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Alright, so had my third game this edition, and compared to my previous one, it worked out rather well, even though I didn't win. 

 

The list I was running was this:

Kaldor (Edict Imperator, Armored Resilience)

Voldus (Warlord, Armoured Resilience, Edict Imperator, Warp Shaping, Empyrian Domination)

Brother-Captain (Hammer, Warp Shaping, Cuirass of Sacrifice)

 

Strike Squad (Psycannon, Demonhammer, Swords)

Strike Squad (Psycannon, Demonhammer, Swords)

Terminator Squad of 7 (1 hammer, 2 psycannon, 2 warding staves, 2 halberds)

 

Apothecary (Hammer, Inner FIre)

Venerable Dreadnought (who narrowly kept his venerable title, more on that later), Astral Aim

Paladin Squad of 10 (2 hammer, 2 psycannons, 2 staves, 4 halberds). Sanctuary

 

Nemesis Dreadknight, Gatling Psilencer, Psycannon, Sanctuary.

 

His list (going off memory)

 

Eradicators x9

Outriders x9

Korsarro Khan

Primaris Ancient

Primaris Chaplain

6 Aggressors

3 Assault Intercessors??

2 Invictor Warsuits

 

General Overview:

 

Deployment was the one with 5 markers, dawn of war. Each point scores 5 at each turn, plus secondaries.

 

Overall result was I nearly won, score was 68 - 76. Probably would have won, if not for two crucial details - I chose Investigate (and subsequently didn't realise, that I had to choose a marker that I wasn't on, as well as any other enemy units). Only got that point in T4, and I would have had him if we had T5. Rolled pretty poorly turn one, out of my 6 units (including characters), only 4/6 actually hit the Scars. Hit, not wound. Then the tide quickly changed towards me, on turn two, when the GK apothecary with Inner Fire KO'ed the Chaplain into the afterlife in one turn with an inner fire/powerful adept strategem. #norespawn Probably one more turn, and I would have had him.
 
I was in Tide of Shadows most of the game, and honestly, that's how I see the GK's staying with this new edition. I changed the tide to Convergence, got some use out of it, but against an army like the scars with the eradicators, I played pretty defensively. One strike squad was holding the bottom left point behind ruins all the game, although I didn't get the option to shoot, as they didn't have line of sight. The marker on the bottom right, was held by Mr.Voldus, the BC and the Terminator blob, which like a patient predator, waited for the bikes to start shooting, before they smashed through their ranks. The second strike squad GOI'ed into the middle marker, but unluckily got contested by the assault intercessors and Korsarro intervened, which didn't get much use of them. The idea behind that, was to reinforce that point with my Terminators and the Brother-Captain, while leaving Voldus behind, but yeah. Rewind a bit, and next to the top left marker there were two Invictor warsuits which got dealt with rather quickly by my NDK, which then got melted by the eradicators. My paladins deepstriked turn two behind the eradicators to teach them so manners, but Kaldor deep-striked T1 next to the NDK had other ideas by killing the other Warsuit and smiting the eradicators perched to death. More on that later. Eventually, the paladins steamrolled his castle with the ancient and the aggressors, and continued to wipe the floor with the assault intercessors, holding the top right point. The Venerable Dreadnought stood in between the two bottom points, aiming his lascannon anything that was a threat, wasn't much use of him, as you will see later on. Now onto the eradicators:
 
Eradicators are really really really overpowered. My NDK barely survived turn one, while my Venerable managed to stay until Turn 3, with one wound remaining, passing every single armor save, and a 5+ FNP save. Which is ironic, because 2/3 turns he failed to hit ANYTHING, and no joke, rolled snakes eyes on both rounds. In the end he redeemed himself by killing off the aggressor blob of the scars, and blowing up in the biker's face. Paladins were the unkillable blob of death, but I have to position them better get into combat, as when I killed the eradicator, one was left and made it a 12 inch charge. Start of turn 2, because my NDK cleared the Eradicators, they had to pass a 12" charge, which as you guessed failed. Kaldor remained the mother of all beatsticks, clearing out the bikes a-la-draigo style, he's definitely going to get a permanent spot in most of my lists now.
 
Quick update: T1 I was in Shadows, T2 I was in Convergence, T3 Convergence, and then back to Shadows for the rest of the turn. I have another game with a Necron player, a Custodes player (who's our team coach and teaching me to play Custodes), and a World Eater player. I'll have some more news tomorrow.
 
So here's the question: With a paladin bomb list, what secondary objectives should I picked against his list?
 
Edit: Note to the mods: Please don't move this topic to the Liber, this is more of a question to the GK players in what would they have done differently.
Edited by Skywrath

Good report and analysis. Closer and closer to victory:thumbsup:

 

Edit: Note to the mods: Please don't move this topic to the Liber, this is more of a question to the GK players in what would they have done differently.

 

Not sure why this would be moved to the Liber so no worries.

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