A tale of two single point games - Raiding away with CSM at LGT.

I can’t be the only one who was hoping GW would release the dataslate on the Thursday before the list cutoff, can I? Would have really helped me decide what to run at the event and I'd have loved the chaos it caused. The meta's pretty good at the moment, to be fair, and it seems there's a real chance to focus on internal rather than external balance when next dataslate is due. The downside of this balanced meta is that when I was looking at potential lists, I didn’t have a ‘target’ to aim for, and I was really struggling to get a CSM list I enjoyed. My old Possessed list just wasn’t cutting it—if the meta switches back to a few hard targets, then they might be interesting, but it’s a bad meta for them (they really don’t do much into TS/Sisters/BA and get killed hard by them, and dear lord, Dark Angels are horrible for them). I was struggling to come up with a list I enjoyed that was unique. The best I came up with was an EC Veterans detachment with lots of Noise Marines, using ‘Oath of Moment’ to get rerolls shooting out of the Rhino to make up for BS4 on the heavy mode... but it did feel like I was just running ‘Gladius at home’ at that point, despite some success at my local club. I was going to say it might be something worth revisiting if CSM gets a points tweak but as I'm editing this Liam VSL is in the top cut with EC VoTL detachment so maybe I missed a trick!

A big unit of Chosen take the fight to Logan and his Thunderwolf entourage


Otherwise, yeah—Raiders and AC/DC just felt like the best list, especially with the current meta. The version I ended up with was pretty close to the standard meta list, so not much to call out:

Raiding LGT in the hope of a better dataslate (1995 points)

Chaos Space Marines
Strike Force (2000 points)
Renegade Raiders


CHARACTERS

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

Dark Commune (65 points)
• 1x Cult Demagogue
• 1x Autopistol
1x Commune stave
• 1x Mindwitch
• 1x Close combat weapon
1x Warp Curse
• 1x Iconarch
• 1x Autopistol
1x Chaos Icon
1x Close combat weapon
• 2x Blessed Blade
• 2x Commune blade

Dark Commune (65 points)
• 1x Cult Demagogue
• 1x Autopistol
1x Commune stave
• 1x Mindwitch
• 1x Close combat weapon
1x Warp Curse
• 1x Iconarch
• 1x Autopistol
1x Chaos Icon
1x Close combat weapon
• 2x Blessed Blade
• 2x Commune blade


BATTLELINE

Cultist Mob (50 points)
• 1x Cultist Champion
• 1x Bolt pistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon

Legionaries (90 points)
• 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 Reaper chaincannon


DEDICATED TRANSPORTS

Chaos Rhino (75 points)
• 1x Armoured tracks
1x Combi-bolter
1x Combi-weapon
1x Havoc launcher


OTHER DATASHEETS

Accursed Cultists (180 points)
• 10x Mutant
• 10x Blasphemous appendages
• 6x Torment
• 6x Hideous mutations

Accursed Cultists (180 points)
• 10x Mutant
• 10x Blasphemous appendages
• 6x Torment
• 6x Hideous mutations

Chaos Bikers (70 points)
• 1x Biker Champion
• 1x Chaos Icon
1x Close combat weapon
1x Combi-bolter
1x Power fist
• 2x Chaos Biker
• 2x Astartes chainsword
2x Close combat weapon
2x Combi-bolter
2x Meltagun

Chaos Bikers (70 points)
• 1x Biker Champion
• 1x Chaos Icon
1x Close combat weapon
1x Combi-bolter
1x Power fist
• 2x Chaos Biker
• 2x Astartes chainsword
2x Close combat weapon
2x Combi-bolter
2x Meltagun

Chaos Predator Destructor (140 points)
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon

Chaos Predator Destructor (140 points)
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon

Chaos Vindicator (185 points)
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher

Chosen (250 points)
• 1x Chosen Champion
• 1x Accursed weapon
1x Bolt pistol
1x Boltgun
• 9x Chosen
• 5x Accursed weapon
5x Bolt pistol
3x Boltgun
1x Chaos Icon
4x Combi-weapon
2x Paired accursed weapons
4x Plasma pistol
2x Power fist

Venomcrawler (120 points)
• 2x Excruciator cannon
1x Soulflayer tendrils and claws

Venomcrawler (120 points)
• 2x Excruciator cannon
1x Soulflayer tendrils and claws


ALLIED UNITS

Rubric Marines (105 points)
• 1x Aspiring Sorcerer
• 1x Force weapon
1x Warpflame pistol
1x Warpsmite
• 4x Rubric Marine
• 4x Close combat weapon
1x Icon of Flame
1x Soulreaper cannon
3x Warpflamer

To quickly summarize: AC/DC are there to be a pain, acting as a super irritating anvil and once-per-game hammer. Cypher is just a nuisance, Chosen are a minor shooting threat and hard target removal when disembarking from transport. The 2 Predators and a Vindicator provide ranged firepower, and the rest of the units serve as screens and skirmishers depending on the situation.

I wasn’t super happy or disappointed with the list—it was good for sure, but it felt like it lacked greatness and was missing some personal flair that I hadn’t managed to find. It felt like I was missing a big gun... and a mobility piece (I’d sacrifice many souls to Khorne for a Callidus). Another issue on a personal level was the extra LGT terrain, bizarrely. As someone who tends to run predominantly combat armies, it might sound counterintuitive, but a lot of my success comes from working out when to overwhelm shooting armies and rush down a pressure win. The new terrain making gunlines less attractive and increasing the value of chaff really affects that. Especially with Pariah’s hard-to-score secondaries, the more MSU playstyle was something I was still adjusting to. It’s a really good change—it makes the game so much more tactical—but it was still a mindset and playstyle shift I was still coming to terms with, especially at a high level.

Game 1: Sweeping Engagement, Terraform, Swift Action vs. Jacob Black's World Eaters

LGT List (1990 points)

World Eaters
Strike Force (2000 points)
Berzerker Warband


CHARACTERS

Angron (415 points)
• Warlord
• 1x Samni’arius and Spinegrinder

Khârn the Betrayer (100 points)
• 1x Gorechild
1x Khârn’s plasma pistol

Lord Invocatus (140 points)
• 1x Bolt Pistol
1x Coward’s Bane
1x Juggernaut’s bladed horn


BATTLELINE

Jakhals (65 points)
• 1x Jakhal Pack Leader
• 1x Autopistol
1x Jakhal chainblades
• 1x Dishonoured
• 1x Skullsmasher
• 8x Jakhal
• 8x Autopistol
1x Icon of Khorne
8x Jakhal chainblades

Khorne Berzerkers (180 points)
• 1x Khorne Berzerker Champion
• 1x Berzerker chainblade
1x Icon of Khorne
1x Plasma pistol
• 9x Khorne Berzerker
• 7x Berzerker chainblade
7x Bolt pistol
2x Khornate eviscerator
2x Plasma pistol


DEDICATED TRANSPORTS

World Eaters Rhino (75 points)
• 1x Armoured tracks
1x Combi-bolter
1x Havoc launcher


OTHER DATASHEETS

Eightbound (140 points)
• 1x Eightbound Champion
• 1x Lacerators
• 2x Eightbound
• 2x Eightbound eviscerators

Eightbound (140 points)
• 1x Eightbound Champion
• 1x Lacerators
• 2x Eightbound
• 2x Eightbound eviscerators

Eightbound (140 points)
• 1x Eightbound Champion
• 1x Lacerators
• 2x Eightbound
• 2x Eightbound eviscerators

Exalted Eightbound (310 points)
• 1x Exalted Eightbound Champion
• 1x Paired Eightbound chainfists
• 5x Exalted Eightbound
• 5x Eightbound chainfist
5x Eightbound eviscerator

Exalted Eightbound (155 points)
• 1x Exalted Eightbound Champion
• 1x Paired Eightbound chainfists
• 2x Exalted Eightbound
• 2x Eightbound chainfist
2x Eightbound eviscerator

World Eaters Chaos Spawn (65 points)
• 2x Chaos Spawn
• 2x Hideous mutations

World Eaters Chaos Spawn (65 points)
• 2x Chaos Spawn
• 2x Hideous mutations

Pregame thoughts:

World Eaters are always scary, and Angron is such a wildcard to deal with. That said, I felt pretty confident about the matchup. Both armies hit hard and have mobility options—WE probably edge out in that area, but CSM have ways to keep up and unquestionably have the advantage in shooting (I’m always surprised WE don’t take a couple of Forgefiends to keep people honest). My plan was to send out chaff, avoid a key combat engagement with WE without Cypher around to increase CP usage, ignore Angron as long as possible, and hope that AC/DC could tank a few hits and bully the board late while holding objectives.

Blurry shot to start with of CSM deployment - trying to shield AC/DC against turn one charge with bodies.

Trying to keep the balance on the right flank of having units I can throw at objective 6 if I go first but not worried about losing if I go second and WE scout aggressively up. I use the Rhino as it should protect the Chosen and its position should protect the Predator as well that's a great profile into Eightbound. 

WE deployment (prior to scouting.)

WE deployment on the left flank. 

Battle from WE deployment with Spawn ready to move up and be a pain to remove on far objective (ruin on objective at right is out of position and gets moved back to correct position when we start.)

I win first turn roll off - I don't mind WE going first and coming at me but it does give me a bit of breathing space. Predator moves up, hurts itself and destroys Kharn's Rhino as Bikers move up to objective and give a 'why not lets try and terraform.'



Cultists sticky my objective and move up to take space and force a WE response.

Mistake from me here - I move my Rhino up aggressively onto objective thinking WE don't have a way to crack it due their lack of shooting. Venomcrawler hurts itself more with its shooting than the Eightbound behind the wall. 

WE turn 1 - Kharn moves up with his mates and charges into the Cultists....fair to say they don't do well in the fight but their job is done. 



So I forget how 10th charges/pile in. work as the Rhino gets charged by both Angron and the Eightbound with WE wanting to destroy the Rhino with later and allow Angron to pile into Chosen and murder them. I get a bit of luck when charges are long enough that Chosen can't deploy within 3 of the Rhino (they get about half either side and not in coherency) so I have to emergency disembark 6 with them which gets them out of Angron's pile in after the Rhino is destroyed.

As Eightbound on the left flank go in to charge my bikers I overwatch with my Predator. It takes out 2 and the Eightbound fail the charge. Not only does this give me a surprise extra asset but it also means the bikers hold the objective and terraform it for a nice early bonus.

Chosen lost a few models disembarking and Eightbound pile into them. I elect to use the Raiders strat to fall back at end of WE turn - Chosen can fall back and charge anyway but it gives me two chances to roll to see if I can fall back from the Eightbound and ensures I'm free to shoot them and in my turn 2 I start lining up shots into them.

On the left flank I have an early chance to take control. Bikers move up to try and take out Spawn whilst Predator sits on objective. ACDC squad goes beast mode and prepare to charge Kharns squad.


On the right flank the big Eightbound squad is eliminated and Angron takes a bit of chip damage. 

ACDC low roll into the Bezerks which combined with -1 damage (Cypher making it cost a bit more) means Bezerkers take the charge pretty well and take a chunk back out of their opponents.



Side on view going into WE turn 2.

I've mostly been ignoring Angron so far and letting him go after whoever he wants rather than try and play around him which would mean leaving most of the battlefield under WE control/threat range. Angron decides to go after the Predator. 

Big moments on right flank Angron kills the predator and piles into the Rubrics - they do no damage back to him but I fall back in WE turn which combined with Chosen just taking an Eightbound/Invocutaus charge means I can take the objective for a primary boost..


Blurry shot but another key moment. WE manage to take out Venomcrawler thanks to Kharn and Eightbound charge into ACDC who take a body blow but survive and just control objective which mean I hold all 3 no-mans land objectives. Its a painful turn by attrition but a great one for scoring and WE are fully committed. 

Far left objective is under CSM control and WE are running out of ways to get close to it, never mind contest it.

Stupid play from me - I fall back from the Bezerkers and move my second ACDC squad up to charge them...then shoot them with I think a a random Havoc launcher and allow them to pile into ACDC. Its not horrendous result, but its a bad misplay regardless from me. The Predator does at take out the Eightbound.

I try and get cheeky on the right flank - deliberately overcharging my Chosens plasma pistol and pacting hoping the Chosen kill themself and allows me to shoot Invocatus/Eightbound but sadly it doesn't kill itself. Rubrics advance upfield to threaten WE home objective and I put some shots into Angron.

Overview of middle of battlefield. 

On right flank WE have a lot more threats than I have and I throw bodies trying to ensure they are still occupied on the flank. With my early terraform and control of the left flank and a few points in the middle I just need to contest the right as long as possible. 

Legionnaires charge into Bezekers and take out enough of them that ACDC frustratingly can't fight at all! They survive the hit back pretty well and keep Kharn locked in combat.

Spawn wins a duel against Cypher as WE weight up their options. 

Side on view as bikers moves up on the right flank for some secondary points (just about to go into WE turn.) 

Angron makes short work of the Venomcrawler and Bikers

Invocatus has to go back to deal with Rubrics meaning WE don't have many assist left to deal with the left flank.

The last Eightbound squad move up to take the middle and Khran fights his way free.



CSM move in to deliver decisive blow now - Vindicator takes out Angron and ACDC charge their way onto the middle objective.

Invocatus stays defiant but apart from Jackals at the back he's the only WE left.



Predator holds the left, and their firepower into Eithbound has been crucial all game (even if havoc launcher shots backfired once!)

Jackals hold WE home objective as game ends.

CSM win 86-63

Postgame thoughts:
Happy to start with a win! Turn 3 scoring was the big difference, with Raiders using tricks to get a huge lead on primary, which WE couldn’t catch up on. Opportunistic Raider plays, like falling back for free, were key and neutralized some of WE’s best tricks (allowing Chosen two chances to fall back and ensure I could shoot against Eightbound, for example). It was a great game, though I made some sloppy mistakes (shooting Berzerkers and allowing them to Bloodsurge for no reason was the biggest). Still, pulling out the win was great.


Round 2 - Crucible of Battle, Purge the Foe, Smoke and Mirrors against James Rivett's Thousand Sons

Idk (2000 Points)

Thousand Sons
Cult of Magic
Strike Force (2000 Points)

CHARACTERS

Ahriman (130 Points)
• 1x Black Staff of Ahriman
• 1x Inferno bolt pistol
• 1x Psychic Stalk

Infernal Master (90 Points)
• 1x Force weapon
• 1x Inferno bolt pistol
• 1x Screamer Invocation

Magnus the Red (440 Points)
• Warlord
• 1x Blade of Magnus
• 1x Gaze of Magnus
• 1x Tzeentch’s Firestorm

Thousand Sons Daemon Prince (205 Points)
• 1x Hellforged weapons
• 1x Infernal cannon
• Enhancements: Lord of Forbidden Lore

Thousand Sons Sorcerer in Terminator Armour (135 Points)
• 1x Coruscating Flames
• 1x Force weapon
• 1x Inferno combi-weapon
• Enhancements: Umbralefic Crystal

BATTLELINE

Rubric Marines (105 Points)
• 1x Aspiring Sorcerer
◦ 1x Force weapon
◦ 1x Warpflame pistol
◦ 1x Warpsmite
• 4x Rubric Marine
◦ 4x Close combat weapon
◦ 1x Icon of Flame
◦ 3x Inferno boltgun
◦ 1x Soulreaper cannon

Rubric Marines (105 Points)
• 1x Aspiring Sorcerer
◦ 1x Force weapon
◦ 1x Warpflame pistol
◦ 1x Warpsmite
• 4x Rubric Marine
◦ 4x Close combat weapon
◦ 1x Icon of Flame
◦ 1x Soulreaper cannon
◦ 3x Warpflamer

Rubric Marines (105 Points)
• 1x Aspiring Sorcerer
◦ 1x Force weapon
◦ 1x Warpflame pistol
◦ 1x Warpsmite
• 4x Rubric Marine
◦ 4x Close combat weapon
◦ 1x Icon of Flame
◦ 1x Soulreaper cannon
◦ 3x Warpflamer

OTHER DATASHEETS

Mutalith Vortex Beast (150 Points)
• 1x Betentacled maw
• 1x Mutalith claws
• 1x Warp vortex

Scarab Occult Terminators (380 Points)
• 1x Scarab Occult Sorcerer
◦ 1x Force weapon
◦ 1x Inferno combi-bolter
◦ 1x Warpsmite
• 9x Scarab Occult Terminator
◦ 2x Hellfyre missile rack
◦ 7x Inferno combi-bolter
◦ 9x Prosperine khopesh
◦ 2x Soulreaper cannon

Thousand Sons Chaos Spawn (65 Points)
• 2x Chaos Spawn
◦ 2x Hideous mutations

Tzaangor Enlightened (45 Points)
• 1x Aviarch
◦ 1x Close combat weapon
◦ 1x Fatecaster greatbow
• 2x Enlightened
◦ 2x Close combat weapon
◦ 2x Fatecaster greatbow

Tzaangor Enlightened (45 Points)
• 1x Aviarch
◦ 1x Close combat weapon
◦ 1x Fatecaster greatbow
• 2x Enlightened
◦ 2x Close combat weapon
◦ 2x Fatecaster greatbow

Pregame thoughts:

James' Thousand Sons (TS) list skews more towards durability and has fewer chaff units like Rubrics. I had run a similar list against my brother in one of the few games I played since the CSM codex dropped. This match is almost the opposite of my previous one—I need to pick a moment to be aggressive. The first turn roll is critical here. I hate missions where primary objectives don’t matter much or where dominance is capped, and this is one of those missions. It also heavily favors going second, which allows TS to camp back and use Magnus to double-move late in the game with Secret Mission, which can easily secure the win. I was unbelievably relieved when I lost the roll to go first.

With that in mind, I focused on trading and tried to bait either Magnus or the Terminators onto an objective, setting up a heavy blow from my Chosen/ACDC units.


TS deployment with Magnus hidden as well as a giant with massive purple wings can be hidden.

Spawn and Enlightened Tzaangor hit up the flanks for TS

CSM deployment - Bikers and Crawlers up front ready to scrap, AC/DC behind walls to try and stage.


TS win first turn roll off and advance upfield. 

Magnus moves towards mid-board protected by terminators.



ACDC activate and line up terminators preparing for an early strike - they get hit by a nasty overwatch on the way in from the Rubrics and Infernal Master on the objective.

Chosen Rhino moves up to allow them to stage as tanks move around to pick targets. Vortex beasts can be a real pain to remove and a combination of flamers, Meltaguns and Venomcrawler take it out allowing Predator to focus shots into Scarab Terminators.

Predators do a decent job of softening up the Scarabs and ACDC charge in whilst Legionaires take the fight to Infernal Master

Magnus is untroubled buts its an excellent start on damage to TS despite ACDC taking a nasty hit back. 

Objective 6 is firmly under CSM control with bodies to spare, Tzaangor Enlightened decided not to contest and head for middle instead.

Cypher had moved up to shoot Scarabs and make it awkward for them to use CP but takes a double doombolt to the fact for his efforts.

TS decide to get aggressive - whilst its scary for sure I'd much prefer this type of head to head fight with them.

Scarabs find a spot in my backfield and teleport over. 

TS repulse CSM from the centre and commit Magnus to taking out my Predator - the Terminators take out my Rhino and Magnus shoots the Chosen but some good saves keeps most of them alive. Both sides have traded some big pieces and its maximum violence from both players.



Vindicator rolls 9 shots...and gets one hit against Magnus as things threaten to unravel, Thankfully the Cultists throw grenades really well and soften Magnus up to only a couple of wounds. The Chosen then charge and just manage to kill him.
My Rubrics and Predator combine well to take out their TS counterparts.

ACDC charge into the TS Demon Prince and take it out, leaving Ahrimans Rubric squad as the last real threat for TS.

Overview from bottom left of battlefield - both sides have taken blows but TS have certainly taken the bigger hits.

TS go in for one last big play as Ahriman leads the charge into the middle.

CSM have complete control of top left flank (Magnus thankfully dead at left of shot)



Rubrics deliver a brutal salvo into ACDC and retake the centre.



ACDC stay in combat to prevent overwatch and Chosen come in to deliver final blow.

Tanks take out the Spawn and Chosen take out Ahriman as CSM take a firm grip on the centre. Bikers and Venomcrawler head north to pressure TS home objective.

Game is over TS make decision to go out guns blazing and burn the bikers, who just about cling to life. Rubrics charge in, kill the bikers and TS are tabled next turn.


CSM win: 88 - 70

Postgame thoughts:
It felt great to get a win here. Things got scary when Magnus made his push—if he hadn’t gone down when the Chosen charged, the Thousand Sons probably would have won. Losing the first turn roll worked out in my favour, as it forced James to be just a bit too aggressive, allowing me to capitalize on his moves. Overall, I’m happy with how I played this game— no major mistakes, took my opportunites well and was able to snowball into a good win.



Round 3 - Search and Destroy, Take and Hold, Hidden Supplies vs. Theo Boudjema's Space Wolves

FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves
+ DETACHMENT: Stormlance Task Force
+ TOTAL ARMY POINTS: 2000pts
+
+ WARLORD: Char5: Logan Grimnar on Stormrider
+ ENHANCEMENT: Hunter's Instincts (on Char1: Wolf Guard Battle Leader on Thunderwolf)
& Fury of the Storm (on Char3: Wolf Lord on Thunderwolf)
+ NUMBER OF UNITS: 17
+ SECONDARY: - Bring It Down: (3x2) - Assassination: 5 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Wolf Guard Battle Leader on Thunderwolf (90 pts): Storm shield and close combat weapon, Close combat weaponCrushing teeth and claws, Power fist, Close combat weapon
Enhancement: Hunter's Instincts (+10 pts)
Char2: 1x Wolf Guard Battle Leader on Thunderwolf (80 pts): Storm shield and close combat weapon, Close combat weaponCrushing teeth and claws, Power fist, Close combat weapon
Char3: 1x Wolf Lord on Thunderwolf (125 pts): Relic shield and close combat weapon, Close combat weaponCrushing teeth and claws, Power Fist, Close combat weapon
Enhancement: Fury of the Storm (+25 pts)
Char4: 1x Bjorn the Fell-Handed (180 pts): Heavy Flamer, Trueclaw, Helfrost cannon
Char5: 1x Logan Grimnar on Stormrider (180 pts): Warlord, Flurry of teeth and claws, Storm Bolter, The Axe Morkai

5x Assault Intercessors with Jump Packs (80 pts)
• 4x Assault Intercessors with Jump Pack
3 with Astartes Chainsword, Heavy Bolt Pistol
1 with Astartes Chainsword, Plasma Pistol
• 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Fist
5x Assault Intercessors with Jump Packs (80 pts)
• 4x Assault Intercessors with Jump Pack
3 with Astartes Chainsword, Heavy Bolt Pistol
1 with Astartes Chainsword, Plasma Pistol
• 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Fist
5x Assault Intercessors with Jump Packs (80 pts)
• 4x Assault Intercessors with Jump Pack
3 with Astartes Chainsword, Heavy Bolt Pistol
1 with Astartes Chainsword, Plasma Pistol
• 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Fist
5x Infiltrator Squad (100 pts)
• 4x Infiltrator
2 with Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
1 with Infiltrator Comms Array, Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
1 with Helix Gauntlet, Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
• 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
5x Scout Squad (65 pts)
• 2x Scout
1 with Bolt Pistol, Close Combat Weapon, Missile Launcher
1 with Bolt Pistol, Close Combat Weapon, Scout Sniper Rifle
• 1x Scout Sergeant: Bolt Pistol, Close Combat Weapon, Astartes Chainsword
• 2x Scouts: 2 with Bolt Pistol, Boltgun, Close Combat Weapon
5x Scout Squad (65 pts)
• 2x Scout
1 with Bolt Pistol, Close Combat Weapon, Missile Launcher
1 with Bolt Pistol, Close Combat Weapon, Scout Sniper Rifle
• 1x Scout Sergeant: Bolt Pistol, Close Combat Weapon, Astartes Chainsword
• 2x Scouts: 2 with Bolt Pistol, Boltgun, Close Combat Weapon
5x Scout Squad (65 pts)
• 2x Scout
1 with Bolt Pistol, Close Combat Weapon, Missile Launcher
1 with Bolt Pistol, Close Combat Weapon, Scout Sniper Rifle
• 1x Scout Sergeant: Bolt Pistol, Close Combat Weapon, Astartes Chainsword
• 2x Scouts: 2 with Bolt Pistol, Boltgun, Close Combat Weapon
5x Wulfen (90 pts): 5 with Storm shield, Stormfrag auto-launcher, Wulfen hammer
6x Thunderwolf Cavalry (200 pts): 6 with Storm shield, Crushing teeth and claws, Heirloom weapon
6x Thunderwolf Cavalry (200 pts): 6 with Storm shield, Crushing teeth and claws, Heirloom weapon
1x Gladiator Lancer (160 pts): Armoured Hull, Icarus Rocket Pod, Ironhail Heavy Stubber, Lancer Laser Destroyer, 2 Fragstorm Grenade Launchers
1x Gladiator Lancer (160 pts): Armoured Hull, Icarus Rocket Pod, Ironhail Heavy Stubber, Lancer Laser Destroyer, 2 Fragstorm Grenade Launchers

Pregame thoughts:
This game had a somewhat similar core plan to my match against World Eaters (WE) in Game 1—don’t commit ACDC early. Let the Thunderwolves come to me, trade with chaff units, and hopefully get the charge on them. However, with Stormlance in play, Space Wolves can regain the initiative more easily, making my first swing vital—especially if they try to snipe out my Dark Commune. The Lancers also keep me more honest than I would need to be against WE, so I can’t be as reckless/aggressive with my tanks.

The issue with this game plan is that Scouts give Space Wolves a better "do-nothing" strategy, so I might have to go on the offensive early if secondaries aren’t kind. Hopefully, my Venomcrawlers can handle them or at least pin them down.


CSM deployment - trying to protect squishy infantry with Tanks (who can probably survive a Thunderwolf charge or at least blunt it) or bikers who are expendable.

Same in the centre/right as I try and screen ACDC from Thunderwolfs whilst not giving up too much board position.


SW deployment - one Thunderwolf unit in reserve with small units in each ruin. 

Wouldn't have minded going second but win roll off and send Venomcrawler up to take objective - TS rapid ingress turn one with some Thunderwolfs


Trying to win the skirmish battle Bikers on the bottom right flank make a decent charge into scouts and pin the last one who dies when making a desperate escape. 

Overview of right of battlefield as Space Wolfs start moving up


Space Wolfs move their own skirmish pieces up to fight my bikers.

Thunderwolfs advance forward and weight up their options. Venomcrawlers fails a single save against the Lancer and gets blown up in a early frustration.

Assault Marines charge into my bikers and take them out.

Logan gives the order for full hit re-rolls and charges and Bikers are taken out comfortably.

Thunderwolfs charge the Vindicator. I use spikey-AoC to protect it and it clings to life which means I can shoot it with the Vindicator without worrying about the Thunderwolfs bloodsurge or reactive move in my turn.

CSM turn two - ACDC activate their go turn and advance up alongside Rubrics.

Rubrics prepare to start a space wolf BBQ and Legionnaires take the fight to Wulfen.

On the right Venomcrawler takes the fight to Assault Marines to deny Space Wolf points.

Predator at the back trades fire with the Lancer that killed my Crawler, shooting two Lascannon shots and hitting 4 times to take it out in a single volley.



Despite the presence of Cypher nearby Thunderwolfs pop AoC and tank the ACDC charge well as a result

Space Wolfs decide its go time as Bjorn starts his attack into my Venomcrawler.

Second ACDC unit and Chosen hide behind the wall (or in Rhino) delighted to have waited out the Thunderwolf advance. Legionaires aren't so lucky and are taken out.

Huge moment on the left flank. Thunderwolfs fall back and prepare to charge back in. Scouts (just north of shot) shoot a frag missile into ACDC (possibly distracted by blast potential and forgetting bloodsurge/horde move.) They inflict 3 wound and I slow roll my saves - passing 2 invuls and taking the last on my armour to try and fail it allowing me to move into the wolfs by losing a model (I roll a 2 anyway but makes me feel smart.) Thankfully I fail the FNP and manage to engage the Thunderwolfs and deny their charge.

Venomcrawler manages to survive the blows and clings to life on a wound.
ACDC manage to take out 3 Thunderwolfs leaving only the characters who take a chunk back out of the Cultists before they use the strat to ball back and allow them to charge in on their terms in my turn.

Legionaires get taken out by Logan alone.

Thunderwolfs still have a reactive move - my second ACDC move up first and trigger the move as they theaten a charge on both the Thunderwolfs and Bjorn. When they fall back to above position Chosen (who would have rather gone after Bjorn) move up to engage them instead and charge in.

Damage 2 ap-1 isn't a great profile into Bjorn but some Lascannon shots had softened him up before hand and ACDC were able to finish him off.

I want to cleanse and attack the last character on this side. The Rubrics have already shot so I declare a Cleanse with ACDC, then shoot the character who deicides to Bloodsurge in allowing me to complete the action and still fight.

ACDC clear the objective as Space Wolfs run out of answers to clear them.

Chosen kill the Thunderwolfs in the middle and only a few SW characters are left in the middle.


One last Assault squad charges the Rubrics from behind the wall. ACDC heroic in to try and keep the objective and the Assault squad fights them instead.

Spikey AoC allows the Chosen to survive SW attacks pretty well but they still take a real beating



Assault marines don't take out much and ACDC response is much more impressive back.


CSM turn as my tanks go searching for targets - most of them are almost dead but SW are overloaded with threats and can't realistically deal with them.

ACDC survive the turn, give me a huge boost on primary and go hunting.


The last Lancer takes a charge and clings to life as SW make their last stand.

CSM tanks have ensured dominance in the middle of the table at this stage.


Infiltrators charge the DC side of the squad but can't dislodge them. The AC side is behind the wall, finishes the tank as CSM finish SW.



CSM win: 85 - 41

Postgame thoughts:
The scoreline doesn’t do this one justice. ACDC pulling off the Bloodsurge/horde move to engage the Space Wolves in turn 3 was a huge swing moment. The Space Wolves were leading by 6 points at the end of turn 3, but they only scored 12 points afterward as I took control of the game. ACDC’s move allowed CSM to take a commanding lead, and Space Wolves lost their ability to fight back effectively. Without this swing, it would have been a very close fight and whilst I think I have one more brawler piece than SW can handle at this stage it isn't garunteed for sure.

Getting four hits from two Lascannon shots into a Lancer helped secure control of the attrition fight elsewhere, allowing my tanks to focus on other threats was a help as well as the single lancer wasn't capable of taking on the CSM tanks after that reliably. 


Game 4 - Search and Destroy, Burden of Trust, Prepared Positions vs. Dino Kho's CSM (Renegade Raiders)

LGT (2000 Points)

Chaos Space Marines
Renegade Raiders
Strike Force (2000 Points)

CHARACTERS

Chaos Lord (105 Points)
• 1x Daemon hammer
• 1x Plasma pistol
• Enhancements: Dread Reaver

Cypher (90 Points)
• Warlord
• 1x Cypher’s bolt pistol
• 1x Cypher’s plasma pistol

Dark Commune (90 Points)
• 1x Cult Demagogue
◦ 1x Autopistol
◦ 1x Commune stave
◦ Enhancements: Mark of the Hound
• 1x Mindwitch
◦ 1x Close combat weapon
◦ 1x Warp Curse
• 1x Iconarch
◦ 1x Autopistol
◦ 1x Chaos Icon
◦ 1x Close combat weapon
• 2x Blessed Blade
◦ 2x Commune blade

Dark Commune (65 Points)
• 1x Cult Demagogue
◦ 1x Autopistol
◦ 1x Commune stave
• 1x Mindwitch
◦ 1x Close combat weapon
◦ 1x Warp Curse
• 1x Iconarch
◦ 1x Autopistol
◦ 1x Chaos Icon
◦ 1x Close combat weapon
• 2x Blessed Blade
◦ 2x Commune blade

Dark Commune (65 Points)
• 1x Cult Demagogue
◦ 1x Autopistol
◦ 1x Commune stave
• 1x Mindwitch
◦ 1x Close combat weapon
◦ 1x Warp Curse
• 1x Iconarch
◦ 1x Autopistol
◦ 1x Chaos Icon
◦ 1x Close combat weapon
• 2x Blessed Blade
◦ 2x Commune blade

BATTLELINE

Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon

Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon

Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 1x Chaos Icon
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon

Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 1x Chaos Icon
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon

DEDICATED TRANSPORTS

Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-weapon
• 1x Havoc launcher

OTHER DATASHEETS

Accursed Cultists (180 Points)
• 10x Mutant
◦ 10x Blasphemous appendages
• 6x Torment
◦ 6x Hideous mutations

Accursed Cultists (180 Points)
• 10x Mutant
◦ 10x Blasphemous appendages
• 6x Torment
◦ 6x Hideous mutations

Accursed Cultists (180 Points)
• 10x Mutant
◦ 10x Blasphemous appendages
• 6x Torment
◦ 6x Hideous mutations

Chaos Predator Destructor (140 Points)
• 1x Armoured tracks
• 1x Combi-weapon
• 1x Havoc launcher
• 2x Lascannon
• 1x Predator autocannon

Chaos Predator Destructor (140 Points)
• 1x Armoured tracks
• 1x Combi-weapon
• 1x Havoc launcher
• 2x Lascannon
• 1x Predator autocannon

Chaos Vindicator (185 Points)
• 1x Armoured tracks
• 1x Combi-weapon
• 1x Demolisher cannon
• 1x Havoc launcher

Chaos Vindicator (185 Points)
• 1x Armoured tracks
• 1x Combi-weapon
• 1x Demolisher cannon
• 1x Havoc launcher

ALLIED UNITS

Nurglings (40 Points)
• 3x Nurgling Swarm
◦ 3x Diseased claws and teeth

Pregame thoughts:
No excuse for not knowing what this list does—it's a mirror match, and Dino is a Netherlands WTC player so going to be a tough game. Upon seeing Dino’s list, I immediately preferred it to mine, making the “what would I do differently” question at the end very easy—it’s his list! Both of us wanted to keep ACDC back until the other committed, so it was going to be a skirmish-heavy game. I had slightly more speedy units with my Bikers and Venomcrawlers, so I hoped to get an edge in early scoring. However, Dino had an extra Vindicator, which made the ranged battle trickier for me. Honestly, my plan was to roll better on the casino nature of the Vindicators and hope for the best in that aspect and hope Venomcrawlers could be a pain on the flank long enough to accrue a few extra points.



Opponents deployment (after scout move) hiding tanks at the back

ACDC and Predator on the flank.

Cowardly cultists cower at the back hiding away.

Smart tactically sensible cultists cover the backfield. Both players had a Vindicator in reserve.

ACDC on the far left with Bikers and Crawlers ready to try and pressure top left objective.

Queue inch from the wall shouts were possible with Legionnaires and Rubrics protecting ACDC in the middle with chosen loaded up behind in the Rhino.

Overview of CSM deployments.

After scouting ACDC decide they would rather hide behind a wall and send regular cultists up instead. A predator takes out some Bikers of mine and that's turn one over in a flash.

Mistake from me - I move Legionaire up to retake objective - initally thinking they will charge Cultists, change my mind and do action instead. The Venomcrawler bottom of shot can't get to objective so should have stayed back slightly to shoot them. It has a reasonable chance to take them all out and if it does it effectively saves me a Rubric squad later.

Biker move up to contest objective 2 (Rhino with Legionnaires behind wall)

Predators trade fire to little effect and thats it for turn 1.

Very cagey start to the game - both of us were trying to wait out the others ACDC. 

Opponents turn 2 as Predator moves up and destroys my Venomcrawler. Legionnaires charge my bikers and I use AoC to keep them alive - I don't control the objective but I keep a forward asset.

Opponents Vindicator arrives from reserve but fails to do much damage as my Predator tanks the damage

Rubrics have to move up burn the opposition Cultists and my Vindicator destroys its opposite number.

Bikers move around, fighting through the wall to retake the objective as both of us leave objective one in the middle alone. 


With last turn scoring on my side and primary and secondary almost going at snails pace oppoent decides its time to make a move - with Predator moving up to take objective 2 whilst Legionaires kill my bikes from behind the wall.

Opponents ACDC go for a charge on my Venomcrawler but fail. They had moved up a Predator to contest it which my Vindicator blows up and my ACDC charge in. 

Early loss of the Crawler is a real shame here as it means I have to commit my ACDC to the tank to deny opponents points. 

Chosen remain hiding in their Rhino to try and act as a deterrent to another ACDC wave.
Predator survives on the left flank but takes a hefty blow.

I can't kill opponents ACDC on the right but try and pink them in and stop easy access to my objective.

Going into CSM turn....Raiders turn...ok opponents CSM Raiders turn.

Another ACDC clash starts on the left flank, this time my opponents unit has the charge though.



Yeah that middle objective still isn't appealing to either of us.

All 5 ACDC units how head into battle. For avoidance of repetition - every time one  of us attacked an ACDC we precisioned out the opponents Dark Commune Leader.


Chaos Lord (behind the wall) takes out my leader which means the ACDC rip through my squad with ease.

Same story on the right as my squad is destroyed.

Skipping most of my turn as time was tight - Chosen disembark and use full re-rolls. They briefly get tagged when I shoot the remnants of the first squad but they use Plasma pistols to free themselves and charge in with full re-rolls. Some excellent saves however mean opponent has the point as ACDC take out a big chunk of my Chosen.

I'm playing for last turn now and move all my tanks over 24 away from the units in the top left - I can't contest it and I don't want a max range YOLO charge to get a big ACDC brick on centre objective.

Last turn and opponent throws everything at objective 4, taking out my Chosen.

Last turn - Vindicator moves up to middle to score it and get some secondary points - after lots of maths I need to find a way to take the right objective to win, otherwise its a very low scoring draw.

Final play - I blow away the regular Cultists on the objective. I need to charge and kill ACDC but don't have enough attacks so I have to risk shooting them and giving them a 5 to tag the Crawler (who can still shoot them.) They make it and Cypher goes in. If he can kill them and consolidate onto objective four I win...but its needs a real high roll and Cypher can't manage it.


CSM draw: 42 - 42

Postgame thoughts:


What a game. Going second was great, and Dino’s play probably edged out mine overall, as he had to apply pressure going first in a mirror match. Sadly, my Venomcrawler didn’t make it to the objective in turn 1, which really hurt. Dino’s hold on the top-left objective was stronger than mine on the opposite side, not helped by my Crawlers underperforming. The game was tense and very detailed, going down to the last dice. We both struggled with secondaries due to playing conservatively, and board control in the middle was a real challenge for both of us.

I may have underutilized a Rhino, and while my late-game gambit didn’t work out, I was happy to find even a longshot path to win. A 1-inch lower roll on Bloodsurge would have given my Venomcrawler a charge opportunity and a easier chance for Cypher to pile onto the objective, potentially stealing the win. But overall, a draw felt like the fair result - certainly never had such a low scoring game that where I didn't lose. Fantastic game with plenty of what ifs!


Game 5 - Crucible of Battle, Scorched Earth, Inspired Leadership vs. Tom Green's Votann

Detachment Choice: Oathband

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

+ Character [85pts] +

BrĂ´khyr Iron-master [85pts]: Grim Demeanour [20pts], Warlord
. BrĂ´khyr Iron-master: Graviton hammer, Graviton rifle
. E-COG: Autoch-pattern bolt pistol, Close combat weapon
. E-COG: Plasma torch
. E-COG: Manipulator arms
. Ironkyn Assistant: Close combat weapon, Las-beam cutter

+ Battleline [200pts] +

Hearthkyn Warriors [100pts]: Comms array, Medipack, Pan spectral scanner
. 7x Hearthkyn Warrior: 7x Autoch-pattern bolt pistol, 7x Close combat weapon, 7x Ion blaster
. Hearthkyn Warrior w/ heavy weapon: Autoch-pattern bolt pistol, Close combat weapon, Magna-rail rifle*
. Hearthkyn Warrior w/ heavy weapon: Autoch-pattern bolt pistol, Close combat weapon, Kin melee weapon
. Theyn: Close combat weapon, Etacarn plasma pistol, Kin melee weapon, Weavefield crest

Hearthkyn Warriors [100pts]: Comms array, Medipack, Pan spectral scanner
. 7x Hearthkyn Warrior: 7x Autoch-pattern bolt pistol, 7x Close combat weapon, 7x Ion blaster
. Hearthkyn Warrior w/ heavy weapon: Autoch-pattern bolt pistol, Close combat weapon, Magna-rail rifle*
. Hearthkyn Warrior w/ heavy weapon: Autoch-pattern bolt pistol, Close combat weapon, Kin melee weapon
. Theyn: Close combat weapon, Etacarn plasma pistol, Kin melee weapon, Weavefield crest

+ Infantry [550pts] +

BrĂ´khyr Thunderkyn [170pts]
. 6x BrĂ´khyr Thunderkyn: 6x Close combat weapon, 6x Graviton blast cannon

Cthonian Beserks [100pts]
. 4x Beserk: 4x Concussion maul
. Beserk w/ mole grenade launcher: Concussion maul, Mole grenade launcher

Cthonian Beserks [100pts]
. 4x Beserk: 4x Concussion maul
. Beserk w/ mole grenade launcher: Concussion maul, Mole grenade launcher

Cthonian Beserks [100pts]
. 4x Beserk: 4x Concussion maul
. Beserk w/ mole grenade launcher: Concussion maul, Mole grenade launcher

Hernkyn Yaegirs [80pts]
. 9x Hernkyn Yaegir: 9x Bolt revolver and plasma knife, 9x Close combat weapon
. Hernkyn Yaegir w/ APM launcher: APM launcher, Close combat weapon

+ Mounted [360pts] +

Hernkyn Pioneers [180pts]
. Hernkyn Pioneer: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Plasma knife
. Hernkyn Pioneer w/ comms array: Bolt revolver, Bolt shotgun, Comms array, Magna-coil autocannon, Plasma knife
. 2x Hernkyn Pioneer w/ HYLas rotary cannon: 2x Bolt revolver, 2x Bolt shotgun, 2x HYLas rotary cannon, 2x Magna-coil autocannon, 2x Plasma knife
. Hernkyn Pioneer w/ pan-spectral scanner: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Pan-spectral scanner, Plasma knife
. Hernkyn Pioneer w/ searchlight: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Plasma knife, Rollbar searchlight

Hernkyn Pioneers [90pts]
. Hernkyn Pioneer w/ HYLas rotary cannon: Bolt revolver, Bolt shotgun, HYLas rotary cannon, Magna-coil autocannon, Plasma knife
. Hernkyn Pioneer w/ pan-spectral scanner: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Pan-spectral scanner, Plasma knife
. Hernkyn Pioneer w/ searchlight: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Plasma knife, Rollbar searchlight

Hernkyn Pioneers [90pts]
. Hernkyn Pioneer w/ HYLas rotary cannon: Bolt revolver, Bolt shotgun, HYLas rotary cannon, Magna-coil autocannon, Plasma knife
. Hernkyn Pioneer w/ pan-spectral scanner: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Pan-spectral scanner, Plasma knife
. Hernkyn Pioneer w/ searchlight: Bolt revolver, Bolt shotgun, Magna-coil autocannon, Plasma knife, Rollbar searchlight

+ Vehicle [225pts] +

Hekaton Land Fortress [225pts]: Armoured wheels, MATR autocannon, Pan spectral scanner, SP heavy conversion beamer, 2x Twin bolt cannon

+ Dedicated Transport [575pts] +

Sagitaur [115pts]: Armoured wheels, HYLas beam cannon, Twin bolt cannon

Sagitaur [115pts]: Armoured wheels, HYLas beam cannon, Twin bolt cannon

Sagitaur [115pts]: Armoured wheels, HYLas beam cannon, Twin bolt cannon

Sagitaur [115pts]: Armoured wheels, HYLas beam cannon, Twin bolt cannon

Sagitaur [115pts]: Armoured wheels, HYLas beam cannon, Twin bolt cannon

++ Total: [1,995pts] ++

Pregame thoughts:

I’ve played Tom twice before, once in a prior LGT (2018, I think), and again in a doubles game. In those games, we played out a draw and a close loss for me. This mission was tough, especially against Votann. Both sides could turtle to 40 points on primary objectives trivially, which hurts my close-ranged army, especially against his horde of anti-tank guns. Votann also has superior mobility with their bikes, so I really wanted to go second and play more cautiously. Unfortunately, I won the first-turn roll. My plan was to try to dominate primary objectives by committing to all three middle ones, hoping to hold them long enough to build a lead.

CSM deployment - Predators either side to get firing lines, ACDC and Chosen ready to push in the middle

Votann deployment - although given just about everything could scout didn't mean a great deal!

Side view of battlefield with Venomcrawler in reserve.

CSM win turn one and send bikers forward.

Move up against walls to project threat range as best I can, Predators get a few Lascannon shots in and its another turn one with minimal action. 


Mini-Horde of Votann tanks starts moving up - the Casino Cannon on the Land Fortress blows up my Predator through AoC but not much of note happens otherwise.

To be honest...there was some stuff it, its game 5 after some really tough game vibes about my turn 2 if you couldn't tell by the above picture. Near full send although I keep the Chosen back.

ACDC murder Yaegirs and fall back behind the wall to try and cause a pain for Votann.

Side on view going into Votann turn two.

Votann start measuring their shots up as Pioneers start teleporting around.

Overview of the middle with lots of angry mutants in the middle of board.

Sagitaur's filled with lots of MSU units move up and line up shots 

Reverse shot of the battlefield.



Thunderkyn unleash a brutal salvo into ACDC in the middle

Sagitaurs roll hot and both my Venomcrawler and Predator are taken out despite AoC protecting them well against the Pioneers.

Beserks charge in to take out everything of note in an ACDC unit. CSM hold 3 objective but missions means only get the point for 2.

Second ACDC unit decides its go turn for them and prepares to launch upfield along with Chosen.



Loss of Predator in particular stings as I don't have any long ranged firepower to take out Pioneers now. With such a forgiving primary at play I have to stop Votann holding any of the objectives in the middle and don't have any skirmish pieces to do it easily.

Vindicator lines up Thunderkyn, when it whiffs it leaves Votann with all their big guns still in play.

Votaan start moving units up - they want to ignore ACDC for rest of game and focus on the Chosen.



Middle gets scrappy as Sagitaur charges into my Vindicator to pin it in place.

Other downside of early loss of Predator/Crawlers is I run out of units to screen with and Pioneers start teleporting behind my lines.

I do my with to save the Chosen but Thunderkyn brutalise them as the rest of Votaan finish them off.



In my turn Vindicator blows away the Sagituar - Cypher tries to take out the last Beserks but can't get the damage through which denies me some crucial area denial points. I elect not to charge due to fears of losing Cypher and possibly allowing Votaan to pile into the objective.


Rhino charges Pioneers trying to stop them reaching the objective (didn't realise they had fly.) It does stop them doing an action on it though, so still worthwhile. Votaan respond in their turn by the Thunderkyn blowing up my Vindicator. Some Pioneers pop up behind Rubrics and I forget I have AoC still available and exact kill them denying me 5 points.


Turn 5 is probably the fastest turn i've ever done. Draw cards, move models onto middle objective (having burn the objective they'd been on last turn) clean it, end turn. 

I'm up by 22 points at the end of my turn....but a draw of Sabotage and the ability to score end of game allows Votaan to score 24 to pip the game at the death.

CSM lose 68-69

Postgame thoughts:


So close. Two nail-biters in a row, with just a single point on secondaries being the difference. Going first in this matchup was tough because I had to commit so much more. Tom scored almost half his primary points in the last turn. On a hold-1/2/3 mission, I probably win this semi-comfortably, but that’s just speculation. Tom played the actual mission really well—keeping his big threats safe and slowly taking out mine, except for a single ACDC which was struggle to deal with.

I was really frustrated with myself for forgetting about AoC at the end with my Rubrics. That oversight cost me 5 points and probably the game, as I don’t think Tom could have clawed the difference back at that point. It was a mix of exhaustion and mistakenly thinking I had already used it (I had declared it on my Vindicator, but since it didn’t matter due to ignore modifiers on Thunderkyn, Tom let me take it back).

In hindsight, I wish I had pushed harder on the bottom-right flank earlier. If I had been more aggressive with ACDC and Chosen in turn 3, I might have been able to secure the win. Still, it was a fantastic game that went right down to the wire.


So, another LGT finished, and it was a great time. 3 extra points over the last two games would have been a real cherry on the cake, but I had a great time regardless. The only real regret I had was forgetting AoC in the final game (had a opportunity to redrawn a secondary in game 4 when aware I couldn't score any in turn 4, but chose not to do so as thought could claw back the difference and wanted CP for something else which looking bad feels like a mistake, but at the time was not clearly wrong call.) The social element was a blast, catching up with former opponents, teammates, and friends. It was also great to see some extra food trucks, which really made the overall experience fantastic. Overall I finished 155 out of 832 - decent and I'd have hoped for a little more but given how close loss's were can't complain - only needs a single dice roll to change somewere and could have finished higher (and faced 5 strong lists as well, sadly no gimme game here!)

With a dataslate hopefully right around the corner, there’s not much to speculate about regarding what I'd do differently with the list – I’d just copy Dino's from round 4. I’d love to find a cheap unit that could threaten a backfield objective, but Raptors just feel so bad in lists these days, and Talons don’t fulfill that niche anymore. If they got rid of their non-interactive rule and made them cheaper again, for sure, they’d be better all around. To misphrase a point I think Mike P made on the Warphammer Discord, it feels wrong that a skirmish unit like Warp Talons costs more than a Maulerfiend, which is meant to be a big, smashy linebreaker tank. To me, that suggests the identity of the units is rather confused.

Rather than waste time on lists, here’s a bit of what I'd like to see in the dataslate – I think the Accursed Cultist side of ACDC is fine, but the Dark Commune clearly needs an adjustment to balance the unit. That said, if the unit needs to get nuked to open up design space, that’s more than fine by me. I’d love to see the power armor units (particularly Raptors and Havocs) get some love, and reverting the rather aggressive points increase these got in the last dataslate would be a great step. While I think the current CSM book is overall fantastic (thematic army rule, lots of fun detachments), the actual unit datasheets have a lot of ‘this rule does nothing 99% of the time’ on too many of them. Those units could use some improvements to make them more interesting. An Ad-Mech style re-balance is probably too much to hope for, but some widespread points tweaks would be very welcome.

I plan on giving CSM a little rest, regardless of the dataslate or not. According to my Battles app, they’ve made up just over two-thirds of the games of 40k I’ve played, so I fancy a break from them for a while. It’s gone well (88% win rate, 24-game winning streak at one point, mix of casual and competitive games for the 0 people asking), but it would be good to try out some of the other armies I have collecting dust. After having a “no new 40k army” rule in place for a while, I’ve managed to start two new armies this year by trading away existing ones (Sisters and Necrons), and I’m excited to try them both out properly. Some of the new GSC builds look fun as well.

Thanks for reading!

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