Just a couple at LGT this year right? According to BCP a mere 1087 players at the event. Easy decision to run CSM, favourite list, its had some great success for me in past at LGT and its felt strong without being crazy which is always a nice place to be.
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Possessed take the fight to Necrons whilst Bikers secure an objective. |
So as for my list - its the latest iteration of my standard Packbound Zealots list - chaff, trade pieces 4 big damage tanks that can get lone opps via strat and 2 Possessed bricks that have one big go turn with re-rolls wounds and one a game devs to just burn through almost anything doing around 20 devastating wounds if they fish for 6's on re-rolls.
My list:
Zealots (2000 points)
Chaos Space Marines
Strike Force (2000 points)
Pactbound Zealots
CHARACTERS
Cypher (90 points)
• Warlord
• 1x Cypher’s bolt pistol
1x Cypher’s plasma pistol
BATTLELINE
Cultist Mob (50 points)
• Mark of Chaos: Nurgle
• 1x Cultist Champion
• 1x Bolt pistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon
Cultist Mob (50 points)
• Mark of Chaos: Nurgle
• 1x Cultist Champion
• 1x Bolt pistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon
Legionaries (90 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon
Legionaries (90 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon
DEDICATED TRANSPORTS
Chaos Rhino (75 points)
• Mark of Chaos: Slaanesh
• 1x Armoured tracks
1x Combi-bolter
1x Combi-weapon
1x Havoc launcher
OTHER DATASHEETS
Chaos Bikers (70 points)
• Mark of Chaos: Nurgle
• 1x Biker Champion
• 1x Chaos Icon
1x Close combat weapon
1x Combi-bolter
1x Power fist
• 2x Chaos Biker
• 2x Astartes chainsword
2x Close combat weapon
2x Combi-bolter
2x Plasma gun
Chaos Predator Destructor (140 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon
Chaos Predator Destructor (140 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon
Chaos Vindicator (185 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher
Chaos Vindicator (185 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher
Possessed (240 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations
Possessed (240 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations
Warp Talons (125 points)
• Mark of Chaos: Slaanesh
• 1x Warp Talon Champion
• 1x Warp claws
• 4x Warp Talon
• 4x Warp claws
Warp Talons (125 points)
• Mark of Chaos: Slaanesh
• 1x Warp Talon Champion
• 1x Warp claws
• 4x Warp Talon
• 4x Warp claws
ALLIED UNITS
Beasts of Nurgle (65 points)
• 1x Putrid appendages
Nurglings (40 points)
• 3x Nurgling Swarm
• 3x Diseased claws and teeth
Basic plan is simple - trade with chaff, trade with Legionaires/Warp Talons trade with whatevers left and use the very different profiles of the list to adapt to whatever style of list opponent has. Use Vindicators or Possessed to force big responses if needed to push aggressively hopefully deliver a really knockout counter attack.
Round 1 - Terraform v Tom Redgate's Adepta Sororitas

The Order of St Mika (2000 points)
Adepta Sororitas
Strike Force (2000 points)
Bringers of Flame
CHARACTERS
Mochi & Momo - Daemonifuge (85 points)
• 1x Ephrael Stern
• 1x Bolt pistol
1x Sanctity
• 1x Kyganil of the Bloody Tears
• 1x The Outcast’s Weapons
Louise - Morvenn Vahl (170 points)
• Warlord
• 1x Fidelis
1x Lance of Illumination
1x Paragon missile launcher
BATTLELINE
The Cat Trees - Battle Sisters Squad (105 points)
• 1x Sister Superior
• 1x Bolt pistol
1x Close combat weapon
1x Condemnor boltgun
1x Power weapon
• 9x Battle Sister
• 9x Bolt pistol
7x Boltgun
9x Close combat weapon
1x Meltagun
1x Multi-melta
1x Simulacrum Imperialis
DEDICATED TRANSPORTS
The Carrier - Immolator (115 points)
• 1x Armoured tracks
1x Heavy bolter
1x Hunter-killer missile
1x Twin multi-melta
The Bed - Immolator (115 points)
• 1x Armoured tracks
1x Heavy bolter
1x Hunter-killer missile
1x Twin multi-melta
The Pillow - Immolator (115 points)
• 1x Armoured tracks
1x Heavy bolter
1x Hunter-killer missile
1x Twin multi-melta
OTHER DATASHEETS
The Claws - Castigator (160 points)
• 1x Armoured tracks
1x Castigator autocannons
3x Heavy bolter
1x Hunter-killer missile
1x Storm bolter
The Teeth - Castigator (160 points)
• 1x Armoured tracks
1x Castigator autocannons
3x Heavy bolter
1x Hunter-killer missile
1x Storm bolter
The Hiss - Castigator (160 points)
• 1x Armoured tracks
1x Castigator autocannons
3x Heavy bolter
1x Hunter-killer missile
1x Storm bolter
The Boing Boings - Dominion Squad (115 points)
• 1x Dominion Superior
• 1x Bolt pistol
1x Close combat weapon
1x Inferno pistol
1x Power weapon
• 9x Dominion
• 9x Bolt pistol
5x Boltgun
9x Close combat weapon
4x Meltagun
1x Simulacrum Imperialis
The Duckies - Paragon Warsuits (210 points)
• 1x Paragon Superior
• 1x Bolt pistol
1x Multi-melta
1x Paragon grenade launchers
1x Paragon war blade
• 2x Paragon
• 2x Bolt pistol
2x Multi-melta
2x Paragon grenade launchers
2x Paragon war blade
The Flies - Repentia Squad (75 points)
• 1x Repentia Superior
• 1x Bolt pistol
1x Neural whips
• 4x Sister Repentia
• 4x Penitent eviscerator
The Daddy Long Legs - Repentia Squad (75 points)
• 1x Repentia Superior
• 1x Bolt pistol
1x Neural whips
• 4x Sister Repentia
• 4x Penitent eviscerator
The Bouncy Balls - Seraphim Squad (80 points)
• 1x Seraphim Superior
• 1x Close combat weapon
1x Plasma pistol
1x Power weapon
• 4x Seraphim
• 4x Bolt pistol
4x Close combat weapon
4x Ministorum hand flamer
The Red Balls - Seraphim Squad (80 points)
• 1x Seraphim Superior
• 1x Close combat weapon
1x Plasma pistol
1x Power weapon
• 4x Seraphim
• 4x Bolt pistol
4x Close combat weapon
4x Ministorum hand flamer
The Tennis Balls - Seraphim Squad (80 points)
• 1x Seraphim Superior
• 1x Close combat weapon
1x Plasma pistol
1x Power weapon
• 4x Seraphim
• 4x Bolt pistol
4x Close combat weapon
4x Ministorum hand flamer
The Kittens - Sisters Novitiate Squad (100 points)
• 1x Novitiate Superior
• 1x Close combat weapon
1x Plasma pistol
1x Power weapon
• 9x Sister Novitiate
• 9x Autopistol
4x Close combat weapon
2x Ministorum flamer
5x Novitiate melee weapons
1x Sacred Banner
1x Simulacrum Imperialis
Pregame thoughts: So fun fact both me and Tom had a mutual friend that we both teed up for advice about the match up (Hi Kieran.) Generally felt reasonably confident about this going into the game - Vahl ends worlds for sure and the Castigaors devestate any infantry I put out, but I felt I had two really good outs that Sisters couldn't match - firstly Vindicators in cover would be really tough to put down, and if they got ganged up I could potentially lone opp after 1/2 Sisters tanks had shots and force the buffs to 'reset' unless they got very close so I could use them to force big commitments whilst possibly living in the middle and secondly - double Warp Talons. Sisters have an abundance of small trade units and whilst my historic CSM lists struggle to deal with this, Talons are about tailor made for picking up little 5 strong Sisters units on repeat. This meant, whilst I didn't want to push aggressivly, I felt I should out-trade and possibly have a better, not quite go turn but big set up turn with my tanks if needed. If Sisters had to commit Vahl before my Possessed, I was certainly I could take them out. Basic plan 101 with the list then, out trade and set up big counter attack.
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CSM deployment - mostly hard in the middle. I don't have great way to contest left so I plan on using Warp Talons to just deny it on repeat and keeping Sisters honest with a Predator. |
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Slightly blurry shot as CSM win turn one and advance cautiously on right. Nurglings had been deployed to stop Sisters scouting up and getting in Melta range of Predator and instead hide at front of objective to force Sisters to come around the corner more. |
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Sisters deployment on centre/right after defensive Scout moves. |
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Sisters deployment on left. CSM turn 1 was just putting Beast and both Cultists on point/upfield, terraforming and passing the turn. |
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Sisters start to move up, however the Seraphim low roll number of shots (even with CP re-roll) and enough Cultists survive to get an easy denial next turn on Sisters expansion objective. |
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Sisters end up moving Immolater up to take out Beast of Nurgle and Seraphim on the right burn the Cultists to death. |
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Legionnaires move up to Terraform the objective back for CSM whilst Warp Talons eye up some easy prey. |
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Bikers move up on the right as the chaff wars continue. |
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Predators and Vindicators have several targets, I decide to expose them all to overload Sisters options (especially with Vahl at back of board unable to meaningfully impact anything.) |
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Blue Possessed squad in a slightly awkward staging position and they hide from Casitagor on right getting odd angles of attack and screening backfield. |
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Sisters turn and Castigaors come in to line up shots along with Immolator. After waiting for Immolator to pick a target to strip cover from I Lone opp the Predator so the Casitagors can't benefit from its buff. |
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On right side of battlefield Repentia line up charge whilst hiding from Biker overwatch |
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Another wave of Sisters lines up to take the middle and shoot of Legionnaires |
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Its all very cagey and as result Warp Talons Rapid Ingress in to defend the point and ensure I have enough OC that even if/when Bikers get shot off point is mine. |
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Repentia low roll their charge into Nurglings, they make it but can't get onto objective and CSM finally get some midfield primary. |
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Sisters slightly mess up order of operations in the middle and end up unable to terraform objective back. |
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The Lone Opp strat means Sisters do very little meaningful damage whilst CSM have taking slight edge on scoring |
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CSM see a chance to strike and whilst Predators do little Vindicators each blow up a tank to put Sisters on back foot. Warp Talons take out Seraphim and stay put to deny Sisters points. |
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CSM hold the right and Talons kill Repentia and jump back to reserve whilst Legionaires take the middle - I've got about 12ish point lead at this stage so I'm happy to play it slow and not commit Possessed. |
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Sisters are behind on attrition and points so Vahl commits and takes out a Vindicator and softens up anothe. |
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I have a potential 7 charge on Vahl but it involves killing a screen with injured Predator. I elect to ignore her and saturate the middle with Possessed squad instead and leave the other ready to counter attack. |
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Predator moves up along with Vindicator to deny points on Sisters expansion again. With right flank secure I can focus on just denial of Sisters points. |
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Vahl has to commit to middle to kill Possessed but second squad gets ready to counter attack in turn 5 as Sisters run out of ways to play objective 'passively'. |
Final Score - CSM win 79-62.
Postgame thoughts - Reasonably comfortable in the end for CSM. Tom made a couple of little mistakes and I could keep edging out little victories to keep pressure on Sisters. I normally prefer going second, but going first on Terraform and getting the chance to set up terraforms/trade wars how I want was certainly nice and Tom was able to deal a big enough blow quickly enough to upset the flow of the game from how I wanted too. It wasn't comfortable for CSM, but they didn't get too far stressed test - nice solid win round 1 to start the event.
Round 2 - Purge the Foe v Adam Watsons Ad Mech

AdM CaloSicarian (1990 points)
Adeptus Mechanicus
Strike Force (2000 points)
Haloscreed Battle Clade
CHARACTERS
Belisarius Cawl (175 points)
• Warlord
• 1x Arc scourge
1x Cawl’s Omnissian axe
1x Mechadendrite hive
1x Solar atomiser
Tech-Priest Manipulus (75 points)
• 1x Omnissian staff
1x Transonic cannon
• Enhancement: Inloaded Lethality
BATTLELINE
Skitarii Rangers (85 points)
• 1x Skitarii Ranger Alpha
• 1x Alpha combat weapon
1x Close combat weapon
1x Mechanicus pistol
• 9x Skitarii Ranger
• 1x Arc rifle
9x Close combat weapon
6x Galvanic rifle
1x Omnispex
1x Plasma caliver
1x Transuranic arquebus
Skitarii Rangers (85 points)
• 1x Skitarii Ranger Alpha
• 1x Alpha combat weapon
1x Close combat weapon
1x Mechanicus pistol
• 9x Skitarii Ranger
• 1x Arc rifle
9x Close combat weapon
6x Galvanic rifle
1x Omnispex
1x Plasma caliver
1x Transuranic arquebus
Skitarii Vanguard (95 points)
• 1x Skitarii Vanguard Alpha
• 1x Alpha combat weapon
1x Close combat weapon
1x Radium carbine
• 9x Skitarii Vanguard
• 1x Arc rifle
9x Close combat weapon
1x Omnispex
1x Plasma caliver
6x Radium carbine
1x Transuranic arquebus
DEDICATED TRANSPORTS
Skorpius Dunerider (85 points)
• 1x Armoured hull
1x Cognis heavy stubber array
Skorpius Dunerider (85 points)
• 1x Armoured hull
1x Cognis heavy stubber array
OTHER DATASHEETS
Ironstrider Ballistarii (225 points)
• 3x Ironstrider Ballistarii
• 3x Ironstrider feet
3x Twin cognis lascannon
Sicarian Infiltrators (140 points)
• 1x Sicarian Infiltrator Princeps
• 1x Flechette blaster
1x Taser goad
• 9x Sicarian Infiltrator
• 9x Flechette blaster
9x Taser goad
Sicarian Infiltrators (70 points)
• 1x Sicarian Infiltrator Princeps
• 1x Flechette blaster
1x Taser goad
• 4x Sicarian Infiltrator
• 4x Flechette blaster
4x Taser goad
Sicarian Ruststalkers (150 points)
• 1x Sicarian Ruststalker Princeps
• 1x Transonic razor and chordclaw
• 9x Sicarian Ruststalker
• 9x Transonic razor and chordclaw
Sicarian Ruststalkers (150 points)
• 1x Sicarian Ruststalker Princeps
• 1x Transonic razor and chordclaw
• 9x Sicarian Ruststalker
• 9x Transonic razor and chordclaw
Sicarian Ruststalkers (75 points)
• 1x Sicarian Ruststalker Princeps
• 1x Transonic razor and chordclaw
• 4x Sicarian Ruststalker
• 4x Transonic razor and chordclaw
Skorpius Disintegrator (165 points)
• 1x Armoured hull
3x Cognis heavy stubber
1x Disruptor missile launcher
1x Ferrumite cannon
Skorpius Disintegrator (165 points)
• 1x Armoured hull
3x Cognis heavy stubber
1x Disruptor missile launcher
1x Ferrumite cannon
Skorpius Disintegrator (165 points)
• 1x Armoured hull
3x Cognis heavy stubber
1x Disruptor missile launcher
1x Ferrumite cannon
Pregame thoughts - Eeeeer so what does this do? Thankfully Adam was kind enough to give a detailed run down (something they were apparently very used to given the army.) What I understood was advance on everything, lots of infiltrate many scary big guns and banshee-esq combat profiles everywere and Oath of the Moment. And on Purge the Foe - everyone's favourite (?) mission from 8th edition. So the infiltrate was priority, I didn't want to get pinned in in particular (and probably should have been more worried about the Rustalkers damage output than I was.) Then try and kill stuff as it pops out - Purge is complicate like that.
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Slightly blurry CSM deployment - Tanks hidden apart from one so I can lone opp it. So horrible deploying on this map trying to contest Ad Mech expansion objective so I try and counter that with pressure available in the middle. Nurglings screen the right along with Cultists/Beast in the middle to try and stop any scouting + advancing from Ad Mech. |
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Ad Mech win first turn and scout up. |
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Nurglings keep Ad Mech back abit, but do give up Purge points right away as a result. |
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CSM move up in response hiding around the middle L and trying to get some shooting in on the right firing angles but only kill a couple of Rustalkers (or Infiltators, I can't tell the difference!) as another squad reactive moves to saftey |
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Chaff piles onto top Objective to try and put pressure on Admech to respond. |
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Shooting is pretty poor but it gets worse then Legionaires fail to make their kill of 5 Infiltators (1/6 Powerfist with sustained 5's hit really hurt my soul) |
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Ad Mech move up, Cypher getting Oathed was a pretty clear show of intention. |
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Ad Mech Reinforcements line up to start shooting my Tanks |
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Ad Mech come into take out Cypher, I Heroicly intervene my Possessed to take out the Ad Mech in the middle but it means Cypher is sacrificed and killed without issue. |
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Possessed however clear the middle and give CSM early hold more and put them in position to strike into Ad Mech Lines. |
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CSM position going into turn 2, Cultists stay in combat so Ad Mech can't reactive move as Possessed prepare to go murder Cawl |
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Warp Talons take out the Infiltrators and disappear into reserves as Beast sits in the middle. Bikers move to pin the Disintegrator so it can't get onto the objective and stays over 18 away from the Predator. |
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Possessed murder Cawl and put pressure on Ad Mec backfield |
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Legionnaires try and keep some pressure on Ad Mech expansion objective but i'm running out of firepower. Given its Purge I mostly try to leave it alone after this but Vindicator softens up the Ballistarii |
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An angry swarm of binary emerges to deal with the Possessed. I'd sort of forgotten how much stuff Ad Mech still had left in transports at this stage as they equalised on primary. |
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Ad Mech secure their expansion and deny middle as wave of tanks emerge effectively unscathed. |
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Ad Mec take the middle and start to stage |
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CSM advances into Ad Mech lines are repulsed with both the Biker and Possessed taken out. |
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In CSM turn my last Legionnaire tries to take out the Ad Mech ranger with its pistol, fails and the Tank kill it in combat - its a triple blow as it gives Ad Mech Kill more, stops a no prisoner and gives tanks extra buffs for having battleline nearby! |
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CSM turn starts badly with a horror secondary draw even with a CP to redraw, my Cultists go the middle as I try and take out the Rustalkers with Predator but they pass all their saves against the autocannon as the mometum turns Ad-Mechs way |
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Ad Mech turn and Rustalkers take the top objective and the Disintergrator tanks, essentially unharmed move up field. |
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Turn 4 picture - sadly last one when time became an issue. Talons take the middle back and Possessed clean up the Ad Mech up top. Possessed take another ad Mech charge and kill them leaving them free in CSM turn as Ad Mech Clear middle. Going into CSM last turn I need a 27 point turn to take the win - I've hold onto Sabotage for this and a Warp Talon Rapid ingressed in to secure it and take Ad Mech home objective so I'll hold/hold more for 8 on primary without a dice and another 6 on sabotage. Another 8 on primary is easy enough (kill/kill more is a gimme) so I need a 5 Point secondary to win - I draw Establish (not possible with Possessed for Draw, Talons can't do it an Locus) and redraw with 2 potential options to take the win...and draw defend stronghold. |
Final Score - Ad Mech Win 85-84
Postgame thoughts: Aaaaaaaaaaagh! Aaagh. Well I didn't most of the rest of the weekend being annoyed at my Legionnaires for failing to get a kill turn 1, no, not at all. Tough loss for sure, especially as I felt in control at the start and was abit surprised to find myself behind with mountain to climb (I'm occasionally forget to give my opponent kill/kill more on Purge at end of their turn as I move onto my turn after scoring their secondaries so they occasionally 'jump' in points as I correct/am corrected later.) I thought when I killed Cawl Ad Mech's damage might just crumble but wow was I wrong on that, was a super impressive list to play and all the buffs that could be put down were just incredible. I don't feel I did too much wrong, maybe charging a Beast T1 to help alleviate bad dice, maybe keeping the Nurgling back so they did'nt get killed T1 and give up Purge (but then way too open to aggression and rest of my deployment has to be so much more cautious) and possibly being more greedy and trying to kill Cawl + something on Possessed go turn but nothing big/clear cut.
Round 3 - Hidden Supplies v Ryan Rees's Drukhari

I miss my bomber... (2000 points)
Drukhari
Strike Force (2000 points)
Reaper’s Wager
CHARACTERS
Archon (100 points)
• Warlord
• 1x Blast pistol
1x Huskblade
• Enhancement: Archraider
Beastmaster (120 points)
• 1x Beastmaster
• 1x Agoniser
1x Splinter pods
• 1x Clawed Fiend
• 1x Clawed Fiend fists
• 2x Khymerae
• 2x Khymerae talons
• 3x Razorwing Flock
• 3x Razorwing feathers
Beastmaster (120 points)
• 1x Beastmaster
• 1x Agoniser
1x Splinter pods
• 1x Clawed Fiend
• 1x Clawed Fiend fists
• 2x Khymerae
• 2x Khymerae talons
• 3x Razorwing Flock
• 3x Razorwing feathers
Drazhar (85 points)
• 1x The Executioner’s demiklaives
Lelith Hesperax (95 points)
• 1x Lelith’s blades
Urien Rakarth (80 points)
• 1x Casket of Flensing
1x Haemonculus tools and scissorhands
BATTLELINE
Kabalite Warriors (100 points)
• 1x Sybarite
• 1x Phantasm grenade launcher
1x Splinter rifle
1x Sybarite weapon
• 9x Kabalite Warrior
• 1x Blaster
9x Close combat weapon
1x Dark lance
1x Shredder
1x Splinter cannon
5x Splinter rifle
Wracks (55 points)
• 1x Acothyst
• 1x Liquifier gun
1x Wrack blades
• 4x Wrack
• 1x Hexrifle
1x Ossefactor
1x Stinger pistol
4x Wrack blades
Wyches (80 points)
• 1x Hekatrix
• 1x Blast pistol
1x Hekatarii blade
1x Phantasm grenade launcher
• 9x Wych
• 9x Hekatarii blade
9x Splinter pistol
DEDICATED TRANSPORTS
Venom (65 points)
• 1x Bladevanes
2x Splinter cannon
Venom (65 points)
• 1x Bladevanes
2x Splinter cannon
Venom (65 points)
• 1x Bladevanes
2x Splinter cannon
OTHER DATASHEETS
Cronos (50 points)
• 1x Spirit syphon
1x Spirit vortex
1x Spirit-leech tentacles
Hellions (150 points)
• 1x Helliarch
• 1x Hellglaive
1x Phantasm grenade launcher
1x Splinter pods
• 9x Hellion
• 9x Hellglaive
9x Splinter pods
Incubi (85 points)
• 4x Incubi
• 4x Klaive
• 1x Klaivex
• 1x Demiklaives
Mandrakes (65 points)
• 1x Nightfiend
• 1x Baleblast
1x Glimmersteel blade
• 4x Mandrake
• 4x Baleblast
4x Glimmersteel blade
Mandrakes (65 points)
• 1x Nightfiend
• 1x Baleblast
1x Glimmersteel blade
• 4x Mandrake
• 4x Baleblast
4x Glimmersteel blade
Ravager (100 points)
• 1x Bladevanes
3x Dark lance
Reavers (65 points)
• 1x Arena Champion
• 1x Agoniser
1x Bladevanes
1x Cluster caltrops
1x Heat lance
1x Splinter pistol
• 2x Reaver
• 2x Bladevanes
2x Splinter pistol
2x Splinter rifle
Scourges (130 points)
• 1x Solarite
• 1x Close combat weapon
1x Shardcarbine
1x Solarite weapon
• 4x Scourge
• 4x Close combat weapon
4x Drukhari haywire blaster
Scourges (130 points)
• 1x Solarite
• 1x Close combat weapon
1x Shardcarbine
1x Solarite weapon
• 4x Scourge
• 4x Close combat weapon
4x Dark lance
Scourges (130 points)
• 1x Solarite
• 1x Close combat weapon
1x Shardcarbine
1x Solarite weapon
• 4x Scourge
• 4x Close combat weapon
4x Drukhari haywire blaster
Pregame thoughts - One of those lists that doesn't seem to end and just keeps scrolling. This was going to be very hard was my immediate thought, not one you wanted game 3 of the day with lots of thinking. Drukari always pose CSM some real problems - Scourges rip through tanks and Lelith rips through infantry and they have more MSU and mobility meaning primary is hard to score and secondaries are likely in their favour. Warp Talons to redress the balance to an extent however, and they are the key pieces for me going in. Plan was to use them to try and out-attrition Drukari and score some primary at the end.
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CSM deployment, Possessed split this time so I can hold expansion easier, Legionnaires ready to get on Drukari expansion and Predator also in position (and ready to Lone Opp to protect itself.) |
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Drukari deployment as they win first turn. Nurglings first drop so make sure scouting Beastmaster's can only block me in on flanks potentially and not the middle. |
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Scourges pop out to shoot Nurglings before hiding back. |
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CSM turn one - aim is to play this nice and slow. Bikers and Cultists take middle to force some trading. Warp Talons roll a speculative 6 on advance and could charge Drukari on their expansion (top left of shot on this photo) but its a 6 charge with no re-roll thanks to Arcon's vect so I elect not to. |
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Instead CSM huddle around big ruin after they clear some scouting Beasts out the way. |
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Skipping pretty much entire turn in picture, Drukari take out rhino and Legionaires from the flank with only Talons realisitcly able to get to them (and requiring reasoanble advance/charge.) Scourages wrack up some real pain. Drukari get early primary lead and lead secondaries very well (at end of turn 2 I have scored an entire 4 points.) |
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Annoylingly blurry picture of big moment. I'd had to move up Possessed to deal with Beastmaster and friends, but ended up shooting them really hard with a Predator and leaving Possessed in the open. Hellions charge in and combined with shooting kill 7. The last 3 Possessed go full re-rolls/dev wounds combo and kill all 10 Hellions and suddenly CSM have some primary! |
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Sadly Drukari have this flank pretty secure and I elect not to bleed more resources at this stage, allow them to take some primary and just play for last turn scoring. This means though I have to try and stop any scoring in the middle/any secondaries were possible. |
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Urien takes the middle. I shoot him down for some Assassinate points and Cypher goes to sit Opposite to Deny primary as the two characters awkwardly stare at each other when Urien comes back to life. I elect not to charge. |
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After several fire and fade turns and Venoms picking up units it felt so good to charge the bloody scourges, Possessed take out one squad, Pile into another as Drazhar awaits his turn to murder them. |
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Drukari lead by CSM have final turn scoring, both of us feeling the pressure as Dukari move up to try and score enough to end game. |
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Possessed winning the fight v Hellions mean a couple of Bikers (out of shot under ruin at top left) have held objective for several turns with Drukari unable to get to them. |
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Drukari struggling to make primary difference count, but wracking up lead on secondaries. |
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Bikers wait patiently with no intention of coming out if they can avoid it! |
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CSM turn 4 and I almost don't fire a shot. I'm in full - what the least I can do to score points and not take any damage mode, so Possessed stay hidden, Warp Talons come out, cleanse objective (Drukari have less bodies on it that on shot at time) redraw secondaries but Display/Behind are both impossible. |
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Drukari last turn - they screen almost the entire board so my second Talon unit can't arrive anywere other than top left corner (for a second I though they might not even be able to come down.) They make a deepstrike charge with Mandrakes into my Cultists but just 3 kill and kill 2 Mandrakes back to tie objective (meaning CSM hold it thanks to sticky.) CSM enter last turn 20 points behind. |
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The maths starts. I need to hold more objectives and score 2 secondaries to win. I can't get to Drukari home/expansion and need Cultists to live on my home so they auto-pass battleshock and fall back (Drukari elect not to overwatch in a terrifying few moments.) I need to kill a Venom for Bring it Down/Marked for death (Gamma target, if I can't kill it I lose anyway) and thankfully Bikers shoot it down. Possessed and Warp Talons need two succesful charges, Talons get into Incubi, kill enough of them that Drazhar is out of combat and pass battle shock to hold objective 2. Its down to Possessed. |
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Possessed were move blocked hard in Drukari turn (see Warriors/Boat up top and Scourges to south) but Warp Talons deaths had ensured there was space for Possessed to get out. They charge, multi charging the Scourges so they can't HI on for extra movement onto objective and kill the squad on objective so max primary and steal win at the death! |
CSM win 61-60.
Postgame thoughts - God this was brutal, and so delighted to snatch the win. I couldn't handle another 1 point loss! At this stage including LGT 2024, 4 of my last 5 games at the venue were within 2 points (including a draw.) This game felt a little like reverse of previous were bit of luck went my way in a close game I snatched a win - until the Possessed managed to smash the Hellion brick on counter attack this felt like it was edging towards a certain Drukari win - they aren't necessarily stronger than CSM, but they play this style of game better in the head to head and I need that bit of luck. Last turn was so tense, everything getting measured over and again to be sure with both of us looking over every dice anxiously. I'm not sure I played the early turns well, I had a chance to get an early Arcon kill which would have made my life so much easier later but it was a 6 charge with no re-roll available and I decided against it - and it sticked the objective and spent the rest of the game jumping in and out the Venom causing no end of trouble. That said I was very happy with how I played the last 2 turns when I realised how the game was going down the wire, trying to maximise some pretty poor secondaries and taking my time on the last turn, mapping everything out and trying to minimise every dice roll (Blood Bowl is great for training this skill.) Heart in mouth at every single step of the way and when it got down to induvial dice rolls at the end for things like battleshock on Warp Talons to make sure they could hold the objective god it was pretty nerve wracking but thankfully the dice held their nerve better than me. If you exclude painting score almost half my points on that last turn, I don't think I win going first that's for sure!
Round 4 - Linchpin v Adam Smith's Necrons.

Prepare for trouble, make it double (2000 Points)Necrons
Hypercrypt Legion
Strike Force (2,000 Points)
CHARACTERS
Catacomb Command Barge (120 Points)
• Warlord
• 1x Gauss cannon
• 1x Overlord’s blade
• 1x Resurrection Orb
C’tan Shard of the Nightbringer (305 Points)
• 1x Gaze of death
• 1x Scythe of the Nightbringer
C’tan Shard of the Void Dragon (300 Points)
• 1x Canoptek tail blades
• 1x Spear of the Void Dragon
• 1x Voltaic storm
Skorpekh Lord (90 Points)
• 1x Enmitic annihilator
• 1x Flensing claw
• 1x Hyperphase harvester
Technomancer (80 Points)
• 1x Staff of light
OTHER DATASHEETS
Canoptek Scarab Swarms (40 Points)
• 3x Canoptek Scarab Swarm
◦ 3x Feeder mandibles
Canoptek Wraiths (220 Points)
• 6x Canoptek Wraith
◦ 6x Particle caster
◦ 6x Vicious claws
Deathmarks (60 Points)
• 5x Deathmark
◦ 5x Close combat weapon
◦ 5x Synaptic disintegrator
Flayed Ones (60 Points)
• 5x Flayed One
◦ 5x Flayer claws
Lokhust Destroyers (40 Points)
• 1x Close combat weapon
• 1x Gauss cannon
Lokhust Heavy Destroyers (55 Points)
• 1x Close combat weapon
• 1x Gauss destructor
Ophydian Destroyers (80 Points)
• 3x Ophydian Destroyer
◦ 3x Ophydian hyperphase weapons
◦ 1x Plasmacyte
Skorpekh Destroyers (90 Points)
• 3x Skorpekh Destroyer
◦ 1x Plasmacyte
◦ 3x Skorpekh hyperphase weapons
Skorpekh Destroyers (90 Points)
• 3x Skorpekh Destroyer
◦ 1x Plasmacyte
◦ 3x Skorpekh hyperphase weapons
Tomb Blades (75 Points)
• 3x Tomb Blade
◦ 3x Close combat weapon
◦ 3x Particle beamer
◦ 3x Shadowloom
Tomb Blades (75 Points)
• 3x Tomb Blade
◦ 3x Close combat weapon
◦ 3x Particle beamer
◦ 3x Shadowloom
Triarch Stalker (110 Points)
• 1x Heavy gauss cannon array
• 1x Stalker’s forelimbs
Triarch Stalker (110 Points)
• 1x Heat ray
• 1x Stalker’s forelimbs
Pregame thoughts: So Adam and me had played once before and LGT which had been a good win for my CSM on that day so encouraging sign off the back! So this list feels like its from about 18 months ago which is a bit nostalgic (and mine has only changed a bit around a core since Index says so thats not shade for sure!) Two really big combination of factors of the back - minimal guns and open board. I do not like this terrain layout at all, the bottom objective is so open so you either A - put stuff to contest it, go second get shot and struggle to contest the objective, B - put stuff their and go first and can contest, or C - hide crowded together and struggle to contest the objective. Not great options but thankfully for me its in my favour to once and I could deploy my tanks aggressively so poke out at the top/bottom firing lanes knowing they could cover the middle easily. From there two plans - if C'tan got aggressive I had the damage to deal with they as long as they didn't come out along with Wraiths (so normal trading game until I could deal with them) and if they tried to play long game, screen them out and run away from them.
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Completly forgot to take any picture of deployment so this after CSM turn 2 just after Necrons start moving - I deploy pretty aggressively to the line not worried about Necron shooting and it allows 2 Vindicators to get shots on Nightbringer turn 1, putting it down to 4 before it heals up. |
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Blurry shot of CSM lines post deployment - bit bulk of units in Centre with few screens at back. |
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Necrons Deployment C'tan on each blank, Wraiths in the middle with chaff up field. Legionnaires managed to kill Flayed ones (top left of shot.) Tomb Blades clear most of the Cultists but one lives and Necrons claim middle via Scarabs. |
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Necrons didn't do any notable damage and I sense a chance to kill C'tan. Going first I want to set tempo and have a chance to get aggressive so I take it. |
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Bikers take the middle to take out the Scarabs, Beast of Nurgles moves up to try and pin Wraiths. |
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I don't want to bleed units on right, so I accept Necrons control of objective. I only have Legionaires in realistic position to contest objective and they die immediately on Necrons turn without doing any meaningful damage. |
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Great turn for CSM - tanks kill the C'tan with Predator finishing it off in style. Possessed are free to take out Stalker instead. Beast hits the Wraiths, not all of them can fight and it keeps them in combat as result. |
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Overhead shot of Beast of Nurgle being a hero. I can't really deal with Wraiths and C'tan in a turn so this way I can deal with them one at a time. |
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Reverse shot of Possessed and Beast, Necrons can't contest middle or my expansion but do get early lead thanks to holding their own. |
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Void Dragon has no targets to goes into reserve, Necrons secure objective but only have minimal ways to affect middle objective and can't dislodge bikers. |
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Necrons move in up top to try and counter attack Possessed. Lone cultists holds objective up top, so in my turn I auto-pass battleshock to sticky the objective. |
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Nurglings on their back back to screen and I can stop 9 deep strike from C'tan but can't stop 6, its a decision I don't love but was ok with and Destroyer arrives for some secondary points. Necrons deal minimal damage but score well. |
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With C'Tan out the way now I make my move on right flank with Talons taking out Tomb Blades and Legionaires trying to tie up the Stalker. They roll and impressive 11 wounds (before saves) from 6 powerfist attacks to make up for fluffing against Ad Mech and detonate the Stalker from full before the chainswords can even attack. With Predator taking out the Skorpekh's as well CSM take control of the flank. |
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Wraiths finish off Beast and hit Possessed a little but they escape combat well enough. They fall back and spend CP to allow charge and go after Necrons home. |
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Talons go clear Necrons from backfield. |
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Reverse shot of Necron backfield |
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Void Dragon has to Rapid Ingress to threaten HI and defend home objective (especially on Lynchpin.) Possessed instead come back and along with tanks take out Wraiths to complete brutal turn for CSM. |
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Warp Talons stay on point, Ophydian Destroyers can get them and probably kill them, but they screen Legionaires and their 10 OC on the point. |
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Talons clean up backfield and jump back into reserve to keep pressure on Necrons backfield. |
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Necrons make a play for right and I rapid ingress Talons in response. Ophydian Destroyers kill the Talons and the Skorpeks fail their charge. |
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I've been edging the 50/50 dice rolls and this combat shows it best. Void Dragon goes in, inflicts 1 wound which Possessed save and they chip a few wounds back. |
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CSM on top in attrition and damage so they go in for the kill. Vindicators soften the C'tan up and Predator picks it up. |
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Talons pact and go into the Skorpeks with Legionnaires going into Ophidians. Both squads roll hot and pick up everything ok the flank after a bit of softening up from a Predator. |
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Necrons have almost nothing left, some Deathmarks hide behind wall and that's about it. They score some secondaries but that's it. |
Final Score - CSM win 87 - 39
Postgame thoughts - mentioned the list they were from awhile ago and the play pattern felt like it too. What a relief not to be in another trade war after the brutal Drukari/Ad Mech game on my brain! This went pretty well from the off for CSM - taking out Nightbringer early meant I had pretty much a free reign of the middle and could pressure Necrons backfield and to stop the route the Void Dragon had to deploy really defensively. This was certainly a game were the 50/50 dice went my way, best encapsulated when a Legionaire squad, presumably trying to make up for game 2 rolled 11 wounds on a Triarch Stalker from 6 powerfist attacks, which is certainly a good return! Too many times v Necrons has a C'tan spiked saves and then always heals maximum twice and the game spirals out of control so it was nice to be on the other side and get a comfortable win.
Round 5 Take and Hold v Mikael Alriksson's Chaos Knights

Canis died in a hotel fire !
Chaos Knights
Strike Force (2000 points)
Infernal Lance
CHARACTERS
Knight Despoiler (375 points)
• Warlord
• 2x Despoiler gatling cannon
1x Diabolus heavy stubber
2x Heavy darkflamer
1x Ruinspear rocket pod
1x Titanic feet
Knight Despoiler (375 points)
• 1x Daemonbreath meltagun
2x Despoiler gatling cannon
2x Heavy darkflamer
1x Ruinspear rocket pod
1x Titanic feet
Knight Despoiler (375 points)
• 1x Daemonbreath meltagun
2x Despoiler gatling cannon
2x Heavy darkflamer
1x Ruinspear rocket pod
1x Titanic feet
OTHER DATASHEETS
War Dog Karnivore (150 points)
• 1x Havoc multi-launcher
1x Reaper chaintalon
1x Slaughterclaw
War Dog Karnivore (150 points)
• 1x Havoc multi-launcher
1x Reaper chaintalon
1x Slaughterclaw
War Dog Karnivore (150 points)
• 1x Havoc multi-launcher
1x Reaper chaintalon
1x Slaughterclaw
War Dog Stalker (140 points)
• 1x Daemonbreath spear
1x Havoc multi-launcher
1x Slaughterclaw
War Dog Stalker (140 points)
• 1x Daemonbreath spear
1x Havoc multi-launcher
1x Slaughterclaw
ALLIED UNITS
Beasts of Nurgle (65 points)
• 1x Putrid appendages
Nurglings (40 points)
• 3x Nurgling Swarm
• 3x Diseased claws and teeth
Nurglings (40 points)
• 3x Nurgling Swarm
• 3x Diseased claws and teeth
Pregame thoughts - Knights as a collective have probably always been the match I dread facing most as CSM as I find I just run out of meaningful damage against them. I had a bit of a different mindset this time for one key reason - round 5 so should be early finish one way or other! So try and draw the big knights forward and get them with a Possessed squad - they don't kill one by themself so I have to soften them up with something else first. Plan b is Lone opp - try and get little stuff in the way so Knights can't get within 18 of the Vindicators in particular so they can get multiple salvos in.
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CSM deployment - much more conservative of the line than last game! Hiding tanks as best I can with Possessed split to try and secure flanks. Talons have different role this game so one in DS, one on line to try and grab early objectives/secondary play over protecting them for kills. |
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Chaos Knight deployment, scary big Knights patrolling the angles. |
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CSM win first turn, which is a shame but Legionaires get to charge Nurglings and pile into objective to get tempting target. |
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Chaos Knights ready to go |
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Here is a blurry picture of my dice box for some reason. No idea why I took this and felt it should make the cut. |
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Stalker takes objective from Talons, but elects not to charge for fear of overwatch + interrupt potential. |
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Legionaire squad on objective 4 easily killed as Beasts of Nurgle wave at other in the middle. |
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Cultists put bodies on the middle (and want to use Lone opp potential to force proper response.) 3 Tanks line up against Armiger and just kill it with the last shot of the last gun from all 3. It allows me to keep secondaries ticking over without hard committing. |
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Big decision at start of turn - the blue Possessed have a 6ish charge into the big Knight on left. I really, really want to unleash them but it scores no points for me this turn so I hold back and hide them from the big knight on right. Legionaires and Rhino take objective on right to deny it from Knights as I mostly hold my powder for a turn. |
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Objective cleared, I've played the match up to know I won't win damage war head on (without some crazy spikes) so I need to play secondary and hold for as long as I can (even with end of turn scoring in Knights favour.) |
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Knights waste no time in destroy my poultry offering on objective 4. Both players limited to 5's on primary at this stage, but CSM 17-9 up on secondary. |
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One of the reasons I love PBZ as my detachment of choice - the Knights can't get within 18 of the Vindicator, so end up in a damned if they do go for it so don't go for it, so I don't have to spend CP. |
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A Karnivore comes up to attack the objective, it makes the charge into the Talons but they survive. Its denies primary again for Knights though. |
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Fight of the century as Nurglings scratch each other to death...slowly. |
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One cultists at the back looks on (surprisingly useful later) after all its mates have been killed by Indirect. After stickying objective early it stays off objective, partly to screen Rapid Ingress, partly to avoid easy overwhelming force. |
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Its go time - my secondaries have me ahead but I need some primary before Knights get last turn scoring up and I go all in. Possessed take out the Karnivore without any buffs after Vindicator helps soften it up. |
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Go turn for 3 reasons, partly primary above, secondily running out of places to hide Possessed as Knights angles of attack improve and a draw of Assassinate the big Knight only thing on Knights home objective. It had to move up to take out Cultists (lone opp strat) allowing my Vindicator to soften it up first - even though Predators whiffed, Vindicator did about 13 damage by itself. |
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I multi charge to play around HI from Karnivore (would have struggled for space anyway) and go full combo with 6/4 Possessed split into Big/Little knight. Its a greedy play but with Knight softened up and needing a big damage turn felt I needed it - I kill the big Knight, soften up the Karnivore who fails battleshock and dies after it falls back, effectively killing 525 points in a single charge, gaining 5 secondary points and denying 5 primary. |
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Kanivore Rapid Ingressed over 24 away so Vincidator couldn't shoot in as the last thing that can threaten by expansion objective. My phone apparently chanelled power of the sun in this picture. |
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No meaningful way to contest Knight expansion though and objective 4 is Knights for rest of the game now. |
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Big Knights reposition and the Karnivore ends up going back to secure Knights home objective. |
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Knights purge CSM from their deployment and I effectively stop rolling dice other than saves at this point. I can't damage knights (Vindicators too far away, Predators don't have damage, last Possessed out of damage) so everything goes into secondary points and move blocking. Still overloading Knights last turn gives CSM a 15 on primary. |
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Rest of CSM hides waiting for chances to score and I end my turn 4 without shooting a Knight, only a beast of Nurgle with my Beast/Cypher/Vindicator. |
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Knights get a 10 on primary and line up targets. |
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Knights clear bikers and try and soften up Predator, they just kill it so Karnivore can't charge onto objective (I was prepared to re-roll a passed save so it died and Cypher would hold objective) Knights have marked for Death so pick 2 targets they can't see plus the Cultist at the back whom I lone opp to prevent indirect to deny Knights some points. |
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CSM turn 5 (predator in middle not removed yet)- literally no dice rolls. Sabotage with Vindicator, Possessed go into Knights deployment for Establish locus after auto-passing battleshock. Run off objectives than Turn over. |
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Knights get some last turn kills and score 15 on primary but left it too late. |
Final Score - CSM win 90-66.
Postgame thoughts - Delighted, it felt much closer than the final score suggests. Those despoilers so, so nasty. I knew they would be, but the first time they shoot with sustained, ignore cover and the dice starts rolling for an what feels like an hour, then you get told the second Gatling hasn't shot yet is an experience for sure! That said very happy with how I played, waiting until time was right to get the Possessed out (when they would get points not kills) then holding on for dear life until time ran out before my models did - going into last turn CK had 900-1000 points left and I had no units in a realistic position/damage profile to take any out (baring a Vindicator one shotting a Knight I wasn't even sure it was in range off.) With that in mind the change of mindset around turn 3 to switch from damage to points was good and it showed off a large part why I prefer PBZ to Raiders who have so much less to deal with Knights. Surprisingly cagey long game v Knights and great to get a win again cascading on the small victories rather than blowing/getting blown away.
So finished up 4-1 which was respectable finish and 118th, which is normally not a respectable finish but seemed reasonable out of 1087 players! I think I've used this at 4 events now with combined record of 17-4 which seems pretty good (one loss at each event), and used it in its pre-codex form were it went undefeated a couple of times as well. The core (Cultist, Cypher, 2 Preds/Vindicator and 20ish Possessed) has remained the same with bits around it changing. It can't seem to get the 5th win post codex (were it did get worse in minor ways) but its still got alot of power and the sheer damage it sometimes gets through is amazing. Little less consistent than Raiders but more damage on tap, especially off objectives and I prefer its playstyle to Vetrans/Bile (its amazing that "best CSM detachment is still up for debate this late into the codex lifecycle.) Love that my favourite build still works all this time later, even if power level of game has forced it to be more cautious and trade focused rather than overwhelming force. The list keeps knocking on the door of going 5-0 (1 point this time!) and not getting their so either its got a ceiling or I do and its much easier to say the list does.
Of the list - basically everything did its job. I didn't love double Talons going into it, but the meta was perfect and they were great. I prefer 2 5's as ways to get objectives and potentially keep one down to score/force things rather than one 10. The weakest unit was probably the Predators - they had a really bad tournament all around other than shooting C'tan. They probably got the wrong match ups (lots of 1 wound infantry and tough tanks when Lascannons refused to roll anything but 2's) and if I'd played say WE then shooting Eightbound with them would have been great, they are a really good unit but swapping them for say Noise Marines in Rhinos is something I'd consider, but probably not do. Otherwise I didn't love the Daemon package, its super cheap and is really good but it didn't click for me. Its probably something you notice more when its not their and I never got a really luck spike on Beast of nurgle to drive opponents mad.
Next time - probably 2 Team tournaments back to back. Probably giving CSM a break and playing something different that's probably spikey in power armour.
Very cool.
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