So I have started to establish my fledgling word bearers force, which will be eventually definitively labeled either a host number under the direct command of my dark apostle or soldiers of the quillborne, a division of the word bearers chapter. That said, I put together a list that was the following…
He ran Tau with Eldar allies. From what I remember, his list looked like this
Farsight w/ 2 crisis suits with him all w/ melta/ plasma
The avatar of khaine
5 dark reapers
12 Eldar pathfinders
5 or 6 tau pathfinders
3 x 12 tau fire warriors (one with a devil fish transport)
3 crisis suits w/ melta/plasma
So we rolled up a mission and did the basic mission of crusader with 5 objectives. Our table was a ruined city with a few mysterious stuff. My warlord (the apostle) rolled up hatred….yep, about useless. Farsighted became a scoring unit for him. I won first turn and deployed, then he did, then I began. This is how we deployed. My sorcerer had iron arm and boon as well as psychic shriek. The thousand sons sorcerer had boom bolt.
Havocs were in the tall structure, the rhinos had the thousand sons with both ICs and the other was the CSM squad. The Oblits flanked my rhinos and cultists held the objective at the bottom of the tall building.
First turn I didn’t get my preferred half so I got the plague bearers and the screamers. Dropped in under the snipers with the plague bearers and near the broadsides with my screamers. Put thee wounds on the avatar with the Oblits and didn’t really do much else. through boon I got hammer of wraith.
He turned around and peppered my Havocs with his dark reapers. This resulted in only one death but also putting them on the ground. He also put a wound on an Oblit and blew up the rhino with the thousand sons in it, killing I believe one of them.
Turn two I got the masque and flamers in. I used the masque to yank his dark reapers down by forcing them to jump off the building (nne died from the fall 😦 ). However, it put them in a handy clump next to the Avatar…at which point the Oblits were only too happy to oblige them with a barrage of plasma cannon fire, wiping the squad and killing the avatar. The flamers dropped just enough to fire and destroy the fire warriors on the second floor leaving only carbine armed pathfinders on his right flank to contest my forces. On the left side I swung around and destroyed the lone broadside with my screamers. The boon gave my sorcerer another hammer of wraith roll.
His crisis suit squads arrived they dumped plasma and melta fire into my Oblits killing one and wounding another. Snipers fired and killed one or two thousand sons. He maneuvered his fire warriors away from the screamers. Another fire warrior squad fired and dropped one or two flamers.
Top of three saw my plague bearers assault his transport and put a hull point of damage on it. The screamers maneuvered to also attack the transport but I don’t believe they had the range to assault it. The Oblits dumped meltagun fire into the crisis suits killing the shield drone. The terminators came in and dropped next to Farsights unit. I pulled the units closer to my infantry and shoved the invuln saves in Farsights unit to the back. I smacked Farsights unit with boom bolt and then psychic shriek, followed by inferno bolters. Two survived which were then gunned down by the three combo-meltas from the terminators. The Oblits and the masque assaulted the remaining three crisi suits, killing one and the crisis suits killed one of the Oblits. My flamers jumped over and wiped out a second squad of fire warriors.
His turn he dumped out his fire warriors and fired into the plague bearers. He killed five of them. The snipers killed or wounded something that escapes me. His pathfinders fired their carbines and killed a flamer. The transport then booked it away from combat to the other side of the ruins the snipers were on. During the assault phase the remaining Oblit and masque killed off the last crisis suit.
My fourth turn the masque pulled the pathfinders out of cover and they were blasted by the older fire from the thousand sons and an assault cannon from the Oblit. The plague bearers and screamers assault the last fire warrior squad. One plague bearer dies from over watch but the screamers and plague bearers kill all but two. The last two break and are swept. The chaos space marines move about to fire on the transport. The auto cannons fail miserably to do anything.
He proceeded to fire without huge impact with his snipers.
My fifth turn the snipers are assaulted by the screamers and plague bearers. They stick in combat though his turn due to some meh rolling. A screamer does die to overwatch fire. The chaos space marines move up to the remaining transport, getting ready to disembark to destroy it. His fifth turn the close combat ends and his transport fires at the rhino putting a hull point of damage.
My sixth turn begins and his last two models remain…the transport and a gun drone. The gun drone has the flamers swoop down and attack it. The chaos space marines dump out of the rhino and finish off the pesky devil fish with melta fire to its flank, a krak grenade, and a snap fired auto cannon.
I attempt on turn seven (as we had a turn 7 as he had not started a turn without anything yet) running for the other objective with my CSM. They ran one inch…they must have been tired from sitting in a rhino all game…
Overall, awesome game against one of my favorite opponents.
On paper, 4 Havocs with auto cannons are much better than 3 marked Oblits as they are dirt cheap. And half the cost. However, while I can get 8 for the same cost as 3 Oblits, the Oblits did 5-6 times the work. Few things- mobility allows moving and shooting which is huge! Also, the 2 wounds, 2+/5++ means that for the enemy to KNOW he is bringing them down he has to commit some serious resources. Because of the low number of models, forcing lots of saves with those large blast weapons is tough. They are also versatile because they can walk or deep strike.
Flamers and screamers- yep, just as gross as we have all heard.
Chaos space marines- good solid unit, but I under utilized them. He had little shooting by turn 3 and I should have disembarked them and started firing earlier. I need to remember, that while they don’t have terminator armor and are often vulnerable to many things, they don’t have my customary 5+ save and so are a bit more solid.
Psyker powers continue to impress me, however I need to focus my sorcerers intent more.
Overall, I like the list and will develop it more.
Thanks for reading,
So tonight at the FLGS I decided to run the rats for the first time. So after I get there I find an opponent for a 1500 point game…a Necron player.
I built my list mainly to learn about units such as PBS, Ogryns, Rough Riders, and Devil Dog while improving my familiarization of older units such as infantry troopers, vets, and heavy weapon teams.
Sooooo, I put together a sort of all around list that offered lots of options-
Company command squad with Creed, Kell, and medic
2 squads of 8 psykers (plus overseer)
Infantry platoon command squad
Infantry squad with melta gun and missile launcher
Infantry squad with grenade launcher and autocannon
Special weapon squad with 3 flamers
Vet Squad with auto cannon, camo cloaks, 2 sniper rifles, and a melta gun
Devil dog with multi-melta
6 rough riders with 2 melta guns and a SGT with a power weapon
He had 2 troop transports with 5 guys each, a blob of 20 warriors, a doom barge or whatever its called, a named HQ, some crypteks, and 5 destroyers (3 heavies, 2 normal). Oh, and a monolith.
He got first turn, made it night fight. Shot at me, killed one guy. I went, shot at him, killed one guy who was replaced the followinng turn.
Turn two and he shook the deathstrike and killed most of the ogryns and 2 of one of the PBS. I again was ineffectual. Turn 3-5 pretty similar. I had terrible rolls but I took away some really amazing points and ideas based on how I play.
First- Ogryn; Out, Ratling snipers:in. Cheaper and paired with the PBS weaken resolve combo they work wonders.
Second- better long range anti-tank. Think I will pick up more lascannons or maybe a basilisk or vanquisher.
Third- Mortars are AWESOME. They were the single best consistent unit. In an all-comers list, paired with PBS, they have the potential to shut down an armies advance and, moreover, dump a LOT of wounds onto a hoard army.
Fourth- I don’t have invulns, fearless, or eternal warrior. Wow, I got used to these…
Fifth and lastly- Creed was useful and all but not critical. Kell, however, was critical. Creed may go for <;1500 but Kell is here to stay.
So I learned a LOT, gonna make somee minor revisions and run it next week or the week after as I have an apocalypse game next week. Daemons and Daemons vs IG and IG. Time to have An'Grrath emerge in his full 888 points of glory! Stay tuned for a battle report of pure daemony goodness next week!
Thanks for reading,