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Got a game in the other day, using the following:

 

HQ

-Calgar (WL)

-Cassius

-Techmarine (upgraded to MOTF and given Master the Machine WL Trait)

 

EL

-Apothecary (with Seal of Oath)

-Chapter Champ (with Blade of Triumph)

-2 x Relic Whirlwind Scorpius

 

TR

-3 x 5 Sniper Scouts

-3 x 5 CCW Scouts

 

FA

-3 X single HB Attack Bikes

 

HS

-5 Centurions (HB/Grav Cannon)

-TFC

-5 Devastators in Drop Pod with 4 Grav Cannons

 

 

Opponent was new PA Word Bearers (fluffy army to fight, huh?) with:

 

-Master of Possession

-Sorceror

-Dark Apostle (and Disciples)

-Lord Discordant

-Jump Lord

 

-20 man CSM squad

-2 x 10 Cultists

 

-Helbrute

-2 man Oblit squad

-3 x Forgefiends with Hades ACs

 

-Lord of Skulls (big point reduction in Chapter Approved)

 

-Chaos Terrain that gives 5++ and rerolls to Psychic tests for nearby units

 

 

 

I got first turn, which was critical, and overall the list did well:

 

-Calgar never got into combat, but his +2CPs, WL trait to regent CPs, and rerolls to hit helped a lot

 

-Cassius did not do much, only got off a few of his litanies and killed a few Cultists in combat

 

-MOTF Techmarine was great, giving me BS2+ on the Whirlwind Scorpius all game long

 

-Scout Snipers killed his Master of Possession turn 1 and all of the scouts did a decent job of sacrificing themselves for the cause (we were playing The Relic, Hammer and Anvil) to delay until I could get the Relic

 

-TFC and Whirlwind Scorpius did well all game, ultimately lost one of the Scorpius to DSing Oblits, but killed lots of things (being able to move and still shoot at BS2+ after Turn 1, thanks to Tactical Doctrine, was great since it basically made them have a 60" threat range)

 

-Grav Centurions did great, melting his Lord of Skulls (with Grav Amplification, Marneus rerolls, and some extra firepower from the Grav Devastators), his big blob of CSMs, and parts of his Obliterators and Forgefiends... they did lose two of their squad, even with Transhuman Physiology, but part of that was one turn I forgot to heal a wounded Centurion with the Apothecary.

 

-Speaking of the Apothecary, he didn't do anything really, except for serve as a cheap "caddy" for the Seal of Oath. The Chapter Champ, on the other hand, killed both his Sorcerer and his Jump Lord by himself, so pretty great output there.

 

-Finally, Attack Bikes did a good job of gumming up his lines/delaying him and the Grav Devastators helped provide critical firepower turn 1, so they were overall pretty solid.

 

We called it around turn 4, I think, since he only had a few Cultists and two Forgefiends left.

 

 

In summary, I'd say the Brigade performed quite well, but I also could have been better at employing it, so hopefully learn for next time.

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A solid result.

 

I've found the Brigade to be a great choice now, so much so that I don't think I could to back to a Battalion or even double Battalion.

 

Attack Bikes make the Brigade achievable. Heavy Bolters and 4 Bolter shots per model that benefits from the Doctrine rules means it contributes whilst being cheap enough to be cast aside when needed.

Yes... I am considering switching to an UM Successor with Stealthy and Long-Range Marksman traits, but that would mean I have to drop Calgar and Cassius... I think I would replace them with a Phobos Captain (upgraded to CM), Lieutenant, and potentially upgrade a Scout squad to max Intercessors. Edited by L30n1d4s

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