TiguriusX Posted May 14 Share Posted May 14 (edited) Starting a new thread so I don't hijack the other discussion My list Spoiler +++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves + DETACHMENT: Gladius Task Force + TOTAL ARMY POINTS: 2000pts + + WARLORD: Char6: Logan Grimnar + ENHANCEMENT: Fire Discipline (on Char1: Apothecary Biologis) & Fire Discipline (on Char1: Apothecary Biologis) & The Honour Vehement (on Char2: Captain) & The Honour Vehement (on Char2: Captain) & Artificer Armour (on Char3: Captain) & Artificer Armour (on Char3: Captain) + NUMBER OF UNITS: 19 + SECONDARY: - Bring It Down: 2x3 + 1x4 - Assassination: 7 Characters +++++++++++++++++++++++++++++++++++++++++++++++ Char1: 1x Apothecary Biologis (85 pts): Absolver Bolt Pistol, Close Combat Weapon Enhancement: Fire Discipline (+30 pts) Char2: 1x Captain (95 pts): Power Fist, Plasma Pistol Enhancement: The Honour Vehement (+15 pts) Char3: 1x Captain (90 pts): Power Fist, Plasma Pistol Enhancement: Artificer Armour (+10 pts) Char4: 1x Librarian in Phobos Armour (70 pts): Bolt Pistol, Force Weapon, Smite Char5: 1x Lieutenant in Phobos Armour (55 pts): Bolt Pistol, Master-crafted Scoped Bolt Carbine, Paired Combat Blades Char6: 1x Logan Grimnar (100 pts): Warlord, Storm Bolter, The Axe Morkai Char7: 1x Ragnar Blackmane (90 pts): Bolt Pistol, Frostfang 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Intercessor Squad (80 pts): Astartes Grenade Launcher • 1x Intercessor Sergeant: Bolt Pistol, Bolt Rifle, Power Fist • 4x Intercessors: 4 with Bolt Pistol, Bolt Rifle, Close Combat Weapon 6x Aggressor Squad (240 pts): Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher • 1x Aggressor Sergeant: Twin Power Fist • 5x Aggressors: 5 with Twin Power Fist 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 10x Hounds of Morkai (180 pts): 10 with Morkai bolt pistol, Morkai combat knife 5x Infiltrator Squad (100 pts): Helix Gauntlet, Infiltrator Comms Array • 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine • 4x Infiltrators: 4 with Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine 1x Land Raider Redeemer (260 pts): Armoured Tracks, 2x Flamestorm Cannon, Hunter Killer Missile, Multi-melta, Storm Bolter, Twin Assault Cannon 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters His BA list Spoiler From The Sky With Wings of Flame (1995 points) Space Marines Blood Angels Strike Force (2000 points) Sons of Sanguinius CHARACTERS Captain with Jump Pack (105 points) • 1x Plasma pistol 1x Power fist • Enhancement: Artisan of War Chaplain with Jump Pack (75 points) • 1x Crozius arcanum 1x Power fist Chaplain with Jump Pack (75 points) • 1x Crozius arcanum 1x Power fist Lemartes (120 points) • 1x Bolt Pistol 1x The Blood Crozius The Sanguinor (140 points) • Warlord • 1x Encarmine broadsword OTHER DATASHEETS Assault Intercessors with Jump Packs (160 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 9x Assault Intercessors with Jump Packs • 9x Astartes chainsword 7x Heavy bolt pistol 2x Plasma pistol Assault Intercessors with Jump Packs (160 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 9x Assault Intercessors with Jump Packs • 9x Astartes chainsword 7x Heavy bolt pistol 2x Plasma pistol Assault Intercessors with Jump Packs (160 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 9x Assault Intercessors with Jump Packs • 9x Astartes chainsword 7x Heavy bolt pistol 2x Plasma pistol Baal Predator (125 points) • 1x Armoured tracks 1x Baal flamestorm cannon 2x Heavy flamer 1x Hunter-killer missile 1x Storm bolter Death Company Dreadnought (145 points) • 1x Blood talons 1x Heavy flamer 1x Heavy flamer 1x Magna-grapple Death Company Dreadnought (145 points) • 1x Blood talons 1x Heavy flamer 1x Heavy flamer 1x Magna-grapple Death Company Marines with Jump Packs (280 points) • 10x Death Company Marine with Jump Pack • 10x Inferno pistol 10x Power fist Death Company Marines with Jump Packs (140 points) • 5x Death Company Marine with Jump Pack • 5x Inferno pistol 5x Power fist Scout Squad (65 points) • 1x Scout Sergeant • 1x Bolt pistol 1x Boltgun 1x Close combat weapon • 4x Scout • 4x Bolt pistol 4x Boltgun 4x Close combat weapon ALLIED UNITS Callidus Assassin (100 points) • 1x Neural shredder 1x Phase sword and poison blades Custom map from Iron GT in Texas with ziggurat in middle...lots of ledges and stuff basically made it impassable unless you had fly Ritual Supply lines Search and destroy I put aggressors in SR and hounds in the LRR (I usually do the opposite...misplayed b/c of it) I deployed eliminators where I could get a shot at his dreads if I got 1st turn but would be out of position if I went 2nd Turn 1 He ended up winning first turn and pushing hard around the top...failed his long range charges at me I pulled back defensively but not before Ragnar + friends launched out and killed 1 of his dreads (impulsor was originally to the right of the tree...ragnar went north to the wall corner for a safe charge and no overwatch from Baal predator...spare captain + AI hopped in then impulsor fell back) Turn 2 He pushed in hard and even dropped jump infantry in my corner (I was lazy and didn't move to zone out properly) He blew up an impulsor with 5 DC rolling 3 5+ to wound it and force my captain + AI to bail out His charge phase saw DC go into my last impulsor and kill it then pile into LRR and captain + AI His 5 man DC failed the charge into the captain + AI He made his 9" charge from the corner and wiped my intercessors I lost 2 impulsors and a 5 man intercessor The captains who had bailed out were consolidated into and got some free kills but were stuck in melee I activated Tactical doctrine so everything could fall back/fire/charge I kept aggressors off the table figuring I could wipe out everything just fine I hated to do it but I dropped Logan to score area denial for 5 points knowing he was a goner Hounds exited the LRR and tried to pick off Lemartes with precision pistols...he lived with 1 wound LRR killed 5 man DC with guns Captain with honour vehement and 5 AI hopped into the LRR Hounds charged into his DC and the Sanguinor used special rule to come down and interrupted to kill 5 hounds (I rolled too low with infiltrators advance and couldn't zone him out...then Hounds rolled HIGH for charge and I had to move myself out of the protection bubble) Remaining hounds finished off Lemartes and 10 man DC Captain + AI charged into his jump squad + chaplain and killed everything but the chaplain (left him on 1 wound) He fought on death and wiped 5 AI but the captain was fine Turn 3 Stopped taking screenshots here He killed Logan and Hounds and single Captain but the rest were fine I made the fatal mistake here bringing in Aggressors on left side of map to shoot the 10 man jump squad that killed Logan I should have brought them in on the RIGHT side to kill the predator and chase down scouts who were doing all his primary scoring in the rear My turn Last Captain + AI came out of LRR and mopped up LRR helped as well Eliminators + Infiltrators (mostly the librarian using hazardous smite) killed Sanguinor However...the failure to remove his rear scoring units and my inability to cross the map to reach him sealed my fate He scored max primary and easy tacticals rest of the game I couldn't reach him to score my drawn tacticals Turn 4 His dread road blocked the LRR and damaged it in melee Final score In all my practice games I never put aggressors in reserve I always used the hounds from reserve to harass a rear objective My decision to bring the aggressor guns from reserve removed a tool I relied on for rear objective harassment. I played the aggressors like a combat unit coming out of the LRR instead of a harassing unit and when I realized I had nothing to threaten his rear it was too late Edited June 8 by TiguriusX Harald Fairmane, Apokalypsi, Wolf Lord Duregar and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/ Share on other sites More sharing options...
Wolf Guard Dan Posted May 15 Share Posted May 15 I appreciate the continued battle reports. The Impulsor’s look like a focal point in this list. Especially with the eliminators charging in and the AI charging out. Would a third Impulsor be a consideration? I suppose the LRR acts as another launch point if needed. Interesting idea to block the Sanguinor with infiltrators. Can’t wait for the terminator battle reports. Harald Fairmane and TiguriusX 2 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6040643 Share on other sites More sharing options...
TiguriusX Posted May 19 Author Share Posted May 19 Round 2 of the Black Crusade SW (aggressors) v Necrons My army Spoiler +++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves + DETACHMENT: Gladius Task Force + TOTAL ARMY POINTS: 2000pts + + WARLORD: Char6: Logan Grimnar + ENHANCEMENT: Fire Discipline (on Char1: Apothecary Biologis) & Fire Discipline (on Char1: Apothecary Biologis) & The Honour Vehement (on Char2: Captain) & The Honour Vehement (on Char2: Captain) & Artificer Armour (on Char3: Captain) & Artificer Armour (on Char3: Captain) + NUMBER OF UNITS: 19 + SECONDARY: - Bring It Down: 2x3 + 1x4 - Assassination: 7 Characters +++++++++++++++++++++++++++++++++++++++++++++++ Char1: 1x Apothecary Biologis (85 pts): Absolver Bolt Pistol, Close Combat Weapon Enhancement: Fire Discipline (+30 pts) Char2: 1x Captain (95 pts): Power Fist, Plasma Pistol Enhancement: The Honour Vehement (+15 pts) Char3: 1x Captain (90 pts): Power Fist, Plasma Pistol Enhancement: Artificer Armour (+10 pts) Char4: 1x Librarian in Phobos Armour (70 pts): Bolt Pistol, Force Weapon, Smite Char5: 1x Lieutenant in Phobos Armour (55 pts): Bolt Pistol, Master-crafted Scoped Bolt Carbine, Paired Combat Blades Char6: 1x Logan Grimnar (100 pts): Warlord, Storm Bolter, The Axe Morkai Char7: 1x Ragnar Blackmane (90 pts): Bolt Pistol, Frostfang 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Intercessor Squad (80 pts): Astartes Grenade Launcher • 1x Intercessor Sergeant: Bolt Pistol, Bolt Rifle, Power Fist • 4x Intercessors: 4 with Bolt Pistol, Bolt Rifle, Close Combat Weapon 6x Aggressor Squad (240 pts): Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher • 1x Aggressor Sergeant: Twin Power Fist • 5x Aggressors: 5 with Twin Power Fist 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 10x Hounds of Morkai (180 pts): 10 with Morkai bolt pistol, Morkai combat knife 5x Infiltrator Squad (100 pts): Helix Gauntlet, Infiltrator Comms Array • 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine • 4x Infiltrators: 4 with Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine 1x Land Raider Redeemer (260 pts): Armoured Tracks, 2x Flamestorm Cannon, Hunter Killer Missile, Multi-melta, Storm Bolter, Twin Assault Cannon 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters His army Spoiler Assasination: 20 VP (max.) Bring it down: 9 VP + Epic Hero + Illuminor Szeras [175pts] Imotekh the Stormlord [100pts]: Warlord + Character + Chronomancer [65pts] Chronomancer [65pts] Chronomancer [65pts] Plasmancer [85pts]: Dimensional Sanctum Plasmancer [75pts]: Metalodermal Tesla Weave + Battleline + Immortals [150pts] . 10x Immortal: 10x Close combat weapon, 10x Gauss blaster Immortals [150pts] . 10x Immortal: 10x Close combat weapon, 10x Tesla carbine Immortals [150pts] . 10x Immortal: 10x Close combat weapon, 10x Gauss blaster Immortals [150pts] . 10x Immortal: 10x Close combat weapon, 10x Tesla carbine Immortals [150pts] . 10x Immortal: 10x Close combat weapon, 10x Gauss blaster + Swarm + Canoptek Scarab Swarms [40pts] . 3x Canoptek Scarab Swarm: 3x Feeder mandibles Canoptek Scarab Swarms [40pts] . 3x Canoptek Scarab Swarm: 3x Feeder mandibles Canoptek Scarab Swarms [40pts] . 3x Canoptek Scarab Swarm: 3x Feeder mandibles + Mounted + Lokhust Destroyers [30pts] . Lokhust Destroyer Lokhust Destroyers [30pts] . Lokhust Destroyer Lokhust Destroyers [30pts] . Lokhust Destroyer + Vehicle + Canoptek Doomstalker [135pts] Canoptek Doomstalker [135pts] Canoptek Doomstalker [135pts] ++ Total: [1,995pts] ++ Map/Mission Alamo GT (non symmetrical terrain) Windows are true LOS so 1st floor open is danger Crucible Scrambler Priority targets Deployment I take assassinate and homers...I am gonna focus on wiping his bricks and having transports drop 3pt homers safely behind the wall He takes tactical I win the roll and take BLUE side. I want to park my LRR up against that middle wall all game I deploy so his doomstalkers can't get me turn 1...I mess up and forget his enhancement gives infiltrate and he puts his brick to threaten me if he gets turn 1 I counter drop infiltrators to charge him if I get turn 1 He puts his doomstalkers in a cluster in the rear...which is good for me. I am going to avoid them all game with my LRR if he doesn't push up Turn 1 I win the roll I oath his forward brick and send in the infiltrators...shooting is meh I epic challenge his plasmancer with rune priest and remove his head LRR pushes up to deploy homers Eliminators pop out shoot and hide again for some damage. I put 5 wounds on a doomstalker but it healed 3 immediately next command phase Ragnar stays parked in his impulsor ready to launch at the left objective if he touches it He pushes forward conservatively and wipes out my eliminators He has a big cluster forming behind the Alamo Turn 2 I activate devastator doctrine and oath his crono brick in the middle Aggressors hop out and get lucky with no hits from Doomstalker overwatch I mow down the brick and charge in to kill scarabs and hug the immortals from the dead plasmancer Ragnar drives to park behind Alamo in middle and can charge out the following turn I sacrifice right side eliminators to challenge objective and deny him primary The impulsor stages so I can launch a captain with honour vehement at whatever touches the objective next He concedes (he had bad internet and it was a struggle getting to this point anyways so I'm fine with it) I had total board control at this point so I think the outcome was already decided unless dice go nuts Final score I draw his tacticals for him and score them out I know you guys want a terminator batrep and I do too...but the next event hasn't launched yet. The original terminator list I playtested is not in an active event. Had 2 opponents with conflicting times where I had to forfeit so i dropped the event Wolf Lord Duregar, Wolf Guard Dan and jpwyrm 3 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6041651 Share on other sites More sharing options...
TiguriusX Posted May 26 Author Share Posted May 26 (edited) Round 3 of Black Crusade SW (Aggressors) v Orks Clutch City GT Map Dawn of War Chilling Rain Scorched Earth My Army Spoiler +++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves + DETACHMENT: Gladius Task Force + TOTAL ARMY POINTS: 2000pts + + WARLORD: Char6: Logan Grimnar + ENHANCEMENT: Fire Discipline (on Char1: Apothecary Biologis) & Fire Discipline (on Char1: Apothecary Biologis) & The Honour Vehement (on Char2: Captain) & The Honour Vehement (on Char2: Captain) & Artificer Armour (on Char3: Captain) & Artificer Armour (on Char3: Captain) + NUMBER OF UNITS: 19 + SECONDARY: - Bring It Down: 2x3 + 1x4 - Assassination: 7 Characters +++++++++++++++++++++++++++++++++++++++++++++++ Char1: 1x Apothecary Biologis (85 pts): Absolver Bolt Pistol, Close Combat Weapon Enhancement: Fire Discipline (+30 pts) Char2: 1x Captain (95 pts): Power Fist, Plasma Pistol Enhancement: The Honour Vehement (+15 pts) Char3: 1x Captain (90 pts): Power Fist, Plasma Pistol Enhancement: Artificer Armour (+10 pts) Char4: 1x Librarian in Phobos Armour (70 pts): Bolt Pistol, Force Weapon, Smite Char5: 1x Lieutenant in Phobos Armour (55 pts): Bolt Pistol, Master-crafted Scoped Bolt Carbine, Paired Combat Blades Char6: 1x Logan Grimnar (100 pts): Warlord, Storm Bolter, The Axe Morkai Char7: 1x Ragnar Blackmane (90 pts): Bolt Pistol, Frostfang 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Intercessor Squad (80 pts): Astartes Grenade Launcher • 1x Intercessor Sergeant: Bolt Pistol, Bolt Rifle, Power Fist • 4x Intercessors: 4 with Bolt Pistol, Bolt Rifle, Close Combat Weapon 6x Aggressor Squad (240 pts): Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher • 1x Aggressor Sergeant: Twin Power Fist • 5x Aggressors: 5 with Twin Power Fist 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 10x Hounds of Morkai (180 pts): 10 with Morkai bolt pistol, Morkai combat knife 5x Infiltrator Squad (100 pts): Helix Gauntlet, Infiltrator Comms Array • 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine • 4x Infiltrators: 4 with Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine 1x Land Raider Redeemer (260 pts): Armoured Tracks, 2x Flamestorm Cannon, Hunter Killer Missile, Multi-melta, Storm Bolter, Twin Assault Cannon 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters His Army Spoiler ++ Army Roster (Xenos - Orks) [2,000pts] ++ + Configuration + Battle Size: 2. Strike Force (2000 Point limit) Detachment: Dread Mob + Character + Big Mek in Mega Armour [135pts]: Grot oiler, Kustom force field, Kustom mega-blasta, Press It Fasta! Big Mek in Mega Armour [110pts]: Grot oiler, Kustom force field, Kustom mega-blasta, Smoky Gubbinz Big Mek with Shokk Attack Gun [85pts]: Gitfinder Gogglez, Grot assistant, Warlord Mek [45pts]: Killsaw + Infantry + Gretchin [80pts] . 2 Runtherds and 20 Gretchin . . 20x Gretchin: 20x Close combat weapon, 20x Grot blasta . . 2x Runtherd: 2x Grot-smacka, 2x Slugga Gretchin [80pts] . 2 Runtherds and 20 Gretchin . . 20x Gretchin: 20x Close combat weapon, 20x Grot blasta . . 2x Runtherd: 2x Grot-smacka, 2x Slugga Gretchin [40pts] . 1 Runtherd and 10 Gretchin . . 10x Gretchin: 10x Close combat weapon, 10x Grot blasta Meganobz [150pts] . 5x Meganob w/ Kombi-weapon and killsaw: 5x Killsaw, 5x Kombi-weapon Meganobz [150pts] . 5x Meganob w/ Kombi-weapon and killsaw: 5x Killsaw, 5x Kombi-weapon + Vehicle + Gorkanaut [280pts] Killa Kans [250pts] . 2x Killa Kan w/ Grotzooka: 2x Grotzooka, 2x Kan klaw . 3x Killa Kan w/ Kan shoota: 3x Kan klaw, 3x Kan shoota . Killa Kan w/ Rokkit launcha Mek Gunz [150pts] . Mek Gun w/ Bubblechukka . Mek Gun w/ Kustom mega-kannon . Mek Gun w/ Smasha gun Mek Gunz [150pts] . Mek Gun w/ Bubblechukka . Mek Gun w/ Kustom mega-kannon . Mek Gun w/ Smasha gun Morkanaut [295pts] ++ Total: [2,000pts] ++ Deployment I decide on Bring it Down + Homers I know I can drop the big gork/mork bots from prior experience He picks Assassinate + Storm Hostile I win roll to deploy and make him go first I use my default and place aggressors in LRR and Hounds in reserve LRR middle so I can push up and safely secure middle terrain while staging aggressors Ragnar and eliminators right flank. Gives good firing lane for eliminators and double fire trick Captain Vehement and Captain Artificer on left flank Intercessors will sticky home then hop in the LRR when space opens up Infiltrators go mid to do homers Turn 1 I win roll for first turn...this is huge b/c his guns are scary if he gets lucky Move stuff up into staging positions Eliminators do 1 damage to mek guns then hide again He moves up but does no damage shooting and fails charges Turn 2 He declares WAAAAGH I go all in and activate Dev doctrine Aggressors disembark and step out I lose 2 to overwatch from Gork (ouch!) Shooting from aggressors only does 11 to Mork Eliminators do the impulsor double fire trick and finish the job Time to do the rest of the work in melee...I activate LOGAN HOWL!!! I make all my charges Aggressors go into Gork Gork saves 5/10 5+ and survives with 7 wounds (oh crap) Aggressors failed their job and lose all but Biologis on swing back (failed 6/7 4+ saves) and then the mek guns add chip damage Hounds kill all grots Captain Vehement and friends kill all but 1 kan who lives with 1 wound He rolls deadly demise and 1 kan explodes to finish off the squad Ragnar kills off grots except for 2 runtherds The 2 runtherds kill 2 intercessors on swing back (I made 0 3+ armor saves) His turn He heals Gork for 3 wounds and disembarks MANZ to kill LRR Hounds reactive move to his MANZ and jump back into LRR. I didn't think a LRR overwatch would save me. I'm expecting to lose LRR but hounds have ability to clap back and finish Gork Runtherds leave combat and go to step on nearby objective He picks off Ragnar with his shooting...damn mek guns are scary Kills Captain Vehement's AI squad leaving him alone Kills LRR in melee Hounds disembark safely and out of pile in range He also pushes MANZ at my infiltrators and heads towards my DZ But my Hounds survive! *Forgot screenshot because intense part of game Turn 3 Logan comes in to do 4 point homers I grenade Gork Captain Vehement gets OW to death by Gork but it means a safe charge for the Hounds Gork makes a ton of 3+ saves from Hounds and survives with 1 wound Captain Artificer fails to do much to MANZ despite Assault doctrine being active for extra AP I put libby and surviving infiltrators in front of MANZ to slow down his march to my DZ Eliminators hop out and kill runtherd on objective but las fusils fail to do anything to mek guns on right flank I lose a ton of guys in melee clap back...might be the game here 3 hounds + LT left only His turn isn't that bad. With everyone stuck in melee his mek guns have no targets. I activate Captain Artificer first and try to break free from his MANZ He activates the MANZ and wipes hounds and all AI leaving Captain Artificer alone He kills infiltrators and steps on my objective to threaten it Turn 4 I am losing board control and need to hold on and score...Gork is a massive threat even at 1 wound I can't send Logan to fight b/c I need 4pt homers I decide to put impulsor into assault doctrine so I can tank shock Gork for the final wound He overwatches with hazardous and explodes after OW Captain Artificer and impulsor tank shock kill MANZ squad the attached MEK character lives Impulsor on right flank begins burning the objective Major move that I flip flopped on and eventually had to ask permission to undo involves my home objective I initially ran them away But that gives up primary + storm AND lets him freely burn the objective I realized my move was dumb at the end of movement phase and asked to take it back He let me take it back if I rolled a 4+ and I did He kills intercessors on my objective but has no time remaining to burn He falls back with Mek on left and I squad tactics Captain Artificer into the impulsor He kills impulsor but then fails badly and fails to finish Captain Artificer (hiding next to wall on left objective) He burns middle objective with grotz Turn 5 Far right objective is burned so I go into deny points mode. I have to stop Captain Artificer from dying I walk out and grenade then charge his mek He is close enough that I can consolidate onto objective out of LOS when it is over I have to survive his overwatch going in but it works as planned Eliminators go and hug his far right mek guns He can't do anything turn 5 FINAL SW victory 83-69 It was a roller coaster of holding on but I scored enough and pushed him back Storm hostile is a bad pick...too easy to counter and deny scoring Dice seemed in his favor and it would have ended turn 2 if I took down his Gork with slightly better dice The eliminator double fire paid off this round. Second salvo landed 3 wounds into the Mork I need to play LRR better though. Probably should have stayed back after dumping the Aggressors out Finally...it was funny both Mork and Gork exploded when they died. Mork did 3 to Ragnar 6 to gretchin 1 to mek guns 4 to meganobs (they FNP 3/4) Gork did 2 Captain Artificer 2 Apothecary 3 Impulsor 1 Mek Guns 2 Nobs Edited May 26 by TiguriusX Wolf Lord Duregar, svane jotunsbane, jpwyrm and 4 others 7 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6042799 Share on other sites More sharing options...
TiguriusX Posted May 27 Author Share Posted May 27 Round 1 Pod 63 (Terminators) Map/Mission J3 Priority Targets Chilling Rain Crucible of Battle My Army Spoiler ++ Army Roster (Imperium - Adeptus Astartes - Space Wolves) [2,000pts] ++ + Configuration + Battle Size: 2. Strike Force (2000 Point limit) Detachment: Gladius Task Force Show/Hide Options: Agents of the Imperium are visible, Imperial Knights are visible, Titans are visible, Unaligned Forces are visible, Unaligned Fortifications are visible + Epic Hero + Logan Grimnar [100pts]: Storm Bolter, The Axe Morkai, Warlord Ragnar Blackmane [90pts]: Bolt Pistol, Frostfang + Character + Captain [95pts]: The Honour Vehement . Pistol and Melee Weapon: Plasma Pistol, Power Fist Captain in Terminator Armour [115pts]: Adept of the Codex, Relic Fist, Storm Bolter Lieutenant in Phobos Armour [55pts]: Bolt Pistol, Master-crafted Scoped Bolt Carbine, Paired Combat Blades Wolf Guard Battle Leader in Terminator Armour [105pts]: Fire Discipline, Power fist, Storm bolter + Battleline + Assault Intercessor Squad [75pts] . Assault Intercessor Sergeant: Plasma Pistol, Power Fist . 4x Assault Intercessors: 4x Astartes Chainsword, 4x Heavy Bolt Pistol Assault Intercessor Squad [75pts] . Assault Intercessor Sergeant: Plasma Pistol, Power Fist . 4x Assault Intercessors: 4x Astartes Chainsword, 4x Heavy Bolt Pistol Assault Intercessor Squad [75pts] . Assault Intercessor Sergeant: Plasma Pistol, Power Fist . 4x Assault Intercessors: 4x Astartes Chainsword, 4x Heavy Bolt Pistol Assault Intercessor Squad [75pts] . Assault Intercessor Sergeant: Plasma Pistol, Power Fist . 4x Assault Intercessors: 4x Astartes Chainsword, 4x Heavy Bolt Pistol + Infantry + Eliminator Squad [85pts] . 2x Eliminator: 2x Bolt Pistol, 2x Close Combat Weapon, 2x Las Fusil . Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine Eliminator Squad [85pts] . 2x Eliminator: 2x Bolt Pistol, 2x Close Combat Weapon, 2x Las Fusil . Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine Hounds of Morkai [180pts] . 10x Hound of Morkai: 10x Morkai bolt pistol, 10x Morkai combat knife Infiltrator Squad [100pts]: Helix Gauntlet, Infiltrator Comms Array . Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine . 4x Infiltrators: 4x Bolt Pistol, 4x Close Combat Weapon, 4x Marksman Bolt Carbine Terminator Squad [350pts] . Terminator Sergeant: Power Fist, Storm Bolter . Terminator w/ Heavy Weapon: Power Fist . . Cyclone Missile Launcher & Storm Bolter: Cyclone Missile Launcher, Storm Bolter . Terminator w/ Heavy Weapon: Power Fist . . Cyclone Missile Launcher & Storm Bolter: Cyclone Missile Launcher, Storm Bolter . 7x Terminator w/ Power Fist: 7x Power Fist, 7x Storm Bolter + Vehicle + Land Raider Redeemer [260pts]: Armoured Tracks, 2x Flamestorm Cannon, Hunter Killer Missile, Multi-melta, Storm Bolter, Twin Assault Cannon + Dedicated Transport + Impulsor [80pts]: 2 Storm Bolters, Armoured Hull, Ironhail Heavy Stubber, Orbital Comms Array ++ Total: [2,000pts] ++ Basically the same as the Aggressor army but I had to free up some pts to keep the LRR I made up some alternative lists just using impulsors and even considered a repulsor...but the LRR is king and I didn't want to remove it. The threat of LRR overwatch is S tier To keep the LRR I had to remove 80-Impulsor 2 90-Captain Artificer 70-Libby 5-Downgrade Intercessor to AI More combat oriented and fewer utility tools But the terminator brick is a few notches in power above the aggressors IMO Terminator durability could be enough to survive where aggressors would be erased His Army Spoiler ++ Army Roster (Xenos - T'au Empire) [1,995pts] ++ + Configuration + Battle Size: 2. Strike Force (2000 Point limit) Detachment: Retaliation Cadre Show/Hide Options: Unaligned Forces are visible, Unaligned Fortifications are visible + Epic Hero + Commander Farsight [105pts]: Dawn Blade, High-intensity plasma rifle Commander Shadowsun [100pts]: Battlesuit fists, Flechette launcher, 2x High-energy fusion blaster, Light missile pod, Pulse pistol, Warlord + Character + Commander in Coldstar Battlesuit [130pts]: Battlesuit fists, Fusion blaster, 3x Fusion blaster, Internal Grenade Racks Commander in Coldstar Battlesuit [130pts]: Battlesuit fists, Fusion blaster, 3x Fusion blaster, Starflare Ignition System + Infantry + Stealth Battlesuits [60pts] . 2x Stealth Shas'ui w/ burst cannon: 2x Battlesuit fists, 2x Burst cannon . Stealth Shas'vre: Battlesuit fists, Battlesuit support system, Fusion blaster, Homing beacon . . Gun Drone: Twin pulse carbine . . Marker Drone Stealth Battlesuits [60pts] . 2x Stealth Shas'ui w/ burst cannon: 2x Battlesuit fists, 2x Burst cannon . Stealth Shas'vre: Battlesuit fists, Battlesuit support system, Fusion blaster, Homing beacon . . Gun Drone: Twin pulse carbine . . Marker Drone Stealth Battlesuits [60pts] . 2x Stealth Shas'ui w/ burst cannon: 2x Battlesuit fists, 2x Burst cannon . Stealth Shas'vre: Battlesuit fists, Battlesuit support system, Fusion blaster, Homing beacon . . Gun Drone: Twin pulse carbine . . Marker Drone + Vehicle + Crisis Fireknife Battlesuits [150pts] . Crisis Fireknife Shas’ui: Battlesuit fists, 2x Missile pod . . Gun Drone: Twin pulse carbine . . Shield Drone . Crisis Fireknife Shas’ui: Battlesuit fists, 2x Missile pod . . Gun Drone: Twin pulse carbine . . Shield Drone . Crisis Fireknife Shas’vre: Battlesuit fists, 2x Missile pod . . Gun Drone: Twin pulse carbine . . Shield Drone Crisis Sunforge Battlesuits [170pts] . Crisis Sunforge Shas’ui: Battlesuit fists, 2x Fusion blaster . . Gun Drone: Twin pulse carbine . . Shield Drone . Crisis Sunforge Shas’ui: Battlesuit fists, 2x Fusion blaster . . Gun Drone: Twin pulse carbine . . Shield Drone . Crisis Sunforge Shas’vre: Battlesuit fists, 2x Fusion blaster . . Gun Drone: Twin pulse carbine . . Shield Drone Crisis Sunforge Battlesuits [170pts] . Crisis Sunforge Shas’ui: Battlesuit fists, 2x Fusion blaster . . Gun Drone: Twin pulse carbine . . Shield Drone . Crisis Sunforge Shas’ui: Battlesuit fists, 2x Fusion blaster . . Gun Drone: Twin pulse carbine . . Shield Drone . Crisis Sunforge Shas’vre: Battlesuit fists, 2x Fusion blaster . . Gun Drone: Twin pulse carbine . . Shield Drone Ghostkeel Battlesuit [160pts]: Battlesuit support system, Cyclic ion raker, Ghostkeel fists, Twin fusion blaster Ghostkeel Battlesuit [160pts]: Battlesuit support system, Cyclic ion raker, Ghostkeel fists, Twin fusion blaster Riptide Battlesuit [180pts]: Heavy burst cannon, Riptide fists, Twin fusion blaster . 2x Missile Drone: 2x Missile pod Riptide Battlesuit [180pts]: Heavy burst cannon, Riptide fists, Twin fusion blaster . 2x Missile Drone: 2x Missile pod Riptide Battlesuit [180pts]: Heavy burst cannon, Riptide fists, Twin fusion blaster . 2x Missile Drone: 2x Missile pod ++ Total: [1,995pts] ++ Deployment First time playing new Tau I don't like that double grenade enhancement where he flies over and then can use grenade strat after I don't have durability or shooting to make this an open fight...gonna choose to play cagey Bring it Down + Storm Hostile Ya...this is risky...but it gives me the best chance to counter his list strength against mine He can't park ghost keels or crappy stealth suits on objectives to bait me out without giving me secondary points now If he goes tactical it will force him onto some objectives If he doesn't go tactical then it will be hard to assassinate me while I'm hiding Need to stage and threaten all objectives LRR in middle Impulsor top right If I get 1st turn I can safely tuck in to the cover If I go 2nd I may lose the transport but I gain massive end of game scoring advantage He picked assassinate + Storm Hostile I win roll and deploy first to claim some space with eliminators Turn 1 I win roll for first turn...don't actually want it...crap I stage and take eliminator shots Nothing happens He comes out and kills 2/3 eliminators Does 3 damage on LRR Turn 2 I decide to go all in because I have the shots Terminators come in the corner and have shots at Riptide and charge on Ghost Keel I get 5 krak wounds after fishing for 5+s (got all 4 and made 1 wound roll from the sustained hits) He makes 4/5 4++ krak saves I roll 1 for damage...CP reroll into 1 He also makes a ton of SB saves Terminator brick has whiffed badly I killed GK with ragnar but everywhere else was absolute fail Captain Vehement killed 1 anti tank crisis brick He made all but 1 4+ it was insane And the 1 place i wanted him to live he died...his crisis suit in middle granted me control over objective where I didn't want to give up storm Hope I survive his clap back Logan rapid ingresses safely to cause havoc in his backfield next turn His shooting is not that bad and I hang on Ragnar is dead but lots of Hounds are alive on right flank Captain Vehement is dead but some AI are alive on left flank Turn 3 I have a decent counter offensive Tactical doctrine LRR moves aside and terminators get their dev combo and smoke the Riptide with kraks and not having to roll SB I had a chance to kill Shadowsun but rolled 2 6's needing 5++ from 3 PFs He claps me back HARD His saves are spiking and messing up my plans. LRR had 7 flamer wounds on his crisis brick but he made all but 1 and didn't lose a single suit So LRR fails to overwatch enough and dies to his fusion suits Riptide erases Morkai hounds (I make 1/7 3+ saves and get smoked) Turn 4 LRR dying may have been game deciding but I need to keep fighting Terminators whiff again on the riptide...same story happened. Kraks all saved on 4++ and he made his SB saves Eliminators fail to do any damage on the crisis suits as well...game over. Now he can walk onto my home objective His turn I try and overwatch the last wounds off his Riptide and he makes ALL the saves again...it has 2 wounds left Eliminators get overwatched and all die...so now I can't grenade and shoot his riptide Infiltrators toss a nade and get 1 mortal wound...riptide on right side has 3 wounds left Its game over since I can't stop him now Final score SW defeat 64-84 I got diced pretty bad with all the armor saves he was making...but I made mistakes as well Putting terminators in the corner was stupid...they didn't impact game much and he avoided me Should have put them in the middle and invited his riptides to fire at me Piloting a new list I gotta get comfortable with the nuances....will try and do better next round Wolf Lord Duregar, Apokalypsi, svane jotunsbane and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6042935 Share on other sites More sharing options...
Wolf Lord Duregar Posted May 28 Share Posted May 28 Thanks for sharing. Some cool stuff.. I´m clueless about army lists these days but I enjoy the action.. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043003 Share on other sites More sharing options...
jpwyrm Posted May 28 Share Posted May 28 17 hours ago, TiguriusX said: Round 1 Pod 63 (Terminators) Map/Mission J3 Priority Targets Chilling Rain Crucible of Battle [...] I got diced pretty bad with all the armor saves he was making...but I made mistakes as well Putting terminators in the corner was stupid...they didn't impact game much and he avoided me Should have put them in the middle and invited his riptides to fire at me Piloting a new list I gotta get comfortable with the nuances....will try and do better next round Hard fought battle. New Tau seem to be equal to their former selves - annoyingly hard to shift and deadly in shooting even when wounded. Though I understand you need to get to grip with how the new lists work, it does look like it could benefit a couple of reliable High AP high dmg shooting pieces don't you think? I might be off, but even with the Impulsor, the Eliminator gunboat trick kinda feel underwhelming (looking at the game vs Orks, they did not perform so well). Have you considered Predator Destructor? Thei cost more points of course, but they're autonomous and their Lascanons are Str12 instead of 9. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043004 Share on other sites More sharing options...
TiguriusX Posted May 28 Author Share Posted May 28 6 hours ago, jpwyrm said: Hard fought battle. New Tau seem to be equal to their former selves - annoyingly hard to shift and deadly in shooting even when wounded. Though I understand you need to get to grip with how the new lists work, it does look like it could benefit a couple of reliable High AP high dmg shooting pieces don't you think? I might be off, but even with the Impulsor, the Eliminator gunboat trick kinda feel underwhelming (looking at the game vs Orks, they did not perform so well). Have you considered Predator Destructor? Thei cost more points of course, but they're autonomous and their Lascanons are Str12 instead of 9. The 1 weakness of this list is 2+ saves It can be helped getting a hail strike but I don't think it is worth the points bc your list loses out on utility and other tools Some games are just bad matchups He had 5 2+ save high T big suits That's a skew directly into my weak spot The mission (priority targets) and going first just sealed the deal against me. That being said...I was real close to dropping 2 more riptides If he didn't spike crazy saves he can't mow me down on the follow up turns If I had gotten the terminators into melee it would have helped as well When I face a list like that I need to play my A game to beat it. I played an F game and had bad luck with dice to twist the point home. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043054 Share on other sites More sharing options...
Karhedron Posted May 29 Share Posted May 29 12 hours ago, TiguriusX said: It can be helped getting a hail strike but I don't think it is worth the points bc your list loses out on utility and other tools Against Tau the Hailstrike would not help much as most of the 2+ save units are Battlesuits and so have the Vehicle keyword meaning that the Hailstrike rule does not affect them. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043105 Share on other sites More sharing options...
TiguriusX Posted June 2 Author Share Posted June 2 Black Crusade Round 4 SW (Aggressors) v DG Mission 4: Wardome Crucible of Battle/Hidden Supplies/Take and Hold My army-SW (Aggressors) Spoiler +++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves + DETACHMENT: Gladius Task Force + TOTAL ARMY POINTS: 2000pts + + WARLORD: Char6: Logan Grimnar + ENHANCEMENT: Fire Discipline (on Char1: Apothecary Biologis) & Fire Discipline (on Char1: Apothecary Biologis) & The Honour Vehement (on Char2: Captain) & The Honour Vehement (on Char2: Captain) & Artificer Armour (on Char3: Captain) & Artificer Armour (on Char3: Captain) + NUMBER OF UNITS: 19 + SECONDARY: - Bring It Down: 2x3 + 1x4 - Assassination: 7 Characters +++++++++++++++++++++++++++++++++++++++++++++++ Char1: 1x Apothecary Biologis (85 pts): Absolver Bolt Pistol, Close Combat Weapon Enhancement: Fire Discipline (+30 pts) Char2: 1x Captain (95 pts): Power Fist, Plasma Pistol Enhancement: The Honour Vehement (+15 pts) Char3: 1x Captain (90 pts): Power Fist, Plasma Pistol Enhancement: Artificer Armour (+10 pts) Char4: 1x Librarian in Phobos Armour (70 pts): Bolt Pistol, Force Weapon, Smite Char5: 1x Lieutenant in Phobos Armour (55 pts): Bolt Pistol, Master-crafted Scoped Bolt Carbine, Paired Combat Blades Char6: 1x Logan Grimnar (100 pts): Warlord, Storm Bolter, The Axe Morkai Char7: 1x Ragnar Blackmane (90 pts): Bolt Pistol, Frostfang 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Intercessor Squad (80 pts): Astartes Grenade Launcher • 1x Intercessor Sergeant: Bolt Pistol, Bolt Rifle, Power Fist • 4x Intercessors: 4 with Bolt Pistol, Bolt Rifle, Close Combat Weapon 6x Aggressor Squad (240 pts): Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher • 1x Aggressor Sergeant: Twin Power Fist • 5x Aggressors: 5 with Twin Power Fist 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 10x Hounds of Morkai (180 pts): 10 with Morkai bolt pistol, Morkai combat knife 5x Infiltrator Squad (100 pts): Helix Gauntlet, Infiltrator Comms Array • 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine • 4x Infiltrators: 4 with Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine 1x Land Raider Redeemer (260 pts): Armoured Tracks, 2x Flamestorm Cannon, Hunter Killer Missile, Multi-melta, Storm Bolter, Twin Assault Cannon 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters His Army-Death Guard Spoiler (2000 points) Death Guard Strike Force (2000 points) Plague Company CHARACTERS Biologus Putrifier (50 points) • Warlord • 1x Hyper blight grenades 1x Injector pistol 1x Plague knives Biologus Putrifier (50 points) • 1x Hyper blight grenades 1x Injector pistol 1x Plague knives Foul Blightspawn (50 points) • 1x Close combat weapon 1x Plague sprayer Foul Blightspawn (50 points) • 1x Close combat weapon 1x Plague sprayer BATTLELINE Plague Marines (180 points) • 1x Plague Champion • 1x Heavy plague weapon 1x Plasma gun • 9x Plague Marine • 1x Blight launcher 4x Heavy plague weapon 2x Meltagun 9x Plague knives 2x Plague spewer Plague Marines (180 points) • 1x Plague Champion • 1x Heavy plague weapon 1x Plasma gun • 9x Plague Marine • 1x Blight launcher 4x Heavy plague weapon 2x Meltagun 9x Plague knives 2x Plague spewer DEDICATED TRANSPORTS Death Guard Rhino (75 points) • 1x Armoured tracks 1x Havoc launcher 1x Plague combi-bolter 1x Plague combi-bolter Death Guard Rhino (75 points) • 1x Armoured tracks 1x Havoc launcher 1x Plague combi-bolter 1x Plague combi-bolter OTHER DATASHEETS Death Guard Cultists (50 points) • 1x Death Guard Cultist Champion • 1x Brutal assault weapon 1x Cultist firearm • 9x Death Guard Cultist • 9x Brutal assault weapon 6x Cultist firearm 1x Flamer 1x Grenade launcher 1x Heavy stubber Death Guard Cultists (50 points) • 1x Death Guard Cultist Champion • 1x Brutal assault weapon 1x Cultist firearm • 9x Death Guard Cultist • 9x Brutal assault weapon 6x Cultist firearm 1x Flamer 1x Grenade launcher 1x Heavy stubber Death Guard Predator Destructor (130 points) • 1x Armoured tracks 1x Havoc launcher 2x Lascannon 1x Plague combi-bolter 1x Predator autocannon Death Guard Predator Destructor (130 points) • 1x Armoured tracks 1x Havoc launcher 2x Lascannon 1x Plague combi-bolter 1x Predator autocannon Death Guard Predator Destructor (130 points) • 1x Armoured tracks 1x Havoc launcher 2x Lascannon 1x Plague combi-bolter 1x Predator autocannon Foetid Bloat-Drone (90 points) • 1x Fleshmower 1x Plague probe Foetid Bloat-Drone (90 points) • 1x Plague probe 2x Plaguespitter Plagueburst Crawler (180 points) • 1x Armoured tracks 2x Entropy cannon 1x Heavy slugger 1x Plagueburst mortar Plagueburst Crawler (180 points) • 1x Armoured tracks 2x Entropy cannon 1x Heavy slugger 1x Plagueburst mortar Plagueburst Crawler (180 points) • 1x Armoured tracks 2x Entropy cannon 1x Heavy slugger 1x Plagueburst mortar ALLIED UNITS Nurglings (40 points) • 3x Nurgling Swarm • 3x Diseased claws and teeth Nurglings (40 points) • 3x Nurgling Swarm • 3x Diseased claws and teeth Deployment He has superior anti tank ranged firepower I need to dig in tight...he has 2 bricks of plague marines with fight first If he digs in I have to save 2 CP and just fight on death to drag him down with me I pick Bring it Down + Homers He picks Tactical He wins roll and forces me to deploy first I reserve hounds and eliminators and Logan I usually keep eliminators on the field but I don't want to lose anti tank guns to PBC artillery this game He reserves nothing Drop 1 is infiltrators pushing his nurglings and cultists away. I can't just let him take and sticky the top 2 objectives without a fight. Drop 2 LRR goes in the only "safe" spot possible...he response immediately with 2 destructors The deployment is favorable to me with all his tools stacked on 1 side where I can hug walls as needed If intercessors survive turn 1 I sticky my home and move Turn 1A I win the roll...hell ya Home objective is stickied and auto 5 all game now Infiltrators move to deploy homers Ragnar impulsor advances but doesn't get enough to hide...so Ragnar bails out Intercessors hop IN the impulsor...if he kills my transport then I will sticky another objective next turn LRR moves to touch bottom left objective and has no fear of anti tank forces on opposite side Spare impulsor keeps available for eliminator double fire turn 2 if needed Infantry step off objectives in case he gets overwhelming force Turn 1B He moves up and shoots impulsor with predators...I survive with 1 wound His nurglings charge and tie up LRR He hides his left rhino and doesn't push up hard...very scared of my LRR Which is apparently the right call b/c I overwatch his PBC down to 4 wounds with the flamer as it approaches He pushes a fleshmower middle and puts more OC on it...I spend CP for scout move and Ragnar gets more bodies on to secure the objective LRR takes no damage from direct fire Ragnar gets shelled by PBCs 2 kills for PBC1 0 kills for PBC2 1 kill for PBC3 I'm fine with that...he still has AI alive to give him reroll wounds...Ragnar is all the offense I need Turn 2A I get 15 primary...now I need to stop his scoring so I decide to go all in with assault doctrine LRR flames PBC and finishes the job Infiltrators back away from destructors and do homers again Hounds arrive on top right to charge his fleshmower and deny an objective Eliminators arrive near impulsor for double fire trick All the AI hop out and advance towards enemy lines Eliminators have bad luck shooting and his left side Rhino survives with 2 wounds I decided NOT to spend my only CP b/c I need honour the chapter I have failed all my impulsor orbital comms so far and wish I had more CP (I end up making none of my 5+ rolls all game) Logan howls encouragement from space and I make all the charges Ragnar + Captain Artificer hit the fleshmower in the middle Hounds make a long 8" into their fleshmower Captain Vehement his the cultists and nurglings top right Intercessors go to clean nurglings off the LRR He has 2 CP so I have to be careful I would love to remove nurglings first b/c penalty to WS but he can use his crazy fleshmower if I do Hounds of Morkai activate with honour the chapter The hounds drop fleshmower to 1 wound The LT rolls and finishes the job with no wounds to spare Primary denied and now Hounds consolidate into PBC nearby Captain Vehement and AI kill all nurglings but 2 cultists survive I chose NOT to do finest hour which was a mistake...I was hoping he would love and do it next turn Captain Artificer kills fleshmower...it explodes and kills my 1 wound impulsor...doh Ragnar consolidates back behind wall out of LOS Intercessors whiff on nurglings and 1 lives (the -1 WS is a big deal) LRR goes WILD and gets 4 5+hits to finish the job Turn 2B He only gets 5 primary He draws area denial and defend stronghold Remember those 2 cultists I didn't use captain ability on? They fall back and score area denial...5 point mistake He counter attacks hard except for his damaged rhino...it runs away to his home objective for area denial. If he hadn't done this I was going to rapid ingress logan to wipe out cultists Shooting and melee kills all but 2 hounds and Captain Vehement and Captain Artificer The big item of note is he HAD to kill Captain Artificer in middle or he couldn't score area denial....he charged with his 10 Plague marines and 1 was left in LOS of middle after he consolidated and tried to run away Turn 3A Logan will drop behind enemy lines to score 4 homers I activate devastator doctrine and oath his plague marines. I will send aggressors after his exposed plague marine...I will shoot marines then charge PBC Due to terrain only 5 can see and fire after disembarking from LRR Unfortunately for me the plague marine is NOT closest...the PBC messes up bonus AP This becomes an issue as he saves well and I only kill 8/10 marines with shooting Ragnar rolls a 6 on his advance and I send him after the damaged rhino in the rear...if his last marines have to walk my LRR can overwatch easy Charges go well despite having no Logan buffs Ragnar rolls a 12 and is able to run AROUND the rhino and block off the home objective. Now he can't disembark and hold it As a response he uses heroic intervention on the cultists to try and get more OC on there. Ragnar doesn't care and kills 8 cultists The AI captain and chainsword finish off the rhino and I steal the objective Aggressors make a charge into PBC but leave it on 2 wounds Apothecary kills off last surviving cultist and activates his OC buff ability I am forced to send infiltrators to kill the last plague marines in middle...they kill all but 1 wound off the biologus...but I'm happy with the result I have once again dropped his primary Intercessors stickied bottom left then move up as a shield to the LRR...if his 10 man plague marines come they can hurt LRR in melee Turn 3B He draws tempting target (bottom left near LRR) and storm hostile He arranges his shooting to wipe out aggressors + Ragnar His 2 wound PBC retreats out of LOS He sets up a charge to intercessors but I scout reactive move and hop into LRR making it 9" if he wants my tempting target now He kills all aggressors but Biologis suvives with 1 wound He decides to hail mary charge his rhino and rolls 12! It kool aid mans through the wall and tank shocks me to death...we both have a good laugh here He fails to make LRR charge and burns a CP in the process Oddly enough the infiltrators get away mostly unscathed this turn Turn 4A I have a commanding primary lead after another 15 point turn LRR pokes out to shoot his plague marines...I decline to fire HK...1 plague marine survives (doh) and his 2 characters are still dangerous Infiltrators grenade PBC to death and fire bolters to kill putrifier on 1 wound Entire brick of plague marines is now dead and they flip control of the objective Eliminators whiff and can't finish off the 2 wound rhino that ran over my Biologis Intercessors line up on objective out of LOS but I decline to charge out...there is a chance I live and at the very least I force him to dig me out Logan does a 4 point homers instead of charging to fight Turn 4B He draws engage but can't get all 4 corners I overwatch and kill rhino in the middle to try and score every Bring it down I can get He kills LRR and impulsor and intercessors but infiltrators live (stealth is costing him a TON of hits) Turn 5A I activate tactical and fall back to do a final homers with infiltrators in middle Turn 5B He draws capture enemy outpost and rolls the 12 he needs to advance and score it FINAL SW victory!!! I am now 3-1 in this GT and getting the hang of how I need to play the different pieces Sacrificing my army is the name of the game Great at denying primary and being a general pain in the ass mid board I did make mistakes though. Too many times I held back a one shot or an ability to use later...and there was no point. Finest hour on the captains for example would have helped wipe out cultist Hunter killer on LRR would have helped wipe out plague marines I need to overkill and not be so hopeful I will survive a turn jpwyrm and Wolf Guard Dan 2 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043740 Share on other sites More sharing options...
jpwyrm Posted June 3 Share Posted June 3 Nice game! I'm really impressed by the Captain+min-sized AI squad performance. Also, at least in that game, the Sticky Objective ability of the regular Intercessor seemed quite useful as it allows the Infiltrators to be somewhere else doing missions and what not. In fact, I'm learning a lot of what can be done with Infiltrators+Phobos Libby other than screen your backfield thanks to your report. I'm not sure when you'll get to the Hellblaster bomb list but something tells me it won't be as good as the Aggressors or Terminators. Even though the shooting will be quite more potent, in quality at least, the lack of melee potential could be problematic. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043839 Share on other sites More sharing options...
TiguriusX Posted June 3 Author Share Posted June 3 3 hours ago, jpwyrm said: Nice game! I'm really impressed by the Captain+min-sized AI squad performance. Also, at least in that game, the Sticky Objective ability of the regular Intercessor seemed quite useful as it allows the Infiltrators to be somewhere else doing missions and what not. In fact, I'm learning a lot of what can be done with Infiltrators+Phobos Libby other than screen your backfield thanks to your report. I'm not sure when you'll get to the Hellblaster bomb list but something tells me it won't be as good as the Aggressors or Terminators. Even though the shooting will be quite more potent, in quality at least, the lack of melee potential could be problematic. Glad you are seeing value in different units I am testing. Sticky is huge against artillery armies and ranged armies that don't get close. I'm actually looking at swapping out Aggressors and biologis for hellblasters and LT in next list Same exact points! As for usefulness the shooting is more potent against 2+ armor and they fire on death so removing hellblasters safely is more difficult If you just dump them out with good firing lanes the hellblasters should go nuts before they are completely removed Real good against the Land raiders and tau suits and terminators that my current army doesnt like As for melee... Ragnar/Captains and AI can probably carry the melee load so it may work fine +1 to wound and extra AP in assault doctrine with reroll wounds from AI makes for some nasty MSU melee Logan means I get 1 turn of real nasty melee...just have to know when to do it Captains mean i get to activate the buff 2 times as well Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6043902 Share on other sites More sharing options...
TiguriusX Posted June 5 Author Share Posted June 5 Are the turn by turn images working for you guys or broken? I see them on my pc but not my phone Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6044184 Share on other sites More sharing options...
Apokalypsi Posted June 5 Share Posted June 5 30 minutes ago, TiguriusX said: Are the turn by turn images working for you guys or broken? I see them on my pc but not my phone It's half and half for me. I'm logging on from work, so may just be a firewall issue here. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6044192 Share on other sites More sharing options...
jpwyrm Posted June 5 Share Posted June 5 Pictures are not showing on my phone either. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6044198 Share on other sites More sharing options...
TiguriusX Posted June 8 Author Share Posted June 8 Just made a list and entered it into an event The hellblaster version is literally the same points as the aggressor version...however I tweaked it for the current meta Swapped a captain for a phobos captain so I can have deployment advantage AND put hellblasters + Hounds in reserve and break the reserve limit Swapped out an impulsor b/c not needed. With hellblasters and Hounds in reserve I have plenty of room for the 3xAI in LRR and impulsor Used points for a judiciar to counter CSM and their stupid warp talon trick Remaining points for adept of the codex on phobos captain to save CP if I ever need to use it Did a quick and dirty test game against new sisters this morning and list was fun. Sorry no batrep or screenshots But I think it has potential The hellblaster variant +++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves + DETACHMENT: Gladius Task Force + TOTAL ARMY POINTS: 2000pts + + WARLORD: Char7: Logan Grimnar + ENHANCEMENT: The Honour Vehement (on Char1: Captain) & The Honour Vehement (on Char1: Captain) & Adept of the Codex (on Char2: Captain in Phobos Armour) & Adept of the Codex (on Char2: Captain in Phobos Armour) & Fire Discipline (on Char5: Lieutenant) & Fire Discipline (on Char5: Lieutenant) + NUMBER OF UNITS: 19 + SECONDARY: - Bring It Down: 1x3 + 1x4 - Assassination: 8 Characters +++++++++++++++++++++++++++++++++++++++++++++++ Char1: 1x Captain (95 pts): Power Fist, Plasma Pistol Enhancement: The Honour Vehement (+15 pts) Char2: 1x Captain in Phobos Armour (100 pts): Bolt Pistol, Combat Knife, Instigator Bolt Carbine Enhancement: Adept of the Codex (+20 pts) Char3: 1x Judiciar (70 pts): Absolver Bolt Pistol, Executioner Relic Blade Char4: 1x Librarian in Phobos Armour (70 pts): Bolt Pistol, Force Weapon, Smite Char5: 1x Lieutenant (95 pts): Master-crafted Power Weapon, Neo-volkite Pistol, Storm Shield Enhancement: Fire Discipline (+30 pts) Char6: 1x Lieutenant in Phobos Armour (55 pts): Bolt Pistol, Master-crafted Scoped Bolt Carbine, Paired Combat Blades Char7: 1x Logan Grimnar (100 pts): Warlord, Storm Bolter, The Axe Morkai Char8: 1x Ragnar Blackmane (90 pts): Bolt Pistol, Frostfang 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Assault Intercessor Squad (75 pts) • 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist • 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol 5x Intercessor Squad (80 pts): Astartes Grenade Launcher • 1x Intercessor Sergeant: Bolt Pistol, Bolt Rifle, Power Fist • 4x Intercessors: 4 with Bolt Pistol, Bolt Rifle, Close Combat Weapon 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 3x Eliminator Squad (85 pts) • 2x Eliminator: 2 with Bolt Pistol, Close Combat Weapon, Las Fusil • 1x Eliminator Sergeant: Bolt Pistol, Close Combat Weapon, Instigator Bolt Carbine 10x Hellblaster Squad (230 pts) • 9x Hellblaster: 9 with Bolt Pistol, Close Combat Weapon, Plasma Incinerator • 1x Hellblaster Sergeant: Close Combat Weapon, Plasma Incinerator, Plasma Pistol 10x Hounds of Morkai (180 pts): 10 with Morkai bolt pistol, Morkai combat knife 5x Infiltrator Squad (100 pts): Helix Gauntlet, Infiltrator Comms Array • 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine • 4x Infiltrators: 4 with Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine 1x Land Raider Redeemer (260 pts): Armoured Tracks, 2x Flamestorm Cannon, Hunter Killer Missile, Multi-melta, Storm Bolter, Twin Assault Cannon 1x Impulsor (80 pts): Orbital Comms Array, Armoured Hull, Ironhail Heavy Stubber, 2 Storm Bolters Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6044627 Share on other sites More sharing options...
TiguriusX Posted June 12 Author Share Posted June 12 Had a few games but lost the batreps...made me cranky b/c that is a lot of work in progress I can't recreate The aggressor list ended up 4-1 (first round loss and 5th round opponent forfeit) Finished 7th out of 52 players in the Black Crusade event Terminator list had a forfeit win then a loss in a SW mirror. Dice were not kind. In a key turn where I had capture enemy outpost I oathed a drop pod and fired krak missiles using the full dev doctrine and fire discipline combo. Lethal/sustained on 5+ with full rerolls. I usually kill or severely damage LRR with this...I did 0 damage to the drop pod. Logan then made it in and had to split his attacks between drop pod and 2 inceptors. I killed DP and had just enough wounds to kill the inceptors. He made one of his armor saves. So plans A and B failed miserably. List is 1-1 and faces CSM on sunday Finally the hellblaster list got a round 1 loss v BA Ironstorm vehicle heavy skew. Chosen battlefield resulted in objectives being placed in the wide open so there was no hope in the game. Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6045090 Share on other sites More sharing options...
jpwyrm Posted June 13 Share Posted June 13 Man, loosing all that sucks! At least the list concepts looks like it's passing the test of fire. Once I get back a semblance of free time IRL, I want to test the Captain+AI combo vs Judiciar+AI. I dabbled wth Juddy+AI and Juddy+Bladeguards at the beginning of the year and it wasn't bad. I've had feedback from the Deathwatch community where they lean quite hardly on the Judi over the captain, but with 10-man DWV. I guess what really matter is if you value Finest Hour more than Fight First... Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6045305 Share on other sites More sharing options...
TiguriusX Posted June 16 Author Share Posted June 16 These sagas have ended. The T5S2 season just turned the page to Nexus Pariah. I hate playing 2 different rulesets at the same so I have dropped the remaining games. The aggressors were the best performing list of the 3 variants. And as much as I WANT terminators to do well they just are not competitive due to cost right now. I will be using the framework of the aggressors list as a possible list in the T5S2 invitational. The top 16 from the season will be doing a pariah nexus event. I am currently ranked #11 overall (my lists were good enough for numerous X-1 finishes and I nabbed multiple 2nd places over the season). The final lists depend on the June update...but right now the new Sisters codex is insanely powerful and should dominate. Trying to come up with an anti sisters list is my top priority right now Harald Fairmane, jpwyrm, Apokalypsi and 1 other 3 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6045739 Share on other sites More sharing options...
Rune Priest Jbickb Posted June 17 Share Posted June 17 Which sisters setup has you nervous? I played against my buddy's penetant list (pre points updates but the rules are out) and found them to be very glass cannon. They can move like no other, and hit hard, but not so hard they can't be handled. And they are still T3. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6045826 Share on other sites More sharing options...
TiguriusX Posted June 17 Author Share Posted June 17 7 hours ago, Rune Priest Jbickb said: Which sisters setup has you nervous? I played against my buddy's penetant list (pre points updates but the rules are out) and found them to be very glass cannon. They can move like no other, and hit hard, but not so hard they can't be handled. And they are still T3. Think it was Penitent I played most recently that scared me Advance and charge with buffs from Triumph and multiple auto 6 miracle dice even on turn 1 The threat range from Penitent engines and repentia was enough to cross no man's land and hit me turn 1 And the endless hordes of bodies including fight on death My melee oriented SW list had no shot Thinking I need more shooting and might be time for desolation marines to return Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6045914 Share on other sites More sharing options...
Rune Priest Jbickb Posted June 19 Share Posted June 19 Yeah I leaned more heavily on shooting versus the sisters for sure. I've been bringing dreads for mixed combat/shooting support and I am liking it so far. Still sticking with Stormlance but just 2 wolf cav squads. TiguriusX and Karhedron 2 Back to top Link to comment https://bolterandchainsword.com/topic/382921-saga-of-the-aggressorsterminatorshellblasters/#findComment-6046226 Share on other sites More sharing options...
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