MadEdric Posted June 28, 2019 Share Posted June 28, 2019 I'll be having a friendly game this weekend and decided it's time to try out the units from Shadowspear. Having been pleased with the Chaos models, it's time to see how these guys work with my Ultramarines. The List: ++ Battalion Detachment +5CP (Imperium - Space Marines) [50 PL, 8CP, 949pts] ++ **Chapter Selection**: Ultramarines + HQ + Captain in Phobos Armour [6 PL, 119pts]: 6. Marksman's Honors, Camo cloak, Master-crafted instigator bolt carbine, The Sanctic Halo, Warlord Lieutenant in Phobos Armour [5 PL, 86pts]: Grav-chute, Master-crafted occulus bolt rifle Sergeant Telion [4 PL, 65pts] + Troops + Infiltrator Squad [11 PL, 230pts]: 8x Infilltrator, Infiltrator Helix Adept, Infiltrator Sergeant Intercessor Squad [10 PL, 174pts]: 2x Auxiliary Grenade Launcher, Bolt rifle . 9x Intercessor . Intercessor Sergeant: Power sword Scout Squad [6 PL, 98pts]: 5x Camo cloak . Scout Sergeant: Chainsword, Sniper rifle . Scout w/Heavy Weapon: Missile launcher . 3x Scout w/Sniper Rifle: 3x Sniper rifle + Fast Attack + Suppressor Squad [5 PL, 105pts] . 2x Suppressor: 2x Accelerator autocannon, 2x Grav-chute . Suppressor Sergeant: Accelerator autocannon, Grav-chute + Heavy Support + Eliminator Squad [3 PL, 72pts] . 2x Eliminator: 2x Bolt sniper rifle, 2x Camo cloak . Eliminator Sergeant: Bolt sniper rifle, Camo cloak ++ Vanguard Detachment +1CP (Imperium - Space Marines) [63 PL, 1CP, 1,048pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines Detachment CP [1CP] + HQ + Librarian in Phobos Armour [6 PL, 111pts]: 2) Scryer's Gaze, 6) Mind Raid, Camo cloak, Force sword + Elites + Apothecary [3 PL, 55pts] Ironclad Dreadnought [8 PL, 137pts]: Dreadnought chainfist, Heavy flamer, Hurricane bolter, Ironclad Assault Launchers Terminator Squad [12 PL, 203pts]: Teleport Homer . Terminator Sergeant: Power sword, Storm bolter . Terminator w/Heavy Weapon: Power fist . . Cyclone Missile Launcher and Storm Bolter: Cyclone missile launcher, Storm bolter . 3x Terminator w/PF: 3x Power fist, 3x Storm bolter + Heavy Support + Centurion Devastator Squad [19 PL, 210pts] . Centurion: Hurricane bolter, Two Heavy Bolters . Centurion: Hurricane bolter, Two Heavy Bolters . Centurion Sergeant: Hurricane bolter, Two Heavy Bolters + Flyer + Stormraven Gunship [15 PL, 332pts]: Twin lascannon, Two Hurricane Bolters, Two Stormstrike Missile Launchers, Typhoon missile launcher ++ Total: [113 PL, 9CP, 1,997pts] ++ Most likely will be playing Orks or Tau, excited to see how they operate. Only about a dozen more to assemble before Sunday. Link to comment https://bolterandchainsword.com/topic/356862-time-to-test-out-the-vanguard-units/ Share on other sites More sharing options...
mel_danes Posted June 30, 2019 Share Posted June 30, 2019 If your opponent is Orks, and they use large mobs of Slugga Boys to jam up the board and swamp you I suggest the Curse power for your Librarian. It stalls those charges and allows you to decimate the flat footed greenskins. Link to comment https://bolterandchainsword.com/topic/356862-time-to-test-out-the-vanguard-units/#findComment-5339727 Share on other sites More sharing options...
MadEdric Posted July 1, 2019 Author Share Posted July 1, 2019 Well the game was played. Opponent was Orks, Blazing Suns (the ones that get the move bonus) sporting a Dread Waagh! He had 4 trucks with boys in each, a morkanaut, deff dread, 3 little kans, a couple of grot units, a large unit of bikes, then added buggies, trikes, and dragsters. We played the mission that we call multiball, 5 objectives, each worth a point at the end of the round, roll and the one matching the dice is worth 2. This was not good as a lot of my army wanted to sit and shoot. Deployment was the one that is along the long board edge, but peaks towards the middle. Perfect for a fast Ork mob. My friend set up first, but chose to go second. The board had the dreads facing the infiltrators, centurions, terminators backed up by most of the characters. The other side of the board had the truks and bikes facing the intercessors and the majority of my snipers. The suppressors in the mid board to help where they could. Turn 1 my shooting is lackluster, peeling a few wounds off a truk and killing one little kan and a couple of bikes. Couldn't even get First strike. His turn just about everything rushes across the board and into assault, my only bit of luck being the bottleneck the dreads had to go through, so they all couldn't hit my lines at once. The morkanaut rams the terminators and kills one with mortal wounds, then the rest with his attacks. The kans get to the infiltrators, but only kill a few as their overwatch was pretty brutal. Truks get to the intercessors and kill a few. This isn't good; my mobility, not to good to begin with, has been locked down. I score 3 from having the good objective and another, he scores 4 for having 3 and FS. Turn 2 has another round of OK shooting as a large number of my units had to fall back, taking -1 to hit. The gunship drops the ironclad down near his deff dread. Shooting kills the little kans, the ramjet dragster (?), knocks the morkanaut down a a catagory, and a grot unit nearly destroyed. The snipers and intercessors on the other side killing one truk, but no more firepower to shoot the boys that fall out. That is their fall, as the boys spends the next 3 turns mopping them up. The ironclad charges the deff dread, but fails to kill it, the deff dread's returning attacks leave him on 1 wound. His turn all the boys jump out, 2 units mobbing up. As I say, there is little to say about this side of the board, except for Sgt Telion surviving so long to keep that one mob of 20 busy. The deff dread moves away from the ironclad, who then gets shot down. The Morkanaut shoots but doesn't actually do muck, he then charges the centurions and the infiltrators. Again the infiltrators suprise me with the number of wounds they did in overwatch. The centurions die from the assault. I only control one objective now, he has all the others. Turn 3 for me sees the morkanaut dead, more truks blown up and the gunship starting to try to clear out some boys. His turn has the deff dread come after my librarian, his warboss on a trike going after the infiltrators, The infiltrator again surprise me, peeling off 5 wounds on the warboss in overwatch. The libraian tossed a krak grenade and put a few wounds on the dread. Warboss killed one infiltrator and they wiped him out. The dread fails to kill the libarian (I rolled 2 6's for saves), he in turn strips it down to 5 wounds left. The points are now pulling away big time, I think 5 to 15. Turn 4 has the gunship starting to go after the bikes, killing 3 of them, the captain finishes off a Big Mek. Psychic phase has the librarian smite the dread for 3, but I then roll perils trying to get scryers gaze on the infiltrators. I have one CP left, go for the reroll and roll a 1 again, then put 2 wounds on him, killing him. The captain and LT charge the dread and his attendant mek, Captain maxing out and putting 5 wounds on him and killing him. The LT kills the mek, this side of the board is mine, but it's too late in the game. We go one more turn, but it's obvious that I have no chance, being 5-20 now. The Orks mobility really shining and taking the objectives quickly. Despite that, it was a fun game. I really just wanted to test out the new units and I think they did well. So for units here's what I took from the game. Captain in Phobos armor: I like this guy, he was solid throughout the game, dealing 3 dmg with each hit. His lack of a decent assault weapon was a concern, but his aura helped a lot and his shooting was fine. Worth keeping as an alternate leader. Librarian in Phobos armor: This guy worked great, scryer's gaze works great with the infiltrators. He was of course my only real assault threat for characters. Tenebreous Curse was used just once, to place a final mortal wound on the scrapjet dragster. Lt in Phobos armor: Not too sure about this guy. He does give the nice aura, his gun is meh. My main complaint is his lack of a decent assault weapon. Heck, he doesn't even have a +1 attack like a combat blade. Pretty dumb for a "Knife fighter" that can't even use a better weapon. Infiltrators: I love these guys, they were the MVP of the game for me. Backed by an Apothecary and the helix, they steadily gained one model a round. Their auto wound on an unmodified hit roll of 6 really did some work. Suppressors: Not I really didn't mention them in the report. They really didn't do much in the game. Damaged a couple truks, died quickly. I really should have used the Sgt's smoke grenade. Eliminators: Hard to say, I placed them poorly and they never really did much, having truks as targets. They do place a psychological pressure on the opponent though and are cheap enough to include. All in all a fun game, but I was not set up to grab objective as well as my very fast Ork opponent. Link to comment https://bolterandchainsword.com/topic/356862-time-to-test-out-the-vanguard-units/#findComment-5340191 Share on other sites More sharing options...
BLACK BLŒ FLY Posted July 1, 2019 Share Posted July 1, 2019 I’ve played this mission versus an Ork horde... it’s a really tough matchup for our boys in blue. While I nearly tabled my opponent by the last turn he had a huge lead on the objectives and I just couldn’t catch up in the end. It was a hoot to play though for sure. Link to comment https://bolterandchainsword.com/topic/356862-time-to-test-out-the-vanguard-units/#findComment-5340236 Share on other sites More sharing options...
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