CSM Renegade Raiders win the South-East GT.

So apparently I lied about switching up from CSM in my last blog post, some evil pacts/habit you just can't quit! Also the deadline for South East GT/GR Meme Team GT - In Co Operation with Cryptic Cabin (which must be the longest GT name around) was pretty quick and didn't really have time to experiment with different lists a lot. 


Whilst I normally show biggest combat as the opening/banner image something about this picture I just really like, and its ends up foreshadowing on the key moments in the final nicely.


I've been doing this blog long enough to occasionally get some feedback, and one of the compliments I been kind enough to receive on a couple of occasions is that my lists tend to be inventive, often different from the meta with a unique twist. With that in mind, I came up with this entirely new combo for CSM, where I place three units of Dark Commune in three Accursed Cultist squads (referred to as ACDC hereafter) and used the Renegade Raiders detachment. Here’s what I ended up with:



Detachment Choice: Renegade Raiders

Show/Hide Options

+ Epic Hero +


Cypher [90pts]

+ Character +


Dark Commune [65pts]: Warlord

. 2x Blessed Blades: 2x Commune blade

Dark Commune [65pts]

. 2x Blessed Blades: 2x Commune blade

Dark Commune [65pts]

. 2x Blessed Blades: 2x Commune blade

+ Battleline +


Cultist Mob [50pts]

. Cultist Champion: Autopistol
. 9x Cultist w/ autopistol and brutal assault weapon: 9x Autopistol, 9x Brutal assault weapon

Cultist Mob [50pts]

. Cultist Champion: Autopistol
. 9x Cultist w/ autopistol and brutal assault weapon: 9x Autopistol, 9x Brutal assault weapon

Legionaries [90pts]: Chaos icon

. Aspiring Champion: Heavy melee weapon, Plasma pistol
. 2x Legionary w/ chainsword: 2x Astartes chainsword, 2x Bolt pistol, 2x Close combat weapon
. Legionary w/ heavy melee weapon
. Legionary w/ other weapon: Lascannon

Legionaries [90pts]: Chaos icon

. Aspiring Champion: Heavy melee weapon, Plasma pistol
. 2x Legionary w/ chainsword: 2x Astartes chainsword, 2x Bolt pistol, 2x Close combat weapon
. Legionary w/ heavy melee weapon
. Legionary w/ other weapon: Lascannon

+ Infantry +


Accursed Cultists [180pts]

. 10x Mutant: 10x Blasphemous appendages
. 6x Torment: 6x Hideous mutations

Accursed Cultists [180pts]

. 10x Mutant: 10x Blasphemous appendages
. 6x Torment: 6x Hideous mutations

Accursed Cultists [180pts]

. 10x Mutant: 10x Blasphemous appendages
. 6x Torment: 6x Hideous mutations

Raptors [90pts]

. 2x Raptor: 2x Astartes chainsword, 2x Bolt pistol
. Raptor Champion: Plasma pistol, Power fist
. 2x Raptor w/ meltagun: 2x Close combat weapon, 2x Meltagun

+ Mounted +


Chaos Bikers [70pts]: Chaos icon

. Biker Champion: Power fist
. Biker w/ meltagun: Astartes chainsword
. Biker w/ meltagun: Astartes chainsword

+ Vehicle +


Chaos Predator Destructor [140pts]: Combi-weapon, Havoc launcher

. 2 lascannons

Chaos Predator Destructor [140pts]: Combi-weapon, Havoc launcher

. 2 lascannons

Chaos Vindicator [185pts]: Combi-weapon, Havoc launcher

Chaos Vindicator [185pts]: Combi-weapon, Havoc launcher

+ Dedicated Transport +


Chaos Rhino [75pts]: Combi-weapon, Havoc launcher

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


So to explain - the GT rules cut-off was before the dataslate release (unfortunately, the points were considered rules, so there was no option to use the new points). With confirmation that the old points were in play, I wasn’t sure which list to use at first. I almost ended up taking an Awakened Dynasty Necron list I had been testing. I even submitted and practiced a few times before switching on submission day.

In the end, I went back to tried and tested ACDC for several reasons. First, it was a stronger list. After LGT, I realized I had a third (and a half) ACDC unit lying around that I thought I'd lost when moving, and I wished I could have used it then. Given the old points were in use, I felt somewhat justified in bringing the CSM unit that had gone up. I don’t have anything against organizers sticking to their event packs (especially since many participants would have bought tickets based on old points), but it felt somewhat pointless to try out a new list under the old points.

The list is pretty straightforward meta pick, with the Raptors being perhaps the only interesting unit choice. I’m not a big fan of them at their points cost, but I did want a deepstrike threat to keep opponents honest and help with scoring. I noted that their point cost matched the increase for the ACDC units, so I kept an eye on their performance to see if removing them would still allow the list to function as intended. If this using the old points invalidates your reading experience (hopefully the tactics/commentary are still interesting) then pretend the Raptors don't exist and suddenly your using the new points. 


Round 1 - Crucible of Battle, Smoke and Mirrors, Purge the Foe v James Grealey's Dark Angels


current (2000 points)

Space Marines
Dark Angels
Strike Force (2000 points)
Gladius Task Force


CHARACTERS

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

Lieutenant (95 points)
• 1x Master-crafted power weapon
1x Neo-volkite pistol
1x Storm Shield
• Enhancement: Fire Discipline

Lion El’Jonson (300 points)
• Warlord
• 1x Arma Luminis
1x Fealty


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

Bladeguard Veteran Squad (90 points)
• 1x Bladeguard Veteran Sergeant
• 1x Heavy bolt pistol
1x Master-crafted power weapon
• 2x Bladeguard Veteran
• 2x Heavy bolt pistol
2x Master-crafted power weapon

Deathwing Knights (235 points)
• 1x Watcher in the Dark
• 1x Knight Master
• 1x Great weapon of the Unforgiven
• 4x Deathwing Knight
• 4x Mace of absolution

Deathwing Knights (235 points)
• 1x Knight Master
• 1x Great weapon of the Unforgiven
• 4x Deathwing Knight
• 4x Power weapon

Hellblaster Squad (230 points)
• 1x Hellblaster Sergeant
• 1x Bolt pistol
1x Close combat weapon
1x Plasma incinerator
• 9x Hellblaster
• 9x Bolt pistol
9x Close combat weapon
9x Plasma incinerator

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
4x Marksman bolt carbine

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

Repulsor Executioner (220 points)
• 1x Armoured hull
1x Heavy laser destroyer
1x Heavy onslaught gatling cannon
1x Icarus rocket pod
1x Ironhail heavy stubber
1x Repulsor Executioner defensive array
1x Twin Icarus ironhail heavy stubber
1x Twin heavy bolter

Scout Squad (65 points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 4x Bolt pistol
1x Boltgun
4x Close combat weapon
1x Combat knife
1x Heavy bolter
1x Scout sniper rifle

Scout Squad (65 points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 4x Bolt pistol
1x Boltgun
4x Close combat weapon
1x Combat knife
1x Heavy bolter
1x Scout sniper rifle




This is a tough list to face right out of the gate, especially on a mission that isn’t my favorite (I prefer missions with primary objectives focusing more on controlling multiple objectives). After testing this deployment at LGT a few times, I noted that the center is challenging to hold, and failing to contest the southern no-man’s-land for a turn had cost me in a previous game. So, I placed my two Predators south to deter any Dark Angels movement.


DA has a list that’s hard to push into. While ACDC has strong damage output, the AoC and -1 damage from the Deathwing Knights counter their strengths. That said, if DA wanted to push into me, it wouldn’t be easy for them either—being on an objective and potentially within Cypher’s range to counter/discourage AoC shifted the math slightly in my favor. DA had two very powerful shooting units, but with only two activations, I expected at least one ACDC unit to survive on the objective for a turn to secure "hold more."


The plan was to split an ACDC unit on each flank to secure "hold more" when possible, use ranged firepower to wear down DA, and apply pressure to force DA to commit to the middle, where my buffs could be more effective. In reserves, I placed two Vindicators (as they wouldn’t realistically have a line of sight on Turn 1), along with a Raptor/Cultist unit for secondary objectives and as a minimal threat to home objectives.

DA get first turn and oat my ACDC unit, then pass the turn. CSM start moving up in response - both Predators are on the south side in order to threaten middle and threaten anything approaching the south right objective whilst ACDC can threaten a no-mans objective each.


Both sides reserves for the game with plenty of firepower from both sides able to come in and choose and angle to attack. 2 Vindicators, Raptors and Cultists in reserve was my default for all games with only plan to change if I came across an aggressive pressure list (WE, Space Wolfs, Orks etc)

Deathwing Knights hide and stay an inch from the wall whilst the Lion doesn't mind being up against it. Given they have fights first I don't fancy charging him if I don't have to.

CSM turn one is pretty quick back, just positing and waiting for fighting to kick off. Bikers up top secure the objective and 'inch from the wall' to make charging the ACDC near them harder. Rhino isn't worried about being charged so can get near centre objective to threaten Legionnaires whilst ACDC in middle stay back to counter attack if DA move onto objective.

Side on view of battlefield going into DA turn 2.

Lion moves up, sees the waves of angry mutants around and decides that actually staying in the ruin is the right idea and head back instead. 

On the south right flank DA push up and prepare to attack.

Lion moves back as both sides stare off in safety of cover, neither keen to move up first. Both sides can use advance and charge strats to get to each other, but its a long charge so whilst we both consider it, neither is tempted. 

DA start shooting - the Repulsor manages to take out a Predator with its big shots and puts its little guns into ACDC, taking out a few but they who then surge into the Jump Assault Intercessors leaving Hellblasters with no target to shoot. ACDC then murder the Dark Angles and get some early bonus primary for me.

CSM turn 2 - Hellblasaters get their revenge. I move up the ACDC unit (which is oathed) and take a brutal overwatch. I'm tempted to surge into Scouts (which would get to hit me first but keeps ACDC safe from shooting on death Hellblasters.) I don't and regret it. My tanks arrive from reserve and prepare to start trading fire either with Repulsor or Hellblasters.

Hellblasters take a pounding (and dish out plenty back to ACDC) but the Repulsor gets off lighting with only a few scratches. I end up having to fire a Vindicator at the scouts to ensure I get a kill for the turn.

All the action is happening on the South flank. Happy to wait up top. In the middle I send forth some Legionnaires to move block the DA terminators and force a response into the middle objective. The ACDC in the middle can then shuffle a bit closer a a result. 


DA turn 3 - Deathwing move up to take out my Legionnaires and Raptors rapid Ingress in to threaten DA home objective next turn. I'm ahead on primary but secondary is in DA favour to equal out score so I want to drive the primary advantage, and with DA's shooting on the other side I can ingress aggressively and safely here.

Legionnaires can't stand up to Deathwing who consolidate into the middle. 


Bladeguard outflank behind CSM lines stretching my resources. I advance up a ACDC unit from the North side and DA reactive move away but only roll 2. Confident I can now make the charge (with a cp re-roll if needed) my tanks line up their guns into Deathwing in the middle, softening them up enough so that Legionaires can finish them off in combat.



Remains of Dark Commune are finished off by Lieutenant whilst Repulsor keeps blasting at Vindicators as we both trade strats to try and increase/decrease the damage taken.

Raptors had charged onto DA home objective, they don't deal much damage but force Inner Circle back to deal with them. 


Side on view of battlefield. Both sides have taken some hits but CSM are gaining incremental leads on scoreboard and have last turn scoring in their favour. I'd made a mistake in my turn - moving up a Vindicator onto the objective which had tanked overwatch but left on one wound. I forgot about Hellblasters shoot on death and shot another tank at them first, and the Hellblaster finished off the Vindicator stopping it from shooting.

Reverse shot from DA deployment - from their perspective bottom right objective isn't something they can attack, top left is a bloodbath and middle is well guarded whilst my incursion into DA home objective has gone better than theirs into mine.

Very Blurry shot - feeling the pressure Lion decides its go time and walks into middle taking out some screening Legionnaires. ACDC charge him after Cypher and Rhino shoot the Lion up a bit and whilst they lose a few to fights first, the Accursed cultists rip the Lion apart.

DA are behind and go for secret mission turn - its either going to be War of Attrition or Command Insertion. I don't think Lion can get to my home objective so I (wrongly) assume its scouts trying to teleport into my lines late on. ACDC make a big advance and less big charge back over here to take out scouts.

CSM tanks finally win their duel against the Repulsor, outside of Inner circle (which are horribly out of position to impact the game now) DA are out of threats and CSM take the win.

CSM win - 85 - 59

Postgame Thoughts: Overall, things went according to plan. By his own admission, James made a target priority mistake that allowed ACDC to take out some Assault Intercessors for free and avoid a Hellblaster volley, giving me some early breathing room. It took a while to reflect on the scorecard—despite going 8 points up over the first three turns, some low secondary points kept the scores effectively level. I was glad I managed to stay patient (not always my strongest suit, especially when I’m tempted to go all-in) and reminded myself that easier secondaries would follow.

I made two key mistakes. The first was an unusual one: I should have used Bloodsurge/Horde movement in my turn when being overwatched by the Hellblasters, so when the ACDC died, they wouldn’t continue shooting and softening them up. The second mistake stemmed from the same unit—I misordered my actions, having my injured Vindicator shoot first, only for it to be killed by the Hellblasters' "shoot on death" ability before it could properly act. This allowed the Hellblasters to have an outsized impact, almost salvaging a flank and causing more issues than I would have liked.

On a broader strategic level, I was much happier with my gameplay. It felt like I had an extra gear in terms of speed that I could tap into, and the overall game plan worked out pretty much as intended.

 

Game 2 -  Sweeping Engagement, Swift Action, Terraform v Angus Patterson's Astra Militarum

The Fifth Ash Wastes Crusade (1995 points)

Astra Militarum
Strike Force (2000 points)
Combined Regiment


CHARACTERS

Lord Solar Leontus (125 points)
• Warlord
• 1x Conquest
1x Konstantin’s hooves
1x Sol’s Righteous Gaze

Platoon Command Squad (60 points)
• 1x Platoon Commander
• 1x Boltgun
1x Close combat weapon
1x Power fist
• 4x Veteran Guardsman
• 4x Close combat weapon
3x Lasgun
4x Laspistol
1x Master Vox
1x Medi-pack
1x Meltagun
1x Regimental Standard

‘Iron Hand’ Straken (55 points)
• 1x Auto shotgun
1x Bionic arm with devil’s claw
1x Plasma pistol


BATTLELINE

Catachan Jungle Fighters (55 points)
• 1x Jungle Fighter Sergeant
• 1x Close combat weapon
1x Laspistol
• 9x Jungle Fighter
• 9x Close combat weapon
2x Flamer
7x Lasgun
1x Vox-caster

Catachan Jungle Fighters (55 points)
• 1x Jungle Fighter Sergeant
• 1x Close combat weapon
1x Laspistol
• 9x Jungle Fighter
• 9x Close combat weapon
2x Flamer
7x Lasgun
1x Vox-caster

Catachan Jungle Fighters (55 points)
• 1x Jungle Fighter Sergeant
• 1x Close combat weapon
1x Laspistol
• 9x Jungle Fighter
• 9x Close combat weapon
2x Flamer
7x Lasgun
1x Vox-caster

Infantry Squad (60 points)
• 1x Sergeant
• 1x Laspistol
1x Power weapon
• 9x Guardsman
• 9x Close combat weapon
9x Lasgun


DEDICATED TRANSPORTS

Chimera (70 points)
• 1x Armoured tracks
1x Chimera heavy flamer
1x Heavy flamer
1x Heavy stubber
1x Hunter-killer missile
1x Lasgun array

Chimera (70 points)
• 1x Armoured tracks
1x Chimera heavy flamer
1x Heavy flamer
1x Heavy stubber
1x Hunter-killer missile
1x Lasgun array


OTHER DATASHEETS

Attilan Rough Riders (120 points)
• 1x Rough Rider Sergeant
• 1x Hunting lance
1x Lasgun
1x Laspistol
1x Steed’s hooves
• 9x Rough Rider
• 9x Hunting lance
9x Lasgun
9x Laspistol
9x Steed’s hooves

Basilisk (140 points)
• 1x Armoured tracks
1x Earthshaker cannon
1x Heavy bolter

Crassus (180 points)
• 1x Armoured tracks
4x Heavy bolter
1x Heavy stubber

Cyclops Demolition Vehicle (25 points)

Cyclops Demolition Vehicle (25 points)

Cyclops Demolition Vehicle (25 points)

Leman Russ Battle Tank (170 points)
• 1x Armoured tracks
2x Heavy bolter
1x Heavy stubber
1x Hunter-killer missile
1x Lascannon
1x Leman Russ battle cannon

Leman Russ Battle Tank (170 points)
• 1x Armoured tracks
1x Heavy stubber
1x Hunter-killer missile
1x Lascannon
1x Leman Russ battle cannon

Leman Russ Demolisher (200 points)
• 1x Armoured tracks
1x Demolisher battle cannon
3x Heavy flamer
1x Heavy stubber
1x Hunter-killer missile

Malcador Infernus (235 points)
• 1x Armoured tracks
2x Heavy flamer
1x Inferno gun

Tempestus Scions (50 points)
• 1x Tempestor
• 1x Plasma pistol
1x Power weapon
• 4x Tempestus Scion
• 4x Close combat weapon
2x Hot-shot lasgun
1x Hot-shot volley gun
1x Plasma gun

Tempestus Scions (50 points)
• 1x Tempestor
• 1x Plasma pistol
1x Power weapon
• 4x Tempestus Scion
• 4x Close combat weapon
2x Hot-shot lasgun
1x Hot-shot volley gun
1x Plasma gun

Pregame thoughts - So Angus is a friend and teammate of mine so bragging rights at play. Guard feel like a tough match up - lots of metal boxes that are hard to chew through, lots of range and blast (especially the the battle cannon Russ's and Crassus's heavy bolters whose lack of AP but multiple damage are great at chewing through cultists) and some solid OC/Secondary game from the infantry meant this wasn't a match up I was keen on. Thankfully Bloodsurge/horde move from the Cultists (in its pre-dataslate form still) meant if I could get close to Guard, they would have to be very careful about target priority and the mission. So didn't want to commit early and wanted to punish the first guard wave of note, then hopefully tank a round of shooting or force guard back enough to give me a primary lead before using my tanks to keep objectives clear after.  

CSM deployment - same reserves as before. ACDC in middle/left hidden by the ruins so Rhino with Legionnaires on the right so I can throw OC at the objective. Remember the snowy ACDC hiding behind the wall on the left.


Guard deployment - most hugging the ruins but too many big tanks to hide them all.

Rember the snowy ACDC squad? This is their position in the midboard going into my turn 1. Guard went first and shot them with Basilisk, so they surged, then a Leman Russ so they surged again..then a Cassus..then got charged and they fell back at end of Guard turn so they started my turn like this. This isn't an option anymore (one surge a phase) and was probably a mistake but was cool. 

Guard had moved up with their tanks turn one aggressively and I'd lost more  ACDC than I'd have liked (mostly self inflicted.) I could either realise it was a mistake and play cagey waiting for my Vindicators or go aggressive without any great targets close. 

Probably not a surprise to people who read this blog often but I went full send. Predators start trying to take out Leman Russ at back left but mostly bounced. 

Two ACDC charge forward - their is a Chimera in the closest ruin. The right squad didn't activate their go turn and got a good advance roll so I was happy to chuck them out and see if they could get a charge roll (using strat to charge) and hope they could damage the Demolisher. If they had low rolled advance they would have stayed put behind the wall.

Its a mixed turn for CSM - I make some hefty charges to put the pressure on but don't do any great damage to guard outside of killing a single Chimera. 

CSM committed hard to guard after early attrition, so they feel compelled to respond in kind as Catachan prepare to charge ACDC.

Biker get blown away allowing Rough Riders to charge into ACDC but low roll charge and only a couple can fight and end up doing negligible damage.

Guard shooting here was very limited - either unable to shoot their targets or worried about surges so their is a mass fixing of bayonets. Wasn't expecting biggest brawl of the weekend to be against guard!

Reverse shot - guard do inflict some damage but ACDC more than hold their own and take a hefty chuck back. I'm much happier with how Guard turn 2 went than my turn one. On my left flank Guard shooting mostly bounces or gets tied up doing actions.

CSM turn 2 - big early primary boost thanks to holding middle and ACDC free themself from combat in guard turn after damaging the Russ. Vindicators start to arrive to help take out heavy tanks.

Legionnaires charge into Rough Riders supported by Rhino, Angus has enough CP to respawn the squad so I want to avoid killing them all.
Perfect! Powerfists kill most of the squad but the chainswords low roll the wounds and I elect not to re-roll. The Lascannon fails to finish off and only one rough rider is left.


ACDC freed up to cause carnage in Gaurds backlines, leaving only a few characters alive as CSM establish control of centre and right.

On my left flank (north of shot) Vindictor arrives and takes out a Russ at the back. Raptors melta'd the Cassisus to leave it on 3 wounds. They charge in along with the Vindicator...

..Raptors do two wounds to the tank and I make the rare call of pacting in combat with the Vindictor. It manages 2 wounds and Cassisus fails its save to kill it! 

CSM deliver a hammer blow to guard having taking control of all objectives.


View from right side of battlefield over towards left.

Turn 3 and Guard are scrapping for points, Scions come in and try and take out Raptors to minimal effect.

Chimera comes in to burn Cypher/run him over. I warn Angus that Cypher can shoot back if he lives but Angus shrugs unworried about Cyphers pistols.

Chimera does a single wound to Cypher and Cyphers plasma blows the tank up in response. Not a critical roll given the gamestate but demoralising for guard.

A question of how many points CSM can score at this point as tanks are freed up to go hunting.


Last few pockets of Guard are rooted out as CSM take home what ends up as a comfortable win.

Final score - CSM win 96 - 40


Postgame thoughts - so this ended up with less of a plan and more of a mad scramble that paid off as I reverted to 'lets rush them and see what happens.' Looking back whilst it worked very well it was very all in and a failed charge on the demolisher early on could have ended up as a very different game which was a risk I didn't need to take.  Looking back I felt under pressure, most of which I didn't need to. Not Bloodsurging the ACDC turn one means I would have only lost 1 model turn one (as opposed to most of a squad) and can wait pretty safely until my Vindicators arrive from reserve and give me an answer to guard tanks. Kind of the opposite to last game were strategically I made a few mistakes but tactically didn't make anything clear cut and at least when I hit guard lines I was too much of a pain to dislodge. 


Interesting thought after if it was right to have Vindicators in reserve. I wanted to hide them and give them chance to get first shot against guard, but actually guard has so much stuff they could have shot turn one, and if I didn't want to they could still wait in safety in a couple of places and I only really needed to be worried about the Demolisher tank and play around that which would have been easy enough. 

Game was a blast though (pun intended) with favourite moment when Legionaries elected not to re-roll their chainswords wound rolls and Angus high rolling his saves on Rough Riders to leave one alive meaning then couldn't respawn and letting out a very loud howl of anguish as a result. 


Game 3 - Crucible of battle, Inspired Leadership, Scorched Earth v Cameron Zeiss's Adeptus Custodes.

Vehicle (1995 Points)

Adeptus Custodes
Shield Host
Strike Force (2000 Points)

CHARACTERS

Blade Champion (110 Points)
• 1x Vaultswords

Blade Champion (110 Points)
• 1x Vaultswords

Valerian (110 Points)
• Warlord
• 1x Gnosis

BATTLELINE

Custodian Guard (180 Points)
• 4x Custodian Guard
◦ 4x Guardian spear

OTHER DATASHEETS

Caladius Grav-tank (215 Points)
• 1x Armoured hull
• 1x Twin arachnus heavy blaze cannon
• 1x Twin lastrum bolt cannon

Custodian Wardens (200 Points)
• 4x Custodian Warden
◦ 4x Guardian spear
◦ 1x Vexilla

Custodian Wardens (200 Points)
• 4x Custodian Warden
◦ 4x Guardian spear
◦ 1x Vexilla

Custodian Wardens (200 Points)
• 4x Custodian Warden
◦ 4x Guardian spear
◦ 1x Vexilla

Prosecutors (40 Points)
• 1x Prosecutor Sister Superior
◦ 1x Boltgun
◦ 1x Close combat weapon
• 3x Prosecutor
◦ 3x Boltgun
◦ 3x Close combat weapon

Prosecutors (40 Points)
• 1x Prosecutor Sister Superior
◦ 1x Boltgun
◦ 1x Close combat weapon
• 3x Prosecutor
◦ 3x Boltgun
◦ 3x Close combat weapon

Venatari Custodians (165 Points)
• 3x Venatari Custodian
◦ 3x Venatari lance

Venatari Custodians (165 Points)
• 3x Venatari Custodian
◦ 3x Venatari lance

Venatari Custodians (165 Points)
• 3x Venatari Custodian
◦ 3x Venatari lance

ALLIED UNITS

Inquisitor Draxus (95 Points)
• 1x Dirgesinger
• 1x Power fist
• 1x Psychic Tempest


Pregame Thoughts
Custodes are always an odd matchup – I rarely look at their list and think the army looks impressive due to its size, and I have a bad habit of underestimating them. Watching them pass a couple more 4+ invulnerable saves than they should and then smash through my lines unopposed is frustrating. That said, I felt pretty confident. Predator Autocannons are about the perfect profile into Custodes on an objective (Strength 9, up to AP3, Damage 3), and given my list had both range and combat threat, I could position multiple threats onto Wardens and force them to pop their Feel No Pain at inopportune moments. I could then capitalize on this, ideally in the shooting phase, and try to tear them apart with ACDC. I was reasonably certain that even if Custodes got a long charge into most of my units, I could take their punch well. So, the plan was very similar to against DA – try to attrition Custodes (making the Callidus a real priority where possible, as it’s the only ranged threat to my tanks), punish any push, and give Wardens multiple phases of threats before fully committing to them.


CSM win first turn and move up - ACDC ready to strike, Predators on flank to try and cut avenues for Custodes to move down.

Like most UKTC maps I'd rather have done second, but it does give me a chance for some early damage before Draxus gets a chance to lone op and Predators opening volley takes out a few Custodian Guard.

I don't love putting Predators out into open were Caladius can get easy lines of shots back - but if it shoots them then the Legionnaires in the rhino should be safe as I try and overwhelm Custodes anti-tank options. 

Zoom in of Predator lining up Draxus - having been hurt by her before I was very happy to get some damage on her squad. 

Custodes decide to send out Warden squad to deal with Rhino. The Callidus trades shots with Predator but I pass 2/4 saves and re-roll another into a success to keep it alive.

CSM turn 2 - Vindicators arrive to target the Callidus - if it goes down Custodes have no real answer to my tanks.

Blurry shot of the judges, with a particularly intense card game going on from what I could tell.

Its some easy primary for CSM with the Rhino staying still and adding to the Predators shots into the Custodes. Outside of the tanks moving around a little rest of my army mostly stays still waiting for Custodes. Custodes respond by triple rapid ingressing with their Venatri. 

Custodes are getting slowly picked apart and behind on scoreboard, so they go full send on right flank and move up in middle. Two squads charge my Rhino but it takes both to kill it allowing the Legionaires relative safe disembark. 



Custodes charge into Bikers as ACDC watch on nearby. Custodes go turn killed less than 150 points of my army and they are fully exposed.


Custodes have the objective but CSM have several threat around.


CSM start moving up - tanks are positioned to have multiple targets. Wardens are forced to pop 4+ FNP early and I can ignore them until other threats are dead leaving them free to be taken out in combat. 

Well thats the plan, as it happen Custodes roll so badly on their invuls that I end up having a spare Vindicator to shoot into the Wardens and takes out 3 through the FNP.

Legionaires and Predator cut their way through Golden armour with maximum voilence as only one Venatari survies on the onslaught on this flank.

One lone Valerian stand firm in the middle. Custodes have almost been tabled, CSM have lost a Rhino and 3 bikers. Wrap up doesn't take long. 

CSM Win: 99 - 47

Postgame Thoughts
"Brutal" sums it up best. When my two Vindicator tanks outnumber the opponent’s models that are painted gold by turn 3, it’s not a good sign for Custodes. The game was over in under 50 minutes, including setting up terrain and going through armies prior to deployment. From Cameron’s perspective, I’m not sure he made many mistakes – maybe he could have hidden a bit better, but Custodes just didn’t seem to pass a save when it mattered. Perhaps the best example of the luck disparity was when he failed 3 out of 4 saves on Wardens with Feel No Pain up, and I rolled 5, 6, 6 on damage from my Vindicator, killing 3 Wardens through the 4+ Feel No Pain. It wasn’t a big moment in the game, but it felt like it encapsulated the rolls well.

From a strategic level, Custodes were getting picked apart, and I understand the “let’s go all in” play he made. Staying back would probably have gotten him more points but effectively concedes the game very early and gives him no outs (probably the better option in a team setting would have been hiding in the back). But Custodes were getting picked apart by CSM tanks that could manoeuvre with impunity. From my side, it was a good matchup on a very favourable mission, and I took advantage of it well enough..


Game 4- Search and Destroy, Hidden Supplies, Take and Hold v James Parrett-Jung's Custodes

Talons of the Emperor (2000 Points)

Adeptus Custodes
Talons of the Emperor
Strike Force (2000 Points)

CHARACTERS

Blade Champion (125 Points)
• 1x Vaultswords
• Enhancements: Gift of Terran Artifice

Blade Champion (130 Points)
• 1x Vaultswords
• Enhancements: Aegis Projector

Shield-Captain (140 Points)
• Warlord
• 1x Praesidium Shield
• 1x Pyrithite spear

BATTLELINE

Custodian Guard (180 Points)
• 4x Custodian Guard
◦ 4x Guardian spear

Custodian Guard (180 Points)
• 4x Custodian Guard
◦ 4x Guardian spear

OTHER DATASHEETS

Allarus Custodians (195 Points)
• 3x Allarus Custodian
◦ 3x Balistus grenade launcher
◦ 3x Guardian spear

Custodian Wardens (250 Points)
• 5x Custodian Warden
◦ 5x Guardian spear
◦ 1x Vexilla

Custodian Wardens (250 Points)
• 5x Custodian Warden
◦ 5x Guardian spear
◦ 1x Vexilla

Prosecutors (40 Points)
• 1x Prosecutor Sister Superior
◦ 1x Boltgun
◦ 1x Close combat weapon
• 3x Prosecutor
◦ 3x Boltgun
◦ 3x Close combat weapon

Venatari Custodians (165 Points)
• 3x Venatari Custodian
◦ 3x Venatari lance

Witchseekers (50 Points)
• 1x Witchseeker Sister Superior
◦ 1x Close combat weapon
◦ 1x Witchseeker flamer
• 3x Witchseeker
◦ 3x Close combat weapon
◦ 3x Witchseeker flamer

Witchseekers (50 Points)
• 1x Witchseeker Sister Superior
◦ 1x Close combat weapon
◦ 1x Witchseeker flamer
• 3x Witchseeker
◦ 3x Close combat weapon
◦ 3x Witchseeker flamer

Witchseekers (50 Points)
• 1x Witchseeker Sister Superior
◦ 1x Close combat weapon
◦ 1x Witchseeker flamer
• 3x Witchseeker
◦ 3x Close combat weapon
◦ 3x Witchseeker flamer

ALLIED UNITS

Callidus Assassin (100 Points)
• 1x Neural shredder
• 1x Phase sword and poison blades

Inquisitor Draxus (95 Points)
• 1x Dirgesinger
• 1x Power fist
• 1x Psychic Tempest

Pregame Thoughts
Custodes again! Time to see if it was a genuinely good matchup or if I’d just gotten lucky the first time around. Two bits of good news right off the bat: firstly, it was a good mission for me, with lots of fighting over primary objectives and sightlines for my tanks. My Predators could sit safely towards the center-left and threaten all four central objectives, except from the most extreme angles, and the Custodes didn’t have any shooting that could meaningfully threaten my tanks. Secondly, I was happy that my chaff units could take on any of the Custodes’ equivalents, as something like a Rhino or Bikers wasn’t likely to be threatened by the Sisters, forcing the Custodes to commit with a real threat first – allowing me to counterattack.

The one big advantage of this Custodes list compared to the previous one was the addition of reactive movement to their toolset, so I had to be careful with the order of my movements until this was used. I used Cypher to force the extra CP usage and tried not to commit if a move could punish me too badly.


Custodes deployment - hiding to walls in their corner and doing some scouting.

CSM win turn one, which is a bit of a shame. I move up rhino and some Bikers, do some actions and pass the turn keeping power dry happy to wait for Custodes to commit a threat. Predators deployment centre left of battlefield is nice as they should be able to poke out and threaten most of no-mans land.

Reverse side of battlefield as Custodes start their turn.

Custodes don't have the same luxury to send out semi-resilient fast chaff and have to send Wardens/Guards and a Sister squad up to remove my bikers and Rhino.

Side on shot of battlefield as Sisters move up towards objective 2 as ACDC wait behind the wall. The ACDC could have probably moved up to the objective and held it but it felt like giving Custodes some easy shots for no reason and at that range surge isn't much of a threat.

Wardens kill the bikers easily enough. I activate ACDC's 'go turn' and after waiting to see how Custodes use their reactive move (2 photo's below) I can send them forward aggreisvly. I reinforce with my tanks forcing Wardens to pop 4+FNP in shooting phase again and give ACDC a chance to take out the wardens in combat.


Even with FNP Wardens take some hefty blows from CSM firepower and ACDC move in to finish squad off.

Custodian Guard had started within Cypher's vect range and had to use extra CP to reactive move, once they did my next ACDC unit (also on go turn) moved up to take them on. I charge both Legionnaires squads in to Custodes and another Warden brick heroically intervenes (they were out of CP so I forgot to play about it, but it was made it free with Captain) and they take out most of the Legionnaires and get to springboard upfield.

ACDC finish up Wardens, CSM have had a good turn, but the Heroic Intervention has capped there success and given Custodes some bonus primary to boot.

Overview going into Custodes turn 2 from their deployment zone.

Reverse shot of previous as Custodes move upfield to attack. 



Custodes shoot up ACDC upfield and they surge into the already engaged Champion to keep themselves save from further shooting.

With Custodes pushing up aggresivly and ahead on primary I want to put some pressure back on them and Raptors rapid ingress into Custodes backline. 

Allarus terminators teleport in, they fail their charge and have to shoot the Predator after ACDC surge into combat. 

Custodes have defend stronghold so Venatari make a big charge back off the objective into Raptors rather than pushing forwards.

Custodes lead by the captain charge my ACDC...and bounce hard off their invul. I fall back to shoot them in my turn (Caladius in vect range so I can't fall back in Custodes turn and charge back in) and Custodes reactive move to try and minimise firing lines.

Reactive move (and ACDC placement) stops Predator from bieng able to see, but both Vindicators can see making it a much more swingy prospect.

Regular Cultists outflank to secure objective as ACDC move upfield take take on Venatri.


CSM being shooting phase with the game in the balance and end it in firm control. The Vindicators behave themself and take out the Wardens applying pressure to my lines and Predators take out the Allarus Terminators 

Shot from Custodes deployment - ACDC on left of shot (my right flank) charge into Venatri taking them out putting pressure back on Custodes home objective as they run Custodes out of threats.


Custodes prospects aren't great, they've lost most table control and whilst score is close CSM big guns are unchallenged.

Draxus charges in, trying to take revenge for her identical twin dying in the previous game to CSM but ACDC deal out a hefty blow in return for losing their leader. Next turn CSM guns finish the game.


CSM Win: 88 - 45

Postgame Thoughts
So, another win against Custodes, but it was a much tougher game (even if the scoreline doesn’t fully reflect it). James pulled off some nice micro-level plays, and the Heroic Intervention to pull back momentum on turn 2 after CSM had started strongly was something I hadn’t considered or played around. With an army less forgiving of mistakes than one with triple ACDC, it could have really turned the tide. However, I was able to weather the sudden surge, thanks mostly to some good save rolls, and my tanks halted the Custodes’ advance.

This was one of those situations where a spike in Custodes’ saves on the Wardens in the next turn could genuinely have put me under pressure and taken the game deeper, although I’d like to think I had enough firepower to stop them if needed. It’s still a very favorable matchup from the CSM perspective, and while the terrain wasn’t as nice for me as in the previous mission, having so many objectives out in the open is still fantastic. This wasn’t a game where I’d say I particularly outplayed my opponent, but I didn’t make any major mistakes and was able to take advantage of a favorable matchup well enough.


Game 5 - Search and Destroy, Prepared Positions, Burden of Trust v Byron Sidu's Chaos Daemons


!Matt Daemons! (2000 points)

Chaos Daemons
Strike Force (2000 points)
Daemonic Incursion


CHARACTERS

Be’lakor (325 points)
• Warlord
• 1x Betraying Shades
1x The Blade of Shadows

Great Unclean One (260 points)
• 1x Bilesword
1x Plague flail
1x Putrid vomit
• Enhancement: The Endless Gift

Keeper of Secrets (305 points)
• 1x Phantasmagoria
1x Shining Aegis
1x Snapping claws
1x Witstealer sword
• Enhancement: Soulstealer

Shalaxi Helbane (450 points)
• 1x Lash of Slaanesh
1x Pavane of Slaanesh
1x Snapping claws
1x Soulpiercer

The Changeling (90 points)
• 1x Infernal Flames
1x The Trickster’s Staff


BATTLELINE

Plaguebearers (110 points)
• 1x Plagueridden
• 1x Plaguesword
• 9x Plaguebearer
• 1x Daemonic Icon
1x Instrument of Chaos
9x Plaguesword


OTHER DATASHEETS

Fiends (105 points)
• 1x Blissbringer
• 1x Barbed tail and dissecting claws
• 2x Fiend
• 2x Barbed tail and dissecting claws

Fiends (105 points)
• 1x Blissbringer
• 1x Barbed tail and dissecting claws
• 2x Fiend
• 2x Barbed tail and dissecting claws

Fiends (105 points)
• 1x Blissbringer
• 1x Barbed tail and dissecting claws
• 2x Fiend
• 2x Barbed tail and dissecting claws

Flesh Hounds (70 points)
• 1x Gore Hound
• 1x Burning roar
1x Collar of Khorne
1x Gore-drenched fangs
• 4x Flesh Hound
• 4x Collar of Khorne
4x Gore-drenched fangs

Screamers (75 points)
• 3x Screamer
• 3x Lamprey bite


Pregame Thoughts
Another match against a Fire and Dice teammate, this time our captain, Byron. With only three unbeaten players left at this stage, we were pretty sure at the lunch break that we’d be playing each other before pairings were posted. As for the matchup—similar to almost every game except against Guard—I should comfortably outshoot Daemons. Their shooting is decent but not a real threat to my tanks and often isn’t worth risking Bloodsurge, giving it limited opportunities to make an impact.

Daemons do have excellent trade pieces with Fiends, which I needed to be wary of (although Byron ended up using them very differently than I thought he would). But at the highest level, the plan was the same. Going second after the roll-off helped, so I aimed to trade chaff, use ACDC to attack, and try to ignore the Great Unclean One, focusing instead on the Keeper and Shalaxi . I didn’t rate Be’lakor highly in this matchup, so if I could ignore him, I would, as he posed a much lesser threat than the two Slaanesh Greater Daemons.

Side on view of Daemon deployment - Belakor keeping Shalaxi safe with his 18 inch lone opp Aura. GUO up on the line aggressively so I can't ignore it. Middle behind the walls is empty so I can't get a long charge from ACDC into them.


CSM reserves - again wanting Vindicators to be able to pick an angle to counter attack.

Daemon reserves with Changling and Flamers ready to cause a pain.

Burden of Trust as primary means both of us really want to go second, Daemons win first turn and Byron understands passive game from him means I can outscore at end of game and advances GUO up to present heftiest roadblock in the middle. 

Shalaxi toes into ruins supported by Belekor to pressure my right.

I expected Fiends to be used as forward trade pieces but I was wrong. Instead Byron had them 4/5 inches away from Shalaxi well withing Belakor Aura. I couldn't shoot them and if I wanted to charge Shalaxi my ACDC would end up  wrapped around the side inside Fiends -1 to hit aura, blunting their output heavily. 

CSM turn 1 - I pull the trigger on do ACDC units to get aggressive. I'd love to ignore the GUO in particular but don't want to give Byron primary and commit ACDC unit - more to deny primary and keep GUO busy than anything else. Byron repeated his trick with the fiends so any charge of note into GUO results in me bieng -1 to hit from fiends behind the wall.


Mutants deamons and monsters collide. Predators tried softening up the Keeper and whilst the Lascannons bounced the autocannons did some solid chip damage. 

GUO doesn't take much damage but Keeper low rolls its saves and ACDC high roll lethal hits to take it out for a early swing for CSM. The Dark Commune leader hides behind a ruin so GUO can't challenge it out.

Over on the other flank Legionnaires get thrown onto objective to deny primary. At this moment I'm  happy stalling on the right, hoping to buy time as I'd likely control in the middle/left (north of shot) for a few turns.

Shot from Deamon deployment zone just before their turn - the loss of the Keeper means they have no threats on their right flank and nothing worth killing on the left so Belakor and Shalaxi teleport off at end of turn.

I was confident about holding my left flank...but teleporting big Daemons suddenly changes that!

GUO v ACDC is scrappy as GUO vomits over the Cultists and clears away most of the smaller mutants.

"Hey Klaradax, do you hear the sounds of depravity from the other side of the wall?"

Plaugebearers retreat back around edge of Daemons home objective incase I fall back ACDC and charge onto it in my next turn. With that much OC on the objective I'm no longer tempted by the option, especially with big Daemons around to deal with.

Byron deepstrikes Changling to take out Cypher (or challenge him to a whose more mysterious contenest.) Byron informed me last time he tried this Cypher passed something like 7/8 4+ saves to live. I then pass 7/9 saves...but Byron rolls 6 on 2D3 damage to kill Cypher regardless.


GUO and ACDC keep chipping away at each other.

Shalaxi charges ACDC and horribly murder the leader, but some excellent invuls dents the Daemons progress. Fiend on this flank chop up most my bikers but one just survives. 

However on the right I have a chance to interrupt with Legionnaires against another fiend squad and they take out 2 and retain control of objective. 

End of Daemons turn I fall back my ACDC fighting Shalaxi which not only potentially helps my primary but stops most of Daemons secondaries. Despite several combats - they've just failed to score Extend Battle or Overwhelming Force despite both being strong draws.

CSM take early primary lead as a result and with last turn scoring on my side and a secondary lead I can focus entirely on attrition. Vindciators arrive from reserve and I fall back from GUO one (Shalaxi screened out by Fiends/Beleakor aura) and manage to kill the Nurgle Daemon in combination with Final ACDC squad. 

Predators take a few potshots at Shalaxi and I made a big mistake, pacting for no real reason in shooting with my ACDC in shadow of chaos range. I had them placed so Shalaxi was pinned in the corner just behind were she is now but failed the test and only injured model was stopped her getting out, free she charges out in daemons turn.


With Fiends guarding Daemon home objective I'm much less tempted to make a play to grab it with Raptors and keep them in reserve for secondary play only.

Daemons don't have many units left, but still have some heavy hitters. 

Plaguebearers move up preparing to take fight to ACDC.


The Legionaire squads have been taking turns jumping out the Rhino, taking the objective, then in my turn swapping places to fight Daemons. Screamers charge in and just manage to take the objective even if they can't kill the entire squad.

Battle for the Centre heads up with all 3 ACDC squads taking charges from Plaguebearers, Shalaxi and Belakor respectively.

ACDC take some hefty blows, but aren't cleared in any theatre and when they take a heavy toll on Plaguebears CSM control all objectives in middle (before battleshock at least.) 

CSM turn and all my tanks line up Shalaxi.

It takes just about every shot but Shalaxi goes down. Belakor is unharmed and goes towards my objective with secret mission in mind. He's ignored from hereon out as CSM focus on clearing up the rest of the Daemons.


Raptors and cultists appear behind Daemon lines (cultists screening Raptors from Fiends charge) for secondary points as CSM take home the win.


CSM win 98 -71

Postgame thoughts - Really fun game, for what was a final game their was a wonderfully casual feel to this. Some really good plays back an forth throughout this - there were a few times were I felt I'd managed to get into a position to control middle of table only for Byron to find a way back and went away feeling I'd picked up some new tricks for Daemons (which is a faction I played a lot in back end of 9th but haven't much in 10th.) Certainly had to change my plans each turn depending on how Byron played more than any other game and my pregame plans didn't really come to fruition.


That said ACDC's ability to tank damage and keep rolling was so key. Not for the first time they did great damage and ensured the big Daemons were never in a position to get to my tanks that ultimately provided enough damage to ensure CSM took the win whilst ACDC stalled in the middle scoring primary points (they were not infrequently battle shocked but never to an extent that mean I wasn't getting primary lead.) There were now two players undefeated, myself and a TS player so there was a nervous wait till the awards to find out who won.


Hefty prize support on offer at the event and second GT trophy of the year!

Closing thoughts - 

Incase the title didn't give it away - I took first place with John Swanston’s Thousand Sons took second, also undefeated, with 28 fewer VPs than me. Byron ended up in third, having led the event for rounds 1-4 and dropping only 18 points in the first four games.

As for the list – adding another ACDC for the LGT did make a difference. Replacing Chosen with that extra ACDC made the list feel so much better and was a lot of fun to play. Yes, ACDC units are overtuned, and it’s not a bad thing that they went up in points. If you dropped a Raptor or Legionnaire unit to make up for the point increase (maybe the Rhino and the second Cultist unit as well), it wouldn’t have impacted the games significantly. I’d have scored a few fewer secondary points, but I don’t think any of the results would have noticeably changed, and it still would have been a strong list.

The list really encapsulates why CSM is so fun to play. They’re naturally aggressive, which suits my playstyle, but can be played in a variety of ways. This means you always have to evaluate the opponent’s list and figure out where your advantages lie and how best to use them without “cheating” some of the core principles of the game in terms of interactivity (except for Warp Talons, but shh).

I won’t bother with a full list review since the new points are live. The dataslate was great, and I’m excited to try out some of the units that dropped, which is always a good sign. For my first local league list, I immediately put in three Lord Discordants for the first time in 10th edition. Ok, sure, by the time I actually submitted the list, I’d taken two of them out, but it’s the thought that counts! (Although having a Disco Lord and Vashtorr for anti-tank tech while being drawn into Nids isn’t the best feeling!) Possessed going down makes me want to try 30 again, which admittedly doesn’t take much to replace ACDC.


Thanks for reading!






Comments

Popular posts from this blog

30 Possessed go unbeaten at the Birmingham Teams Tournament.

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