Dataslate Joy! CSM win the Ragnarok Spring 2024 GT with Possessed, Vindicators, Haarken and Cypher.

I often start these posts by talking about the most recent dataslate and trying not to complain too much about it and failing to do so. Most recent dataslate was a wonderful occasion with so much stuff to re-invigorate CSM lists. With a codex right around the corner (the pre-order announcement dropped literally 4 minutes after I started writing this as if summoned) I was expecting no changes for CSM so to get as much as we did was incredible. Possessed I already loved, Venomcrawlers I liked but couldn't fit in and were the sort of unit I was really hoping got a cut, Cultists and Raptors were a nice touch and Vindicators down 15 points...I liked them at 190, albeit had slowly been cutting them down they were great when you rolled hot, but liable to low rolling and felt a bit expensive for their consistently (but cheap for potential ceiling) at 190 and I didn't like how sometimes it felt like a games swing was dictated so much by the dice roll for number of shots but at 175....

Absolute carnage in midfield as Ork and CSM battle lines crash into each other.


I hadn't initially planned to go to a GT, but I was so excited to try CSM and whilst I normally prioritise cricket at the weekends in summer a bad forecast was enough to convince me to sign up last minute to Rangarok GT as I was very excited to see how CSM did. I had one practice game trying as much of the stuff that had dropped points as possible were I decided I still didn't like the Daemon Prince (failing all its invuls and almost all its FNP didn't endear me to it and you should always judge these things off dice rolls rather than averages right?) and that I didn't actually want 3 Venomcrawlers I came up with the below:


Dataslate Joy (2000 points)

Chaos Space Marines
Strike Force (2000 points)
Slaves to Darkness


CHARACTERS

Cypher (90 points)
• Warlord
• 1x Close combat weapon
1x Cypher’s bolt pistol
1x Cypher’s plasma pistol

Haarken Worldclaimer (90 points)
• 1x Helspear
1x Herald’s Talon


BATTLELINE

Cultist Mob (50 points)
• Mark of Chaos: Nurgle
• 1x Cultist Champion
• 1x Close combat weapon
1x Cultist firearm
• 9x Chaos Cultist
• 9x Close combat weapon
6x Cultist firearm
1x Cultist grenade launcher
1x Flamer
1x Heavy stubber

Legionaries (80 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon

Legionaries (80 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon

Legionaries (80 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon


OTHER DATASHEETS

Chaos Bikers (75 points)
• Mark of Chaos: Nurgle
• 1x Biker Champion
• 1x Chaos Icon
1x Close combat weapon
1x Combi-bolter
1x Power fist
• 2x Chaos Biker
• 2x Bolt pistol
2x Close combat weapon
2x Combi-bolter
2x Meltagun

Chaos Predator Destructor (130 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon

Chaos Vindicator (175 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher

Chaos Vindicator (175 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher

Chaos Vindicator (175 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher

Possessed (260 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations

Possessed (260 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations

Raptors (170 points)
• Mark of Chaos: Chaos Undivided
• 1x Raptor Champion
• 1x Plasma pistol
1x Power fist
• 9x Raptor
• 5x Astartes chainsword
5x Bolt pistol
4x Close combat weapon
4x Meltagun

Venomcrawler (110 points)
• Mark of Chaos: Nurgle
• 2x Excruciator cannon
1x Soulflayer tendrils and claws


List started with 20 Possessed without question. Tried them in 5's with Slaanesh and didn't like them - wanted 2 big 10 man undivided units to use the re-roll wound strat and tear gods apart with devastating wounds. Vindicators were the second thing in the list, 3 of them to give anything nearby a good blasting. Cypher was next in mostly for his Lone op to help in a 'do nothing' game or against a big gunline to help bring things closer and he fit well into utility package with also included the Bikers/Cultists. Raptors felt like a really nice answer to C'Tan in particular with Melta, Mortals from Haarken and some battle shock jank as well and I did want some fly in the list. Legionnaires were a last minute addition - originally I had a second Predator/Venomcrawler but a combination of team mates pointing out I needed some action monkeys and seeing my old even more battered Predator with the wrong guns resulted in a swap just before list submission was finalised for triple Legionnaires. Daemons allies weren't considered (2 Nurglings very tempting swap for Legionnaire unit) as I was looking at the list partly with teams in mind and aware Daemons were one the teams we were likely to take. The list looked strong on paper and going into event I was aiming for 4-1 out the gate feeling confident about my chances.


Game 1 - Mission B - Priority Targets, Hidden Supplies, Search and Destroy v Mark Robertshaw's Dark Angels 


It was painted!!!!!! (2000 Points)

Space Marines
Dark Angels
Inner Circle Task Force
Strike Force (2000 Points)

CHARACTERS

Ancient in Terminator Armour (95 Points)
• 1x Power fist
1x Storm bolter
• Enhancements: Singular Will

Azrael (105 Points)
• Warlord
• 1x Lion’s Wrath
1x The Lion Helm
1x The Sword of Secrets

Captain in Terminator Armour (110 Points)
• 1x Combi-weapon
1x Relic fist
• Enhancements: Champion of the Deathwing

Judiciar (70 Points)
• 1x Absolvor bolt pistol
1x Executioner relic blade

Librarian in Terminator Armour (105 Points)
• 1x Force weapon
1x Smite
1x Storm bolter
• Enhancements: Deathwing Assault

BATTLELINE

Intercessor Squad (80 Points)
• 1x Intercessor Sergeant
• 1x Bolt pistol
1x Bolt rifle
1x Power fist
• 4x Intercessor
• 1x Astartes grenade launcher
4x Bolt pistol
4x Bolt rifle
4x Close combat weapon

OTHER DATASHEETS

Bladeguard Veteran Squad (180 Points)
• 1x Bladeguard Veteran Sergeant
• 1x Heavy bolt pistol
1x Master-crafted power weapon
• 5x Bladeguard Veteran
• 5x Heavy bolt pistol
5x Master-crafted power weapon

Deathwing Knights (215 Points)
• 1x Watcher in the Dark
• 1x Knight Master
• 1x Relic weapon
• 4x Deathwing Knight
• 4x Mace of absolution

Inceptor Squad (130 Points)
• 1x Inceptor Sergeant
• 1x Close combat weapon
1x Plasma exterminators
• 2x Inceptor
• 2x Close combat weapon
2x Plasma exterminators

Inceptor Squad (130 Points)
• 1x Inceptor Sergeant
• 1x Close combat weapon
1x Plasma exterminators
• 2x Inceptor
• 2x Close combat weapon
2x Plasma exterminators

Inner Circle Companions (180 Points)
• 6x Inner Circle Companion
• 6x Calibanite greatsword
6x Heavy bolt pistol

Land Raider Redeemer (260 Points)
• 1x Armoured tracks
2x Flamestorm cannon
1x Hunter-killer missile
1x Multi-melta
1x Storm bolter
1x Twin assault cannon

Scout Squad (65 Points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 2x Astartes shotgun
4x Bolt pistol
4x Close combat weapon
1x Missile launcher
1x Scout sniper rifle

Scout Squad (65 Points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 2x Astartes shotgun
4x Bolt pistol
4x Close combat weapon
1x Missile launcher
1x Scout sniper rifle

Vanguard Veteran Squad with Jump Packs (105 Points)
• 1x Vanguard Veteran Sergeant with Jump Pack
• 1x Inferno pistol
1x Vanguard Veteran weapon
• 4x Vanguard Veteran with Jump Pack
• 4x Inferno pistol
4x Vanguard Veteran weapon

Vanguard Veteran Squad with Jump Packs (105 Points)
• 1x Vanguard Veteran Sergeant with Jump Pack
• 1x Inferno pistol
1x Vanguard Veteran weapon
• 4x Vanguard Veteran with Jump Pack
• 4x Inferno pistol
4x Vanguard Veteran weapon


My Secondaries - Tactical

Opponents Secondaries - Fixed - Cleanse/Deploy Teleport Homer


Pregame thoughts - First time against Inner Circle, and was only aware of the lack of hype about them via internet. Big advantage first up - lack of any real heavy guns meaning I could be aggressive with my placement (which doesn't require too my encouragement.) Terrain was fixed in same place throughout event but had a big ruin in deployment/2 in middle stopping a lot of direct shooting so I put a Vindicator in reserve along with Raptor blob to threaten rapid ingress. I had two plans depending on if I won/loss the roll off for first turn. If I lost the roll off and went second I could screen out 3 inch deep strike for a couple of turns, bleed Dark Angels over the middle if they wanted to deploy and use my tanks to chip up attrition and rely on last turn scoring to ensure I had primary advantage. As it was I sadly won the roll off so I went to plan B - get aggressive, screen my DS against 9 inch deep strike but not 3 inch and try and hammer DA primary to force them into a trading war and run them out of units to freely do actions. 


CSM Deployment - trying to keep out of range of Land Raider Flamers with infantry otherwise aggressive with Vindicators placed to have good sightlines on objectives.

Slightly blurry shot of DA deployment

To right of shot you can see DA reserves - nearly half the army!

CSM win turn one - with not many Dark Angels about I take the chance to move up aggressively. 2 Possessed squads move up to cover each other.

The one cool Dark Angel (Cypher) moves up onto objective whilst CSM Legionnaires fan out in midfield. On a mission were only 10 primary is possible I want to keep DA away from middle and make sure they can't remove me from all.

I have to keep so much back to stop DA using their 3.1 deep strike strat so don't bother, screen out 9 to force from CP and keep bikes back to deal with any issues.

A huge bit of early played for luck. DA move up and disembark from the Land raider, cleansing with the Inner circle companions. The Land Raider shoots the Possessed and I remove the closest, even though its the one with the Icon and the Bladeguard then roll double 1 to fail the charge into the Possessed.

Minimal damage to either side, but early primary lead to CSM and in position to deal some real damage.

Both Possessed squads move up - the one on the right takes a real nasty battering from overwatch as it does. The Vindicators line up to take care of fights first Bladeguard.

3 charges go in after Bladeguard are slaughtered. Possessed squads both low roll into Champions, but super high roll with some incidental attacks into Land Raider and don't take much damage back.

Side on view of battle - Raptors teleporting in to score some secondaries and threaten DA home objective.

Under threat of losing the right side of the battle DA send in reinforcements danger close to take objective. Land Raider falls back and I try to overwatch it with a Vindicator but can't damage it.

Minimal DA presence on left as Veterans spring to deploy after Bikers had killed the Librarian last turn doing the same thing. 

Overview from Far left corner as battle commences.

Intercessors decide they would rather charge than be charged, but the fight ends very poorly as Haarken takes them out.

DA take out most of a Possessed squad thanks to Plasma Interceptors in a brutal display but CSM tanks are unaffected. The Possessed finish up the Inner Circle Companions and tag the Land Raider to stop its overwatch threat.

Far side of battlefield is secure so CSM converge on the bottom right side.


Legionnaires pop in from outflank to provide another wave and deny primary in case the tanks can't do enough damage.

I'm hoping to deal real damage at range, but Possessed and Legionnaires move up in case I decide I just want to tag the Interceptors.

DA rapid ingress on opposite flank to where action is happening to threaten Predator (behind wall) as Cypher watches on.

Overview of battlefield before shooting starts.

Vindicators pick up the Interceptors and start blasting the Deathwing Knights - they get charged by Possessed and Legionnaires but manage to survive the turn.

DA cling on in top right/bottom left corner with CSM in full control.

Veterans move up and melta pistol the Predator to death, CSM move in to finish the DA off.

CSM start turn 3 in this position. Vindicators and Possessed mop up the rest of the DA and table them.


Final score - CSM win 99 - 35

Postgame thoughts - Big early moment of luck with Bladeguard failing a pretty easy charge which could have taken a chunk out of Possessed and certainly impact a lot of early tempo but otherwise things went pretty much to plan. DA couldn't live with the damage CSM put out and lost control of battlefield pretty much immediately with CSM dealing out hammer blows constantly. Did enjoy that the only Dark Angel left standing at the end was Cypher. 


Game 2 - Missions N - Priority Targets, Chosen Battlefield, Dawn of War against Henry Vinson's Necrons (Hypercrypt)


*hypercrypts behind you* heh… nothing personnel, kid
(2000 Points)

Necrons
Hypercrypt Legion
Strike Force (2000 Points)

CHARACTERS

Chronomancer (85 Points)
• 1x Chronomancer’s stave
• Enhancements: Osteoclave Fulcrum

C’tan Shard of the Nightbringer (295 Points)
• 1x Gaze of death
1x Scythe of the Nightbringer

Hexmark Destroyer (95 Points)
• Warlord
• 1x Close combat weapon
1x Enmitic disintegrator pistols
• Enhancements: Dimensional Overseer

Technomancer (100 Points)
• 1x Staff of light
• Enhancements: Hyperspatial Transfer Node

Technomancer (85 Points)
• 1x Staff of light

Transcendent C’tan (285 Points)
• 1x Crackling tendrils
1x Seismic assault

BATTLELINE

Immortals (150 Points)
• 10x Immortal
• 10x Close combat weapon
10x Tesla carbine

OTHER DATASHEETS

Canoptek Wraiths (220 Points)
• 6x Canoptek Wraith
• 6x Particle caster
6x Vicious claws

Canoptek Wraiths (220 Points)
• 6x Canoptek Wraith
• 6x Particle caster
6x Vicious claws

Deathmarks (60 Points)
• 5x Deathmark
• 5x Close combat weapon
5x Synaptic disintegrator

Deathmarks (60 Points)
• 5x Deathmark
• 5x Close combat weapon
5x Synaptic disintegrator

Flayed Ones (60 Points)
• 5x Flayed One
• 5x Flayer claws

Lokhust Destroyers (30 Points)
• 1x Close combat weapon
1x Gauss cannon

Lokhust Destroyers (30 Points)
• 1x Close combat weapon
1x Gauss cannon

Lokhust Heavy Destroyers (50 Points)
• 1x Close combat weapon
1x Gauss destructor

Lokhust Heavy Destroyers (50 Points)
• 1x Close combat weapon
1x Gauss destructor

Lokhust Heavy Destroyers (50 Points)
• 1x Close combat weapon
1x Gauss destructor

Tomb Blades (75 Points)
• 3x Tomb Blade
• 3x Close combat weapon
3x Shadowloom
3x Twin tesla carbine

Secondaries - Both players went tactical. 

Pregame thoughts - Straight up to table 1 after a big win and up against the current meta bogeyman with its wings slightly clipped. So Double C'Tan always a pain to deal with but hopeful that Vindicators could chip them down before hopefully using Possessed/Raptors to finish them off. Chosen battlefield was interesting - I tried to place the objectives A - as close together as I could to force as much of the fighting to happen in one play to minimise the impact of teleports and B - in the open to allow my big guns easy shots. The Wraiths I wasn't too worried about - as long as they didn't charge my Possessed I was confident I could deal crippling damage off the bat, and if they did charge it would probably end in a mostly ineffective brawl between them. Otherwise with Necrons likely to have secondary edge it was case of pure aggression wherever possible although I did put a Legionnaire and more importantly 2 Vindicators in reserve to counter Necrons being able to teleport to funny angles I might not be able to get too otherwise. 


CSM deployment - Possessed bricks opposite Wraith blob and away from C'tan as they want to apply pressure. Crawler on left to hold space by itself and Raptors central left to try and get drop on C'tan.

Necron deployment, with reserves on right of shot off the table.

CSM win first turn and start moving up.

Possessed advance upfield for max early pressure, tanks move to side and take out 3 Wraiths

Overview going into Necrons turn.

Necrons move the Wraiths up towards the Legionnaires  to clear the objective as C'tan line up some shots.


Side on view of Necrons deployment zone. Wraiths charge into middle and kill the Legionnaires but its not a lot of damage all told.

CSM have option to do damage here to I choose violence. I move the Raptors up to shoot C'tan with Melta but with either them or Wraith as charge hoping to screen Possessed either way.

No counter pressure from Necrons so Possessed free to go after Necron home objective.

Vindicators spot their target and all 3 line up shots in C'tan and blow it away along with the Raptors.

Raptor and Possessed charge the Wraths and kill them - Predator moved up to sit on objective incase something happened to Possessed.

Nightbringer left with an horde of angry Heretics in front of it and (for the moment) alone. Also can you see were Cypher is hiding (hint its getting me lots of primary.)

Possessed made a long bomb charge to put Necrons on nil primary.


Necron reinforcements beam in to to help retake middle.

Similar to DA - didn't screen against 9 inch deepstrike, just the 3 so Necrons couldn't steal an objective - even if the Immortals kill the bikers the Cultists already have it sticky.

Typical Hypercrypt game - Necrons have more models in my DZ than in theirs.

Nightbringer charges Raptors but only kills a few, I spend to a CP so they can still shoot/charge and move away.

I'm able to outflank a Legionnaire squad onto Necrons objective, so Possessed take the chance to deal more damage - along with the Raptor and Venomcrawler on far left I want to tag the Destroyers and keep them from shooting the tanks.

Reverse shot as waves of CSM collide and tanks start to line up shots in C'tan were possible.


Mostly ignore the Necrons in my backfield focus on clearing middle. I make a bit of a mistake - I elect to move block the immortals with my biker, end up getting greedy and charging and dying to overwatch for no real reason.

Still its a pretty small setback as Chaos runs rampage in the middle/Necron lines.


2/3 charges made and Destroyer is unable to shoot and both its compatriots are destroyed..



Side on view of battlefield.

Game is beyond Necrons so its scrapping for petty victories now as they obliterate Cultists.

Mass CSM rush to eliminate the last of the Necrons.

Vindicators prepare to test Wraith durability

Think all the Wraiths are killed, certainly all the visible ones by the time the smoke clears.
Possessed charge into the Immortals and prepare prove the name wrong - however they low roll and only kill 2. 

Going into Necrons turn.. yeah its grim for them. 

Reverse shot from Necron DZ with the right of shot side almost having no combat all game.

Teleporting over for an action as effectively the last Necron model.

Fun fact - taking this photo of the Cryptek made my Ipad think it was a QR code and tired to scan it (unsuccessfully, not subliminal adverts.) Shortly after Necrons were tabled



Final Score - 100 - 35 to CSM

Postgame thoughts - A lot of the design elements of the list (in particular the Possessed, and to a lesser extent Vindicators) were my response to seeing Necrons rise at dominant threat and trying to counter that profile, albeit I had envisaged more Canoptek Court than Hypercrypt for that. It was nice to see the list really throw out enough damage that even Necrons couldn't keep up - everything that wanted to contest an objective just got obliterated as CSM passed the DPS test that's sometimes required against Necrons. It certainly helped the C'tan didn't roll great for their invuls against the Vindicators and going first meant I could start chipping away early - by the time Necrons big guns came in it was too late to take out CSM tanks with Possessed running rampant. 


Game 3 - Mission H - The ritual, Chilling Rain, Hammer and Anvil against Robert Atkinson's Orks (Green tide)

++ Army Roster (Xenos - Orks) [1,990pts] ++

+ Configuration +


Battle Size

Detachment: Green Tide

Show/Hide Options: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are visible

+ Character +


Warboss [90pts]: Attack squig, Brutal But Kunnin', Power klaw, Warlord

Warboss [75pts]: Attack squig, Ferocious Show Off, Power klaw

Weirdboy [70pts]: Bloodthirsty Belligerence

Weirdboy [55pts]

Weirdboy [55pts]

+ Battleline +


Boyz [170pts]

. Boss Nob

. . Power klaw and slugga
. 19x Boy w/ Slugga and choppa: 19x Choppa, 19x Slugga

Boyz [170pts]

. Boss Nob

. . Power klaw and slugga
. 19x Boy w/ Slugga and choppa: 19x Choppa, 19x Slugga

Boyz [170pts]

. Boss Nob

. . Power klaw and slugga
. 19x Boy w/ Slugga and choppa: 19x Choppa, 19x Slugga

Boyz [170pts]

. Boss Nob

. . Power klaw and slugga
. 19x Boy w/ Slugga and choppa: 19x Choppa, 19x Slugga

Boyz [170pts]

. Boss Nob

. . Power klaw and slugga
. 19x Boy w/ Slugga and choppa: 19x Choppa, 19x Slugga

Boyz [170pts]

. Boss Nob

. . Power klaw and slugga
. 19x Boy w/ Slugga and choppa: 19x Choppa, 19x Slugga

+ Infantry +


Gretchin [40pts]

Gretchin [40pts]

Nobz [210pts]: 2x Ammo Runt

. Boss Nob

. . Slugga and power klaw
. 9x Nob w/ Slugga and power klaw: 9x Power klaw, 9x Slugga

Stormboyz [65pts]

. Boss Nob: Power klaw
. 4x Stormboy: 4x Choppa, 4x Slugga

Stormboyz [65pts]

. Boss Nob: Power klaw
. 4x Stormboy: 4x Choppa, 4x Slugga

+ Mounted +


Warbikers [70pts]

. Boss Nob on Warbike: Power klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 2x Close combat weapon, 2x Twin dakkagun

Warbikers [70pts]

. Boss Nob on Warbike: Power klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 2x Close combat weapon, 2x Twin dakkagun

+ Dedicated Transport +


Trukk [65pts]: Wreckin' ball

++ Total: [1,990pts] ++

My Secondaries - Tactical

Opponents Secondaries - Deploy/Cleanse

Pregame thoughts - Excited to face the new orks, if nervous about the sheer number of bodies. I was aware their damage output wasn't high - so I wanted to play a measured aggressive game against them - not playing around their charges and trying to keep them pushed back without allowing a mass charge against lots of units. This plan...lasted until part way through orks turn 1 - I initially thought - hurrah, the Ritual, limited primary gives me time to chip away at orks and hopefully I can match secondaries possibly even getting ahead before cleanse comes online. This lasted until I realised orks could put an objective down and cleanse it in the same turn, and suddenly realised how quickly the orks were going to push secondary unless I drew exceptionally well. I decided I needed to up aggression a little more and really needed to fight in Orks half which wasn't ideal and take every opportunity to move block and keep them pinned back so just outside of a single Legionnaire squad everything started on the board in prime firing positions. 


CSM deployment - cultists/bikers screen backfield. I'm aware I might need fly to get past ork lines so I screen Raptors and keep Possessed slightly back to counter attack.

Not particularly worried about tanks getting tagged although I do keep Vindicators slightly back.

Just an absolute wall of green on Orks side


Reverse shot of orks DZ - they win first turn, place an objective and score 7 secondary whilst ensuring I can't charge the middle ruin. I move up Venomcrawler into a blob to keep them from moving up further as I hurl blasts of firepower into the mobs. 

Ork dead pile after turn one. I'm consistently getting +4 shots with all my Havoc launchers/demolisher cannons and its still an effort with the 5+ invul/re rolls to do any damage quickly.

Reverse shot of battlefield - probably too cautious with Vindicators but they aren't struggling for targets as Predator, and Possessed move up screen by Legionnaires/Crawler respectively trying to force an awkward Waagh turn.

View from my side, if you ignore all the orks hiding in the buildings it doesn't look so bad. I copy Orks trick of deploying objective in my ruin and ensuring it can't be charged (I hate "inch from the wall" but still happy to use it.) 

Annoyingly blurry shot of a key moment. Orks charge Legionnaires. I probably win the fight, but aware it will take while and I will be move blocked and don't want to get Possessed bogged down I heroically intervene to ensure I can move upfield in my turn and the extra movement in my turn. 

Venomcrawler keeps battling the Orks horde as they stay patient screening of space and scoring heavily.

I'm starting to feel Orks passive pressure as I move up and make big mistake. Cypher shoots some boyz who then bloodsurge into Possessed, robbing them of charge bonus and stopping a Vindicator from being able to shoot.
Raptors make a long charge in to try and rescue the Possessed, but it means my objectives are open to assault.

Predator keeps moving up trying to get angles as Venomcrawler keeps chipping away at Boyz. I'm certainly up on attrition Orks are ahead on points.

Raptors and Possessed are in Orks crosshairs (Robert almost never actually shot to save time) as its Waagh time for Orks.

Venomcrawler wins its fight against the Horde as it and Predator face down 21 orks in the central ruin at the back.

With the way to my objective open and defended only by a Legionnaire squad Orks barrel through the middle.

Nobz are one of the few Ork units that can do serious damage into Possessed as they prepare to move up and charge them.

Absolute sea of green emerges, I'm behind already on secondary and Orks have a chance to potentially destroy my primary for good.

Orks charge onto my objective from above shot. For the second time (and only 3rd time in 10th) I heroic with my Possessed. Orks fight first here as I have enough to interrupt. The Boyz mostly focussing attacks on my Possessed but don't soften them up too badly. 

Far from the only battle going on as Boyz and Nobz crash into my other Possessed squad (and avoid Raptors)

Possessed at top of shot have been brought a chance to interrupt thanks to the other Possessed's HI and go all in against the Nobz. No re-reroll help but they turn on the damage and obliterate the Nobz exactly. Its a huge moment in the game, when the Possessed and Legionnaires on right of shot combine they kill the exact number of orks required to hold the objective by a single OC. Its a catastrophic 1-2 punch against Orks who've suffered a huge attrition blow without much damage and no impact on primary.

Suddenly there are gaps in Orks lines. Raptors fly over to stop orks primary and Venomcrawler goes hunting Gretchin. Initially I charge Predator into Orks at the back to pin then before, unprompted Robert asks if I want to take that back as he can 'da jump' out of their and still be able to charge which I gratefully accept.

Its still a scrap in my backfield but biker and Cultists move up to add move bodies and bullets to the fray to ensure no nasty surprises.

Vindicators start moving upfield and clearing Orks. Gretchin prove annoyingly difficult to remove, 2 Vindicators only killing about 4 with their combined full shooting!

The game has changed very quickly as Orks get nilled on primary after another wave of bodies is removed.

Home line is cleared as CSM fight their way through the bodies.



Reverse shot - Cultists moving up means Orks can DS behind me but given I get nothing for objective objective 2 at bottom of shot and they can't get BEL/Capture enemy outpost I'd rather get extra bodies upfield.

Side on view of middle cleansed of Orks, who are now outnumbered by CSM models.

Last squad of boyz teleports and charges in to my Raptors destring them and Haarken. Technically at end of Orks turn they are ahead on scoreboard still but we both know that's about to change.
Keen to avoid another bloodsurge, I back everything up to move than 7 away from the Orks and unleash my tanks into them, blowing the last squad of 20 apart.

After the dust settles only some Gretchin are left. They survive a Possessed charge, cleanse one last time before Orks are tabled.


Final Score - CSM win 93 - 50.

Postgame thoughts - This was an absolute blast from start to finish, often literal. On that note -whichever Dark Mechanicum mind decided CSM tanks needed Havoc launchers > Seeker Missiles I thank you greatly. I had used Heroic Intervention once in 10th prior to this, and doubled that usage in this game alone, both key. Man this was crazy - even with heavy amounts of blast and Sustained 5+ pretty much army wide I still struggled for  the sheer volume of shots, if I hadn't had a great turn in orks turn 3 I'd have lost but the second HI saving me 10 on primary and taking out most of a Ork unit to boot + allowed Possessed to interrupt against the Nobs swung the game my way when I thought orks were going to get a unassailable lead. Favourite game of the weekend with score line not reflective of close it was and how under pressure I felt in the early/mid turns. 


Game 4 - Mission F - Supply Drop, Chilling Rain, Search and Destroy against Baz Croucher's Grey Knights


++ Army Roster (Imperium - Grey Knights) [2000pts] ++

+ Configuration +


Battle Size: 2. Strike Force (2000 Point limit)

Detachment: Teleport Strike Force

Show/Hide Options: Agents of the Imperium are visible, Imperial Knights are visible, Legends are visible, Titans are visible, Unaligned Forces are visible, Unaligned Fortifications are visible

+ Epic Hero +


Brother-Captain Stern [90pts]

+ Character +


Brotherhood Librarian [150pts]: Combi-Weapon, Sigil of Exigence

Brotherhood Techmarine [70pts]: Boltgun

Grand Master in Nemesis Dreadknight [220pts]: Domina Liber Daemonica, Heavy Incinerator, Heavy Psycannon, Nemesis Daemon Greathammer, Warlord

Grand Master in Nemesis Dreadknight [215pts]: Heavy Incinerator, Heavy Psycannon, Inescapable Wrath, Nemesis Daemon Greathammer

Grand Master in Nemesis Dreadknight [200pts]: Heavy Incinerator, Heavy Psycannon, Nemesis Daemon Greathammer

+ Infantry +


Purgation Squad [130pts]

. Justicar
. 4x Purgator w/ incinerator: 4x Close combat weapon, 4x Incinerator

+ Vehicle +


Land Raider Banisher [255pts]: Hunter-killer Missile, Multi-Melta, Storm Bolter

Nemesis Dreadknight [195pts]: Heavy Incinerator, Heavy Psycannon, Nemesis Daemon Greathammer

Nemesis Dreadknight [195pts]: Heavy Incinerator, Heavy Psycannon, Nemesis Daemon Greathammer

Nemesis Dreadknight [195pts]: Heavy Incinerator, Heavy Psycannon, Nemesis Daemon Greathammer

+ Allied Units +


Eversor Assassin [75pts]

++ Total: [1,945pts] ++



My Secondaries - Tactical
Baz's Secondaries - Bring it Down/Deploy teleport homers

Pregame thoughts - Aaagh Grey Knights. Having played my brother plenty of times with them Mists of Deimos holds a special place in the hated of my soul normally reserved for mass murders, people queue jumping and Tau players. With teleports aplenty I put two Vindicators in reserve to counter-attack whatever teleporting nonsense Grey Knights put out. Otherwise plan was to bully Grey Knights on primary, try and trade if possible and not send anything out solo that could only charge one target and get punished my Mists of Demos too hard.


CSM deployment - stop me if you've heard one before, playing around 9 inch deepstrike, only playing around 3 inch enough so Grey Knights can teleport onto my objective (which doesn't matter a great deal in this mission.)

Grey Knight deployment - the 'beefier' custom Dreadknights are the Grandmasters. I initially typed this as Granmasters, and I feel and elderly female Dreadknight captain is well overdue.

Not upset too much about losing first turn roll off - Grey Knight trundle upfield with Land Raider and Assassin deploys a teleport homer in the middle. I don't have much shooting back but I move up to take objectives and Vindicator deal 8 wounds to Land Raider even through AoC and cover.

Battle begins properly as Grey Knights start teleporting in.

Just about to go into Grey Knights shooting - Bikers and some Possessed are killed but GK can't remove me from the left objective so I get some early primary to take a lead. 

I have to keep plans reasonable flexible until GK trigger Mists of Deimos which they use on a Librarian putting Possessed out of position. Its a shame, but I'm ok with this as it means I know which flank I can bring my guns to bear and which can charge.

Slightly blurry shot - after Deimos is triggered I can be much more aggressive with my movements and Raptors take out the Land Raider and Vindicators start softening up the Dreadknights before Possessed go charging in.

I only kill one Dreadknight in the turn - sadly the Crawler fails to deal the last wound to this one with tankshock and a charge both failing to do any damage and its destroyed back in return. 

Its and odd turn for CSM - I've done alot of damage, but its split and most GK threats are still about. Possessed manage a long charge into Purgation squad to ensure I control middle.

Failure to kill the injured Dreadknight is a real pain, when it moves I try and fail to kill it in overwatch.

GK consider their options as teleporting starts but CSM control objectives. With last turn scoring against them and CSM having an early lead GK need to get some primarily soon (objective 1 disappearing after turn 3, 4 after turn 4.)

Two Dreadknights move up and prepare to take fight back to CSM.

Bit worried about running of models/damage on this flank. As Possessed start taking casualties I remove closest to try and make them less appealing charge target. Both Dreadknights charge into the Raptors as a result and take the objective

Overview of battlefield from right side.

Cultists at top of shot charged Stern in my turn - keeping him busy and stopping from from deploying teleport homers as they slowly get butchered.

Vindicator takes a Psycannon battering - with objective one about to disappear I elect to leave the flank and focus on middle/right to keep GK off primary.

Of course, just because you leave the area doesn't mean you can't blast it with Demolisher cannons as the injured Dreadknights are destroyed on the left flank.

On the Right a couple of Raptors surive the Dreadknight charge. I keep them their to counter threat of Mists of Deimos and my remaining Possessed charge in.

Going into GK turn 4 they have 4 models, 3 of them try and take out Vindicator but can't manage it.

By the end of my turn 4 there is only a Stern left alive on GK side, who - finally free plants a teleport homer then presumably teleports back to Titan.

Final score - CSM win 93 - 37

Postgame thoughts - turn 3 was scary but the damage I did turn 2 was enough (even split) and when I over watched one of the Dreadknights to death I felt comfortable I could at least hang on in worse case scenario (although ended up completely smashing them next turn.)  Going second was very nice - it meant Grey Knights really couldn't hold back on primary and I could take out their big threats quickly and either leave then not scoring or taking huge chunks on attrition. 

Game 5 - Mission E - Take and Hold, Chosen Battlefield, Sweeping Engagement against Alexander England's Space Wolves (Stormlance.) Fun fact I misread this on day one on the app initially and thought it was Alexander from Team England.


Get Wolfed (2000 Points)

Space Marines
Space Wolves
Stormlance Task Force
Strike Force (2000 Points)

CHARACTERS

Harald Deathwolf (85 Points)
• Warlord
• 1x Bolt Pistol
1x Crushing teeth and claws
1x Glacius

Wolf Guard Battle Leader on Thunderwolf (80 Points)
• 1x Close combat weapon
1x Crushing teeth and claws
1x Storm Shield
1x Thunder hammer

Wolf Guard Battle Leader on Thunderwolf (80 Points)
• 1x Close combat weapon
1x Crushing teeth and claws
1x Storm Shield
1x Thunder hammer

Wolf Lord on Thunderwolf (125 Points)
• 1x Close combat weapon
1x Crushing teeth and claws
1x Relic Shield
1x Thunder hammer
• Enhancements: Fury of the Storm

OTHER DATASHEETS

Assault Intercessors with Jump Packs (80 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Plasma pistol
1x Power fist
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
3x Heavy bolt pistol
1x Plasma pistol

Assault Intercessors with Jump Packs (80 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Plasma pistol
1x Power fist
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
3x Heavy bolt pistol
1x Plasma pistol

Ballistus Dreadnought (140 Points)
• 1x Armoured feet
1x Ballistus lascannon
1x Ballistus missile launcher
1x Twin storm bolter

Gladiator Lancer (160 Points)
• 1x Armoured hull
1x Icarus rocket pod
1x Ironhail heavy stubber
1x Lancer laser destroyer
2x Storm bolter

Gladiator Lancer (160 Points)
• 1x Armoured hull
1x Icarus rocket pod
1x Ironhail heavy stubber
1x Lancer laser destroyer
2x Storm bolter

Inceptor Squad (260 Points)
• 1x Inceptor Sergeant
• 1x Close combat weapon
1x Plasma exterminators
• 5x Inceptor
• 5x Close combat weapon
5x Plasma exterminators

Infiltrator Squad (100 Points)
• 1x Infiltrator Sergeant
• 1x Bolt pistol
1x Close combat weapon
1x Marksman bolt carbine
• 4x Infiltrator
• 4x Bolt pistol
4x Close combat weapon
1x Helix Gauntlet
1x Infiltrator Comms Array
4x Marksman bolt carbine

Scout Squad (65 Points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 2x Astartes shotgun
4x Bolt pistol
4x Close combat weapon
1x Missile launcher
1x Scout sniper rifle

Scout Squad (65 Points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 2x Astartes shotgun
4x Bolt pistol
4x Close combat weapon
1x Missile launcher
1x Scout sniper rifle

Thunderwolf Cavalry (180 Points)
• 1x Thunderwolf Cavalry Pack Leader
• 1x Crushing teeth and claws
1x Heirloom weapon
1x Storm Shield
• 5x Thunderwolf Cavalry
• 5x Crushing teeth and claws
5x Heirloom weapon
5x Storm Shield

Thunderwolf Cavalry (180 Points)
• 1x Thunderwolf Cavalry Pack Leader
• 1x Crushing teeth and claws
1x Heirloom weapon
1x Storm Shield
• 5x Thunderwolf Cavalry
• 5x Crushing teeth and claws
5x Heirloom weapon
5x Storm Shield

Wulfen (80 Points)
• 1x Wulfen Pack Leader
• 1x Storm Shield
1x Stormfrag auto-launcher
1x Wulfen hammer
• 4x Wulfen
• 4x Storm Shield
4x Stormfrag auto-launcher
4x Wulfen hammer

Wulfen (80 Points)
• 1x Wulfen Pack Leader
• 1x Storm Shield
1x Stormfrag auto-launcher
1x Wulfen hammer
• 4x Wulfen
• 4x Storm Shield
4x Stormfrag auto-launcher
4x Wulfen hammer


Pregame thoughts - So Possessed v Thunderwolf was an interesting battle and felt like were the game would be decided between the two Brawlers - both having enough similar profiles/roles. My  plan was simple - ensure the Thunderwolfs with there much longer reach but inability to go through walls were screened against and that they couldn't get to my Possessed and I had to ensure the charge. The double Lancers/Ballistus were also scary - they were the first units really that could take out my tanks at range although I could potentially stop them shooting one tank via Nurgle strat. With Chosen battlefield we got to place objectives - I wanted them in open and a central objective, but the other two far apart - the hope here was I could screen the middle one easily against Thunderwolfs but ensure we brawled still and use lone opp on the far one from Wolves to have some easy control and use my Vindicators to keep chipping away at the wolf objectives. I really didn't like the 6 plasma Inceptor squad but couldn't play around this easily so mostly just ignored the threat and decided I'd react to wherever it showed up. This was also a match up I really wanted to go first to get first blows in but ended up going second. We were only two undefeated players left so both knew this was shoot out for top spot (I was pretty sure although hadn't done exact maths a draw would have been enough for me to take top.)


CSM deployment - wanting to be aggresive but with Cultists/Legionnaires screening Possessed from Thunderwolf charges

Space Wolfs don't have alot on the left side of shot - my Possessed on my left flank were my last drop as I felt they could bully the objective reasonably safley (at least whilst screen by Cultists) whilst I could inflict heavy damage on Space Wolfs contesting objectives 1/4

Space Wolf deployment - very much dictated by were Vindicators could see/threaten whilst Vindicators tried to hide in return from Lancers.

Reverse shot of Space Wolf deployment.

Space Wolfs get first turn and hurl a thunderwolf unit at Venomcrawler, trapping it in combat so I can't shoot them. So I turn to plan B and unleash Possessed at them and they butcher the regular squad although both Characters survive the combat.

Legionnaires move up towards objective one - scoring some secondary points and screening Raptors on left of shot from charges. 

Left of shot - both sides tanks were duelling one on one but not inflicting much damage on each other. Cultists screen Possessed on this flank from long but very possible Wolf Charges.

Characters fall back, (walls less than 2 inches you could ignore in pack) to make space for next wave.


Second wave of angry fur moves up supported by Wulfen.

Spacewolfs draw overwhelming force so commit to objective 5 to take out Possessed.

There isn't much that can chew through Possessed at range, but 6 Plasma Interceptors with full re-rolls overcharging blows away 8 as suddenly my right flank looks very sparse.

I have option to use CP to lone off my tanks against Lancer shooting. With the right flank lost early, I elect not to so I can Heroically Intervene with Possessed into the Scouts/Assault Intercessors attacking the Cultists. I lose the Cultists but destroy both Marine squads, denying SW 5 points in secondary and gaining 5 primary in process.

Downside of saving CP was that Lancers/Dreadnaught had a free round of shooting my tanks. Thankfully some low rolls and excellent saves results in no dead tanks on my side.

Venomcrawler battles with Wolf Lord to a draw, Possessed are tagged by the Thunderwolfs after they destroy my Legionnaires. 

Even damaged, not many units that are happy tagging a couple of Possessed. Fun fact the blue Possessed model in shot isn't the old kit, its the even older kit. I had to steal its old 32mm base for some Sisters, and it stole an Obliterators base now they need a bigger one.

Space Wolfs keep Assassinate at end of their turn - after Cypher got run over turn one Haarken is only eligable target. Aware this is a point game > a damage one and I've lost control of a flank I hide him back to deny Space Wolfs secondary points, as they can't do anything to gain me points. 

I fall back with my Possessed and aware some Legionnaires can advance on objective 4 and deny primary the Thunderwolfs use a reaction move to jump onto the objective. I take plan B and unleash a Vindicator barrage into them softening them up.

Side on shot as my other Possessed move upfield trying to keep influencing the game, whilst Bikers outflank in to add more bodies to objective next turn. Lancers are so far away I can lone op the Vindicator if needed to ensure primary.
Venomcrawler loses its fight against the Wolf Lord, but Predator takes out 3 of the Interceptors.

Wulfen move up to take on Legionnaires. Attrition is pretty event but CSM are starting to get ahead on primary/secondary.

View from Space wolf DZ - I really wanted to Rapid Ingress a Legionnaires squad in back left corner but I'm screened out.

Thunderwolfs charge my Vindicator - i'm feeling pretty confident as riders only scratch the paint and do 2/4 damage. Then the mounts finish off the tank as I fail all my saves against them.



I can only get 4 Possessed attacking the Dreadnaught, but do manage to finish it off in Space Wolfs turn to free the Possessed up. 

I'm up about 5 points before I score primary, slightly ahead on primary, well ahead on secondary (thanks to HI/keeping Haarken safe.) With end of game scoring its about making sure nothing crazy happens now and keeping my home/left secure.

Possessed are free and eye up the Lancer/Space Wolfs home objective. With the Thunderwolfs mostly dead and Interceptors damaged I can be reckless with them now.

Bring in my outflanks Legoinaire squad just incase I low roll but Raptors clear up the Thunderwolfs. I low roll into Wulfen but with OC0 I've not made them a priority at this stage. 

Lancer had moved away from Possessed and they fail their charge but the Vindicator blows the Lancer up. Space Wolfs turn starts as board feels like a hammer and anvil deployment as this stage.

Shot from right of battlefield as Space Wolfs try to find a way to get primary, but their forward Wulfen units without OC means i'm not particularly worried about them.

Lancer lines up shot on Vindicator and for first time in the event I use Nurgle strat to keep it safe. Wulfen (and battlehock retreat) kills the bikers but Vindicator ensures its my objective and keeps primary ticking over. 

Space Wolfs throw what they have at the Possessed but 5 survive the turn and prepare to take Space Wolfs home objective
Assault Interessors move up to cleanse/start to put some pressure on primary in middle...

...but Raptors charge in (mostly falling over by looks of things) and pin Space Wolfs back again.

Possessed swarm over Space Wolfs home objective, Wulfen are purged from the middle and Space Wolfs end the turn with 3 models and minimal primary.


Final Score - CSM win 86 - 52.

Postgame thoughts - This was a real good scrap - Space Wolfs trading hard blow for blow on attrition. I got real lucky turn 2 when their big tanks missed a real shot to take out several tanks and some lucky saves/poor rolls left them still at near full effectiveness. Thankfully with last turn scoring and some good secondary options I could eak out a lead and even when attrition was looking dicey was confident could stay ahead long enough. Very happy to take a win were it wasn't smooth sailing and Wolfs put up a strong fight and nice to get a strong win on scoreboard were I wasn't able to 'bully' the centre of the board like other games.


Never one a trophy that's this vivid before, its very cool!

So as only undefeated player I took home first place which was awesome. Alexander and his space wolfs came third with Ork Boys taking up both 2nd and 4th (Robert's list) as the players that went 4-1. Even disregarding the games it was a really fun, well run event - free lunch on both days and swag back to take home for everyone always leaves a strong impression. 


As for the list - it was great fun. Possessed and Vindicators the main stars without question. There is a nice balance between the two - if you want to play around Vindicators, Possessed with dominate the mid board, and if you want to engage the Possessed the Vindicators can destroy you on the counter attack. Both were great, wouldn't change a thing about either. I had run Possessed with a MoP before but didn't feel the lack of him - a nice to have rather than key component. 


In the strong pass mark grade - Raptors with Haarken, Predator and Legionnaires. Predator rarely did great, but at 130 its was just value and helped with threat projection in a way the rest of the list couldn't really. Legionnaires mostly got all the dirty jobs, but did well at that and were comfortably winning skirmish fights around the table - sort of things that's hard to mention but sets up nice trades for Possessed. Raptors were probably the weakest in this grade, they were great for sure (especially against Orks) but 10 Warp Talons is a very comparable side grade/potential upgrade, especially as they would be in Slaanesh for extra speed and without Haarken they were slightly cheaper without a character . Durable, 1 wound infantry (Sisters, some Necrons models) the list doesn't deal with great (tends to overkill and trade down badly), and Talons are an interesting thought especially if I want to free up a few points. Cultists probably also sneak into this group for sticky objectives and screening purposes. 


Nothing did badly, and these all get a pass mark but Cypher, Bikers and the Venomcrawler were the weakest parts of the list. Cypher was mostly useful for Vect, which was nice (its hard to judge how powerful it was, felt like it didn't do that much from my side but chatting to my opponents they certainly found it annoying) and his only shooting attack in the event just resulted in Orks blood surging into my Possessed! Certainly option to drop to say a Master of Executions or another Legionaries squad worth a try. Bikers didn't really do much in either points or attrition but did keep my backfield free and for 75 points were a net positive and the Crawler was excellent at going out turn one and being awkward to remove even if it didn't contribute much beyond that typically. Straight swap with Warp Talon for Rapid Ingress threat on the table, although I think I prefer Crawler's ability to get to a flank objective and potentially lone op - although possibly don't need in and Cypher in the same list then.


Thanks for reading, until next time!

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