So I opted to run a 1500 point list of IG and try out some new units with the idea of infiltrating numerous units to control early game vehicle destruction…yeah, didn’t work. :0
So, to save the time, I lost terribly. I DID learn some really good lessons though-
Storm troopers- niche fillers. A full unit is a terrible idea and even worse if they are held as static. Overall, an expensive unit that cost just way too many points for its uses. It should have been 105 points- 2 melta guns and 5 dudes. Maybe run 2 plasma guns and a SGT with two plasma pistols for infiltrating 18″ away, moving 6, and popping off 6 shots of plasma to tear up a terminator squad or something like that for just over 100 points.
PBS- more of these.
Rattling snipers- great concept, but with ld 6, unless there are ruins or something to offer a 4+ cover, they get run off the table with a T2 and ld 6.
So my key mistakes were-
Setup- still learning this really. Never have to deal with this for daemons and i struggle with it damn near every time I have to do it. Didn’t help he seized, but I should have expected it.
Too little of too much- I had infiltrators, artillery, a blob, snipers, storm troopers, heavy weapons. Yeah on paper it looks like it can take on anything. Problem is redundancy. Nothing was duplicated. That means that when it’s gone, I lose capability. I have always done better when lists offered a little…or a lot… of redundancy. My Nurgle has a TON of redundancy. Same with my khorne lists and both are pretty good on the WLD scale. I need to pick a mode of attack and rock it.
Don’t rely on cover, place smart- yep, cover is great. But these days everyone at my FLGS plays a manticore…this is a problem.
If I am gonna run blobs, run officers!!!! – really self explanatory.
Focus fire by priority. I hopped around on target priority leaving a lot of wounded units but very few units dead all the way. I need to focus on a unit with everything until its gone unless something super pressing emerges.
Remember searchlights. I wasted my first turn of shooting because of night fight. This could have easily changed the game.
Well, that was about it. Overall, poorly played game on my part but I still got at least one point and had fun, so it wasn’t really a loss. Thank god for good opponents that make ass-beatings fun too.
Thanks for reading,
So after what has seemed like a long time I finally broke out of my rut and got back to what I like most about 40k…the sheer carnage!
So, I played at my FLGS today with a 2000 point generally mono khorne army. We played at 2000 point so I could really put it to the test.
Bloodthirster w/ unholy might and blessing of the blood god.
Bloodthirster w/ unholy might and blessing of the blood god
5 crushers w/ instrument, icon, and rending
16 bloodletters w/ icon, instrument, and rending
8 hounds w/ rending
8 hounds w/ rending
Soul grinder w/ phlegm
Exalted chariot of slaanesh
He ran, from what I remember-
10 tac marines w/ missile launcher and plasma gun w/ razorback
10 tac marines w/ missile launcher and plasma gun w/ razorback
10 tac marines w/ missile launcher and plasma gun w/ rhino
Land raider crusader
We rolled up a book mission, got crusader (basic objective mission with each objective worth 3 battle points) and we rolled up 3 objectives.
I won roll off for first turn and gave it to him.
He deployed with the terminators in the land raider, combat squads in razorbacks and missile launchers in the rear. He spread out as much as he could to interfere with my deep strikes. Opting to go heavy, I chose (and got) both blood thirsters, both crusher squads, the chariot, and the soul grinder. They came in heavy on his left flank, ran some to spread out, and the grinder popped off his maw cannon and destroyed the vindicator.
Turn two he manages to gun down the first bloodthirster and between shooting and assaulting with the terminators killed the small squad of crushers. I had my hounds (both squads) come in, destroyed his rhino with my thirster and immobilized the predator and destroyed one of the thee las cannons. The crushers and the chariot destroyed his left flank razorback. the occupants of the razorback were pinned and the occupants of the rhino fled.
Turn three he dumped a huge amount of fire into thirster, putting two wounds on him. THe soul grinder takes another hull point, bringing it to 2 now. The terminators re-embarked. My soul grinder, still in base to base with the pred finished off the predator. My turn the two small squads of bloodletters came in. The soul grinder moved and assaulted the dread, stripping two hull points off it. The crushers and chariot wipe out the squad that fell out of the razorback. The thirster managed to put a hull point on the land raider. The squad of hounds assaulted the full tac squad, the one that had fled due to two or three deaths in the explosion of their transport. They killed one and lost none. Overall, a good turn.
Turn four saw his storm talon come in. The last thirster was gunned down, the soul grinder destroyed by the hammernators. The tac squad stayed in combat against the hounds. My turn saw the second squad of hounds assaulting into the fray of the other hound squad, the crushers, a small bloodletters squad, and the chariot moving around to and failing to assault his missile launcher squad in the rear, and the large squad now in. The large squad of bloodletters held an objective and the second small squad as well.
Turn 5 saw him killing a few bloodletters from shooting, the hounds finally finishing off his tac squad and assaulting another with no significant results, the chariot killing the missile launcher squad. We ended after 5 turns. Overall, it was bloody with me winning 7-1 battle points. I had a blast, and I think he did as well.
So now I know. Yes, the loss of initiative hurt me, the increased and variable assault distance gave me a huge advantage as did the hull point system. Hounds, with 3 S5 attacks each on the charge can be pretty nasty and really useful for clogging up the enemy.
However, I need a better way to deal with terminators. With dark angels being released soon and as many suits of terminator armor already fielded often, I need a better response. Bulk attacks might work, but I need a strong unit to force the invuln saves. For now, I will simply hope that they modify the bloodletters an khorne models in the next update and rock on with the same tactics I use.
Win or lose, I have confirmed that mono khorne is still as viable as always, and while not against a top-tier army, my opponent is a strong opponent who knows ultramarines very well and has played them for years. I am happy that the list hasn’t changed too much from 5th. I also find myself re-energized to paint and field my khorne stuff that hasn’t gotten a lot of love in the past few months in lieu of my Nurgle stuff.
Thanks for reading,
So this past Wednesday, I face off against an Ultramarine Player who normally ran a Kantor Castle style of play. I figured, before I saw his list, that I knew his list. However, he was running a vulcan Melta/Flamer list. My rats survive on cover saves. This was bad news bears for my list. But his melta was limited in range, and we were playing Divide and Conquer like I had the previous week. Lots of area terrain combined with a spearhead deployment led to realize I had to take a dominating lead early or fall under gruesome melta/Flamer fire.
So, I ran the following list:
Company Command Squad w/ Creed and Kell
Lord Commisar w/ Camo cloak and power weapon
2 PBS with 7 psykers each
Infantry Platoon with 3 squads (totaling 2 LC, 1 AC, and 1ML along with 2 MG, 1 GL, and 1 SR) with a commisar
1 vet squad with LC, 2 MG, 1 Heavy Flamer
Devil Dog w/ Multi-Melta
Ordnance Battery w/ Griffon and Colossus
Ordnance Battery w/ Basilisk
He was running (IIRC):
Libby in TDA w/ Avenger and Nullzone
5 Terminators w/ 3 THSS and 2 LC in a LR Crusader (the one with Flamestorm cannons spontons)
1 Venerable dread w/ MM and heavy flamer in drop pod
5 man tac squad in Razorback with TLMM (he was running them under the IA Razorback rules which allows TL MM as an option)
5 man tac squad in Razorback with TLMM
10 man tac squad w/ MM and MG
2 Landspeeders w/ MM and heavy flamers
2 attack bikes w/ MM
Yep…that’s a whole lotta melta weapons. 😛 Glad it’s spearhead.
So I win roll-off. This is our initial setup.
The devil dog had scouted up the center t get that close. I wasn’t cheating 😀
Again, I knew I had to take the lead early. He had the drop podded dread and Speeders which would both deepstrike with flamers and melta weapons. Before I lost tanks, I would want to hammer into his lines.
I fire the manticore first at the LR (immediately regretting putting my devil dog RIGHT next to it basically). Score 2 hits, 2 pens, and a 6 to damage. Things were off to a good start.
I then, through the rest of firing managed to kill only a single terminator, kill one bike and put a wound on the other (Wound from something else, and the one dead was from the manticore), stun the right side Razorback (as I am looking at it) as well as immobilized it, and shot at the left razorback with no success from the Devildog…epic fail. Here is how my turn ended.
He then goes on the offensive, destroys the Devil Dog (not surprisingly so) and starts to maneuver his right side razorback around. He also drops the dread in and destroys the basilisk’s Earthshaker cannon and a few guardsmen from the heavy flamer.
Turn 2 saw me stunning the Right razorback and Left Razorback, destroying the dread, and pinning the terminators with the PBS/Mortar combo (Gotta love pinning). At this point, my opponent was getting concerned at my lurching ahead early out of the gates and reducing his mobility.
Turn 2 for him he boosted his bike, got his Speeders…mishapped his speeders, and luckily got them sent back into reserve. He had fled the terminators back during my turn and re consolidated and started to move forward.
I maneuver some myself, running my vets into the left section on my end of the table, and immobilize his last Razorback capable of moving (assuming it’s not stunned). Turn 3 He brought his bike into range and started firing on my platoon with the meltabike and the right razorback (no longer stunned). At this point, I was getting nervous as my forward momentum had started to stall out.
I manage to kill his last of the bikes, rip the TLMM off the Razorback, and destroy the TLMM off the other razorback as well. I also finished off the drop pod. I fire the Colossus and Griffon at the dismounted marines and manage to kill 2 of 5.
During his turn he moved around, largely without result. However, he does manage to get his speeders in and deepstrikes them and manages to land in MM range of the Manticore (which I had saved my 4th missile for turn 5). He then manages to destroy it. 😦
Turn 5 I was concerned about my lack of progress the last 2 turns. Thus, I decided to try to take out the weaker targets. Destroy the Speeders and attempt to pop the razorbacks to open his troops to fire the following turn. Well…I did destroy the speeders, but I was destined to only glance those razorbacks. With my Basilisk and Manticore gone and his Razorbacks behind cover, he managed to avoid being destroyed.
His turn 5 I don’t think he fired a single time. He spread out, made sure his men were in the appropriate sections and we rolled for it. A “2”… Damn.
He took primary with each of us holding our 2 sections on our own side, and him holding a dominant lead in the center with 700 something to my 458 VP. Again…damn. I took the KP with a 5-1 KP (he got the manticore, but this was the only unit actually destroyed). Objectives we split, each having 2. Then for the quaternary I got a + 3 to his +1. Thus he ended up with 19 and I had 16.
Overall, a close game. I should have not focused fire on the terminators once they were on foot though and shifted fire to vulcan instead of the libby and terminators. And I shouldn’t have saved that last manticore missile. 😦 Oh well, a good game and a good time was had by all. I will say I like the colossus and it will appear in future games.
Thanks for reading,