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Saga of the aggressors/terminators/hellblasters*


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Posted (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)

 

Image

 

 

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

 

 

Image

 

 

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

Image

 

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 by TiguriusX
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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. 

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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

 

image.thumb.png.67129ee0161cc2d1e9da86e97de886bc.png

 

 

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

 

Image

 

 

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

 

Image

 

He pushes forward conservatively and wipes out my eliminators 

He has a big cluster forming behind the Alamo

 

Image

 

 

 

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

 

Image

 

 

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

Image

 

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

 

 

 

 

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Posted (edited)

Round 3 of Black Crusade

SW (Aggressors) v Orks

Clutch City GT Map

Dawn of War

Chilling Rain

Scorched Earth

 

image.thumb.png.b3e30e976494beca833251f2ebdafccd.png

 

 

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

 

 

image.thumb.png.25f3c94e4d0c2aed2d605413686580ca.png

 

 

 

 

 

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

 

Image

 

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)

 

Image

 

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

 

Image

 

 

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

Image

 

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

 

Image

 

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

 

Image

 

 

 

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

 

Image

 

 

He can't do anything turn 5 

 

 

FINAL

 

Image

 

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 by TiguriusX
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Round 1 Pod 63 (Terminators)
Map/Mission

J3

Priority Targets

Chilling Rain

Crucible of Battle

 

image.png.75d7da1291480a365a3992097b010e6d.png

 

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

 

image.png.8ce8c0c28cc0dc97e36fdcc4b1883f7a.png


 

Turn 1

I win roll for first turn...don't actually want it...crap

 

I stage and take eliminator shots

Nothing happens

 

Image

 

 

He comes out and kills 2/3 eliminators

Does 3 damage on LRR

 

Image

 

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

 

 

Image

 

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

 

Image

 

 

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

 

Image

 

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)

 

Image

 

 

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

 

Image

 

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

 

Image

 

 

Final score

Image

 

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

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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.

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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.

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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.

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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

 

Image

 

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

 

Image

 

 

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

 

Image

 

 

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

 

 

Image

 

 

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

 

Image

 

 

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

 

 

Image

 

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

 

 

 

Image

 

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

 

Image

 

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)

 

Image

 

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

Image

 

 

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

 

 

 

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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.

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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

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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.

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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

 

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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. 

 

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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...

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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

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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

 

 

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