Archaeinox Posted June 14, 2017 Share Posted June 14, 2017 (Sorry for the cell phone pics.. Don't worry, big painted batrep video is coming soon) 75 or so Power Level, Relic Mission, Search & Destroy (table quarters deployment) Ahriman scours a ruined outpost in the middle of a city for a lost soul holding precious information. A fail-safe, of sorts- the kind of psychic alarm similar to a motion sensor left on the world to inform the Thousand Sons of Astartes or Xenos activity in a location of future importance. Ahriman detects the presence of a Salamanders patrol in the area, but a vision appears in his mind of fire falling from the sky.. Thousand Sons Patrol + additional HQ: Salamanders: Deployment! Turn 1, the Thousand Sons move up and put some small arms on the Centurion Devastators in cover, to no avail. The snipers are a threat to my characters, so they end up taking some mortal wounds. The Scarab Occult launch missiles and small arms into the Contemptor, taking half its wounds away. Suddenly, terminators with Thunder Hammers and Storm Shields.. Do you fight or flee? Welp, you don't get a choice, because they make their charge distance. Also, Vulcan arrives with 5 Devastators and erase my tank.. Fitting, considering he didn't do anything this game. If I had taken Lascannons instead, might have hurt the Centurions.. But would that be cheese against this opponent? Maybe, maybe not. I lose a few Scarabs in this assault and don't do much damage back but eventually Mortal Wounds will tear the TH/SS terminators down. +Pull out of combat and leave a line of fire for the Rubricae on the bastion+, Ahriman sends. Salamanders terminators start to fall After the terminators are dealt with, Ahriman turns the devastators into burning plumes of fire in mockery of their nature and I shift the Rubric Marines to tie Vulcan up to keep his Heavy Flamer away from my sorcerers. They stay in combat for a round before Mortal Wounds end up taking Vulcan't out. Ahriman cringes as he puts a little too much OOMF into a spell and rolls double 6s. I burn a CP and get another 6 away.. Ok.. Thanks for all the Smites.. A Fire Drake terminator spots a heretical soul and swings at it wildy.. The sorcerers nearby cackle and trolllololololololol The game ends around turn 4 with the Salamanders in disarray and full retreat, or dead and dying on the battlefield. A Rubric Marine squad patrols the area around the bastion in search of enemies. This particular unit managed to engage a tactical squad with missile launcher and flamer, and 3 Centurion Devastators with various weaponry and only lost a single model. +Prepare our lost brother's remains for translation back aboard the Impossible Fortress, and have your Aspiring Sorcerers retrieve their lost charges as well. You have five minutes+, Ahriman sent. I haven't had too much trouble with lists that aren't "horde" style. We're trying to figure out some tactics to help the Space Marine players deal with Thousand Sons at my store. All is Dust is 100% worth it. Smite is stupid good. Warp Time and Prescience is incredible. Link to comment https://bolterandchainsword.com/topic/334711-thousand-sons-vs-salamanders-batrep/ Share on other sites More sharing options...
Prot Posted June 14, 2017 Share Posted June 14, 2017 Well done, and beautiful army. I'm trying to figure out what happened with the centurions? I'm curious how he really didn't kill anything with them just because Grav gets around All is Dust. And nice job on his storm shield terminators. I wondered if you'd get stuck into them or get enough Smite off in time. ( personally this is why I think rhino's and especially Razorbacks are very good for marines. They should be tanking mortal wounds and soaking up overwatch). I really don't like Drop pods at all in 8th. Cents are good but an apothecary is gold with them. I really think since chapters are nonexistent right now if a marine player wants a chance at shutting some of the Smite down, take Tigurius. The loyalist flyers are a very decent cost efficient unit, the Stormtalon, Raven, stormhawk, all of them can kite very well and are armed to the teeth. I do think sniper scouts are very good though. Your friend has a very 7th edition feeling list and I think given a month he'll probably have a very different list so hopefully he didn't take it too hard. My Smite does not get the same mileage as yours, that's for sure. I usually have seen opponents throwing chaff, drones, transports, etc in the way. So good on you for zeroing in on the juicy targets. Do you use Warp time just to move scarabs up and Ahriman just advances behind them? Nice write up. Thanks again for taking the time. Link to comment https://bolterandchainsword.com/topic/334711-thousand-sons-vs-salamanders-batrep/#findComment-4783323 Share on other sites More sharing options...
Archaeinox Posted June 14, 2017 Author Share Posted June 14, 2017 Thanks man, and my friend is not taking it hard at all. He is undefeated with his Genestealer Cult all through 7th ed so I think he will be ok......... He usually solo'd armies with The First Curse of Patriarch and 20 meanstealers..... You're right, his lists will probably change. We are trying to help all the players come up with "All-comers lists" and his needs lots of work. Mine, well.. I really haven't had a bad game with anything I throw together. Not necessarily some massive skill on my part, but rather a lot of paperrockscissors which will change as everyone adjusts their own lists. The Centurions shot at the predator, then the meltas helped kill it.. After that, the disc sorcerers were moving closer and managed to start putting the mortals on the centurions. Soon, they got charged by that left Rubric Marine unit. Mortal Wounds into combat from the Aspiring Sorcerer and then his staff managed to kill them off. He solo'd them, pretty much. Then the Rubrics erased the tacticals holding out nearby, all within a round or so. I should've mentioned that in the report. Sry I used Warp Time to move up Ahriman and help put Mortals on the Cents then move backwards so that the rubric marines and an exalted were closest to the Tacticals with the missile launcher, since the lone scout could touch me no matter what. He ended up hurting Ahriman eventually. Throughout the game I used Warp Time once on each Rubric Marine unit to get them to move into warpflamer/charge range. very helpful for stopping that cent unit from shooting. I will be painting up 4 more Rubric Marines with Warpflamers. It's just too good. Turning a 2+ save into a storm shield save from a troops choice wound? Yes please. Link to comment https://bolterandchainsword.com/topic/334711-thousand-sons-vs-salamanders-batrep/#findComment-4783344 Share on other sites More sharing options...
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