20 Possessed and 10 Havocs lead Huron's Marauders to undefeated run at Warzone September RTT

 After a foray into video, its back to blog time. Start of 11th has felt little tough, DG felt very bad, I really enjoy EC but haven't mastered their play pattern but have a bit of time to get used to my beloved CSM again. 11th is a nice shake up, although I do dislike how trivial some of the primary can feel on occasion. My old beloved PBZ list didn't feel good, especially into Marines builds that just felt faster, tougher with easier scoring and better durability and more utility. Oh and more damage. Hard to compete against that.

Possessed and Huron take the fight to Space Marines and prepare to try and survive the onslaught back.


I wasn't the biggest fan of Defilers (gameplay wise, their model rocks) and they had become a crutch for CSM. Its a shame that Defilers got hit so hard and nothing really got changed in last dataslate but the change to Hauron's Marauders from Disruption to Purge did at least make it interesting. As I didn't get much of chance to play it in 10th (or preferred other detachments) it felt like a good time to try it. It had gotten a bit worse going to 11th with the "Auto 6 advance" and "Advance/shoot and charge" no longer able to be combined which was a shame, but it felt so much more flexible than other CSM detachments. It ticked a lot of my CSM box's - aggressive, good with Possessed and with surprising shooting. Possessed and ACDC were easy early inclusions and I started with Noise Marines as my shooting base but ended up with a bit of a "Str 5-Ap 1-D 2" problem as that's essentially the damage profile of all of the above. If I only wanted Noise Marines for the big shots then why not go for just the big shots. So I ended up with Havocs.


So Havocs, a unit I occasionally tried in 10th and was always disappointed. However the extra points on Predators (which makes me sad) and the additional value in hit modifiers/change to cover make the Havocs ignore modifiers/BS to ensure they hit on 2's (with the Hauron detachment bonus) into any target suddenly really added value and a damage profile I didn't have elsewhere. With the ability to uppy downy them near to board edges giving them extra value they performed excellently and outperformed additional obliterators in my opinion.


I tried going Oblit/Mutilator heavy a couple of times...and they felt fine. Obliterators are just so swingy and expensive. I took on unit as their versatility is useful. Mutilators were very impressive, but I couldn't find ways to get a 2nd unit easily so one as a rapid threat after ACDC/Possessed put on the initial pressure was an excellent threat to bigger targets again - things that 5/1/2 couldn't deal with via volume. Huron was an awkward inclusion - too good in this detachment to not have but hard to fit. I started with 10 terminators but they felt like they were fighting price points and wanting all the strats. In the end I went for more brawlers, and cut them to 5 - mostly give Huron re-rolls to hit and some bodyguard (Chosen I always find disappointing, even more so given points rises that I don't understand.) Cypher, my favourite boy in the world still made the list even with technically getting worse in edition he's still incredible and some Cultists/Bikers to fill skirmishing and chaff roles rounded out the list. It took a few games to get here but it feels like the final list - it has brutal go turns, plays purge well, is aggressive and has juuuuuuuust enough of a plan B to play slow if needed and keep things well rounded. Favourite list of 11th so far and undefeated (one very silly 100-100 draw v Dark Angels included.)


Final list was as such: 

Pure power, perfectly passionate Possessed potentially perfect preparing pragmatic paradoxical plan poorly. (1995 points)

Chaos Space Marines
Huron’s Marauders (3 Detachment Points)
Purge the Foe
Strike Force (2000 points)


CHARACTERS

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

Dark Commune (90 points)
• 1x Cult Demagogue
• 1x Autopistol
1x Commune stave
• 1x Mindwitch
• 1x Close combat weapon
1x Warp Curse
• 1x Iconarch
• 1x Autopistol
1x Chaos Icon
1x Close combat weapon
• 2x Blessed Blade
• 2x Commune blade

Huron Blackheart (130 points)
• Warlord
• 1x Tyrant’s Claw and exalted power weapon
1x Tyrant’s Claw heavy flamer


BATTLELINE

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

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


OTHER DATASHEETS

Accursed Cultists (195 points)
• 10x Mutant
• 10x Blasphemous appendages
• 6x Torment
• 6x Hideous mutations

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

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

Chaos Terminator Squad (175 points)
• 1x Terminator Champion
• 1x Combi-bolter
1x Power fist
• 4x Chaos Terminator
• 1x Chainfist
2x Combi-weapon
1x Paired accursed weapons
2x Power fist
1x Reaper autocannon

Havocs (125 points)
• 1x Havoc Champion
• 1x Plasma gun
1x Power fist
• 4x Havoc
• 4x Close combat weapon
4x Havoc lascannon

Havocs (125 points)
• 1x Havoc Champion
• 1x Plasma gun
1x Power fist
• 4x Havoc
• 4x Close combat weapon
4x Havoc lascannon

Mutilators (165 points)
• 3x Mutilator
• 3x Fleshmetal weapons

Obliterators (160 points)
• 2x Obliterator
• 2x Crushing fists
2x Fleshmetal guns

Possessed (250 points)
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations

Possessed (250 points)
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations

Exported with App Version: v2.6.0 (144), Data Version: v946


Had technically won a RTT with the list previously (Hi Lionshead bookstore) but didn't do a blog, 2 big smashing's and a cracker v Custodes were I probably got too cocky made some mistakes and had to rely on Huron and 10 terminators to bail me out. Like a Video Game company executive, as a thank you for saving my butt I fired half of them. Basic plan was simple - skirmish with the bikers and Cultists to screen, try and set up a big go turn with ACDC/Possessed and then let the ability for anything to surge to try and keep opponents pinned back.


Round 1 v Robert Ripley's Grey Knights

Tournament List (2000 points)

Grey Knights
Argent Assault and Brotherhood Strike (3 Detachment Points)
Purge the Foe
Strike Force (2000 points)

Attached Units
Attached Unit 1

Grand Master Voldus (125 points)
• Attached as: Leader (Character)
• Warlord
• 1x Malleus Argyrum
1x Searing Purity
1x Storm bolter

Paladin Squad (215 points)
• Attached as: Bodyguard
• 1x Paragon
• 1x Nemesis force weapon
1x Storm bolter
• 1x Paladin Ancient
• 1x Ancient’s Banner
1x Incinerator
1x Nemesis force weapon
• 3x Paladin
• 1x Apothecary’s Narthecium
2x Incinerator
3x Nemesis force weapon

Attached Unit 2

Brotherhood Librarian (90 points)
• Attached as: Leader (Character)
• 1x Nemesis force weapon
1x Vortex of Doom

Paladin Squad (215 points)
• Attached as: Bodyguard
• 1x Paragon
• 1x Nemesis force weapon
1x Storm bolter
• 1x Paladin Ancient
• 1x Ancient’s Banner
1x Nemesis force weapon
1x Psilencer
• 3x Paladin
• 1x Apothecary’s Narthecium
3x Nemesis force weapon
2x Psilencer

Attached Unit 3

Castellan Crowe (100 points)
• Attached as: Leader (Character)
• 1x Black Blade of Antwyr
1x Purifying Flame
1x Storm bolter

Purifier Squad (260 points)
• Attached as: Bodyguard
• 1x Knight of the Flame
• 1x Nemesis force weapon
1x Purifying Flame
1x Storm bolter
• 9x Purifier
• 4x Close combat weapon
4x Incinerator
5x Nemesis force weapon
9x Purifying Flame
5x Storm bolter


BATTLELINE

Brotherhood Terminator Squad (175 points)
• 1x Justicar
• 1x Nemesis force weapon
1x Storm bolter
• 3x Terminator
• 1x Apothecary’s Narthecium
1x Incinerator
3x Nemesis force weapon
1x Storm bolter
• 1x Ancient
• 1x Ancient’s Banner
1x Incinerator
1x Nemesis force weapon

Brotherhood Terminator Squad (180 points)
• 1x Justicar
• 1x Nemesis force weapon
1x Storm bolter
• 4x Terminator
• 1x Apothecary’s Narthecium
4x Nemesis force weapon
1x Psycannon
2x Storm bolter

Strike Squad (115 points)
• 1x Justicar
• 1x Nemesis force weapon
1x Storm bolter
• 4x Grey Knight
• 4x Nemesis force weapon
4x Storm bolter


OTHER DATASHEETS

Nemesis Dreadknight (210 points)
• 1x Heavy incinerator
1x Heavy psycannon
1x Nemesis daemon greathammer

Nemesis Dreadknight (210 points)
• 1x Gatling psilencer
1x Heavy psycannon
1x Nemesis greatsword

Purgation Squad (105 points)
• 1x Purgator Justicar
• 1x Nemesis force weapon
1x Storm bolter
• 4x Purgator
• 4x Close combat weapon
4x Psilencer


Missions : Purge v Purge here on layout C. 

Pregame thoughts: Mix of scary things about Grey Knights in a purge off - excellent mobility, volume and their damage lines up nicely into my army. With 11th lesser focus on sitting on objectives it was going to make this tougher to keep Grey Knights away from objectives which had been my go to plan as they could focus on one. On the upside they didn't have many 10 bricks, meaning they could potentially whiff a charge without volume of attacks, whilst my mass ap-1 wasn't ideal into the mass of 2+ saves, a mix of devs and sheer volume was a pretty good alternative especially into 5 mans were leaving a couple alive wasn't as big a deal. Try and set up trades with chaff and counter attack were possible ended up being the plan.


CSM deployment. Grey Knights Dreadknight had been left in the open on the left and I out dropped them I could leave Havocs for some early shots. Otherwise infantry hide in cover with bikers behind.

Overview of GK deployment - Dreadknight to anchor each flank and various flavour of terminators across the back.

CSM win first turn, time to unleash the Havocs! As you see the Grey Knight Dreadnight is no longer on the table, albeit because it tanked all 8 Lascannons, took 0 damage and teleported away. Rest of army moves up either get on or threaten objectives (including the rare crater mini objective on the left) 

Grey Knights start their attack, destroying some cultists and bikers but leaving them close to CSM lines.

Overview going into CSM turn 2. 

Left side of battlefield going into CSM turn 2. Grey Knights are close enough to engage, so its time to attack. 

Blurry shot of the left as Terminators and ACDC advance up preparing to charge. 

One Lascannon squad uppy downy's across the battlefield to shoot Dreadknights as Bikers and Possessed move in to attack. 

Lascannons soften up the terminators on the objective and a swarm of angry bodies finishes them off. 

Hello Dreadknight, can I introduce you to our lord and saviour 50 sustained attacks with dev wounds? Both Dreadknights are taken out (the right one without the Possessed using Devs) with Cyphers covering the area to make interrupting and overwatch difficult. 2 Terminator squads killed, 2 Dreadknights taken out in an excellent turn for CSM. 

Grey Knight reinforcments teleport in - they don't hold any early primary as CSM take incremenetal advantage on the scoreboard, but its going to be a game of who can deal the bigger blow. 

The Purifiers take a heavy toll from the Possessed, but they surge into the teminators - denying them a shooting/charge, the Purifiers flamers a target and making sure the Green squad is safe. They lose the combat but it leaves Grey Knights without enough options to deal with CSM in the middle. Cypher watches on, probably cackling manically. 

Grey Knights counter attack hurt, but CSM have a huge amount of bulk left as they move in for the kill.

Turns out Voldus and Friends don't enjoy getting hit by all those Possessed. 

Bikers, Cypher and Obliterators line up the Purifier squad with the Mutilators ready to charge in....but the shooting kills the entire squad.  

One Havoc squad left a bit stranded on the left flank after the early teleports but Lascannons into Grey Knights aren't the worst thing ever and they are the ones to take out Crowe.

ACDC had taken a pummelling from the Paladin's ranged attacked, they are denied the chance at revenge by an interrupt but its a lone bright spark for Grey Knights. 

Overview after CSM turn 3, Grey Knights have almost been completly purged bar a Paladin squad. CSM have lost an ACDC brick, some chaff and most of 1 Possessed squad. 

As apparently you can't screen with a dice tray, GK pop into the bottom right corner, shoot the Havocs to death, and charge onto the objective for a tempting target. With the full force of CSM aimed at them though its far too late for them though. 



Final score - CSM win 98-35

Postgame thoughts - Pretty brutal from CSM. When my first 8 Lascannon shots did 0 damage into the Dreadknights I got a bit worried but it ended up not mattering. Grey Knights committed to killing screens and it set up a series of brutal hits for them over and over, whilst Grey Knights were obviously more mobile around the table CSM's higher movement and advance and charge access meant they controlled the pace and got in almost every charge. Brutal from CSM and a very early lunch break.



Round 2 v Matt Cahill's Leagues of Votann.
.

How do Votann work? (2,000 Points)

Leagues of Votann
Hearthguard Covenant and Needgaârd Oathband (3 Detachment Points)
Priority Assets
Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Kâhl (95 Points)
• Attached as: Leader (Character)
• 1x Mass gauntlet
• 1x Teleport Crest
• 1x Volkanite disintegrator
• Enhancements: Oathbound Speculator

Einhyr Hearthguard (270 Points)
• Attached as: Bodyguard
• 1x Hesyr
◦ 1x EtaCarn plasma gun
◦ 1x Exoarmour grenade launcher
◦ 1x Graviton hammer
◦ 1x Weavefield crest
• 9x Einhyr Hearthguard
◦ 9x Concussion gauntlet
◦ 9x EtaCarn plasma gun
◦ 9x Exoarmour grenade launcher

CHARACTERS

Arkanyst Evaluator (70 Points)
• 1x Close combat weapon
• 1x Transmatter inverter

Buri Aegnirssen (85 Points)
• 1x Autoch‑pattern bolt pistol
• 1x Bane

Ûthar the Destined (90 Points)
• Warlord
• 1x Blade of the Ancestors
• 1x Rampart Crest
• 1x Volkanite disintegrator

BATTLELINE

Hearthkyn Warriors (90 Points)
• 1x Theyn
◦ 1x Autoch-pattern bolt pistol
◦ 1x Autoch-pattern bolter
◦ 1x Close combat weapon
◦ 1x Weavefield crest
• 9x Hearthkyn Warrior
◦ 9x Autoch-pattern bolt pistol
◦ 7x Autoch-pattern bolter
◦ 9x Close combat weapon
◦ 1x HYLas auto rifle
◦ 1x L7 missile launcher

DEDICATED TRANSPORTS

Kapricus Carrier (70 Points)
• 1x Armoured hull
• 1x Magna-coil autocannon
• 1x Smoke Launcher
• 1x Twin magna‑coil autocannon

Sagitaur (85 Points)
• 1x Armoured wheels
• 1x MATR autocannon
• 1x Twin bolt cannon

OTHER DATASHEETS

Brôkhyr Thunderkyn (80 Points)
• 3x Brôkhyr Thunderkyn
◦ 3x Close combat weapon
◦ 3x SP conversion beamer

Brôkhyr Thunderkyn (80 Points)
• 3x Brôkhyr Thunderkyn
◦ 3x Close combat weapon
◦ 3x SP conversion beamer

Hekaton Land Fortress (250 Points)
• 1x Armoured wheels
• 1x MATR autocannon
• 1x Panspectral Scanner
• 1x SP heavy conversion beamer
• 2x Twin bolt cannon

Hekaton Land Fortress (265 Points)
• 1x Armoured wheels
• 1x MATR autocannon
• 1x Panspectral Scanner
• 1x SP heavy conversion beamer
• 2x Twin bolt cannon

Hernkyn Pioneers (80 Points)
• 3x Hernkyn Pioneer
◦ 3x Bolt revolver
◦ 3x Bolt shotgun
◦ 3x Magna-coil autocannon
◦ 1x Panspectral Scanner
◦ 3x Plasma knife
◦ 1x Rollbar Searchlight

Hernkyn Pioneers (80 Points)
• 3x Hernkyn Pioneer
◦ 3x Bolt revolver
◦ 3x Bolt shotgun
◦ 3x Magna-coil autocannon
◦ 1x Panspectral Scanner
◦ 3x Plasma knife
◦ 1x Rollbar Searchlight

Hernkyn Yaegirs (90 Points)
• 1x Yaegir Theyn
◦ 1x Bolt revolver
◦ 1x Close combat weapon
◦ 1x Plasma knife
• 9x Hernkyn Yaegir
◦ 9x Bolt revolver
◦ 9x Close combat weapon
◦ 9x Plasma knife

Ironkin Steeljacks with Melee Weapons (150 Points)
• 1x Steeljack Theyn
◦ 1x Autoch-pattern bolter
◦ 1x Plasma sword
◦ 1x Preymark Crest
• 5x Ironkin Steeljack
◦ 5x Autoch-pattern bolter
◦ 5x Plasma sword

Kapricus Defenders (70 Points)
• 1x Armoured hull
• 1x HYLas rotary cannon
• 1x Smoke Launcher
• 1x Twin magna‑coil autocannon


Mission - Priority v Purge on Layout B.

Pregame thoughts - Lots of units (after splitting) and the nature of Priority meant I was going to have to be the aggressor at some stage here. Whilst Votann didn't have much combat counter punch outside the Steeljacks and odd character, the Land Fortress's both had the damage to chew through and weren't an ideal target for anything of mine to take out. Lascannons at least helped to keep them honest and in combination with Mutilators I did have a good amount of Str 12 to try and crack them if Votann got reckless. Find the right time to 'swarm' but don't go in without a good set of targets was the plan.

CSM deployment - hiding away from Land Fortress's. On search and destroy my army takes up too much space to deploy easily and I wish I'd kept a Havoc squad at least in reserve rather than just Oblits and Mutilators.

Votann deployment prior to scout moves. They get first turn, move up a bit and start actioning. 

Bikers go in to clear Votann from objectives but dont' do as much damage as I'd like, they deny of the objective but fail to clear the Scouts.

Votaan turn 2 after movement - Steeljacks come into take out bikers in the middle but Mutilators find a spot to Rapid Ingress in and threaten a Land Fortress.

With an 'in' against Votaan thanks to the Mutilators and the potential to kill a Land Fortress I commit - the Possessed can't kill anything valuable here but its all trying to overtax Votaan. 

Hearthguard Rapid in - they want to try and Heroic against the Mutilators but they get a big charge and get away from the Hearthguard. Possessed destroy the Steelguard as CSM try and set the tempo.

Mutilators struggle to crack the Land Fortress but take a chunk out of it at least. 

Overview going into Votaan turn 2. Not amazing damage but units are in a strong position.

End of turn 2 but right flank ends up bieng Crucial. Votaan want to unit the Land Fortress to clear the Possessed here, but shoot some Harthguard into them, they Surge into the Sagitar, doing no damage but keeping them safe. Votaan purge most of the Possessed from the middle but the Mutilators tank the clapback from the Land Fortress's and CSM are in a great position.

Havocs Uppy downy in position, kill their sergent via Pacts (never let anyone tell you dark pacts mortals aren't a serious downside) and start to unload into Land Fortress's as I try and take out both this turn.

ACDC have had mostly a silent game, sitting on objective and cleaning up scraps that appear in backline. 

Other Lascannons takes out the Votaan Carrier and Terminators clean up the squad at range allowing them to charge into the Hearthguard. 

Lascannons soften up the Land Fortress and Possessed finish it of in a flurry of overkilling mortals. 

CSM clear the backfield...and the middle....and half of Votaan's deployment
Mutilators fail to crack the Land Fortress again but its essentially on its own at this stage.

Overview going into Votaan's last turn.




Final Score - CSM win 100-51

Postgame thoughts - Mutilators finding a spot to Rapid was the impetus CSM needed - even if they didn't do much, they set the tempo and Votann couldn't find a response to stop the pressure (although the Hearthguards counter attack helped.) The ability to surge and disrupt both charges and shooting was key here, as after a close set of early turns CSM ended up taking a solid win.



Round 3 v James Gostick's Salamenders

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Player Name: James Gostick
Team Name: Gravesend Gamers Guild
List Name: Flame me Daddy
Factions Used: Salamanders, Adeptus Astartes
Army Points: 2000
Army Enhancements (list on which model): Celerity (on Librarian in Terminator Armour), Immolator (on Captain in Gravis Armour), Temporal Corridor (on Librarian)
Disposition: Priority Assets
Detachment(s): Forgefather's Seekers, Librarius Conclave
Interactive List Link: https://share.listforge.club/A-_koO4ZCO5i-nyLm8b_
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

ATTACHED UNITS:
Librarian in Terminator Armour + Terminator Squad (440 pts)
Librarian in Terminator Armour (120 pts)
• Force weapon
• Smite
• Storm bolter
• Enhancement: Celerity
Terminator Squad (320 pts)
• Terminator Sergeant
• Power fist
• Storm bolter
• 2x Terminator w/ Heavy Weapon
• 2x Cyclone Missile Launcher & Storm Bolter
• 2x Cyclone missile launcher
• 2x Storm bolter
• 2x Power fist
• 7x Terminator w/ Power Fist
• 7x Power fist
• 7x Storm bolter

Captain in Gravis Armour + Aggressor Squad (255 pts)
Captain in Gravis Armour (90 pts)
• Boltstorm Gauntlet, Powerfist, and Relic weapon
• Boltstorm gauntlet
• Power fist
• Relic Fist
• Enhancement: Immolator
Aggressor Squad (165 pts)
• Aggressor Sergeant
• Flamestorm Gauntlets
• Twin power fist
• 5x Aggressors
• 5x Flamestorm Gauntlets
• 5x Twin power fist

Librarian + Infernus Squad (180 pts)
Librarian (95 pts)
• Bolt pistol
• Force weapon
• Smite
• Enhancement: Temporal Corridor
Infernus Squad (85 pts)
• 4x Infernus Marines
• 4x Bolt pistol
• 4x Close combat weapon
• 4x Pyreblaster
• Infernus Sergeant
• Bolt pistol
• Close combat weapon
• Pyreblaster


CHARACTERS:
Vulkan He'stan (95 pts)
• Bolt pistol
• Gauntlet of the Forge
• Spear of Vulkan
• Warlord


OTHER DATASHEETS:
Infernus Squad (85 pts)
• 4x Infernus Marines
• 4x Bolt pistol
• 4x Close combat weapon
• 4x Pyreblaster
• Infernus Sergeant
• Bolt pistol
• Close combat weapon
• Pyreblaster

Infernus Squad (180 pts)
• 9x Infernus Marines
• 9x Bolt pistol
• 9x Close combat weapon
• 9x Pyreblaster
• Infernus Sergeant
• Bolt pistol
• Close combat weapon
• Pyreblaster

Land Raider Redeemer (260 pts)
• Armoured Tracks
• 2x Flamestorm Cannon
• Hunter-killer missile
• Multi-melta
• Storm bolter
• Twin assault cannon

Land Raider Redeemer (260 pts)
• Armoured Tracks
• 2x Flamestorm Cannon
• Hunter-killer missile
• Multi-melta
• Storm bolter
• Twin assault cannon

Land Speeder (105 pts)
• Close combat weapon
• Multi-melta
• Onslaught gatling cannon
• Stormfury Missile Launcher

Reiver Squad (75 pts)
• Grapnel Launchers
• Reiver Grav-chute
• Reiver Sergeant
• Bolt Carbine
• Combat Knife
• Special Issue Bolt Pistol
• 4x Reivers
• 4x Bolt Carbine and Close Combat Weapon
• 4x Bolt Carbine
• 4x Close combat weapon
• 4x Special Issue Bolt Pistol

Scout Squad (65 pts)
• Scout Sergeant
• Bolt pistol
• Boltgun
• Close combat weapon
• Scout w/ Heavy Weapon
• Bolt pistol
• Close combat weapon
• Missile Launcher
• 3x Scouts w/ Combat Knife
• 3x Bolt pistol
• 3x Close combat weapon
• 3x Combat Knife


Purge v Priority again.

Pregame thoughts - Why on earth is Vulkan OC 10 with a 4+ FNP on an objective of his choice! I mean Vulkan seemed like an issue. Byron mentioned in the past how marines seem to have an array of insane 80-100 point character that no one has heard of because of how busted Ultramarines have been and this felt like discovering another one of these. 

So stopping Priority holding a central objective with Vulkan around seemed a challenge was the point I was trying to make, so this was going to have to be an aggressive game again. This was made harder by the various Libarius conclave shenigans and army wide assault. Whilst I did have a long range advantage, Marines extra mobility kept this pretty level and they clearly had the nastier overwatch. 

Priority v Purge tends to be a brawl around the middle given how the mission works and this had its pro's (surging tends to be more impactful, Salamenders can't just uppy downy around the edges) and cons (Vulkan, having to take attack into Priority Player, massed terrifying overwatch.) Overwatch was going to be the big issue, and this was a match up were I wanted Cypher at his irritating best to tax overwatch and dent the Marine CP economy. A brawl in the centre were I could keep him safe by bodies and threats suits Cypher really well. Try and go slow early turns to set up some charges, then commit hard!
CSM deployment - have to respect advance and shooting Land Raiders so keep back and send the chaff forwards to try and pressure. I outdropped Marines so could keep Havocs till last to deploy opposite Land Raiders and try to keep them honest (and forced one to deploy further back keeping it out the game.)

CSM win turn 1 - bikers moving up to pressure. Priority had the difficult task of having to use an OC10 model to move 2 inchs outside their deployment and press a button every turn for a million primary so I wanted to pressure their expansion as quickly as possible to limit primary.

Same plan on the right, bikers can't get to a safe spot but it forces a response still. They get burnt out by a Infernus marine squad.


Turn 2, and I approach it as subtly as a brick. Cypher moves up to at least tax the Land Raiders overwatch but I still have to watch them pick up about half the Squad. One squad of Lascannon havocs does pick it up (sort of annoyingly as I wouldn't have minded charging it) leading Possessed stranded. 

All the Possessed converge in on the middle, the blue squad on the right charging in to take out Inferus Marine squad far side of centre right ruin.

Terminators Rapid Ingress in to contest the Possessed next turn - leaving the Land Raider alive on say 2 wounds and overrunning potentially into the Terminators was the plan but I can't be annoyed that my Lascannons did too much damage. 

ACDC kill the Speeder (bit of a waste of their go turn, but their was a hope they could slingshot the Possessed) and I do get enough bodies on to deny Vulcan.



Overview going into Space Marines turn 2.

Terminators move up.

Situation gets more scary as Aggressors move out....then 10 Infernus marines set up. 

Given the Size of the RTT their were going to be 2 undeafted, seeing Knights Pack away their models before Marines turn 2 shooting started rather suggested that Orks had won!

Part way through Space Marine shooting - sadly time stared to become an issue (turns out surge moves  considerations and a million dice rolls takes up a lot of time.) Space Marine turn is Brutal - taking out most of both Possessed squads and a good chunk of ACDC. The ability to surge twice (ACDC + Strats) does at least stop some damage (keeping Hurons terminators untouched) and limits charges but its a brutal turn. Mutilators rapid Ingress in to try and take out the Aggressors next turn.

Ok, so pretend this is an amazing picture of the game. It feels like CSM are out the game, but a combination of Spiking on 6's for my Terminators and Oblits manages to fully take out Space Marine Terminators and Aggressors are taken out by multiators (who tank an overwatch.) Having felt out the game, suddenly its become much closer.

Sadly last picture of the game. The various Flamers pick up Huron's terminators and the last Possessed in Space Marine turn. I uppy downy a Havoc squad that ends up charging the Land Raider to try and kill it (Cypher denying it overwatch is cruical, the tax finally overwhelming Space Marine CP.) The Land Raider lives and Vulcan is finally taken out to finally deny Marines an influx of points (the Mutilators spiked hard to deal a mere 34 damage to him before FNP.) The Land Raider survives to keep Marines in the game potentially, but one last surge move keeps the mutilators safe and finally ends the game.


CSM win 93-61

Postgame thoughts: Brutal game all around, it really felt like Space Marines counter attack had done enough to win them the game, but CSM just about held on and managed to grind out a very hard fought win. Chatting with Gos after the game we agreed this felt like a Space Marine favoured match up - but with reactive/Cypher/surge moves and lots of bodies in tight spaces its a real mental load on the Space Marines player and one wrong move/lucky surge can give CSM the out they need. Wouldn't bet on same result if we played again but a really good game and score line did flatter CSM.




Ended up finishing second by 3 VP's. Seeing Jacob's Orks smash Imperial Knights on the table next to me in under 30 minutes did rather suggest (correctly) they might take the title but an excellent outing for CSM non the less. 


Always nice to win a trophy!

Overall really enjoyed Haurons Maruders, certainly feel like the best CSM option at the moment (for me at least.) They don't feel as powerful as our Loyalist counterparts like DA in particular and seem a level down from the top tier feels like they have at least a punchers chance against the top and solid options into the middle. Probably going to be the exact list I'm taking to LGT!

Thanks for reading, next time - probably LGT then maybe teams. 



Comments

  1. Euan always great to read and see how you are doing with your CSM. Keep up the blogs

    ReplyDelete
  2. As above keep up the good work!

    ReplyDelete

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