Showing posts with label Deathstar. Show all posts
Showing posts with label Deathstar. Show all posts

Tuesday, January 31, 2017

Iron Hands on the Mind

A while back I had been exchanging some e-mails with my buddy LaMonte about sticking to one army for the near future in 40K.  This would allow me to focus on painting the models up and getting better with one army.  I suppose that was some time during football season because between now and then the Imperium has gotten quite a few updates along the way culminating in the Fall of Cadia book.  I think this book gives Imperial players much more options than the Agents of the Imperium book had given us.

One nice thing is that this does allow me to still focus on my Space Marines while still building up some Mechanicum, Imperial Guard, and other Imperial sources.  Shoot, I may finally build up and paint one of my Imperial Knights!

That said, my Iron Hands are going to be the way to go.  As you may have noticed, my Iron Hands aren't the traditional black and silver.  I opted to go with a burnt orange (I'll admit in large part because of my alma mater).  I had started painting up some Dark Angels in burnt orange before and in general it lets me do something different.  I found the black and silver to be very sharp but also very plain.  I didn't want to paint another green army to confuse with my Salamanders.  It just made sense!

I need to flesh out the fluff for my chapter.  I also need to come up with a good name for the chapter as well.  I know I had come up with quite a few names in the past.  I'll have to think about things a bit more and decide soon.

Hrmmm, here are a few things I've fleshed out:

Location: Subsector Strellia
Home Planet:  Moros

Chapter Name:  The Fire Guard, an Iron Hands Successor Chapter

Before I moved I had started running a campaign for some former coworkers.  While I had to hastily finish, I think I will use it as inspiration for the development of my chapter.


Fire Guard Tactical Marine (Basic)

Today I exchanged an e-mail with my buddy LaMonte where we talked a little about the tournament this past Saturday.  One thing he had asked was how I would potentially flesh out my 1000 point list into an 1850 point list.

Almost immediately I started thinking of ways to parlay it into what was my old BeakyCon list.  But this list would be different.  I think I wanted it to be a bit more fun to play.  Have a few more options.  I know that min-maxing is the way to go to win tournaments.  But I'm hoping I can get more utility out of this list.  Here's my first cut:

Fist of Medusa (Iron Hands Formation)
Core - Battle Demi Company
HQ - Captain (Cataphractii Terminator Armor, Gorgon's Chain, Lightning Claw, Power Fist) - 185 points
Troop - Tactical Marines x5 (Melta Gun, 30 year anniversary Marine, Rhino) - 115 points
Troop - Tactical Marines x5 (Melta Gun, Rhino) - 115 points
Troop - Tactical Marines x5 (Flamer, Rhino) - 110 points
Fast Attack - Attack Bike - 40 points
Heavy - Centurion Devastators (5x Grav Cannons, Omniscope) - 410 points

Auxiliary - Honored Ancients
Elite - Ironclad Dreadnought - 135 points

Auxiliary - Raptor Wing
Fast Attack - Storm Talon (Skyhammer Missiles) - 115 points
Fast Attack - Storm Talon (Skyhammer Missiles) - 115 points
Fast Attack - Land Speeder  - 45 points


Inquisitorial Detachment
HQ - Ordo Xenos Inquisitor Toby (Mastery Level 1, Force Sword, Rad Grenades, Psychotroke Grenades) - 85 points
HQ - Coteaz - 100 points

Allies - Iron Hands
HQ - Librarian (Force Axe, Auspex) - 70 points
Troop - Scouts x5 - 55 points
Fast Attack - Lucius Pattern Drop Pod - 50 points
Heavy - Thunderfire Cannon - 100 points

List Thoughts

So that puts me at 1845 points (I had to double check points costs as I whipped this list up based off memory).  I guess the approach is still generally similar to what I did before.

My Centurion Devastator squad went up to a 5 man unit to be able to really put the hurt on something.  It is possible that 4 Centurions is the right number.  I opted to give the Sergeant an Omniscope to allow me to Split Fire elsewhere as needed.  In most cases, 25 Grav shots is overkill (especially when potentially having Prescience and Grav Amps).  But unless I can come up with a better way to spend 80 points, I'll stick with a full unit.  Both my Inquisitors will be joining the Centurions per the norm and allow me to roll for Divination (Toby) and Telepathy (Coteaz).  The Captain will join the unit and provide a better beat stick melee threat.  He can do AP3 or AP2 attacks as needed and with a 2+ armor save, 4++ Invulnerable save (re-rolling 1's due to Cataphractii armor), and a 4+ native FNP, I'm sitting pretty.

I decided to ally in Iron Hands to provide me with some more support units.  The Librarian opens up access to Biomancy and all the Space Marine powers.  I'm only going to get 1 roll on the table but I didn't want to put too much focus on the Psyker phase.  Most Daemons, Grey Knights, and Eldar will have enough dice to shut this down if they want.

All three of my Tactical Squads will gain mobility by having Rhino's.  I stuck with a cheap Attack Bike for late game objective grabbing.  I also was able to get a single ObSec Scout Squad.  I could easily give them all Sniper Rifles but may opt to give them a CCW and a Pistol to threaten close combat.  They are still Marines with a 4+ armor save.  Plus it gives me a guaranteed Outflanking unit.

I upgraded my regular Dreadnought into an Ironclad Dreadnought as the Iron Hands allies give me the option to bring a Lucius Pattern Drop Pod.  This creates an immediate threat that my opponent must address.  Additionally, it gives me a place to hide the Dreadnought on Turn 1.

I know that I already have an auxiliary choice but brought the Raptor Wing formation to shore up some AA weaknesses.  They may not win me the game but provide some options against other vehicle flyers.

Lastly, I picked up a Thunderfire Cannon that allows me to deal with horde units and potentially snipe out characters/weapons that are causing me problems.  The added benefit of bolstering one unit of terrain is just the cherry on top.

All in all, it is a more well rounded list.  Weaknesses are still pretty obvious.  My Centurion "death star" unit does not have a good Hit and Run option and could get bogged down in close combat.  I had thought about bringing in St. Celestine but that is very limiting.  I also don't have a guaranteed FNP (so I'm "stuck" at 5+) and don't have an Invulnerable Save.  My Centurions also suffer from lack of mobility unless I'm willing to risk Santic Daemonology  (or if I try to get the Space Marine teleport power).

I also don't have a great way of dealing with Super Heavies.  I guess Grav Centurions can eventually make a dent but otherwise I just have a couple of Melta Guns that need to be within 6" to be effective.

Still...the list seems a bit fun and has a lot of answers (even if they are few).  Already I begin to think that by removing 1 Centurion I can upgrade my Librarian to ML2 and put him in Terminator Armor (50 points).  But that doesn't gain me too much outside of an additional roll on the Psyker spell charts.  Maybe a Rifleman Dread?  That's 120 points and while they aren't what they used to be, they do offer me poor man's AA and a good way of taking out light vehicles.  Or I could change the Attack Bike into an Assault Squad only...wait...nevermind.  I can't take Melta Guns on regular Attack Marines.  I guess I could just upgrade my Attack Bike to have a Multi-Melta too.

In any case, any thoughts on the list?

Sunday, January 29, 2017

Warhammer 40K Tournament at Strangeway Games

This past weekend (January 28th, 2017) I had the opportunity to participate in a Warhammer 40K tournament over at Strangeway Games.  I honestly didn't even know there was much of anything over at Satellite Beach but I noticed a few of my friends on Facebook post interest in the store for Age of Sigmar.  I had every intent on going to that AoS tournament but Papa Nurgle had other plans for me that day.  Instead, I noticed that they had another tournament the following weekend for 40K and immediately I began to prep.  On the day of, I almost didn't make it on time but it seems quite a few other people were running a bit late too.  It was clearly meant to be!

The rules were pretty straight forward:

https://www.facebook.com/events/1135293766588196/

1000 point tournament, CAD or Formation only, no unbound lists, Forgeworld rules not labelled experimental are allowed. $10 Entry Fee, 3 rounds, bring 5 copies of your list (1 for each opponent, 1 for yourself, 1 for the store/TO). Painting will be judged and included in tournament points.

I had every intention of having everything 100% painted...and then my birthday week happened along with OT at work.  Needless to say, I did have just about all I needed for my list and even tried to put some paint on almost all the models.  I knew going in I wouldn't win best painted but had hoped that I would get 3 good games to ease back into 40K.  I mean it was 1000 points, definitely nothing stressful.  I opted to stick to Iron Hands (as I knew how to play with Battle Demi Company and the Fist of Medusa in particular).  I didn't want to go too over the top with the list but wanted something that would keep me in most games.  Here's the list:

Fist of Medusa (Iron Hands Formation)
Core - Battle Demi Company
HQ - Chaplain (Auspex) - 95 points
Troop - Tactical Marines x5 (Melta Gun, 30 year anniversary Marine, Rhino) - 115 points
Troop - Tactical Marines x5 (Melta Gun, Rhino) - 115 points
Troop - Tactical Marines x5 (Flamer) - 75 points
Fast Attack - Attack Bike - 40 points
Heavy - Centurion Devastators (3x Grav Cannons) - 240 points

Auxiliary - Honored Ancients
Elite - Dreadnought w/ Drop Pod - 135 points

Allies - Inquisition
HQ - Ordo Xenos Inquisitor Toby (Mastery Level 1, Force Sword, Rad Grenades, Psychotroke Grenades) - 85 points
HQ - Coteaz - 100 points


1000 points on the dot!  In general both the Inquisitors would join the Chaplain and the Centurions and form a mini Toughness 5, multi-wound "death star" of sorts.  I'd be "fearless" due to the Chaplain, would get to knock off some cover saves with the Auspex, 5+ FNP from the Fist of Medusa detachment, and would get blessings from the Inquisitors.

3 warp charges weren't a lot but I made the most of them.  Inquisitor Toby would roll on Divination for whatever plus Prescience and Coteaz would get 2 rolls on Telepathy to hopefully get Invisibility but mostly to have Psychic Shriek.

Flyers would most likely wreck this list.  No sooner had I arrived at Strangeway Games that I noticed one guy had a list with something like 5 or 6 Vendettas.  Luckily for me, I was never matched up against him!

The Games


Game 1 - Tau Empire (Anthony)

My first game was against Anthony, a guy I had met previously and played against at an old game store that has since closed.  I hadn't seen him in over a year.  He brought a mostly infantry based Tau list with Kroot, Fire Warriors, Pathfinders, Crisis Suits, and a mini stealth suit death star unit with Commander Farsight.

Per the picture above, most of his army was in the big cathedral in the middle.  It was a Maelstrom Mission out of the rulebook where we had an escalating number of Tactical Objective cards.  My Grav Centurions proved to be too much for the Farsight unit to survive, especially with the Psyker support from the Inquisitors.  Prescience went a long way to helping me whittle down the units.  Ultimately I kept him boxed in the Cathedral while I managed to secure 4 of the objectives for most of the game.  Of note, I also seized the initiative on a 6 on the re-roll due to Coteaz's special rule (a common theme throughout the tournament).  I believe I ended up winning 8-2 (he claimed one tactical objective card and had first blood).  With that, I had gained a "Major Victory" and got a win for the day.  Already I was happy to exceed my expectations and not go 0-3.

MVP of the Match - Coteaz.  Arguably I could've given this to my Dreadnought for holding strong for nearly 3 turns but Coteaz and Psychic Shriek ensured that Farsight and her crew went down early.  I seized the initiative due to his special re-roll and I even got to use his infamous "I've Been Expecting You" rule.


Game 2 - Deathguard Chaos Space Marines (Rew)

My next game came against Rew, a guy I had previously met and played against over at Dogs of War.  Normally I'd see him field Imperial Guard but the new Traitor Legions book was too hard to pass up for him.  It was a virtual mirror match as he had brought his Deathguard warband detachment that gave him re-rolls for FNP of 1 and he had roughly the same amount of bodies on the field as I had.

We played The Scouring from the regular book missions and set up with the normal deployment.  Again, my opponent deployed first and I managed to seize the initiative on him with another 6 on a re-roll.  If you'll notice in the picture, he had castled up behind a building on the upper left hand corner of the board where he couldn't get a Rhino through.  I immediately dropped the Dreadnought in the Drop Pod in front of all the Rhinos to make him have to shoot through and blow up both units to have any chance of leaving the area.  Unfortunately for him, it wasn't until Turn 4 that he managed to finally destroy both the Dreadnought and the Drop Pod and by then I had control of the rest of the board.

He deployed his Terminators and Sorcerer out on the ledge to avoid Coteaz's "I've Been Expecting You" rule.  Instead of deep striking, he'd try approaching me on foot.  Unfortunately I infiltrated my mini "death star" unit 18" away from him and walked them up first turn and unloaded Grav Cannon and Hurricane Bolter shots galore.  By the end of the shooting phase, the squad and the sorcerer were gone.

After that I did advance my Centurions towards the remaining Deathguard marines but there was little they could do to not get shot up as I advanced and kept him boxed in.  At the end of 5 turns, I had captured all but 1 objective and had scored an 11-0 victory.

MVP of the Match - Dreadnought.  This guy served the Emperor well and while he did eventually die after 4 turns, he tied up Rew's bikes for nearly 4 turns and kept the bulk of his army in the same spot while I moved to control the rest of the board.  Again, Inquisitor Toby kept it icey and provided some clutch Prescience buffs.



Game 3 - Dark Eldar/Harlequins (Colby)

Wow.  So 2 games in, 2 "Major Victories" against my opponents.  Some of it was definitely luck.  Some of it was the perfect use of rules given to me (Infiltrate, re-rolling the seize roll, Feel No Pain across the board).  I sat at the top table and was about to play a guy that had driven up from Vero Beach.

He had a combination of a Dark Eldar CAD (Archon with 3 Grotesques in a Raider, 2 units of Kabalite Warriors with a Blaster in a Venom) and a Harlequin formation that let him re-roll jink rolls for his bike units (2 wound dudes that seemed to play like Eldar Scat bikes) and a bigger Eldar Vyper looking vehicle with a Haywire blaster.

The mission was The Relic out of the rule book.  I knew if I did not grab the relic in the first turn, he could easily move up bikes and block any chance at getting the Relic.  The game would go to secondary objectives where I'd potentially lose to First Blood and Line Breaker (he had a fast, hard hitting, and mobile army).  As in all my other games, my opponent deployed first and I went second and seized on him. Again, I gained the warlord trait to give me Infiltrate and I deployed 18" away from his Grotesque squad in a Raider and 6" away from the Relic.  First turn I walked up with my Centurion squad and grabbed the relic.  My opponent knew that it was pretty much game at that point.  I was fine with sacrificing every other unit at this point.  If I could destroy the Grotesques, I would be fine as he'd have to focus everything on trying to taking out my Centurions.  He did have poison weaponry in spades.  But Coteaz got what I had wanted all day.

Invisibility.

Turn 1 my squad was invisible.  Still Colby charged his Grots into the squad and faced -1 Toughness and rolled a 2 for my Psychotroke Grenades.  I auto-hit him (already almost a given as I had Invisibility).  He could only hit at most 1 time with each guy.  He was forced to fall back after the combat.  I finished off his Grotesques and it was only a matter of time before the game ended with me holding the Relic.  Even then, I had gotten First Blood and my Chaplain was sitting safely in the squad of Centurions.  Final score 5-1.

MVP of the Match - Coteaz.  This guy allowed me to seize.  Gave me Invisibility.  That ensured I would not lose.

So all in all I finished 3-0 and won some store credit for winning the tournament.  I bought my Triumvirate of the Imperium set with the Belasarius Cawl (sp?), St. Celestine, and the female Inquisitor from the recent Fall of Cadia book.  I had a great time playing all 3 games.  I would say that I definitely had luck on my side as I successfully got the rolls and warlord traits I needed when I needed them.  I also always had just enough rolls to force armor saves, morale checks, and made enough It Will Not Die or Feel No Pain rolls to keep my units up.

I think the owner of Strangeway Games (Skip) is great and I really applaud him for having built up the community there.  I really enjoyed playing there and look forward to returning for other games in the future (not only 40K).  Winning was definitely nice as I hadn't played since some time after BeakyCon last year and I didn't think I would do nearly as well as I did.

Hrmmmm...so far so good on my goals.  I got 3 games in and I managed to play in a tournament.  I know my yearly goals haven't kicked off yet but it doesn't hurt to get started early.  I was really impressed with how well the Centurions performed.  Lack of mobility definitely hurt me, but in most games they still had a decent threat range to at the very least cause my opponent to dedicate fire to them or avoid them.  When I originally started thinking of the tournament MVP for my list, I had decided it was Inquisitor Toby...but his superior (Inquisitor Coteaz) definitely was the game changer.  I can't depend on seizing every game (in fact, most games I'm content to go 2nd and figure out the objective situation).  But in this case it allowed me to apply early pressure and never let up.

In general, there is a lot of utility with my 2 Inquisitors.  This is definitely a list I'd like to flesh out a bit more.  I do like my Command Squad death star and all it offers, but the Centurions give me some more firepower outside of close combat.  Chaplain Royceefus performed well.  He got some great Warlord traits and provided a good source of +1 to FNP all the while making sure my main squad never fled the battle field.



"Come at me bro..."

Wednesday, June 8, 2016

Super Friends Dead?

lol, well that put an abrupt end to my scheming about making a separate "CenturionStar" type list...

I guess things are returning to "normal" with the new Space Marine FAQ that just hit a while ago.  Bringing in another chapter (including Blood Angels, Space Wolves, Grey Knights, and Dark Angels) causes the same negating of chapter tactics effect for everybody.  I suppose at this very second there is no rule preventing say Dark Angels and Space Wolves from conferring goodness to each other, but the writings are on the wall.


"Okay guys, we're back to not liking each other!"
 
I definitely welcome the change.  It will put an end to some of the abuses of the Librarius Conclave, White Scars Chapter Tactics, Dark Angel goodies, and Space Wolf goodies.  I guess there were other stars that used Grey Knights and Blood Angels to a certain extent.

Still, I guess this lets me focus on what I really want to take with me to BeakyCon.  I'm now still debating between taking the Scouts and taking some AA.  The AA really appeals to me because it lets me have a more well-rounded list in general.  Plus I keep thinking I'm not really putting my Scouts to good use in most situations.

Thursday, June 2, 2016

Evolving the List

Hey everybody!  So as I alluded to in my other posts, my mind is always churning with potential tweaks and changes to my list.  I still think Iron Hands are the way to go.  For reference, here is my current list:

Fist of Medusa Strike Force
Core - Battle Demi-Company
HQ - Captain (Lightning Claw, Power Fist, Artificer Armor, Bike, The Gorgon's Chain) - 215 points
Elite - Command Squad (Bikes, Apothecary w/ SS, 2x SS, 2x Power Fists, Meltabomb) - 225 points
Troop - Tactical Squad x5 (Lascannon) - 90 points
Troop - Tactical Squad x5 (Lascannon) - 90 points
Troop - Tactical Squad x5 (Flamer) - 75 points
Fast Attack - Bike Squad x3 (Grav Gun, Combi-Grav Gun) - 103 points
Heavy Support - Devastator Squad x5 (3x Missile Launchers) - 115 points

Command - Librarius Conclave
HQ - Librarian (ML2, Bike, Force Axe) - 110 points
HQ - Librarian (ML2, Bike, Force Sword) - 110 points
HQ - Librarian (ML2, Bike, Force Sword) - 110 points

Auxiliary - 10th Company Task Force
Troop - Scout Squad x5 (5x Sniper, Camo Cloaks) - 70 points
Troop - Scout Squad x5 (5x Sniper, Camo Cloaks) - 70 points
Troop - Scout Squad x5 (4x Bolters, Heavy Bolter) - 63 points

Allies - Assassinorum
Elite - Culexus Assassin - 140 points

Allies - Inquisition
HQ -Inquisitor (ML1 Psyker, Force Sword, 3x Servo Skulls) - 64 points

The main tweak I've begun to consider after playing my games is perhaps removing the Inquisitor and the 10th Company Task Force in favor of the Anti-Air Defence Force (1x Hunter Tank and 2x Stalker Tanks).  It would give me a much needed AA-infusion and would also let me potentially free up points so that I take a Tech Marine that I can place in my backfield.  He would be able to make repair rolls semi-readily on my tanks and would still provide my Devastator Squad with some defensive help (+1 FNP).

However more than that, I've noticed that the list in general suffers from other weaknesses.  My Command Squad does well in CC but I almost feel it needs another threat to be truly powerful.  LaMonte (one of my buddies) very astutely pointed out that the three bikes are relatively easy to neutralize once my opponent realizes it is my only other effective method of consistent damage.  I also feel I'm dumping too many points on contingencies rather than trying to create a truly offensive plan.  The Lascannons and Missile Launchers are great...but normally take pot shots in most situations.  I can see the benefit to perhaps using them against Battle Company lists...but the success there is far from assured.  So I took a step back and re-evaluated the list.  I've changed it up (yet again).  This is the direction I'm thinking of taking it:

Fist of Medusa Strike Force
Core - Battle Demi-Company
HQ - Captain (Lightning Claw, Power Fist, Artificer Armor, Bike, The Gorgon's Chain) - 215 points
Elite - Command Squad (Bikes, Apothecary w/ SS, 2x SS, 2x Power Fists) - 220 points
Troop - Tactical Squad x5 (Chainsword/Pistol on Sergeant) - 70 points
Troop - Tactical Squad x5 (Chainsword/Pistol on Sergeant) - 70 points
Troop - Tactical Squad x5 (Chainsword/Pistol on Sergeant) - 70 points
Fast Attack - Attack Bike (Heavy Bolter) - 40 points
Heavy Support - Centurion Devastator Squad x3 (3x Grav Cannons w/ Amps) - 240 points

Command - Librarius Conclave
HQ - Librarian (ML2, Bike, Force Axe) - 110 points
HQ - Librarian (ML2, Force Axe) - 90 points
HQ - Librarian (ML2, Terminator Armor, Force Axe, Storm Shield) - 125 points

Auxiliary - Honored Ancients
Elite - Dreadnought (Dreadnought Powerfist, Storm Bolter, Multi-Melta) - 100 points

Allies - Blood Angels
HQ - Sanguinary Priest (Bolt Pistol, Chainsword, Auspex) - 66 points
Troop - Scout Squad x5 (CCW/Bolt Pistol) - 55 points

Allies - Inquisition
HQ - Inquisitor Coteaz (ML2, Daemon Hammer, Psyber-Eagle, Artificer Armor) - 100 points
HQ - Inquisitor (ML1 Psyker, Force Sword, 3x Servo Skulls, Psychotroke Grenades) - 79 points

Overall I go to 9 Warp Charges.  So the general idea of the list is simple.  My Command Squad stays mostly intact...but only retains a single Librarian on a Bike.  I create another squad capable of bringing the pain in the Centurion Devastators.  I would join two Librarians to the squad along with both the Inquisitors and the Sanguinary Priest (giving me 3+ FNP for the Iron Hands).  I'd still be able to cast buffs with my Inquisitors after going after something large with my Conclave.  However I am not sold on having only 2 Librarians in one squad.

Originally I had two Librarians on Bikes for the Command Squad and two Librarians on foot to join the Centurion Devastator Squad.  The Centurions need an Invulnerable save in the worst kind of way but they aren't completely hosed.  Having a 3+ FNP goes a long way but there are ways to negate it.  I found that introducing Coteaz gives me a form of Deep Strike protection...though the better players will simply Deep Strike at a distance and still get within range of grav weaponry.

I clearly lose out on the Culexus Assassin...but honestly at this point I'm thinking that will be for the best.  All my Tactical Squads become glorified Objective grabbers, running from place to place while attempting to hide.  The Honored Ancients part of the detachment lets me save some points and simply take a Dreadnought (that I expect to get wrecked but could help bully something in the late game).  Plus the Blood Angels Scout Squad, while less effective than other Astartes Scouts, still lets me infiltrate and even get a late game charge off with enough attacks to make a mess of something.

I don't really have an answer to flyers but this lets me further try to utilize the Psychic Phase.  Anybody have thoughts?

Battle with Titan

Hey everybody.  So I was originally hoping to get a rematch with my friend Nick and an updated list he might have for me to face, but he had committed to playing against someone else.  Instead I made a new friend named Josh whom I had seen at Dogs of War in the past.

He responded to my post looking for a game on Facebook and we agreed to a match.  He wanted to test out his Grey Knights and thought it would be a good chance to see how well my Psykers could deal with the Might of Titan (spoiler - it was a bit rough).  My list was the same as my previous game.  Off the top of my head, this was what he brought:

Nemesis Strike Force

HQ - Grand Master in Terminator Armor, Psilencer, Falchions, ML2
HQ - Librarian in Terminator Armor, Nemesis Force Stave, ML3
Troop - 5x Grey Knight Terminators with Falchions and 1x Psycannon
Elite - 5x man Purifier Squad with 5x Nemesis Daemonhammers
Fast Attack - 5x man Interceptor Squad with an Incinerator
Heavy Support -Nemesis Dreadknight with 2x Fists, Heavy Incinerator, Heavy Psycannon


"Add Ons" (I can't remember who they belonged to...)
HQ - Techmarine with a Nemesis Daemonhammer
HQ - Techmarine with a Nemesis Daemonhammer
Fast Attack - Razorback with TL Lascannon
Heavy Support - Land Raider Crusader with Multi-Melta

Josh's strategy would be to deploy the characters all with the Terminator Squad and ultimately to try and go toe to toe with my Command Squad.  Already I have forgotten exactly what Warlord trait he rolled but it didn't have much of an impact on the game.  He rolled on Divination, Santic Daemonology, and Telepathy hoping for Invisibility and a few other key abilities.  Ultimately he was unable to get the powers he went after.

I rolled on the Space Marine table and got Storm of Fire and rolled for Night Attacker (?) on the Strategic Table.  Again, my Psychic powers proved to be next to worthless (in this situation).  I rolled on Librarius Powers and got Psychic Fortress and Null Zone on my axe librarian.  My right handed sword Librarian also rolled on Librarius and got Fury of the Ancients and Null Zone.  In all honesty, I wanted Null Zone but trying to cast on a ML3 Librarian with a Warding Staff meant he would deny on a 3+ roll.  Not ideal.  I gave up and rolled on Telepathy with my final Librarian (LH Sword) and got Dominate and Terrify.  Terrify at least potentially opened up the possibility for Psychic Shriek shenanigans.  I rolled on Divination with my Inquisitor and scored Precognition.  Meh.

There could be worse rolls but for a second straight game I rolled less than ideal powers.  I suppose my hesitance to keep rolling on the same table (knowing the odds of getting the same power) proved to be a bit of a hinderance.

We rolled up the BeakyCon6 sample missions and got Mission 3...just like before.  We rolled off and had a remarkable run where we both rolled a 2, 3, and 4 before I finally won on the 4th roll.  I opted to deploy first and go first.  I decided to Infiltrate my 3 Scout Squads and my Assassin depending on his deployment.  I knew he would Deep Strike quite a few things with the option to Deep Strike Turn 1.  I deployed with two Tactical Squads (Lascannons) to my right side, my Devastators (and Inquisitor) behind some ruins in the middle along with my Command Squad.  I opted to deploy a single Tactical Squad on my left side with a sword Librarian joining my Grav Bike Squad.

He deployed defensively to match (putting his Purifiers in the Land Raider) and the Interceptor Squad opposite my 2 Lascannon Tactical Squads.  His Lascannon Razorback and Dreadknight deployed opposite my Grav Bikes and Flamer Tactical Squad.  Everything was set...until it wasn't.  Josh seized on me!  While I would claim that it changed the way I infiltrated, it honestly didn't.  I deployed two Scout Squads in a tower to the right and my Assassin and Bolter Scouts on my left to support the bikes.  I thought it would be easy pickings with my Command Squad dispatching his Terminator squad.

Not so fast my friend!

Turn 1



The mission has a special rule where a dice roll can affect the dice roll for reserves.  But despite rolling a negative modifier Josh rolled a 5 and brought his entire Terminator and character squad right in the middle of the board.  He shunted his Interceptor Squad up towards my Snipers on the middle level and simply pushed everything else up.  During the Psychic Phase, Josh started strong by rolling Forewarning (4+ Invulnerable Save on his Terminator Squad), Prescience, and Force.  Force immediately worried me as I knew it would deny me my 2+ or 3+ FNP on the command squad.  I believe his Warlord rolled Perils on his Prescience and rolled a 2 and "forgot" Force.  No big deal.  He then went big and tried throwing Terrify on my Command Squad.  I threw all my dice at his 3 successes and failed to deny.  He followed up with Psychic Shriek and on Leadership 9 rolled an 11 (2 wounds my Captain easily tanked).

In the shooting phase Josh managed to take out a considerable amount of my Sniper Scouts and put a few pot shots on my Tactical Squads (causing a couple of wounds).  But the big deal was when Josh brought the Dreadknight around to engage my Culexus Assassin.  He caused a single wound in the shooting phase and I wasn't sure if he fully grasped how strong my Culexus could be.  Maybe it was me who put too much faith in him.

In the subsequent assault phase the Dreadknight charged my Assassin and I thought that he would be able to make quick work of the Monstrous Creature.  Well...I guess I was wrong.  Sure I could hit on 3's and would only get hit on 5's.  But wounding on 6's would prove to be troublesome.  Unfortunately for me I came up with a 3, 5, and 5 to wound on my 3 hits.  Mr. Dreadknight was much luckier.  On his turn to attack he rolled 2 hits and rolled a 1 and a squish on my Assassin.  I rolled a 3 to save.  Good night!

On my turn I tried to basically re-position my Command Squad so that I could avoid a charge from the Terminator Squad in Round 2.  I cast Psychic Fortress on Command Squad (looking for Adamantium Will) and then foolishly attempted to cast Null Zone on the Terminator Squad.  Nope!  In the shooting phase I turbo-boosted further away and thought that my Grav Squad could take out the Nemesis Dreadknight out in the open.  9 shots.  5 hits.  3 wounds.  1 save.  Doh!  I suddenly realized I had let my Bike squad out to dry.  I guess I needed to get within 18" to shoot Grav regardless but it was too little too late.  I put a few wounds on the Interceptor Squad but otherwise did nothing else.

Turn 2


I think at this point Josh slowed down a bit and should've pressed his advantage.  I only had a few Tactical Squads hanging out in the back and he could maul all my backfield while I tip toed around his Force enabled squad.  The highlight of his turn came when the Purifiers exited the Land Raider and proceeded to Cleansing Flame the dickens out of my 2 scout squads with 10 hits on each squad.  He managed to put a wound on my Librarian joined to the Grav Bike Squad and took out the sergeant as well.  But the biggest event was that Josh failed to cast Force with his Terminator Squad.  He threw only 4 dice at it (getting 2 successes) and I threw all my dice at denying that power and managed to stop it with 2 sixes.  This was the opening I needed.

In Assault the Dreadknight bowled into CC with my Grav Bike Squad and he had 2 failed assaults (his Terminators into my Devastators and his Interceptor squad into a Tactical Squad with 2 remaining Marines).

On my turn I saw an opening.  First I opted to clean up the Interceptor Squad in my deployment zone.  I then pushed my Command Squad forward and readied myself for the glorious combat that would ensue.  I only managed to get Psychic Fortress up again and had some dice to throw at Force.  I popped my Warlord Trait giving me Rending for a Turn and I opened up with 16 Twin Linked Bolter shots on his Terminators.  I managed to clear out 2 of the stock Terminators.  I then charged his Terminator Squad and challenged with my Captain.  He smartly accepted with a Techmarine and combat was on.  I did manage to kill a single guy with my hammer of wrath attacks, but otherwise combat was a huge pillow fight.  Josh made all his 4+ Invulnerable Saves and my Captain whiffed gloriously and only got 2 hits and 1 wound on the opening round on his Techmarine.  womp womp!

The Dreadknight started the slow process of basically killing off a single bike per turn.

Turn 3


The slow and steady grind continued.  With most things sitting behind LOS blocking and having bad angles, Josh did his best to try and prep for the inevitable combat in the middle.  He realized (after the match) that this was probably one of the bigger mistakes he may have made.  He cast Hammer Hand on his Terminator Squad (no big deal) but prepped his Purifiers with Force (after I denied it on his main squad again) to charge into the melee.  He should have probably fallen back and captured an objective to have a shot at winning the primary but thought he might be able to help deny me my FNP saves and turn the tide.  After all, I only have 2 guys with Storm Shields.

He cleaned up my Devastator Squad and the attached Inquisitor.  Most of the action came during the close combat phase.

In CC my captain finally managed to take out his Tech Marine but not before causing a strength 10 wound that forced my captain to drop down to 2 wounds (and lose the +1 to FNP).  Despite charging in with his Purifiers, the rest of my squad was able to take the Purifier squad down to a single man.  With only 1 extra hammer joining the fray, my command squad managed to tank the wounds (though I did lose one Power Fist in the process).  He lost combat by 6 and lost his leadership roll.  But since I caught him, ATSKNF allowed him to stick in combat.  Though he had survived, Josh was down to a Librarian, his Warlord, and two Falchion wielding Terminators.  Again, his Dreadknight managed to get me down to a single Librarian in combat.

On my turn I activated Force and Psychic Fortress.  I re-arranged my 2 tactical squads but otherwise was unable to do anything else.  In close combat my Captain challenged and he accepted with his Librarian.  I was impressed at how well he was able to tank (my dice rolls definitely helped).  I found in general that I rolled well defensively but poorly offensively in this game.  My captain succeeded in doubling out the Librarian (though he did save all but 1 wound) and while I lost my other Power Fist, I was able to clean up the other 2 Terminators leaving only his Warlord to fend with the rest of my Command Squad.

His Dreadknight finally finished off my Librarian letting him push forward and most likely getting the chance to roast my Tactical Squad that was out in the open.

Turn 4


Turn 4 was a bit more interesting than I thought it would be.  Mind you...we thought it was Turn 5 (we had lost track of the turn counter) so we thought it would potentially be the last turn.

With very little left, Josh thought he had put the Land Raider in a position to shoot at my Tactical Squad but ultimately fell short by a few inches.  He maneuvered his Dreadknight so that he could Incinerate my Tactical Squad and then finish off the rest with his Psycannon.  Unfortunately, bad rolling lead to only a single dead Tactical Marine and created a 5 inch gap between him and the squad.  A charge that he could easily make...had he not rolled a 4.  Predictably, I was able to finish off his Warlord with the last round of combat (only just though).  I still had Force Weapons active and he got hit with 2 Power Fist attacks and 2 Power Axe attacks.  All 4 wounded.  All 4 would cause instant death.  He rolled and got a 5, 4, 4, and a 3.  I consolidated and prepared for what might be the final round.

On my turn I separated the 2 Librarians out to go after the Dreadknight (as they were too far from the Razorback).  They could've maybe Turbo-boosted but I thought I could Psychic Shriek the Dreadknight to death.  My Tactical Squad got near the Dreadknight and captured the Objective.  My remaining Scout Squad (mostly unable to do anything the entire game) moved down the ruins and after running got within 3 inches of the Razorback to contest the objective.  I charged my Command Squad into the Land Raider thinking the Meltabomb would make quick work of the massive tank.  Unfortunately, while I did hit I rolled double 1's which meant no penetrating hit.  Only my Captain could cause any damage.  He rolled 5 attacks, 4 hits, and then a 6, 6, 6, 2!  hah...he came within 1 Hull Point of taking out the Land Raider!

With it getting late we decided to call the game (though I rolled and got a 3 meaning the game would've ended had it been Turn 5 as we had originally believed).  Josh thought that at this point playing one more turn would result with a decisive victory for me.

Primary Objective 1 - The Scouring - Iron Hands win (5 points)
Iron Hands held 3 objectives
Grey Knights held 0 objectives

Primary Objective 2 - Kill Points - Grey Knights win (5 points)
Iron Hands had 6 kill points
Grey Knights had 9 kill points

Secondary Objective - Headhunter - Tie
Iron Hands failed to kill the Land Raider
Grey Knights failed to kill the Command Squad

Tertiary Objectives
Last Laugh - Iron Hands slayed the GK Warlord last (1 point)
King of the Hill - Iron Hands Captain was near the middle objective (1 point)
Gut 'em - Iron Hands killed Terminator Squad (1 point)

Overall it was an Iron Hands win, 8 VP to 5 VP.  The game was actually very close.  I think the Kill Points Mission could've been closer if I scored the 2 Techmarines as well, but still fell short by 1 point.  The game was an interesting lesson in the Psychic phase.  I learned that going up against a ML3 Psyker with Adamantium Will is asking for trouble.  While I'm far from a pro, I think that I finally have a fairly good feel regarding how many dice I need to throw to get powers to succeed.

I've also now come to really question how I play my Scouts.  I always think I scout them to a position where they will remain safe but sadly they just become the first targets for my opponents.  I also was a bit too willy nilly with my Culexus.  While his abilities are quite formidable he is not invincible.  In just about every game simple flamers or volume of attacks have managed to take him out.  Without a Drop Pod or a vehicle to serve as his transportation, I fear that he simply isn't effective enough to use.

Errr, I should clarify...I don't think my skill level is where it needs to be to fully utilize him.  While my plan was perhaps initially solid, my placement near the edge caused problems.

Already my mind has begun to think of a new list to take in place of this one.  Getting Coteaz would be amazingly good but I don't know if I will be able to spare the points to do so.

The game against Josh was a ton of fun.  I still worry about mass daemons and lists with flyer spam.  I'm getting close to crunch time.  I think the core of the list will remain the same.  I'm going to try and take better pictures.

Monday, May 30, 2016

Memorial Day Fun Game

So as I alluded to in the previous posts, I did finally have a chance to get my first Warhammer 40K game in weeks!  I noticed one of the guys that has been wanting to game it up against me was looking to get a game in over the next few weeks while he's in the area.  I had missed chances in the past and knew that I would have time this afternoon to game it up.  I finalized an Iron Hands list that gives me a relatively great chance to win a fair amount of games.  I don't find it over the top and plan on moving forward with the list for BeakyCon.  There is one thing I could tweak (more on that later).  But for now, here is the list:

Fist of Medusa Strike Force
Core - Battle Demi-Company
HQ - Captain (Lightning Claw, Power Fist, Artificer Armor, Bike, The Gorgon's Chain) - 215 points
Elite - Command Squad (Bikes, Apothecary w/ SS, 2x SS, 2x Power Fists, Meltabomb) - 225 points
Troop - Tactical Squad x5 (Lascannon) - 90 points
Troop - Tactical Squad x5 (Lascannon) - 90 points
Troop - Tactical Squad x5 (Flamer) - 75 points
Fast Attack - Bike Squad x3 (Grav Gun, Combi-Grav Gun) - 103 points
Heavy Support - Devastator Squad x5 (3x Missile Launchers) - 115 points

Command - Librarius Conclave
HQ - Librarian (ML2, Bike, Force Axe) - 110 points
HQ - Librarian (ML2, Bike, Force Sword) - 110 points
HQ - Librarian (ML2, Bike, Force Sword) - 110 points

Auxiliary - 10th Company Task Force
Troop - Scout Squad x5 (5x Sniper, Camo Cloaks) - 70 points
Troop - Scout Squad x5 (5x Sniper, Camo Cloaks) - 70 points
Troop - Scout Squad x5 (4x Bolters, Heavy Bolter) - 63 points

Allies - Assassinorum
Elite - Culexus Assassin - 140 points

Allies - Inquisition
HQ -Inquisitor (ML1 Psyker, Force Sword, 3x Servo Skulls) - 64 points

Honestly not much different than the list I had created before.  The goal of the conclave is to try and roll on Librarius for the re-rolling Armor Saves plus Null Zone.  In an ideal world I will also roll on Telepathy and get Invisibility as well.  Everything beyond that is just gravy.  The Inquisitor originally was being used as a way to get Psykotroke Grenades as well as Rad Grenades; however he's too slow to join my Bike Squad.  I also was using him to unlock cheap 18 point Warp Charges (Henchmen Squads, 2x Acolytes, 1x Psyker)...but I realized that Psychic powers aren't the lynch pin for the army.  For now, he simply joins the Devastator Squad and hopes to get Perfect Timing to go along with Prescience depending on what I need.  Given I'm normally only rolling for 2 powers in any phase, I can afford to let him throw 1 or 2 dice at a power.

I had wavered on bringing a Culexus but he helps me shut down opposing Psyker Deathstars.  Considering mine doesn't need the powers to operate, I can easily dump my 3 Librarians into the Grav Bike Squad and let them perform shenanigans on their own.

Ultimately, there are a few concerns I have with the list.  The most obvious one is a lack of transports/mobility.  It is somewhat mitigated by having Infiltrating Scouts (plus the Assassin) and letting my two Bike Squads push forward.  The other concern comes from the distinct lack of AA.  At this point I'm relying on Mysterious Objectives to get a Skyfire Nexus and just being able to ignore flyers in some situations.  Given that Helldrakes are still potentially a thing, I might have some issues.  Still, that would be one of the tweaks.  I would drop the Scouts and instead go with the AA Tank Detachment.  I'd need to give up a few things (like Lascannons and Missile Launchers)...but I think that they'd work well with the list.

The Inquisitor's Servo Skulls help immensely against White Scars and other Scouting/Infiltrating Armies...especially with the change to Infiltrate and Scout moves occurring *AFTER* the seize roll.  Honestly I find that to be a *GREAT* move because it suddenly adds that much more value to those units since they help you recover from a potentially disastrous situation.

So going off the top of my head, this is what my opponent (Nick) brought:

HQ - Company Command Squad (Creed, Master of Ordinance, Chimera)
HQ - Primaris Psyker (ML2)
HQ - Pask in a Leman Russ Punisher (2x Heavy Bolter Sponsons, 1x Lascannon, Camo Netting) plus a Plasma-cutioner (w/ 2x Plasma Cannon Sponsons, Lascannon, Camo Netting)
Troops - Platoon
Platoon Command Squad (Autocannon)
Infantry Squad (10x Guardsmen) 
Infantry Squad (10x Guardsmen)
Heavy Weapons Team (3x Lascannons) 
Heavy Weapons Team (3x Autocannons)
Troops - 10x Veterans (Upgrade that gives them stealth and forces me to do a disordered charge, Meltagun)
Heavy Support - 2x Leman Russ Tanks (Vanquishers...Strength 8, AP2, plus 2x Lascannons, Camo Netting)
Heavy Support -1x Wyvern

He had to change his list on the fly as he didn't bring the flyer stands and had forgotten quite a few of the parts he uses on his magnetized guys.  Creed was his Warlord.

We rolled a D3 and got the 3rd mission from the BeakyCon sample missions.  It was basically combined Scouring with Kill Points and a smattering of secondary and tertiary objectives.

I noticed in the pictures for DakkaCon this past weekend that some tables had very little LOS blocking terrain and worried I would have to deal with the same.  So I purposely set up a table with a single LOS blocking piece and a smattering of ruins and such throughout the rest of the board.  I still think it gave us enough items to hide units if we chose to.

I rolled Rites of War from the Space Marine Codex (all units use my Warlord's Leadership Value as their own) and then Master of Ambush from the Strategic Table.  Dan rolled the Warlord trait that gave him the ability to issue 4x Orders and I am unsure of the second Warlord trait.  We rolled off and I won the roll electing for Dan to deploy and go first (I didn't seize).

I elected to give my Grav Bike Squad and one Librarian Infiltrate along with my three Scout Squads and my Assassin (who all naturally have Infiltrate).  Dan deployed with a strong tank presence on the left and center with the squad of Veterans on my right flank to advance and try to control the other board edge.  My deployment matched his with the strength of my army on the left.  I was curious to see how truly powerful my Deathstar could be.

So an aside...

The last few weeks have allowed me the chance to read up more about deathstars.  In general, I find that while my deathstar is nice, it isn't truly as unkillable as others I've seen.  I only have 2 powerfists outside of my Captain and did not give everything a Storm Shield.  The Librarius Conclave is not maxed out and doesn't have a ton of Force Axes.  So if the right chain of events occur, I'm rapidly looking at a very weak star.  That said...I also like that my unit doesn't require psychic powers to be effective.  The entire unit has a 3+ FNP while my Captain enjoys a 2+ FNP (5+ Base, +1 for Iron Hands Chapter Tactics, +1 Command Benefit from the Fist of Medusa rules, +1 from the Gorgon's Chain).  Generally I put my shields and captain on the edges and allow them to tank the flurry of hits they'd have to face.  My only real fear are D-weapons and mass strength 10...neither of which are very common in the format.  But would volume of shots cause an issue?

I did not seize and as a result Nick went first.  There was no first blood so I deployed aggressively to give me a reason to potentially push up and start capturing objectives.



In his turn Nick managed to push up a few of his guys and tried to get Pask in a position to fire but still stay out of my charge range.  He miscalculated and made it so that Pask ended up within 21 inches of my Command Squad.  (Another aside - I rolled poorly in the Librarius discipline twice and poorly on the Telepathy discipline)

He proceeded to take pot shots on all my visible marine squads (Scouts and Tactical Squads) and managed to force leadership tests on all of them.  He pushed his veterans up and assaulted my diminished Scout squad in ruins (closest in the picture) and wiped them in one round of combat.  I did take away one thing from this turn...

...my Captain can most definitely tank hits.  Don't get me wrong...I could've very easily rolled 1, 1, 1 and followed it up with 1, 1, 1 for my FNP but it was unlikely.  But my captain tanked all the Pask unit shots, a plethora of Heavy Weapon Team shots, and emerged unscathed.  So my concerns about the unit not being durable were unfounded.  However, I definitely see the merit in getting that re-rolling armor saves power from the Librarius Discipline.

On my turn I pushed my bikes up and managed to assault Pask and friend by rolling a 10 to charge (I needed 9).  3 Power Fist unit attacks later, the unit was reduced to nothing.  They did blow up.  I managed to put quite a few wounds on his small blob squad protecting his Psyker but nothing else major came of my turn.  I opted to push my Grav bike squad all out to help support my Command Squad should they need extra shots.


Turn 2 Nick pushed his guys forward and seemed to dump his entire army's worth of shots into my death star (after it felled his Tank Squad).  This time I had put a Storm Shield guy on my right side (randomly...though I should've done so purposely) and between him and my captain, managed to tank all the shots that hit them.  In Nick's defense, his dice definitely abandoned him with him missing most of his AP2 shots.

On my turn 2, I managed to force the Platoon Command squad to run off the board (due to a few pot shots) and started whittling away at the rest of his forces.  But with him unable to do anything to my command squad (and it getting late), he conceded knowing it would be an exercise in futility.  My command squad would sweep across his units and would eliminate most by Turn 5 (or Turn 6 if it got to that point).

I guess this isn't much of a battle report as the game ended so quickly but there were definitely quite a few takeaways.

- This list should perform well in the absence of flyers.  I think with Mysterious Objectives (or the right spells), it can deal with flyers as need be.  The Death Star can hold its own if my dice do not abandon me.  Keeping the Apothecary alive is key to the unit working!

- I need to be mindful of where I place my Storm Shields and Captain.  In most cases they can all interchangeably tank wounds.  I need to make sure to put my Apothecary somewhat central to everything.

 - I need to be mindful of where I deploy and move my Culexus Assassin.  That guy was in a spot that denied me 4 warp charges mostly due to bad placement on my behalf.  I can deploy him away from my psykers and let him go to work...or support him with Scouts/Tactical Squads as needed.

 - I should not be afraid to move my Tactical Squads even if it forces my Lascannon shots to snap fire.

 - Scouts in Ruins will get a 2+ Cover Save...but if I deploy them aggressively I should be prepared to lose them as Ignores Cover isn't as rare as one might think.  White Scars can get it easily, as can IG, and of course Tau!

I hope to get a rematch with Nick as he will try and optimize his list a bit.  I think he might try bringing some Demolisher Gun toting Leman Russes to help negate the 2+ or 3+ FNP...but of course I should deploy in such a way that it either puts him out of position or he just cannot fire that off as often as I'd like.

Here are the powers I rolled:

Axe Librarian (Librarius):
Psychic Fortress
Might of Heroes

Left Hand Sword Librarian (Librarius):
Might of Heroes
Fury of Ancients

Right Hand Sword Librarian (Telepathy):
Terrify
Shroud

Inquisitor (Divination)
Foreboding

Nothing bad...actually all pretty bad.  Definitely nothing great.

Tuesday, May 3, 2016

Switching Gears


I remember after playing my first few games of 40K with my friend LaMonte that I noted "Marines were great but they seemed to lack something".  We often played with/against a friend of LaMonte's who had a pretty sizeable and very deadly Tau army.  We were still total n00bs but I learned the hard way about ranged weapons that would bypass my armor.

After finishing one of our games, we got to talking about all the other armies in 40K.  Rodney (our Tau buddy) brought up Necrons and how frustrating it could be to unload everything and still have them survive and stand right back up.  My interest was piqued.

Back then they still had their old codex with something like 8 entries.  People treated the Pariahs like...pariahs.  Nobody took Flayed Ones.  It was all Warriors, Monoliths, and Destroyers...with Immortals, Wraiths, and Destroyers for flavor.  (Oh yeah...and there were these star gods you could use as well...)  Still, the army looked cool.  For a novice painter, it was a dream come true.  Dry brush metal.  Hit a shoulder pads with some color.  Get awesome translucent rods for your guns to boot!


My how the Necrons have changed over the last 7 years.  They were unofficially my 2nd army and I remember always getting excited when I was able to add a new unit to the mix.  They've always been a very fun army to play and despite the changes to the fluff, I still find myself going back to them often for tournaments.

I'm rambling...so right, the point of the post!  I have been toying with all manner of armies but found myself wanting to play something different that could be fun.  Necrons are far from unpopular, but they seem to have been lost in a sea of Mongolian Spess Mahrinz, Pointy Eared Sissies, and Communist Fish.  Necrons are the original (lol and technically "only") decurion formation.  The one that started a lot of this formation madness!  But what about a different take on them?

As you may have guessed, I am really interested in using a C'Tan to see if I can use him well.  In general everybody thinks that the C'Tan shards are garbage due to their slow movement speed and inability to pick their powers (it is random every time you shoot...and you have to choose what you are shooting even before you shoot said weapon).  But I came across the Conclave of the Burning One formation from the Blood Angel campaign book.  It is pretty simple and it seemingly helps to solve some of the problems the C'Tan shard will suffer.  Hrmmm, I guess this is the list I am thinking of using:

Speak Softly, Carry a Big Voidreaper

Combined Arms Detachment - Necrons
HQ - Destroyer Lord (Phase Shifter, Resurrection Orb, Voidreaper, Warlord) - 190 points
HQ - Orikan the Diviner - 120 points
Troop - 5x Immortals - 85 points
Troop - 5x Immortals - 85 points
Troop - 5x Immortals - 85 points
Elite - 9x Lichguard (Hyperphase Sword, Dispersion Shield)

Formation - Canoptek Harvest
Heavy Support - Canoptek Spyder (Gloom Prism) - 60 points
Fast Attack - 6x Canoptek Wraiths (Whip Coils x3) - 249 points
Fast Attack - 3x Canoptek Scarabs - 60 points

Formation - Conclave of the Burning One
Elite - C'Tan Shard of the Nightbringer - 240 points
HQ - Cryptek (The Veil of Darkness) - 90 points
HQ - Cryptek (The Solar Staff, The God Shackle, Phase Shifter) - 115 points

So right off the bat this list screams assault.  I kept playing with lists that utilized the Decurion but mostly I found them to be a tax that didn't really help synergize with the rest of my army.  I did get a +1 to my Reanimation Protocols but nothing really seemed scary.  To make matters worse, I didn't even have ObSec to help me with objective based missions.

The one thing I really wanted from the Decurion was the ability to field the Canoptek Harvest.  Even then, sometimes I thought that the Scarabs and Spyders were a bit of a tax.  But I realized that I could start to somewhat create a small Scarab Farm that would be really useful if I faced Battle Company lists and their assortment of vehicles.  Plus in this case, the Gloom Prism gives me a slightly better chance at denying some horrific Psychic power.  The Wraiths are pretty straight forward.  They're fast.  They get in your face.  They cause a real big stink, especially with Reanimation Protocols enabled.  I always ran them with a Destroyer Lord when possible and this time would be no different.  I did sacrifice a 2+ save in favor of the Voidreaper among other things.  Still digging the list.

So cool.  The whole idea of the Conclave formation is it forms a bit of a mini-deathstar.  By taking a God Shackle, I effectively remove the pain of small arms fire (though admittedly Eldar still laugh with their Rending-Lite attacks).  But suddenly gaining FNP also helps me weather some of that.  Not to mention going from 4 wounds to a whopping 8 wounds total.  I had thought about taking the Transcendent C'Tan but just found that Gaze of Death was too good to pass up.  Additionally, I gave one of my Crypteks the one off Veil of Darkness to help me with those aforementioned mobility issues.  If my opponents hide in their corner, "Surprize!  Butsekz!" may happen.

Okay.  So we have the Conclave acting as a deathstar.  We have the classic wraith mini-deathstar (really more of a really assaulty unit).  Do we need another?

Sure!  Why not!?

So with that in mind I decided to finally take some Lichguard with the sword n' board load out.  I originally had 10 but opted to eliminate one to help me better utilize some points.  By themselves, they are pretty hardy but I knew I wanted something else to help them.  Then along comes Mr. Orikan the Enabler.  Suddenly, these guys are next level good.  Their Reanimation Protocols go to 4+.  They re-roll failed saves of 1 (which is great considering they have a 3+/3++).  They are the anvil I will slowly march forward into my opponent's deployment zone.  They don't have great tools to deal with 2+ saves, but that is what the Wraiths and C'Tan are there to help with.  What's that you say?  Mr. Orikan has been training with Goku?

He sure has!  He may be a little shy but all it takes is that one roll and he goes super saiyan without needing to take a Perils of the Warp to activate it.  Plus now it is permanent for the rest of the game!

Though they may seem like a tax, I actually really like the Immortals I took in the list.  I had actually considered dropping stuff to perhaps try and fit 2 Night Scythes in (as it helps patch some of my aerial weaknesses and gives me rides to boot).  But for now I'm just gonna stick with the 3 squads of *OBSEC* units.

Pros: 
This list is basically a bunch of assaulty goodness.  It is relatively slow moving but has some tricks to get up the board.  Necrons are survivable as hell and have the ability to put the hurt on a lot of things.  This list even lets me have some ObSec units that normally would not have that ability in a Decurion.

Cons: 
Super low model count.  Pretty slow movement.  Generally ranged or template D could cause a problem.  Stomps could cause a problem (luckily nothing can stomp per the event rules).  There is next to no shooting in the list outside of some Immortals and the unreliable C'Tan powers.  Of course, Psykers may also do a number on them.

I definitely plan to playtest this.  About the only unit I need is a model for Orikan but I have a little over a month to get him, assemble him, and then paint him up.  I can easily proxy something for him in the mean time.  I am in the middle of stripping and repainting my Necrons but the scheme should be easy to carry out.

I hope to get a game in this week and give it a go against the practice mission Steve put up over on the  BeakyCon6 blog.


Sunday, May 1, 2016

Potential 40K List 2 - Iron Hands

...can't...stop...posting!

So this was a pretty simple list to whip up as well.  In the last few weeks I've seen it posted by The Long War guys among other people.  To be honest, the idea is simple.  Create a death star unit from a Bike squad that doesn't need Psyker powers but becomes *THAT MUCH BETTER* when they are utilized.  I keep going back and forth on the details but want a few other options in the list as needed.  Most use 4 total Librarians from the Conclave but I go with a minimum squad of 3.

So per the previous post, this is for BeakyCon.  1650 points, no Gargantuan Monstrous Creatures, no Superheavy Vehicles, and ITC rules.

Fist of Medusa Strike Force
Core - Battle Demi-Company
HQ - Chapter Master (Lightning Claw, Power Fist, Artificer Armor, Bike, The Gorgon's Chain) - 255 points
Elite - Command Squad (Bikes, Apothecary, 3x SS, 3x Power Fists) - 245 points
Troop - Tactical Squad x5 - 70 points
Troop - Tactical Squad x5 - 70 points
Troop - Tactical Squad x5 - 70 points
Fast Attack - Bike Squad x3 (Grav Gun, Combi-Grav Gun) - 103 points
Heavy Support - Devastator Squad x5 - 70 points

Command - Librarius Conclave
HQ - Librarian (ML2, Bike, Force Axe) - 110 points
HQ - Librarian (ML2, Bike, Force Axe) - 110 points
HQ - Librarian (ML1, Force Sword) - 65 points

Auxiliary - 10th Company Task Force
Troop - Scout Squad x5 - 55 points
Troop - Scout Squad x5 - 55 points
Troop - Scout Squad x5 - 55 points

Allies - Assassinorum
Elite - Culexus Assassin - 140 points

Allies - Space Marines (White Scars)
HQ - Librarian (ML1, Bike) - 85 points
Troop - Scout Squad x5 - 55 points
Fast Attack - Drop Pod - 35 points

Pretty straight forward.  My original list only used a Captain instead of a Chapter Master however the benefits to the Chapter Master are hard to overlook.  Especially given the way the Gorgon's Chain works with wounds.  Just naturally the Chapter Master would have a 2+ FNP (5+ Base from Apothecary, +1 from Gorgon's Chain, +1 from Iron Hands Chapter Tactics, +1 for having an Iron Hands IC within 12").  The entire squad would have a 3+ FNP.  I allied in White Scars for Hit and Run and Skilled Rider.  It was a toss up between a Tech Marine and a Librarian but for now the benefit of another Warp Charge is too good to pass up.

2 of the Librarians would join the Command Squad with the sole White Scars Librarian.  The remaining Librarian would most likely join one of the Tactical Squads or perhaps the Devastators.  Nothing fancy.  I could deploy him close for a 2+ harnessing of Warp Charges as well if I so desired.

Having a total of 4 Scout Squads would give me deployment versatility in the later game.  I'd most likely hold everything in reserve if at all possible.  I opted to go with a Grav Biker squad as I have the models built but also to give me the option to put the hurt on another high armor save unit as needed.  It is either that or buy a few Rhinos or weaponry for the Tactical Squads.  In the games I have seen, that is not the best way to utilize the Tactical Squads if they have no Rhino.

I did opt to bring a Culexus in this list to help me deal with other Psykers.  If I can shut down an opponent's Psykers but give mine a chance to flourish, I'm that much ahead of the game.  I could also opt to simply have my Culexus knuckle up with an opponent's Culexus.

Pros:
Extremely hard to take out the Deathstar without full D or Stomps.  Librarius will give me opportunities to cast very useful powers.  Even without Angels of Death, Misfortune?  Divination Powers?  Psychic Scream?  Too good.

Cons:
The strategy is very static.  It still takes a great general to play well but it won't win you any sportsmanship awards.  I could see games being very boring but I'd have to playtest it to figure it out.  In a tournament with 32 players, it wouldn't surprise me to see at least 3-4 of this type of list minimum.  There isn't any good source of anti-air but I feel you might not need it as the flyers need to hover to claim objectives...and then they are open to getting assaulted.

Decisions, decisions!

*Edit - Well, evidently I didn't realize that there is a rule that seems to cancel out Chapter Tactics when multiple guys are in the same squad?  I need to investigate it a bit more because otherwise I need to find another source of Hit and Run. Of course the one choice that always pops up are Sisters of Battle and St. Celestine.  I would lose the Culexus Assassin's Drop Pod, but probably push on points costs.