Warrior]
Kabalite Warrior with special weapon [blaster]
Venom [Twin Linked Splinter Rifles]
 
Kabalite Warriors [4x Kabalite Warrior]
Kabalite Warrior with special weapon [blaster]
Venom [Twin Linked Splinter Rifles]
 
+ Fast Attack +
 
Raider [Dark Lance]
 
Raider [Dark Lance]
 
Raider [Dark Lance]
 
Reavers [2x Cluster caltrops, 6x Reaver]
 
Reavers [2x Cluster caltrops, 6x Reaver]
 
Reavers [2x Cluster caltrops, 6x Reaver]
 
++ Harlequins - Codex (Masque Detachment) ++
 
+ Elites +
 
Death Jester
 
Death Jester
 
+ Troops +
 
Troupe
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Troupe Master [Harlequin's Caress, Haywire grenades, Shuriken Pistol]
 
Troupe
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Troupe Master [Harlequin's Caress, Haywire grenades, Shuriken Pistol]
 
Troupe
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Harlequin's Kiss, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Player [Close combat weapon, Shuriken Pistol]
Troupe Master [Crescendo, Harlequin's Caress, Haywire grenades]
 
+ Fast Attack +
 
Starweaver
 
Starweaver
 
+ Heavy Support +
 
Voidweavers
Voidweaver [Haywire cannon]



 

 


Links to the next and previous battle report will be included at the bottom right of each posts as follows: Previous | Next

 



 




 

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So, let's start this off then. 

+++Standard Mission: Maelstrom of war +++
++Mission Type: Tactical Escalation++
++Deployment: Dawn of War+++
+Point Total: 1850 points+

+Night Fighting: Yes+
+Participants: Crimson Maw (Legions Astartes: Sons of Horus), Khorne Daemonkin+
+First Turn: Crimson Maw+
+Initiative Seized: Yes+
+Warlord Trait: Child of Terra+

Lists:

Hidden Content

Crimson Maw

+++ CT.SoH.1850 (1850pts) +++

 
++ Legiones Astartes: Crusade Army List (Age of Darkness) ++
 
+ HQ +
 
Legion Centurion [Artificer Armour, Pair of Lightning Claws, Refractor Field]
Consul [Primus Medicae]
 
Legion Praetor [Artificer Armour, Digital Lasers, Iron Halo, Mastercraft a Single Weapon, Paragon Blade, Plasma Pistol]
Legion Command Squad [4x Legion Space Marine Chosen, 5x Power Weapon]
 
+ Troops +
 
Legion Tactical Squad [Legion Rhino Armoured Carrier, 9x Legion Tactical Space Marines]
 
Legion Tactical Squad [Legion Rhino Armoured Carrier, 9x Legion Tactical Space Marines]
 
Legion Tactical Support Squad [Legion Rhino Armoured Carrier, 4x Legion Space Marines, Plasma Guns]
 
Legion Tactical Support Squad [Legion Rhino Armoured Carrier, 4x Legion Space Marines, Plasma Guns]
 
+ Heavy Support +
 
Legion Land Raider Battle Squadron
Land Raider Phobos [Armoured Ceramite, Dozer Blade, Extra Armour]
 
Legion Vindicator [Auxiliary Drive]
 
Legion Vindicator [Auxiliary Drive]
 
+ Legion +
 
Legion Astartes [XVI: Sons of Horus]


Khorne Daemonkin

+++ Khorne Daemonkin (1849pts) +++

 
++ Codex: Khorne Daemonkin (Blood Host Detachment) ++
 
+ Core +
 
Slaughtercult
Chaos Cultists [7x Cultists with Autopistols]
Cultist Champion [Autopistol]
Chaos Cultists [7x Cultists with Autopistols]
Cultist Champion [Autopistol]
Chaos Lord [bolt Pistol, Chaos Bike, Kor'lath, The Axe of Ruin, Power Armour]
Chaos Space Marines [9x Chaos Marines with Boltguns, Chaos Rhino, 2x Meltagun]
Aspiring Champion [Plasma Pistol, Power Fist]
Chaos Space Marines [9x Chaos Marines with Boltguns, Chaos Rhino, 2x Meltagun]
Aspiring Champion [Plasma Pistol, Power Fist]
Possessed [Chaos Rhino, Possessed Champion, 4x Unit size]
 
+ Auxiliary +
 
Gorepack
Chaos Bikers [5x Bikers, Icon of Wrath, 2x Meltagun]
Biker Champion [bolt Pistol, Close Combat Weapon]
Chaos Bikers [4x Bikers, 2x Meltagun]
Biker Champion [bolt Pistol, Close Combat Weapon]
Flesh Hounds [6x Flesh Hounds]
Flesh Hounds [5x Flesh Hounds]
 
War Engine
Maulerfiend [2x Magma Cutters]
 
War Engine
Maulerfiend [2x Magma Cutters]
 
++ Codex: Khorne Daemonkin (Combined Arms Detachment) ++
 
+ Fast Attack +
 
Raptors [2x Meltagun, 4x Raptors]
Raptor Champion [bolt Pistol, Close Combat Weapon]


 

Terrain:
The Terrain consisted of a number of a broken circular temple set along the center-left of the board, and a large hill along the right-center of the board. A single boulder blocked the middle of the hill. Along both sides were a series of pieces of area terrain and some tree work, but the majority of these objects would play no part in this game.

Objectives:
There are six objectives. Objective one was placed in the middle of the field on the hill, and deployed closest to me. Objectives six and two were deployed between three inches beyond or within my deployment zone. Objective six is on my left, and objective two is on my right. Objective three was placed on a piece of area terrain within the Daemonkin deployment zone on my left, and objective four was placed twenty inches into the board along my right. 

Khorne Daemonkin Deployment
The Daemonkin deployed his Maulerfiends along the center of the map, behind the hill to protect them from my firepower. The Possessed, Hounds of Khorne, Chaos Bikes, Raptors, a squad of Chaos Space Marines, and a squad of cultists were deployed along their right* in the order outlined. A squad of Chaos Bikes, Hounds of Khorne, Chaos Space Marines, and a squad of cultists were deployed along the Maulerfiends left* in the order outlined. The Chaos Lord was joined to the Chaos Bikers along the right side. 

It was clear his intentions were to push up the center of the table and overwhelm my army through force of might and numbers. A bold strategy, but I saw through his subterfuge. 

*These directions are inverted during all following descriptions as they are told from my perspective on the opposite side of the table

Crimson Maw Deployment

I chose to deploy my army in front of the hill and circular temple. While both of these terrain pieces would hinder my vindicators power, area for my deployment zone was clear of debris. In order to fight a rapid assault the army must be able to support itself quickly, thus I consolidated my forces to one corner of the board. 

As follows: The Landraider Phobos was deployed at the army's center and flanked by two vindicators. A plasma support squad was deployed behind those vindicators covering them from ranged attack and early assaults. The two Legion Tactical Squads were deployed behind the vindicators and Landraider. Keeping them out of the Support Squads way while still ensuring they were close enough to back up the plasma guns when necessary. 

I had no intention to push forward until the Maulerfiends were artistic piles of angry metal, and was eager - but nervous - about the performance of the Legion Command Squad. Still, the well-rounded nature of the list left me confident that the army could take on whatever the Daemonkin happened to field. 

---
 

Turn 1 - Sub-turn 1: Crimson Maw

With a mighty shout of FOR THE EMPEROR! I rolled to seize the initiative and was rewarded by probability's appreciation for irony.

++Cards drawn: 1++
++Card: Hold Objective 6 for one turn++ 

First turn movement saw the Legion Tactical Support Squads moved flat out to park alongside the vindicators, and a little push forward by the landraider. I assumed that the Support Squads would be in a great position to fry some naked marines/bikes as they charged towards my army. The legion Tactical Squads also drive up to reinforce or mop up as the case may be. 

My detailed tactical analysis determined the key to victory was total destruction of the foe through liberal application of heavy firepower. Unfortunately, the Maulerfiends were - or at least I thought they were - outside of my vindicators range. So I diverted attention to the naked chaos bikers and the Rhino. Both vindicators scattered four inches and landed in the same position to cover the rhino and a single chaos biker. The blasts were not as effective as I had hoped and the demolishers vaporized a chaos biker and shook the rhino. 

The Landraider was similarly effective, glancing the rhino with its lascannon to cause a second glance but still thanked the Omnissiah/Void Dragon for allowing me to split the raider's firepower. The heavy bolters and remaining lascannon focused on the khorne-dogs. If I remember correctly that felled a single hound. 

I chose not to use my plasma guns, having equal odds of critical failure and critical success are not appealing. 

Thus first turn did end.

Turn 1 - Sub-turn 1: Khorne Daemonkin

++Cards drawn: 1++

++Card: [i've forgotten]++

The Daemonkin player's speed was... surprising. 

Since the bikes, maulerfiends, and Hounds of Khorne all had move through cover they were halfway across the board turn 1. I realized I was reacting to his attacks when the maulerfiends were almost in range to assault my landraider, and I had only moved it six inches. Then the rhino on the left blew up. 

He had maybe three inches on the vehicle, but that didn't stop the melta from popping it. I bunched my Tactical Support Squad at the back of the rhino and hoped he wouldn't make the eight inch charge. I was a little upset when he did. Fortunately nothing else made their charges, not even the maulerfiends. The Support Squad overwatched and managed to kill a chaos biker as the squad drove forward. Hammer of wrath did not kill one of the support squad, and armor saves made up for enemy attacks. But the Chaos lord cut through half of the squad. As fate would have it the Support squad stood firm despite the minus three to their leadership. 

Thus the turn ends. 

---
 

++Objectives Scored++

+Khorne Daemonkin: 1 Primary, 1 Secondary (First Blood)+ 
+Crimson Maw: 1 Primary+

++Current Score++

+Khorne Daemonkin: 3 Primary, 1 Secondary+
+Crimson Maw: 2 Primary, 1 Secondary+
 

---

Turn 2 - Sub-turn 1: Crimson Maw
 

++Cards Drawn: 2++
++Cards: Kingslayer, Score objective 4++

My tactics change dramatically at this point. I pull back my rhinos and vindicators while leaving the Landraider stationary and aim my heavy weaponry at the Maulerfiends. The Legion Command Squad deploys from the landraider to stop four inches away from the Chaos Lord and his bikesquad. The Legion Tactical Squad is deployed immediately behind the Tactical Support Squad in an attempt to cut down the oncoming Khorne Hounds. I was confident the Daemonkin would not be able to attack them as there were too many intervening models. 

The Tactical and Support squads on the right hand side deployed behind their rhinos where parked in a V formation to bottle in the assault. I made the mistake of facing the rhinos fronts away from one another. Normally it is best to take advantage of the dozerblades on the front of a model to enable a unit to fire with impunity against assaulting models while they go around or through the rhinos. But I didn't buy dozerblades anyways so it's okay at this time. 

The Landraider and both vindicators opened fire on the Maulerfiends, shaking one and destroying the other. The plasma support squad and the tactical squad fired on the Khorne Hounds and cut them down to a single dog. I did not use fury of the legion for two reasons: 1. It was an illegal move because they had just disembarked. 2. I was fairly certain that the Hounds would all be destroyed.

The Legion Command Squad assaulted the Chaos Bike squad, and went about hacking them to pieces. My praetor called out a challenge which was answered by the Khorne Daemonkin champion, not the chaos lord. The four remaining bikers were cut down and the Chaos Lord was wounded. The Khornate flubbed his rolls and only killed a single chosen. Then he was finished off by the Primus Medicae. I was feeling pretty good about such a clean kill when the Blood Thirster appeared six inches away on my turn. 

I asked if it was able to assault immediately after its summoning, he replied that it was because it had appeared during my sub-turn. I shrugged and consolidated my squads to protect the Legion Tactical and Support squads, while attempting to make my Command squad a tempting target. 

Thus ends the sub-turn

Turn 2 - Sub-turn 2: Khorne Daemonkin
 

The Khorne player deploys a squad of Chaos Marines and a Squad of possessed. His Raptors fly forward and move into range of the Landraider. The remaining maulerfiend, now shakened, stumbled in front of the Landraider as well. The Hound of Khorne ran as close as possible to the tactical marines while the other bike squad moved in over the hill. The BloodThirster leaped over the command squad and landed behind the Legion Tactical squad. At first he sought to assault the vindicator but he was too close to the legionnaires.

During the shooting phase I lose a rhino and a chosen to some melta shots. But nothing particularly notable.

The assault phase though... yeesh. The khorne hound was stomped to death by a legion hound. A squad of hounds assaulted my chosen command squad and killed another chosen, but were whittled down to three single wound hounds in the process. The Maulerfiend tore into my landraider. Even with only two attacks it manage to make its additional s10 ap1 grapple attacks and obliterate the transport.  The Blood Thirster cut through five of the ten legion tacticals, causing them to break and run. It swept them up into a bloody mist and consolidated behind a nearby ruin. 

My left flank was becoming the tipping point of the game, and it looked like I was losing. 

---

 

++Objectives Scored++

+Khorne Daemonkin: 2 Primary+ 
+Crimson Maw: 2 Primary+

++Current Score++

+Khorne Daemonkin: 3 Primary, 1 Secondary+
+Crimson Maw: 2 Primary, 1 Secondary+

---
 

Turn 3 - Sub-turn 1: Crimson Maw

 

So there I was. Holding the line against a tide of red stained abominations, trying really hard not to die. My command squad was tussling with some khorne hounds, a Legion Tactical Squad was now steaming tomato sauce, and my other legionnaires were being engaged by the rest of the Daemonkin freaks. Not to mention the Blood Thirster stomping about my back field or the possessed, raptors, and chaos space marines closing in to dogpile the praetor and his blinged out bros. Oh, yeah, and maulerfiend was in the middle of my line chewing on my smoking landraider. Good times.

I took stock of the situation like the tactical genius that I am and decided the Blood Thirster needed to die. So I redeployed accordingly to tell the Daemonkin how I felt. The Vindicators continued to move back like true paragons of siege-craft and aimed their death-cannons at the Maulerfiend. Meanwhile the Tactical Support Squads turned around to spam sun-power at Kor'lath and get him out of my back field. I moved a rhino out of the way and used it to block my half-sized tactical support squad from the disembarked chaos space marines bolters, but didn't expect the metal box to survive. 

So the shooting phase starts. I was really worried about the unfriendly nature of scattering demolisher shells, so I opened up on the Blood Thirster with my plasma guns first. Turns out Kor'lath the Unfettered Butthurt can't handle the power of the sun and he disappeared pretty quickly. Then my vindicators gave the Maulerfiend a 'stern talking to' which handled that problem quite nicely. (I didn't follow OoO there. I rolled both vindis at the same time to hit and penetrate. One would have sufficed according to the dice. Keep that in mind, kids.) Then I had my tactical marines initiate Fury of the Legion on the daemonkin bikers. Out of forty shots, nearly forty successful hits, and twenty wounds, two died. It was disappointing but not surprising. Toughness Five is great!

So the Assault phase. Praetor Terran-born kills the dogs with a swing of his mighty sword. Consolidate back to be better supported, and prepare for the next wave. 

 

Turn 3 - Sub-turn 2: Khorne Daemonkin

I'm pretty sure the Daemonkin player was a little annoyed his Blood Thirster got smoked *distant guffaw* so he decided to throw all of his available units at my deathstar. He gave a couple shots here and there to try to soften then squad but artificer armor and feel no pain shall know no bad dice roll. Until he opened up with his meltas and killed two. His biker squad tore down the hill and opened up on the Legion Tactical Squad killing one of my super brave disposable comrades. 

Assault begins again and I watch the possessed throw a pile of dice at my command squad. Nothing happens. Then the raptors attack, and a chosen fails a wound for the medicae to save. The squad replies and kills three raptors and two possessed. Khorne is pleased, but his disciple is not. The bikers barge into my squad and knock some heads, they lose three friends but manage to crush four of mine. The Legion Tactical Squad breaks and avoids being swept. Even better, they don't run off the board. 

Suddenly and climactically, the Raptor Champion says weird words and froths at the mouth until he becomes a daemon prince. I sigh and suddenly sympathize with Ursarkar E. Creed.

----

[Objectives forgotten at this point]

----
 

Turn 4 - Sub-turn 1: Crimson Maw

 

Everything is just peachy. I'm down to the quick in my list as the Daemonkin keep hammering my line, but I've cut down just about everything that has charged forward. The Plasma squads organize to deliver some unpleasantness to the baby daemonprince, and the vindicators look for new targets. Meanwhile the Legion Tactical Squad get their act together and regroup, which is nice. 
 

So the shooting phase happens and I introduce the Daemon Prince to a pile of Sunkist, then delete the bike squad with one of the vindicators. The second one is... shaken..?... I don't remember why. But it is. I think. ANYWAYS! The shooting phase is a wild success and we move on to the assault phase. 

The praetor swings his mighty sword and kills the last possessed, then the Primus medicae finishes off the raptors. Huzzah and hurrah for all. Que consolidation towards the chaos space marines. 

Turn 4 - Sub-turn 2: Khorne Daemonkin

 

The Khorne desciple decides that the best way to deal with the Legion Command Squad is to shoot it to death, and deploys his Chaos Marines in a circle around the squad. One of his rhinos drives in a circle around the right flank. 

I lose my last two command squad members and the Legion banner to melta fire, then am charged by something or other which promptly dies. The squad consolidates into some ruins to avoid further melta madness and the game ends. The Daemonkin player has to go home. 

----

+++Objectives Scored - Game Total+++

++Khorne Daemonkin: 5 Primary Objectives, 2 Secondary Objectives (First Blood, Line Breaker)++

++Crimson Maw: 5 Primary Objectives, 1 Secondary Objective (Slay the Warlord)++

 

Thoughts: 

This game was a ton of fun. I have never used 30k marines before this point, by my experience using Chaos Space Marines made the transition seamless. It was a tough fight that left us both wondering who would pull a win and the course of the game seemed to change per sub-turn. I was stunned by the Legion Command Squad's effectiveness, they tore through a ton of infantry and took much more punishment than I expected. 2+ saves and the ability to challenge are really underrated benefits. Kudos to the Forge World team for their insight. 

The Khorne Daemonkin were a really tough opponent to face. I really didn't expect them to get in my face like they did, which left me flat footed for their assault. Moving a mere six inches nearly over extended my force as the maulerfiends, bikes, and dogs crossed the hill. So at that point the game became a mad dash to win control of my own deployment zone, never mind score objectives. Still the Legion held the line and it took a lot of work for the Daemonkin to really shift them. Plasma is no joke, and it really made up for my early error. Plus, the vindicators survived for four rounds so a ton of stuff was literally blown away as they moved backwards to gain room. 

The major differences I would make were I to face the Daemonkin again is to be a bit more conservative. Aim for the bear minimum of effective range to mitigate his ridiculous charge potential, then make sure I charge him rather than receiving the assault. Also, remember the merciless fighters special rule.
 

 

+ Previous | Next +

Minor question. How is a squad of raptors a CAD? Where is the HQ and 2 troops? Because it's unbound he wouldn't get the Blood Host bonus (although still get formation bonuses).

 

I've read quite a few reports on Daemonkin in the chaos forum and the key thing for us seems to be the speed at which they can get in your face. It'll be interesting to see how you can whittle them down before they're on you.

Minor question. How is a squad of raptors a CAD? Where is the HQ and 2 troops? Because it's unbound he wouldn't get the Blood Host bonus (although still get formation bonuses).

I had a feeling this question would come up. 

 

I am uncertain how the Raptors were included. There was some uncertainty from the Daemonkin player regarding his list organization and function, mid-game I asked if he had created a Slaughtercult and he said yes. But we both noted the additional raptors which cannot be taken without the Gorestorm (or whatever) formation. Handwavium occurred as I didn't think they would have a large impact on the game. 

 

 

The only difference it would make really is that he would be unbound. You still get the formation benefits from the Slaughtercult and the Gorepack.  He would have just lost the +1 Blood Tithe point per turn from the Blood Host detachment.  How much impact that would have is dependant on how much stuff dies. HH v KDK I'd think a lot! :)

The next posts are being developed. I am testing a new record system to record and catalog the games by using my phone's recorder and going over each turn. I will refer to these voice records as I work. There will also be some pictures.

In other news: my use of battle scribe has led to some hypothetical list creation. Currently the Dreadclaw and Deathstorm droppods are very attractive to me for their utility. Especially considering my most frequent opponent plays a strong form of gun-line tau which relies on twin-linked interceptor fire to destroy aircraft. "Multiple-simultaneous-devastating-deepstrikes." may prove effective in an environment largely focused on tanks, heavy ranged weaponry, and grade 1* Lords of War. 

Here is an example of this new concept: 
 

 

 

Maloghurst the Twisted: Rite of War - Orbital Assault

Legion Tactical Support Squad [Legion Drop Pod, 4x Legion Space Marines, Plasma Guns]
Legion Tactical Support Squad [Legion Drop Pod, 4x Legion Space Marines, Plasma Guns]
Reaver Attack Squad [Anvillus Pattern Dreadclaw Drop Pod, 2x Flamer, Melta Bombs, 3x Power Weapon, 9x Reavers + Chieftain]
Reaver Attack Squad [Legion Drop Pod, 4x Reavers + Chieftain, 5x Volkite Charger]

Legion Terminator Squad [Cataphractii Terminator Armour with Combi-bolter and Power Weapon, 2x Chainfist, 4x Legion Terminators]
Legion Terminator Sergeant [Thunderhammer]
 
Deathstorm Drop Pod [Drop Pod Assault special rule, Five Deathstorm Krak Launchers]
Primaris-Lightning Strike Fighter [Phosphex bomb cluster, Two Kraken penetrator heavy missiles]
Primaris-Lightning Strike Fighter [Phosphex bomb cluster, Two Kraken penetrator heavy missiles]
 
Total: 1850


It seems sufficiently vicious to make an impression locally.
 

 

* I identify all Lord of War choices by a grading system established by FashatheDog. A detailed post on this topic will appear in the future and be linked +here+
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