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I don't think you played poorly at all. This matchup is brutal for a list like yours, mortal wounds are a mechanic that punish elite infantry. The ap -2 guns double down on this. Your entire list concept is built around elite infantry, so in sense the army just counters your berserker builds. I do think your dread heavy lists would be better for what its worth. 

 

I wouldn't take the relic, for it to be effective you've got to get with in 18" of their models. With the exception of the infernal master (who can be effective without casting spells), all of the characters in that list can move 12" and those discs are pretty much auto takes. With that much movement it's not going to be too hard to play around it, if non-primaris characters could take it I think it would be a different story. I do think the assassin and the hounds are worth testing.   

 

I have to be honest...after turn 2 finished when I had my terminators and WG within striking distance of his DZ I thought I was in a good spot

 

I think any other army and I just roll through them the following turn

 

But TSons just get that extra phase of MW and chewed through my elite forces

Yeah like I said it just feels the codex was designed to counter your build. Has just enough screens to force some bad trades, and then strands in you in its kill zone.

 

I'm not a huge fan of the book if I'm being honest. Every list I make feels tailored to fighting MEQ, and when I try to add more volume fire for hordes or more anti-tank it throws everything out of wack. It wouldn't shock me if TS are a gate keeper in the meta because I think they'll have favorable matchups with most MEQ armies and then get drilled by Admech, DE, Orks, and SoB. 

Copenhammer League 6

Round 1 v Aeldari

Map-Overrun


New list variant for testing

Removed the terminators

Trying plasma inceptors again with the chaplain going 100% shooting buffs

Had to shuffle some points around so the chapter master has a frost claw/SS instead of a D4 TH and combi melta now


My army (Frost claw biker + inceptors)


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [105 PL, 5CP, 2,000pts] ++


+ Configuration [12CP] +


**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]


Detachment Command Cost


+ Stratagems [-4CP] +


A Trophy Bestowed [-1CP]


Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP]


Thane of the Retinue [-1CP]


+ HQ [20 PL, -3CP, 395pts] +


Captain on Bike [8 PL, -1CP, 155pts]: Chapter Command: Chapter Master [2 PL, 40pts], Frag & Krak grenades, Frost Weapon, Hunter, Lightning Claw [5pts], Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Imperium's Sword, Twin boltgun, Warlord


Librarian in Phobos Armour [5 PL, -1CP, 100pts]: 1. Living Lightning, 2. Lord of Deceit, 2. Murderous Hurricane, Bolt pistol, Camo cloak, Force sword, Frag & Krak grenades, Smite, Stratagem: Hero of the Chapter [-1CP], The Armour of Russ


Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 2. Catechism of Fire, 5. Recitation of Focus, Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Rites of War, Stratagem: Hero of the Chapter [-1CP], Twin Bolt rifle


+ Troops [16 PL, 350pts] +


Incursor Squad [5 PL, 115pts]: Haywire Mine [10pts]

. 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades


Incursor Squad [5 PL, 115pts]: Haywire Mine [10pts]

. 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades


Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


+ Elites [30 PL, 569pts] +


Company Ancient [4 PL, 75pts]: Astartes Chainsword, Frag & Krak grenades, Teeth of Terra


Company Veterans [3 PL, 40pts]

. Company Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades

. Company Veteran Sergeant [20pts]: 2x Astartes Chainsword, Frag & Krak grenades


Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]


Wulfen [8 PL, 157pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. 2x Wulfen w/ thunder hammer & storm shield [76pts]: 2x Storm Shield, 2x Thunder Hammer [32pts]

. 2x Wulfen w/ Wulfen frost claws [54pts]: 2x Wulfen Frost claws [10pts]


Wulfen [8 PL, 157pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. 2x Wulfen w/ thunder hammer & storm shield [76pts]: 2x Storm Shield, 2x Thunder Hammer [32pts]

. 2x Wulfen w/ Wulfen frost claws [54pts]: 2x Wulfen Frost claws [10pts]


+ Fast Attack [16 PL, 270pts] +


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


Inceptor Squad [14 PL, 240pts]: 3x Inceptor [120pts], Inceptor Sergeant [40pts], Plasma Exterminator x2 [80pts]


+ Heavy Support [13 PL, 236pts] +


Long Fangs [13 PL, 236pts]: Armorium Cherub [5pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades, Morkai's Teeth Bolts

. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun

. Wolf Guard Pack Leader [2 PL, 23pts]: Astartes Chainsword, Frag & Krak grenades, Storm shield [5pts]


+ Dedicated Transport [10 PL, 180pts] +


Drop Pod [4 PL, 70pts]: Storm bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


++ Total: [105 PL, 5CP, 2,000pts] ++


His army


++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [71 PL, -3CP, 1,420pts] ++


+ Configuration [-3CP] +


Craftworld Attribute

. *Custom Craftworld*: Children of Prophecy, Expert Crafters


Detachment Command Cost [-3CP]


+ HQ [19 PL, 355pts] +


Farseer Skyrunner [7 PL, 135pts]: 1. Fateful Divergence, 1. Guide, 4. Executioner, Ghosthelm, Psyker (Farseer), Ride the Wind, Rune Armour, Runes of the Farseer, Shuriken Pistol, Twin Shuriken Catapult, Witchblade


Warlock Skyrunner Conclave [12 PL, 220pts]: 3. Ghostwalk, 4. Protect/Jinx, 5. Quicken/Restrain, Psyker (Conclave), Ride the Wind

. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade


+ Fast Attack [8 PL, 180pts] +


Warp Spiders [4 PL, 90pts]: Flicker Jump, Warp Jump Generator, Warp Strike

. 4x Warp Spider [72pts]: 4x Death Spinner

. Warp Spider Exarch [18pts]: Two Death Spinners

. . Exarch Power: Web of Deceit


Warp Spiders [4 PL, 90pts]: Flicker Jump, Warp Jump Generator, Warp Strike

. 4x Warp Spider [72pts]: 4x Death Spinner

. Warp Spider Exarch [18pts]: Two Death Spinners

. . Exarch Power: Web of Deceit


+ Heavy Support [44 PL, 885pts] +


Lynx [12 PL, 240pts]: Aeldari Missile Launcher [10pts], Distortion Field, Explodes (Hover Tank), Hover Tank, Lynx Pulsar, Speed of Vaul, Spirit Stones [10pts]


Night Spinner [8 PL, 135pts]: Doomweaver, Explodes (Hover Tank), Hover Tank, Twin Shuriken Catapult


Wraithseer [8 PL, 170pts]: 1. Conceal/Reveal, 5. Focus Will, D-cannon [40pts], Eldritch Wraith Construct, Ghostspear, Psyker, Wraithshield


Wraithseer [8 PL, 170pts]: 0. Smite, 4. Protect/Jinx, D-cannon [40pts], Eldritch Wraith Construct, Ghostspear, Psyker, Wraithshield


Wraithseer [8 PL, 170pts]: 0. Smite, 4. Protect/Jinx, D-cannon [40pts], Eldritch Wraith Construct, Ghostspear, Psyker, Wraithshield


++ Patrol Detachment 0CP (Aeldari - Craftworlds) [36 PL, 12CP, 579pts] ++


+ Configuration [12CP] +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]


Craftworld Attribute

. *Custom Craftworld*: Children of Prophecy, Expert Crafters


Detachment Command Cost


+ HQ [4 PL, 65pts] +


Warlock Skyrunner [4 PL, 65pts]: 1. Conceal/Reveal, 3. Ghostwalk, 6: Seer of the Shifting Vector, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Warlord, Witchblade


+ Troops [2 PL, 55pts] +


Dire Avengers [2 PL, 55pts]: Defence Tactics

. 4x Dire Avenger [44pts]: 4x Avenger Shuriken Catapult, 4x Plasma Grenades

. Dire Avenger Exarch [11pts]: Plasma Grenades, Two Avenger Shuriken Catapults

. . Exarch Power: Bladestorm


+ Elites [20 PL, 259pts] +


Wraithblades [20 PL, 259pts]: Fires of Wrath, Ghostaxe and Forceshield, 7x Wraithblade [259pts]


+ Fast Attack [10 PL, 200pts] +


Hornets [5 PL, 100pts]

. Hornet [5 PL, 100pts]: 2x Aeldari Missile Launcher [20pts], Explodes (Hornet), Hover Tank, Lightning Assault


Hornets [5 PL, 100pts]

. Hornet [5 PL, 100pts]: 2x Aeldari Missile Launcher [20pts], Explodes (Hornet), Hover Tank, Lightning Assault


++ Total: [107 PL, 9CP, 1,999pts] ++



Pregame & Deployment


That is a boatload of indirect fire...doh

The map is also short so I can't dodge his 24" wraithseers as easy as I hoped


I usually take oath of moment and hide easily in middle...but that won't be so simple this game

Gonna be real tricky

With catechism of fire and overcharging I am sure my plasma will kill 1 wraith seer

LF can kill 1 as well



I pick

Engage

Banners

Oath



He picks

ROD

Psychic interrogation

No prisoners


I put wulfen on left and middle

WG on left


Inceptors start on board

If he wants to shoot them with his nightspinner I'll eat it...means my company vets and wulfen and other things are fine

I can lose 1 inceptor and not worry about their damage output

If they survive they will benefit greatly from CM rerolls and chaplain rolling for buffs without requiring any CP for turn 1 shooting


LF and ancient in DP



He puts 1 warp spider in reserve

gallery_49686_17097_323934.jpg


BATREP


He wins roll for first turn

I pull infiltrators to back corner

Put incursors in reserve


And I'm happy b/c easier to score OATH now


gallery_49686_17097_172841.jpg

He moves up

Dire avengers do ROD

He does psychic interrogation on my chaplain from 24" then quicken and falls back to safety

He casts restrain on inceptors so they have half movement


He kills 4/5 infiltrators and cyberwolf

I roll 6 and fail morale even though chaplain was helping...DOH


My turn


I give LF the recitation of focus combo

Hit on 2s reroll and keen seses

I drop LF and split fire

1 shot into hornet

4 into lynx


LF whiff wound rolls (rolled 5 2s and only got 3 through) and put 8 damage on lynx

The other shot rolls 1 to wound and only does 3 damage on hornet

I am ticked off at how bad I have failed and decide I need to use cherub on the hornet...I can't reliably kill the lynx because it has a 5++ and the hornet has no save

I roll 1-2 to hit...reroll into another 1

I roll 2 to wound...CP reroll into a 1


Welp that just happened. I burned tons of CP to fail epicly with the LF and kill 0 vehicles


gallery_49686_17097_255242.jpg

Turn 2

He brings his warp spider in from reserve into my back right corner

They do a ROD action


He pushes his vehicles forward to deal with my LFs

He wants to avoid the ancient banner so he sends warp spiders in to try and pick off my ancient

Executioner does 3 MW and another 3 MW to kill 3 LF

He buffs warp spiders with guide and hopes they can do the job

Lucky for me the company ancient rolls nothing but 4+ and survives the assassination attempt


He decides he has to risk the banner and fires anyways


Lynx kills 3/4 LF but 0 banner activations

Hornet kills last LF and he activates with banner

I fire at the hornet hoping to finish it off

Burn a CP but fail to get any wounds


LF absolute fail this game...I'm so mad lol


On the plus side...his warp spiders are so close it gives me options


Company ancient does a normal HI and the Chaplain uses the 6" HI to get in

Chaplain swings first and kills all of them

Ancient uses 6" of free movement to push deep into his lines

gallery_49686_17097_148171.jpg


My turn

I push into his lines and try to kill all his vehicles

Plasma get 21 shots and kill a full hornet without any buffs (woot woot)


I bring 1 unit of incursors out of strategic reserve directly into combat with his warp spiders

Incursors pistols kill 2/5 warp spiders


Make all charges

Chapter master with assault doctrine active gets savage strike and kills the T7 lynx exactly after all saves...I had the company ancient as backup if he failed

Wulfen kills weak hornet

Chaplain has nothing to do and just consolidates to touch the objective


The big fight is my incursors v warp spiders

Melee kills 2 more...but 1 lives...crap

Now he can warp and do his banner action on his turn


gallery_49686_17097_548916.jpg

Turn 3

His warp spider survivor uses his once per game ability and teleports out of combat into my other corner in my DZ to do another ROD action


Night spinner kills 2 wulfen on the left flank but I pass morale


He makes all charges into my cluster of characters and wulfen in top right


Chapter master survives even with jinx (SS +1 made all the difference)

Chaplain tanks and takes 0 wounds in melee from 4 wraithblades

Wulfen aren't so lucky and get wiped. They do 5 wounds on death.

gallery_49686_17097_249386.jpg

My turn

RP finally has a job to do...he stares at the warp spider and casts a super smite!!

All that pent up frustration and boredom kills the single model


Wulfen charge wraithseer1

WG charge wraithseer1

Chaplain falls back and drives to touch rear objective and give reroll all hits aura to WG

Chapter master falls back and charges into wraithseer2


Wulfen kill wraithseer1

CM kills wraithseer2 using savage strike buff


gallery_49686_17097_99993.jpg

Turn 4

He doesn't have many units left.

He pushes forward and removes my DP and takes banners down in my rear right

gallery_49686_17097_369313.jpg

My turn

I raise a banner as I cross through his DZ

Wulfen and CM kamikaze charge his wraithblade just for fun and drop them to 2 models

Chaplain parks nearby and just watches...his OBSEC steals the objective regardless



Turn 5

He concedes so we go through the motions for scoring



Final & Recap


gallery_49686_17097_24234.jpg

94-55

SW victory!!!


This claw chapter master is fun. Was not expecting him to kill the wraith seer at the end but he went bonkers. Wraithseer is T8 W9 with a 4++

7 S6 D2 attacks exploded and became 12 wounds and he failed the 5 needed to die


His reroll all wounds and D2 was some nice reliable utility damage...just pop savage strike against the big boys and trust that 4 to wound rerolling.

I know he won't do as well against heavy dreads with -1 damage etc. but I will figure that out when it happens



I think this current version of the chaplain might be the winner. OBSEC on a durable bike is useful. I can zoom in and snag things


I was happy with the inceptor swap too. Gave me some range shooting to deal with random targets


Pod 9

Round 3

Map-Battle lines v Sisters


My army (Obsec Chaplain)


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [100 PL, 5CP, 2,000pts] ++


+ Configuration [12CP] +


**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]


Detachment Command Cost


+ Stratagems [-4CP] +


A Trophy Bestowed [-1CP]


Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP]


Thane of the Retinue [-1CP]


+ HQ [20 PL, -3CP, 410pts] +


Captain on Bike [8 PL, -1CP, 170pts]: Chapter Command: Chapter Master [2 PL, 40pts], Combi-melta [10pts], Frag & Krak grenades, Hunter, Master-Crafted Weapon, Stratagem: Warrior of Legend [-1CP], The Imperium's Sword, Thunder hammer [20pts], Twin boltgun, Warlord


Librarian in Phobos Armour [5 PL, -1CP, 100pts]: 1. Living Lightning, 2. Lord of Deceit, 2. Murderous Hurricane, Bolt pistol, Camo cloak, Force sword, Frag & Krak grenades, Smite, Stratagem: Hero of the Chapter [-1CP], The Armour of Russ


Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 5. Recitation of Focus, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Rites of War, Stratagem: Hero of the Chapter [-1CP], Twin Bolt rifle


+ Troops [16 PL, 350pts] +


Incursor Squad [5 PL, 115pts]: Haywire Mine [10pts]

. 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades


Incursor Squad [5 PL, 115pts]: Haywire Mine [10pts]

. 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades


Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


+ Elites [39 PL, 794pts] +


Company Ancient [4 PL, 75pts]: Astartes Chainsword, Frag & Krak grenades, Teeth of Terra


Company Veterans [3 PL, 40pts]

. Company Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades

. Company Veteran Sergeant [20pts]: 2x Astartes Chainsword, Frag & Krak grenades


Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]


Wolf Guard Terminators [9 PL, 225pts]

. Wolf Guard in Terminator Armour [68pts]: Chainfist [5pts], Combi-plasma [5pts], Cyclone missile launcher [25pts]

. Wolf Guard in Terminator Armour [38pts]: Combi-plasma [5pts], Storm shield

. Wolf Guard in Terminator Armour [38pts]: Combi-plasma [5pts], Storm shield

. Wolf Guard in Terminator Armour [38pts]: Combi-plasma [5pts], Storm shield

. Wolf Guard Terminator Pack Leader [43pts]: Chainfist [5pts], Combi-plasma [5pts]


Wulfen [8 PL, 157pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. 2x Wulfen w/ thunder hammer & storm shield [76pts]: 2x Storm Shield, 2x Thunder Hammer [32pts]

. 2x Wulfen w/ Wulfen frost claws [54pts]: 2x Wulfen Frost claws [10pts]


Wulfen [8 PL, 157pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. 2x Wulfen w/ thunder hammer & storm shield [76pts]: 2x Storm Shield, 2x Thunder Hammer [32pts]

. 2x Wulfen w/ Wulfen frost claws [54pts]: 2x Wulfen Frost claws [10pts]


+ Fast Attack [2 PL, 30pts] +


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


+ Heavy Support [13 PL, 236pts] +


Long Fangs [13 PL, 236pts]: Armorium Cherub [5pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades, Morkai's Teeth Bolts

. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun

. Wolf Guard Pack Leader [2 PL, 23pts]: Astartes Chainsword, Frag & Krak grenades, Storm shield [5pts]


+ Dedicated Transport [10 PL, 180pts] +


Drop Pod [4 PL, 70pts]: Storm bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


++ Total: [100 PL, 5CP, 2,000pts] ++


His army


++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) [64 PL, 12CP, 1,340pts] ++


+ Configuration +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)


Detachment Command Cost


Order Convictions: Order: Argent Shroud


+ HQ +


Celestine and Geminae Superia [10 PL, 200pts]

. Celestine: The Ardent Blade

. 2x Geminae Superia: 2x Bolt pistol, 2x Frag & Krak grenades, 2x Power sword


Morvenn Vahl [13 PL, 265pts]: Fidelis, Lance of Illumination, Paragon Missile Launcher

. Warlord: Warlord Trait: 2. Righteous Rage


+ Troops +


Battle Sister Squad [3 PL, 75pts]

. 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades

. Battle Sister w/ Special or Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Sister Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun


Battle Sister Squad [3 PL, 75pts]

. 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades

. Battle Sister w/ Special or Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Sister Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun


Battle Sister Squad [3 PL, 55pts]

. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

. Sister Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun


+ Fast Attack +


Dominion Squad [4 PL, 80pts]

. Dominion Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades


Dominion Squad [4 PL, 80pts]

. Dominion Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades

. Dominion w/ Special Weapon: Artificier-crafted storm bolter, Bolt pistol, Frag & Krak grenades


Seraphim Squad [4 PL, 90pts]

. 2x Seraphim: 4x Bolt pistol, 2x Frag & Krak grenades

. Seraphim Superior: Bolt pistol, Bolt pistol, Frag & Krak grenades

. Seraphim w/ Special Weapons: 2x Ministorum Hand Flamers, Frag & Krak grenades

. Seraphim w/ Special Weapons: 2x Ministorum Hand Flamers, Frag & Krak grenades


+ Heavy Support +


Retributor Squad [6 PL, 130pts]: 2x Armourium Cherub

. Retributor Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun

. Retributor w/ Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Retributor w/ Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Retributor w/ Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Retributor w/ Simulacrum: Bolt pistol, Boltgun, Frag & Krak grenades, Simulacrum Imperialis


Retributor Squad [6 PL, 130pts]: 2x Armourium Cherub

. Retributor Superior: Frag & Krak grenades

. . Bolt Pistol & Boltgun: Bolt pistol, Boltgun

. Retributor w/ Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Retributor w/ Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Retributor w/ Heavy Weapon: Bolt pistol, Frag & Krak grenades, Multi-melta

. Retributor w/ Simulacrum: Bolt pistol, Boltgun, Frag & Krak grenades, Simulacrum Imperialis


+ Dedicated Transport +


Sororitas Rhino [4 PL, 80pts]: Storm bolter


Sororitas Rhino [4 PL, 80pts]: Storm bolter


++ Vanguard Detachment -3CP (Imperium - Adepta Sororitas) [33 PL, -3CP, 656pts] ++


+ Configuration +


Detachment Command Cost [-3CP]


Order Convictions: Order: Bloody Rose


+ No Force Org Slot +


Repentia Superior [2 PL, 40pts]: Frag & Krak grenades, Neural Whips


+ HQ +


Canoness [4 PL, 85pts]: Blessed Blade, Bolt pistol, Frag & Krak grenades

. Rapturous Blows: Blessing, Miraculous ability


+ Elites +


Celestian Sacresants [6 PL, 131pts]

. 8x Celestian Sacresants (Anointed Halberd): 8x Anointed Halberd, 8x Bolt pistol, 8x Frag & Krak grenades

. Sacresant Superior: Bolt pistol, Spear of the Faithful


Death Cult Assassins [1 PL, 26pts]

. 2x Death Cult Assassins: 2x Death Cult power blades


Dogmata [4 PL, 65pts]: 4. Litany of Enduring Faith, 5. Verse of Holy Piety, Bolt pistol, Frag & Krak grenades, Mace of the Righteous, Relic: The Sigil Ecclesiasticus, War Hymn


Sisters Repentia [6 PL, 112pts]

. 8x Sisters Repentia: 8x Penitent Eviscerator


Sisters Repentia [6 PL, 112pts]

. 8x Sisters Repentia: 8x Penitent Eviscerator


+ Fast Attack +


Zephyrim Squad [4 PL, 85pts]

. 4x Zephyrim: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Power sword

. Zephyrim Superior: Bolt pistol, Frag & Krak grenades, Power sword


++ Total: [97 PL, 9CP, 1,996pts] ++


Pregame & Deployment


He has the fast and mobile sisters

They can advance and shoot...anything that is not hiding out of LOS is gonna die


I have to decide safe secondaries or go for the win

I decide I will go for the win


Stranglehold

Assassination

Oath


Assassination is an all or nothing pick into sisters. They have bodyguards and can hide well and celestine has to die 2 times basically. The good news is celestine is worth 9 points when she dies.



Stranglehold

ROD

To the last

-Sacrasants

-Vahl

-Celestine


I basically do my standard deployment

WG in the jump spot behind crates

Wulfen1 middle

Wulfen2 right


He has no indirect fire so my HQs are out in front using bodyguard protection


Terminators deep strike

LF + Ancient in DP


He puts seraphym in deep strike only


gallery_49686_17097_82718.jpg


BATREP


I win roll for first turn...I don't want first turn...bye bye Oath


I pull the infiltrators back to my DZ with lord of deceit

I need to zone out and deny his ROD actions


Incursors back up to max 12" range on death cult assassins and kill them with rapid fire bolters

If he wants this objective he needs to come in close...that lets my counter attack charge much easier


Wulfen1 move up to next wall


I score stranglehold


gallery_49686_17097_69220.jpg

His turn


He moves up and lines up shots on my left incursors

Incursors pop transhuman to try and live

Make all 4+ saves against Vahl

Fail 5 saves against celestine flamer but the unit is alive


Transhuman was worth it and stopped a MM and a HB from Vahl


Left flank

Celestine and sisters charge incursors

I haywire celestine for 1 mighty MW (doh)


Right flank

Zerpharym charge incursors

I haywire zepharym for 2 MW

I then transhuman and survive (he burned a ton of CP to hit this unit and flopped his rolls)

The 2 survivors get 3 6's swinging back and wipe the zepharym


Totally unexpected combat there...I denied stranglehold and got 10 primary from it


gallery_49686_17097_362424.jpg

Turn 2

I need to kill his sisters protecting celestine and go in hard


I push the WG in close but out of LOS from celestine to avoid her flamer

I will drop terminators to plasma rapid fire range and wipe sisters and clear a path for WG


WG get assault doctrine + savage strike buffs

Fail 3" charge and need to burn a CP to make the charge

Get 3 6's for 24 hits into celestine

Get 23/24 wounds

Celestine rolls a 1 and FAILS TO RETURN


Huge kill and 9 assassination points instantly

Opponent says that is game and considers surrendering but decides to fight on


gallery_49686_17097_317745.jpg

His turn

He kills WG on accident with shooting...he was planning on charging them to reach the objective and I ruined his plans

Dominion used strat and their MW killed 2 and I chose to roll on 4++ instead of 2+ and failed enough saves to lose the rest of the squad


Now he can't charge and fails to score stranglehold again


Terminators tank MM and Vahl lose 3 SS only


Repentia use MD and get 11" charge to kill incursors on right flank


gallery_49686_17097_1123.jpg

Turn 3

I have to decide where to drop LF

Middle to try and score OATH with DP or elsewhere

I notice his canoness on left flank is out in front (he was planning to charge WG who no longer exist after shooting)


I decide to drop LF and try and kill a canoness

They get keen senses but nothing else b/c CP running low

Canoness has a transhuman type defense so this is risky

I get 3 wounds past his saves and pop the canoness


In melee I go after his repentia middle and right with both wulfen squads


Right side combat on objective

He pops stratagem to fight on death and then has no CP left

Wulfen get 2 6's and all 18 FC wound repentia and kill them

He fights on death and wipes me...I lose stranglehold b/c of it...oops


Middle Wulfen wipe other repentia and consolidate into his lines


Since I am out in the open I also shove a cyberwolf in the middle and hide hoping it randomly lives

gallery_49686_17097_71021.jpg


His turn

Seraphym drop down and kill company vets in rear with 2 shooting phases

Uh oh...his turn to snipe my characters...I touched the wall to get LOS and fire at his units last turn

A MM gets through on my RP and he uses MD for 5 damage to 1 shot RP


His next dominion move up and use blessed bolts and kill 5/6 LF

1 activates on death and rolls 1-2-1 for hits including CM RR

Big fail here


1 MM gets in on chaplain for 5 damage


The big news is he fires everything he has and only kills 4/5 Wulfen in his rear

He knows I will HI into something so he has to charge me

He sends Vahl in and kills Wulfen

Wulfen fights on death and gets all 4 hits including 2 6's

When dice are all done I lands 6 damage on Vahl...he was NOT expecting that


LF fails morale and runs on a 6

gallery_49686_17097_340062.jpg


Turn 4

His turn was absolutely devastating and I lost the majority of my army...but it was a trade I had to make.

I basically just have HQs left but they will be enough to get the job done.

The good news is he didn't have guns to fire at my cyberwolf so I get big oath points finally

I am first player...I basically do nothing on turn 5 that impacts the score so this is my last shot...be aggressive be be aggressive!!!


CM drives over and sticks his bike through an arch to get close to Vahl


Ancient wipes all units near him on left objective

Chaplain drives right and wipes all units on right objective


CM kills Vahl

That gives me assassinate and denies him more to the last points


I score stranglehold again

gallery_49686_17097_327881.jpg

His turn


He basically tables me

Only note worth mentioning is dominion get 6 MW and instant kill CM with blessed bolts

Always be careful of those damn MW guns


The big point of the game is he rolls low to charge my ancient with his sacrisants

This prevents him from moving to do a ROD action next turn


He has been stuck fighting me all game and never got a 3rd ROD done

gallery_49686_17097_308012.jpg


Final & Recap


gallery_49686_17097_18896.jpg

68-58

*forgot to count canoness for assassination...corrected it post game


SW victory!!!

I am 2-1 with a chance at 3-1 and potential 2nd place finish


Fight on death from wulfen were huuuuge b/c it basically got me a vahl kill

Was lucky celestine died too but that is how you have to hunt her...get that 1st kill then remove her as a threat and possibly chase her down later...totally worth 9 VP


My choices to be aggressive and kamikaze were b/c I had 1st player

I always assume opponent will get 15 primary on turn 5...that means I need to deny points early and try to build a lead for myself


Edited by TiguriusX
Copenhammer 6

Round 2 v Grey Knights

Map-Scorched Earth


My army (Testing plasma inceptors again)


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [105 PL, 5CP, 2,000pts] ++


+ Configuration [12CP] +


**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]


Detachment Command Cost


+ Stratagems [-4CP] +


A Trophy Bestowed [-1CP]


Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP]


Thane of the Retinue [-1CP]


+ HQ [20 PL, -3CP, 395pts] +


Captain on Bike [8 PL, -1CP, 155pts]: Chapter Command: Chapter Master [2 PL, 40pts], Frag & Krak grenades, Frost Weapon, Hunter, Lightning Claw [5pts], Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Imperium's Sword, Twin boltgun, Warlord


Librarian in Phobos Armour [5 PL, -1CP, 100pts]: 1. Living Lightning, 2. Lord of Deceit, 2. Murderous Hurricane, Bolt pistol, Camo cloak, Force sword, Frag & Krak grenades, Smite, Stratagem: Hero of the Chapter [-1CP], The Armour of Russ


Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 2. Catechism of Fire, 5. Recitation of Focus, Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Rites of War, Stratagem: Hero of the Chapter [-1CP], Twin Bolt rifle


+ Troops [16 PL, 350pts] +


Incursor Squad [5 PL, 115pts]: Haywire Mine [10pts]

. 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades


Incursor Squad [5 PL, 115pts]: Haywire Mine [10pts]

. 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades


Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


+ Elites [30 PL, 569pts] +


Company Ancient [4 PL, 75pts]: Astartes Chainsword, Frag & Krak grenades, Teeth of Terra


Company Veterans [3 PL, 40pts]

. Company Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades

. Company Veteran Sergeant [20pts]: 2x Astartes Chainsword, Frag & Krak grenades


Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]


Wulfen [8 PL, 157pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. 2x Wulfen w/ thunder hammer & storm shield [76pts]: 2x Storm Shield, 2x Thunder Hammer [32pts]

. 2x Wulfen w/ Wulfen frost claws [54pts]: 2x Wulfen Frost claws [10pts]


Wulfen [8 PL, 157pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. 2x Wulfen w/ thunder hammer & storm shield [76pts]: 2x Storm Shield, 2x Thunder Hammer [32pts]

. 2x Wulfen w/ Wulfen frost claws [54pts]: 2x Wulfen Frost claws [10pts]


+ Fast Attack [16 PL, 270pts] +


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


Inceptor Squad [14 PL, 240pts]: 3x Inceptor [120pts], Inceptor Sergeant [40pts], Plasma Exterminator x2 [80pts]


+ Heavy Support [13 PL, 236pts] +


Long Fangs [13 PL, 236pts]: Armorium Cherub [5pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades, Morkai's Teeth Bolts

. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun

. Wolf Guard Pack Leader [2 PL, 23pts]: Astartes Chainsword, Frag & Krak grenades, Storm shield [5pts]


+ Dedicated Transport [10 PL, 180pts] +


Drop Pod [4 PL, 70pts]: Storm bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


++ Total: [105 PL, 5CP, 2,000pts] ++


Created with BattleScribe (https://battlescribe.net)


His army


++ Battalion Detachment 0CP (Imperium - Grey Knights) [114 PL, 11CP, 2,000pts] ++


+ Configuration +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)


Brotherhood: Rapiers


Detachment Command Cost


+ HQ +


Brotherhood Chaplain [8 PL, 140pts]: 1. Words of Power, Omen of Incursion


Grand Master in Nemesis Dreadknight [12 PL, -1CP, 235pts]: 2: Empyric Amplification, 3: Unyielding Anvil, 4: First to the Fray, 4: Vortex of Doom, Dreadfist, Dreadknight teleporter, Exemplar of the Silver Host, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Servant of the Throne, Sigil of Exigence, Warlord


Lord Kaldor Draigo [10 PL, 180pts]: 1: Gate of Infinity, 2: Empyric Amplification, 3: Sanctuary


+ Troops +


Strike Squad [7 PL, 110pts]

. 4x Grey Knight (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter

. Grey Knight Justicar

. . Nemesis Warding Stave


Strike Squad [7 PL, 110pts]

. 4x Grey Knight (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter

. Grey Knight Justicar

. . Nemesis Warding Stave


Strike Squad [7 PL, 110pts]

. 4x Grey Knight (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter

. Grey Knight Justicar

. . Nemesis Warding Stave


+ Elites +


Servitors [2 PL, 30pts]: 4x Servitor


Servitors [2 PL, 30pts]: 4x Servitor


+ Fast Attack +


Interceptor Squad [14 PL, 240pts]

. 9x Interceptor (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter

. Interceptor Justicar

. . Nemesis Warding Stave


Interceptor Squad [14 PL, 240pts]

. 9x Interceptor (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter

. Interceptor Justicar

. . Nemesis Warding Stave


Interceptor Squad [14 PL, 240pts]

. 9x Interceptor (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter

. Interceptor Justicar

. . Nemesis Warding Stave


+ Heavy Support +


Nemesis Dreadknight [9 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword


+ Dedicated Transport +


Rhino [4 PL, 80pts]: Storm bolter


Rhino [4 PL, 80pts]: Storm bolter


++ Total: [114 PL, 11CP, 2,000pts] ++


Pregame & Deployment


First game against the new GK

I have no clue what they do or how they play


I expect a loss whenever facing a new codex/army


I pick

Stranglehold

Raise banners

Warrior pride



He picks

Purifying ritual (GK specific)

Stranglehold

ROD



I put LF + Ancient in DP


Everything he has combat squads

He reserves dread knight + servitors

I was not expecting that to be honest



I do standard deployment with incursors in his face

All wulfen on right flank

All jump units on left flank

gallery_49686_17097_208343.jpg


BATREP


I get first turn...didn't really want it


Incursors walk up kamikaze style

Wolf on right runs up and touches objective

Wolf on left doesn't care b/c I still get stranglehold anyways


Incursors do 0 damage shooting


Both make charge (but I needed CP)


Incursor1 does 3 wounds

He interrupts


3 swing into green do 1 MW only (he rolled tons of 2 and I made 2 5+ saves)

2 swing into orange and only kill 1

I was VERY lucky here to not lose many models


I activate savage strike and send the fully buffed 5 man incursors in

Get 3 6's to hit (woot woot) and tons of wounds to wipe the squad


Both incursors hug the rhino

gallery_49686_17097_501915.jpg


His turn


He gets easy purifies for 4 VP

Smites orange to kill 2 models off


Moves unit of interceptors to touch objective

Buffs interceptors to kill wolf with shooting (cost him 1 CP)


His GMDK kills green incursors with shooting

gallery_49686_17097_177135.jpg


My turn

I drop LF and kill 4/5 of his interceptors to earn stranglehold

Moved all my HQs to mid for buffing as well


I had to advance LS just in case any lived so that was good insurance from me

Roll 1 for damage 3 separate times...then the survivor rolled 1 for morale (has only 7 LD)


I earn stranglehold but no warrior pride



Hindsight...stupid moving plasma inceptors...hoping for offensive buffs just put them at risk of being shot


Need to remember shooting on 3s is better than dying...correct play was leave them out of LOS


gallery_49686_17097_506268.jpg

His turn


GMDK kills 4 LF with smite and shooting

1/2 LF shoot on death and kill 1/5 interceptors on objective


His DK teleports in and kills all inceptors. He does it outside 18" so I can't even fire back with ancient trick

gallery_49686_17097_66353.jpg

Turn 3

Shooting sucks

Make all charges

Wulfen multi charge 3 units which is the crazy note


WG activate first and only do 7 wounds on DK

He interrupts and kills 1 WG

CM then uses savage strike and finishes DK


Wulfen activate and kill all the infantry

I put TH into his GMDK only and split 2/2 into other squads

He activated his 3++ once a game defense and took 0 wounds


I tank 3/3 from his GMDK with luck (he rolled tons of 2s to wound)

Was not expecting this wulfen squad to live...wow


Because of that I still objectives and drop him to 5 primary and get a stranglehold that I was not expecting

gallery_49686_17097_207498.jpg


His turn

He runs from wulfen then shoots them to death (1 CP he can fall back and shoot/charge...real good with his big suits)


Kills all except Rune priest

gallery_49686_17097_95631.jpg



Turn 4

Just mop up stuff...my HQs make some silly charges and melee phases but it doesn't change score much

Obsec on chaplain lets me steal another objective out from under him


I really like this version of chaplain for utility plays...he just costs extra CP which I need to balance

gallery_49686_17097_634063.jpg

His turn


He kills what he can reach


Turn 5

My company ancient kills 9/10 GKs with kamikaze teeth of terra and savage strike charge

gallery_49686_17097_396710.jpg



Final & Recap


gallery_49686_17097_38016.jpg

74-92

SW loss


GK have a completely different style to get used to

No more shooting through walls and hiding for them

This version of GK had absolute beatsticks in melee. Every model had S6 AP2 D2 halberds

Shooting is powerful too with new tricks


The DK coming out of reserve got a stratagem that let it shoot on 2s...and increase AP of its guns as well. He deleted my plasma inceptors and made me pay for my mistake



The big thing that is a constant game long stress factor is the teleport and reposition tricks. Almost every unit in that army can be moved around


His warlord GMDK has a trick where the 1st time you shoot he can instantly teleport. I never fired to trigger it. But if he wanted he could teleport into your face then on HIS turn walk forward and start going crazy on your backfield


Those 5 man combat squad units were just nuts too. They have "teleporters" not jump packs. So they go inside rhinos and get extra movement and protection.


They basically covered the map and got into me as needed then went crazy with their halberds


They play like an odd combo of white scars with psychic tricks for mobility instead of advance/charge



Finally...that codex secondary is absolute BS maybe 1 notch below Tsons.

Give GKs 10-15 automatically if they choose it. Doesn't matter if an enemy is near the objective...they can purify anyways. And if they fail a 4+ purify they just attempt with another unit nearby

Furthermore...psychic actions don't stop you from shooting etc. so they can push to midfield and not lose any offense while scoring secondaries.


That GK secondary is going to be headache. I think against lists with 1-2 psykers your probably right that the TS one is better but the fact that your opponent doesn't have to take one means you can always plan on it.  This list is definitely different than what I've seen online and it wouldn't surprise me if it becomes a really popular approach. Lists with strong secondary objective plans tend to be top tier.

 

Do you think your Rune Priest is a strong enough choice to be worth not having access to abhor the witch and giving TS players wraith of Magnus? I stopped running mine as much because I wanted to give the Primaris Techmarine a good run, and I feel like he is a little bit worse but at that same time I don't feel like he has a bad matchup. 

That GK secondary is going to be headache. I think against lists with 1-2 psykers your probably right that the TS one is better but the fact that your opponent doesn't have to take one means you can always plan on it. This list is definitely different than what I've seen online and it wouldn't surprise me if it becomes a really popular approach. Lists with strong secondary objective plans tend to be top tier.

 

Do you think your Rune Priest is a strong enough choice to be worth not having access to abhor the witch and giving TS players wraith of Magnus? I stopped running mine as much because I wanted to give the Primaris Techmarine a good run, and I feel like he is a little bit worse but at that same time I don't feel like he has a bad matchup.

I am actually brain storming a non pskyer list after facing GK and TS recently

 

My RP hasn't been a big impact player recently anyways

Relic of glathamor

Wolf tails

Hounds of morkai?

You reading my mind lol

 

Reliquary of Gathalmor and a callidus assassin

 

If I face GK/TS I pay 2CP and swap to culexus

 

Makes -3 casting bubble if I keep combos together with potential d3 MW for failing

 

The second part of the combo is a vehicle to bulldoze ahead of them and buy me another turn of pushing forward.

 

I will post the list later...trying to decide on final parts of the list.

For the relics I think it depends on the situation and your build. If your playing in a tournament that doesn't allow to switch relics, it may be rough but it's still worth testing. On the other hand for a pickup game or a tournament that lets you switch in relics, I think Reliquary of Gathalamor is a great choice on a primaris wolf priest on a bike. I really think the movement is key, both TS and GK have a fair amount of Teleportation tricks. I don't rate the wolf tails very highly because they aren't hard to play around.

 

Hounds are the unit I'm looking at. The worst case is that I'm running a unit of reivers which are bad, but do have outflank built in, can bully some troops, and complete actions. I'm a little light on infantry for actions so for me they're worth a shot, it will depend on just how good they perform vs. psykers. If they don't work out I'll probably stick with the Primaris Techmarine, and keep solving my problems with Redemptors lol

Reliquary of Gathalmor and a callidus assassin

 

If I face GK/TS I pay 2CP and swap to culexus

I think the ability to switch out Assassins is going to become very important. I think that working out the optimum assassin for each opponent will become a valuable skill.

For the relics I think it depends on the situation and your build. If your playing in a tournament that doesn't allow to switch relics, it may be rough but it's still worth testing. On the other hand for a pickup game or a tournament that lets you switch in relics, I think Reliquary of Gathalamor is a great choice on a primaris wolf priest on a bike. I really think the movement is key, both TS and GK have a fair amount of Teleportation tricks. I don't rate the wolf tails very highly because they aren't hard to play around.

 

Hounds are the unit I'm looking at. The worst case is that I'm running a unit of reivers which are bad, but do have outflank built in, can bully some troops, and complete actions. I'm a little light on infantry for actions so for me they're worth a shot, it will depend on just how good they perform vs. psykers. If they don't work out I'll probably stick with the Primaris Techmarine, and keep solving my problems with Redemptors lol.

Strongly agree with movement tricks being the key.

 

my new list has 2xinfiltrators and no more incursor lord of deceit combo

Draft in progress

 

Includes anti psyker options

 

 

++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [105 PL, 4CP, 2,000pts] ++

 

+ Configuration [12CP] +

 

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

 

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

 

Detachment Command Cost

 

+ Stratagems [-3CP] +

 

A Trophy Bestowed [-1CP]

 

Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP]

 

+ Agents of the Imperium [5 PL, 100pts] +

 

Callidus Assassin [5 PL, 100pts]: Neural Shredder, Phase Sword, Poison Blades

 

+ HQ [21 PL, -3CP, 425pts] +

 

Captain on Bike [6 PL, -1CP, 130pts]: Frag & Krak grenades, Hunter, Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Armour of Russ, The Imperium's Sword, Thunder hammer [20pts], Twin boltgun, Warlord

 

Chapter Master [8 PL, -1CP, 155pts]: Bolt pistol, Chapter Command: Chapter Master [2 PL, 40pts], Frag & Krak grenades, Frost Weapon, Jump Pack [1 PL, 25pts], Lightning Claw (Pair) [5pts], Master of the Codex, Stratagem: Hero of the Chapter [-1CP]

 

Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 3. Exhortation of Rage, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Reliquary of Gathalamor, Rites of War, Stratagem: Hero of the Chapter [-1CP], Twin Bolt rifle

 

+ Troops [17 PL, 340pts] +

 

Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

 

Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

 

Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle

. 4x Intercessor [80pts]: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Sergeant [20pts]: Bolt pistol, Frag & Krak grenades

 

+ Elites [37 PL, 710pts] +

 

Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

 

Wolf Guard [7 PL, 139pts]: Jump Pack [1 PL, 10pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard Pack Leader [25pts]: Frag & Krak grenades, Lightning Claw [3pts], Lightning Claw [3pts]

 

Wolf Guard [7 PL, 139pts]: Jump Pack [1 PL, 10pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts]

. Wolf Guard Pack Leader [25pts]: Frag & Krak grenades, Lightning Claw [3pts], Lightning Claw [3pts]

 

Wulfen [8 PL, 146pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. Wulfen w/ thunder hammer & storm shield [38pts]: Storm Shield, Thunder Hammer [16pts]

. 3x Wulfen w/ Wulfen frost claws [81pts]: 3x Wulfen Frost claws [15pts]

 

Wulfen [8 PL, 146pts]

. Wulfen Pack Leader [27pts]: Wulfen Frost claws [5pts]

. Wulfen w/ thunder hammer & storm shield [38pts]: Storm Shield, Thunder Hammer [16pts]

. 3x Wulfen w/ Wulfen frost claws [81pts]: 3x Wulfen Frost claws [15pts]

 

+ Fast Attack [2 PL, 30pts] +

 

Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws

 

Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws

 

+ Heavy Support [20 PL, -2CP, 340pts] +

 

Sicaran Arcus [10 PL, -1CP, 170pts]: Arcus multi-launcher, Heavy bolter [15pts], Storm bolter

 

Sicaran Arcus [10 PL, -1CP, 170pts]: Arcus multi-launcher, Heavy bolter [15pts], Storm bolter

 

+ Dedicated Transport [3 PL, 55pts] +

 

Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter

 

++ Total: [105 PL, 4CP, 2,000pts] ++

 

Created with BattleScribe (https://battlescribe.net)

 

No psykers in my list

I have anti psyker relic on my mobile chaplain and will swap my assassin to a culexis if facing GK/TSons

 

2 units of infiltrators for board control and anti mobility tricks

 

Chapter master hopefully generates additional CP over game

 

 

This is a defensive style list that tries to deny points and trade mid field.

 

Chaplain and Chapter master slap a WG with buffs and send them out as needed

 

Artillery is to clear points that are undermanned. Also manipulated unit costs for to the last secondary option hiding artillery and CM. I might swap to scorpius Whirlwind (models I have IRL) but wanted to play around. maybe I should put 1 of each for the test list.

 

I can also push vehicles out front to block and eat fire when I need to charge forward

 

Lack of shooting has me nervous to play with it. I basically have a kamikaze wolf lord to try and pop a vehicle as needed. He hits with S9 on the charge so can threaten even T8 vehicles reliably

 

Also not sure how to spend final 100 points...I need a troop and considered assault intercessors.

 

I figure I can outflank intercessors and find a hole thanks to artillery. 15 AP1 bolters and callidus should be able to snag a rear objective away

Edited by TiguriusX

I would try running one of each tank. The sicaran has the potential for more shots, but I think the consistency that 3d3 provides and the extra point of AP may make the whirlwind scorpius a better choice. They're a pretty rare combination in that they have similar roles and cost the same amount of points and I would take advantage of it to judge them both at the same time.

 

I would really be worried about Death Guard, and Dread heavy marine lists with this build though. 

 

As far as the assault intercessors are concerned, I've had some success running one squad of them. If your on a table with a lot of obscuring terrain they can shine but there are times where you'll wish they had a bolter.

If you worry about DG then bring more meltas/plasmas. Redemptors are good choices, since every weapon on them are effective against DG.

 

DMG2 artillery don't hurt DG. Looking at the models you would realize that PBC is just also a Sicaran variant, and Arcus is just a weaker PBC.

This saga is now over

Remaining opponents have forfeited and leagues are ending

All existing versions of Berserker lists being playtested have come to an end

gallery_49686_17097_7473.jpg

I didn't take 1st place but I was competitive and proud of my finishes in these leagues

Copenhammer is usually 32+ people

Pods are usually 16 people

There is also an unfinished pod 9 waiting for the finals match where I will end up 3rd or 4th place depending on how they score

Things I did not like

Looking back I was not too impressed with the incursors and Lord of Deceit. It is a gimmick that made me feel I was sacrificing models turn 1 for little gain.

A single psyker in the list dropped in value due to the new Grey Knight and Thousand Sons codex drops

So that is 1 entire combo of the list that is just bad IMO and needs to be replaced

The ancient and LF combo was fun and silly but I don't think it is competitive. The banner only activates on an "attack" which means shooting or melee only. Good players killed me in all kinds of creative ways to show me how weak it is. The armies it works well on were not really needed...I'd say it was a win more trick

I didn't like the biker with MC TH...he was not an effective kamikaze missile like I hoped. My littlbitz nostalgia is sad

The biggest flaw with that TH is you can't reroll wounds so it is not reliable...I had epic failures multiple times where something weak and pathetic lived because I rolled 1s to wound

Also...trading characters is not competitive...you need to trade units and hold objectives. On paper a kamikaze TH biker sounds awesome but it wasn't helping me win games.

Things I did like

Love the double exploding 6s with our melee troops

It can be subject to RNG but it gives our melee units a chance to absolutely devastate anything they touch

Even a single model can roll a few 6's and surprise someone...I remember doing that a few times...a single wulfen with TH went crazy against Morven Vahl and helped win a game because of it

Combine it with a source of reroll wounds like LC or FC and it just completes the combo. That is something we have that is S tier competitive

I particularly like those types of advantages because they are unpredictable. I personally love the maverick style of game play. I compare it to watching people play poker on TV. The pros are like computers and know all the odds and safe plays etc. They will do the most efficient and safe plays and grind you to dust if you let them. You know who tends to beat the pros in the early rounds? Random novice poker players who have no idea what the odds are so their actions can't be predicted.

Berserker double exploding 6's add that element to the game and I love it

I also don't mind losing the HI after field testing. I personally hate "gotcha" and never surprise people. That usually meant I told people about the SW HI 3" constantly and people never fell into the trap advantage it creates.

The 6" stratagem HI is a different beast. I tell people about it but it doesn't seem to sink in because there are too many options on the table and they know only 1 unit can do it

I liked the wulfen in the list. I think they are game deciding in certain melee matchups...especially glass cannon melee like drukhari or sisters.

I am going to keep those when I can spare the points. The hard part is finding points for the 2nd unit

Next up I am going to switch to testing GK and Tson specific counter list now...time for a new saga

Edited by TiguriusX

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