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1st Company club - including Calgar Wings


Captain Idaho

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Not perfect, and the mold's a little damaged which means I'd probably be better melting the mold and remaking it, but it's close enough. A couple of five man squads as a short range shoot and scoot distraction (at 160 points they're cheap in a First Company army) and of course with Fly they can fall back from combat without penalty.

So I'm struggling to balance wanting to get the most out of Calgars chapter master buff, while also using him as a formidable beatstick on his own right. This is off the back of a couple of games where he started in reserve and deep struck with 2-3 squads of tactical terminators. This decimated any infantry squad nearby, but left me bereft of his buff for everything else for half the game length, and was pretty poor against vehicles.

 

Fast forward a few games and I've taken to running him in a Crusader with some TH/SS terminators. This gives me the flexibility of using him as a sledgehammer most units want to avoid, tempts opponents into shooting the Land Raider (often wasting their shooting), and the option to jump him out so ranged units can take advantage of the buff.

 

I've also swapped out one of my tactical terminator squads for two sternguard squads with a couple of lascannons. Ranged anti tank was severely lacking in my list, and these, along with a Chronus Land Raider and twin lascannons on my venerable dreadnoughts, has contributed to some important early kills that have probably swung whole games in my favour.

I footslog Calgar alongside a couple of cyclone terminator squads, but then my only Crusader is sitting in a box (it's old enough that all the Crusader parts are metal). If I want mobility I'll add jump pack models or bikes (as above).

I played a game with 65 points this Saturday against the Necron menace and lost 7:8 but it was a really fun game.

 

I had:

 

Calgar

1x 5 Cataphractii with pair of claws

1x 5 Cataphractii with fists and bolters

2x 5 Tartaros with each 1 reaper and fists with bolters

 

Necrons

Imothek

C'Tan Deceiver

8 Flayed Ones

6 Wraiths

10 Pretorians

 

He used his C'Tan to teleport (don't know the exact rule) the pretorians, Imothek and the C'tan behind my line of Tartaros termies because I deployed them in the front of my deployment zone. My Cataphractii came in first round and were deployed in his zone to destroy the wraiths which was a mstake because one squad would have been enough. Both squads managed to destroy the wraiths until the 3rd turn.

Calgar killed the flayed ones, the C'Tan and Imothek but was overwhelmed by the pretorians who destroyed all of Tartaros termies.

At the end of round 6 all I had left were 4 Cataphractii with claws and he had 10 pretorians (thanks to his reanimation :-( ).

 

I played Calgar not as I should have been playing him. As a result is aura abilities were mostly wasted. The shooty Ctaphractii should have supported the Tartaros termie squads. 

 

Fun game with veterans of the first, though. 

DerLumpi this is exactly the opposite of the problem I was having, but demonstrates how difficult it is the effectively use him to his full potential. 200 points is a large investment for a single model in a UM army, and his effect can be replicated for about 75pts less but at the cost of CP. I think Calgar is still great for his money, but it's very easy to make the wrong plays with him.

 

Out of interest how many points does 65PL translate to?

Long Battle Report Post

 

So I finally got a game in with my 1st Company army today. We played 2000pts, and my opponent wanted to try the Open War cards, so we gave that a try. He ran Tyranids with lots of big gribblies and a couple units of genestealers as well as a big termagant unit. I ran

 

Calgar

TDA Librarian

7x Cataphractii (3 lightning claw, 4 fists)

5x Indomitus (1 chainfist and assault cannon)

5x Indomitus (1 chainfist and assault cannon)

5x Indomitus (1 chainfist and cyclone)

10x Sternguard (Melta, M.Melta, Combi-Melta)

Lieutenant (Burning Blade, Plasma Pistol)

2x Contemptors (Kheres Cannons)

 

We ended up with deployment along the short table edges, my opponent got first turn, and our “twist” was that we each regenerated D3 wounds to a unit at the start of our turn. He had the higher power level so I got to draw a “ruse” and got one where I could bring back a destroyed unit. We placed 6 objectives, and rolled for each we controlled at turn start until we finally got a 6 to designate an objective as the “supply cache”, and therefore the only objective that counted toward victory.

 

Turn 1: We both deployed oddly defensively, leading to not a lot happening. He kept a spore thingy with a Tyrant in reserve, while I kept the first 3 units of TDA, my Librarian, and Calgar. The remaining TDA unit and the Sternguard with Lieutenant each snagged an objective. He managed to lucky hit on one Contemptor and took it out in his shooting phase. I killed a few small things, but didn't do much.

 

Turn 2: He advanced with 2 squads of genestealers and a Brood Lord, and generally just moved forward. At this point, our game of reserves-chicken started. I mostly moves the Sternguard into a better firing position, then decided to lose chicken by bringing the Cataphractii, one unit of Indomitus, Calgar, and the Libby down. The Libby enforced the TDA unit already on the table, while Calgar and a TDA unit dropped to support the Sternguard. My Cataphractii dropped behind his genestealers and the resulting fire from all the reservists wiped out both Genestealer squads, and the Cataphractii charged and killed the Brood Lord.

 

Turn 3: His Tyrant dropped to attack my Libby and the squad he was babysitting, along with a single lictor. He then focused all his fire into my Cataphractii which wiped them out, which was awesome for my ruse card. The Tyrant, along with a flying Tyrant, attacked the squad and Libby, Libby died horribly, but the termies kept him engaged. My turn, I finally ended up locking in the supply cache. 1” next to where his Tyranny was standing chewing me up. Greeeaaatttt. So I dropped my last Indomitus squad and my recycled Cataphractii squad 9” away and fired pointless at the spore. My Indomitus squad already on the table and Calgar moved over to join the fray, and my remaining Contemptor moved toward his flying Tyrant. My 2 Indomitus Squads both successfully charged and joined the fight, starting a lot of back and forth with the Tyrant who would not die, and my Contemptor charged in and killed the flying Tyrant. His Tyrant ate Calgar. NOTE TO SELF: Don't charge Calgar into Hive Tyrants.

 

Turn 4: He started by healing his remaining Tyrant and then using massed fire to kill my Contemptor and the remaining Sternguard. Combat was mostly Tyrant vs Termies with him finishing off the first squad he had charged. I moved my Lieutenant into range to buff my other units, and moved my Cataphractii to ensure the following charge.

 

Turn 5: He charged his Termagants into the giant melee, which was the battlefield at this point, and his Tyrant ate more terminators. My Lieutenant killed the lictor with his plasma pistol and joined the melee just in case. In the end, after consolidations, I ended up with a very narrow win, 4 models holding the objective to his 3.

 

This was one of the funnest games of 8th I've played. I won, but by literally one model holding an objective, and it's the first time this edition we've had to play a full 5 turns. The healing every turn was hilarious, with terminators reviving and his big bugs shrugging off all sorts of wounds. I also got extremely lucky with CP revival. I literally regained at least one CP every time I used a strategim, to the point where I almost felt bad about it. I definitely only won because of the Ruse I drew. All in all, I'm quite proud of my Smurfs.

Nicely done.

 

I am surprised Calgar lost to a Hive Tyrant after charging in. 5 attacks hitting on a 2+ with rerolls, each wounding on a 3+ and doing 3 damage, whilst having 7 wounds that halve damage should have saw him through.

 

You were unlucky, Lord Calgar! ;)

 

I do fancy those Open War cards. They look fun.

I played a rather 1 sided 900 point game against Tau yesterday. I lost one terminator, and he lost pretty much everything except his battlesuit commander. Small games are not good if you play an army where you can't really load up on heavy weapons against terminators, which are now at the best place they've been since 2nd edition. My Captain took 11 wounds off a Hammerhead in one phase, hitting and wounding with one of his plasma shots, and then putting 9 wounds on it with his thunder hammer. I love thunder hammers.

 

Cataphractii were as durable as always, although given his lack of high AP weapons their invulnerable didn't really come into play. My heavy flamer wiped out three squads of drones as they attempted to counter charge them though, so that's something.

 

I took my Captain, 5 Cataphractii, and two squads of Cyclone terminators.

I stayed locked in which, now that you mention it, I should have fallen back. It was my first game with Ultras and I totally forgot they could do that.

At first I forgot it but when I used it those additional wounds you inflict might help in the close combat afterwards. :)

Took a quick picture of my first company. I realized that the sternguard and vanguard veterans are missing but you get the picture. I have still 5 taratros to build. :)

I scratched all the blood angel symbols off of the space hulk terminators.

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As long as you don't paint them red, I learned painting a squad of the space hulk termies that the drops, wings, and swords pretty much just look like run of the mill Astartes icons. They're really nice models.

 

Now we just need all of us to finish painting a full first company, and put it together as a heresy era company of 1000.

Playing 2500 points on Sunday, this is what I'm planning to run. Assault Terminators and Cataphractii will deep strike somewhere with at least the Captain, and probably the Librarian as well, where they can hit something expensive and preferably tough. The shooty terminators will stay close to Calgar and advance, and the Venerable Dreadnoughts will make provide covering fire. 8CP to start with, but hopefully Adept of the Codex will give me a few more of those.

 

++ Vanguard Detachment +1CP (Imperium - Space Marines) ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ HQ +

Librarian in Terminator Armor: 1) Veil of Time, 2) Might of Heroes, 3) Psychic Scourge, 4) Fury of the Ancients, 5) Psychic Fortress, 6) Null Zone, Combi-plasma, Force axe, Tome of Malcador

+ Elites +

Venerable Dreadnought: Twin autocannon, Twin autocannon

Venerable Dreadnought: Missile launcher, Twin lascannon

Venerable Dreadnought: Missile launcher, Twin lascannon

++ Vanguard Detachment +1CP (Imperium - Space Marines) ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ HQ +

Captain in Cataphractii Armor: Combi-plasma, Thunder hammer

+ Elites +

Cataphractii Terminator Squad
. Cataphractii Sergeant: Combi-bolter, Grenade harness, Power fist
. Cataphractii Terminator: Combi-bolter, Power fist
. Cataphractii Terminator: Combi-bolter, Power fist
. Cataphractii Terminator: Combi-bolter, Power fist
. Cataphractii Terminator w/Heavy Flamer: Heavy flamer, Power fist

Cataphractii Terminator Squad
. Cataphractii Sergeant: Combi-bolter, Grenade harness, Power fist
. Cataphractii Terminator: Combi-bolter, Power fist
. Cataphractii Terminator: Combi-bolter, Power fist
. Cataphractii Terminator: Combi-bolter, Power fist
. Cataphractii Terminator w/Heavy Flamer: Heavy flamer, Power fist

Terminator Assault Squad: Teleport Homer
. Terminator Sergeant
. . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
. 4x Terminator w/THSS: 4x Storm shield, 4x Thunder hammer

++ Vanguard Detachment +1CP (Imperium - Space Marines) ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ HQ +

Marneus Calgar: Terminator Armour

+ Elites +

Terminator Squad: Teleport Homer
. Terminator: Power fist, Storm bolter
. Terminator: Power fist, Storm bolter
. Terminator: Power fist, Storm bolter
. Terminator Sergeant: Power sword, Storm bolter
. Terminator w/Heavy Weapon: Cyclone missile launcher, Power fist

Terminator Squad: Teleport Homer
. Terminator: Power fist, Storm bolter
. Terminator: Power fist, Storm bolter
. Terminator: Power fist, Storm bolter
. Terminator Sergeant: Power sword, Storm bolter
. Terminator w/Heavy Weapon: Cyclone missile launcher, Power fist

Terminator Squad: Teleport Homer
. Terminator: Power fist, Storm bolter
. Terminator: Power fist, Storm bolter
. Terminator: Power fist, Storm bolter
. Terminator Sergeant: Power sword, Storm bolter
. Terminator w/Heavy Weapon: Cyclone missile launcher, Power fist

++ Total: [123 PL, 2486pts] ++

Created with BattleScribe

Yeah I'm loving the 3+ invulnerable save.

 

What are they equipped with?

 

My current Cataphractii Captain is armed with a combi plasma and Relic blade. The relic blade is amazing, combining the benefits of a power sword with a power fisr and meeting in the middle for strength.

 

I think if I got a 2nd Cataphractii Captain I'd go for a power fist or pair of Lightning Claws.

 

Probably the power fist and combi weapon, since the weapons fire is important on a slowing moving model.

The same, combi-plasma and thunder hammer. The reduction to a 3+ to hit is worth it for the strength 8 and flat 3 damage. He re-rolls 1s anyway for being a Captain, so it's only a certain miss on a 2. With a combination of full power plasma (re-rolling 1s) hitting on 2+ and his thunder hammer (re-rolling 1s) hitting on 3+ he can potentially do 16 wounds on a single target, which is pretty devastating. Combi-plasma is pretty much my default option now unless a model can't take a weapons change, like Calgar.

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