Its a tough time to be a Heretic isn't it. The recent meta keeps getting a little harder, regardless if its Ork units deleting our infantry at range in overwatch, Custodes smashing us in combat and Marines just.... Oh dear those loyalists just outclassing us point for point by such a margin. Still it feels like CSM still have some game at least, we still throw a lot of dice at people (well hopefully at the table) and they still fill an aggressive push role well which is what was needed for our team.
 |
| A mass brawl in the middle as Space Wolfs counter attack a CSM. |
So as for my list their were a few factors. We needed an aggressive hammer on the team and HM CSM rush was what I was playing so it fit nicely. Since the points changes its really hard to fit everything in the list which lead to some odd cuts and inclusions....notable Huron missing from his own Marauders. Its not like I couldn't have included him either - once the core was settled I had 135 points and could either have solo Huron, or Cypher and the most powerful unit in the game...a Cultist Firebrand. I felt that an extra unit and Cypher was more value than Huron which is kind of mad.
So what's the core - lets start with the easy stuff. 2 Possessed and a ACDC brick to start with as brawlers. The meta has really turned against ACDC (the amount of random blast/cleave, the extra marine durability etc) but they are a still a pain to play against and are a great unit to get in the way, tank an interrupt if needed, force an overcommitment etc. Possessed are fantastic brawlers and still my favourite unit (well squad, Cypher might be my favourite single model) even if they are more and more of a one use missile.
So the core was how to start the game but how to end it? Two units that always started in reserve - a Terminator brick lead by Morne and a Mutilator squad. The output of the terminator unit, range and combat, had been seriously impressive and whilst its a expensive brick it was one way to help deal with Marine -1 terminators with sheer volume of shots. Given they had killed Ghaz and would end up killing the Lion at range in a single volley amongst other things in previous games its fair to say they impressed me. Mutilators were a more refined blunt instrument - or to put it another way, a unit that could ingress to try and open a game up with a smaller footprint and commitment and could fall back on trying to bomb charges from reserve with a reroll if needed.
Finally their was a chaff/skirmish package in Cultists, the aforementioned Cultist Firebrand (as I had exactly 45 points left over) and a single biker squad - I'd have loved a second but I couldn't find a way to include it easily. Last and not least were the humble double Havoc squad with 4 Lascannons. Given they ignore hit mods and get +1 to hit and Sustained really easily with access to uppy downy they just add such a different dimension to the list and a way to keep opponents honest, even if they are a very swingy unit (and no you shouldn't compare them to their loyalist nearest match if you want to feel happy as a CSM player, but that's true of almost everything in the army.)
So the final list looked like this:
Pure power, perfectly passionate Possessed potentially perfect preparing pragramtic paradoxical plan poorly. (2000 points)
Chaos Space Marines
Huron’s Marauders (3 Detachment Points)
Purge the Foe
Strike Force (2000 points)
Attached Units
Attached Unit 1
Kravek Morne (130 points)
• Attached as: Leader (Character)
• Warlord
• 1x Baleflamer
1x Combi-bolter
1x Last Argument and power fist
1x Servo-harness
Chaos Terminator Squad (370 points)
• Attached as: Bodyguard
• 1x Terminator Champion
• 1x Accursed weapon
1x Combi-bolter
• 9x Chaos Terminator
• 1x Accursed weapon
2x Chainfist
7x Combi-bolter
6x Power fist
2x Reaper autocannon
Attached Unit 2
Dark Commune (90 points)
• Attached as: Leader (Character)
• 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
Accursed Cultists (185 points)
• Attached as: Bodyguard
• 6x Mutant
• 6x Blasphemous appendages
• 4x Torment
• 4x Hideous mutations
CHARACTERS
Cultist Firebrand (45 points)
• 1x Balefire pike
1x Close combat weapon
Cypher (95 points)
• 1x Cypher’s bolt pistol
1x Cypher’s plasma pistol
BATTLELINE
Cultist Mob (50 points)
• 1x Cultist Champion
• 1x Autopistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon
OTHER DATASHEETS
Chaos Bikers (80 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
Havocs (135 points)
• 1x Havoc Champion
• 1x Plasma gun
1x Power fist
• 4x Havoc
• 4x Close Combat Weapon
4x Havoc lascannon
Havocs (135 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
Possessed (260 points)
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations
Possessed (260 points)
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations
At some point I really should correct the spelling of pragramtic in the title of the app...Anyway its a team list and I was going to be one of the hammers ideally. For the rest of the team we had:
- Jack C on Votan Priority Assets - Hearthguard Covenant and Needgaard Oathband. Nice mix of chaff button pushers and some heavy hitting counter attacking units.
- Luke on Sisters Recon - Luke was the person you need on any team that was happy to fill a role and fit in with what the team needs. Whilst PA would probably have been a better fit for Sisters we had a recon shaped hole and so Luke ended up on a Bringers of Flame hull heavy build.
- Zan on WE Take and Hold - Aggressive Infantry Heavy WE with a Terminator Brick alongside normal WE staples and a Forgefiend.
- Finally we had Byron on Daemons Disruption. If you know Byron...its that list. 5 Big Daemons, 3 chaff pieces. Disruption wasn't ideal but someone has to play it!
It felt like a really nice mix of aggression and scoring with a variety of builds to hopefully make things hard to pin across the teams. We were technically part of the Tunbridge Wells team but did have two Fire and Dice players come in to help plug the gaps in numbers (Byron and Zan) hence our Fire and Hydra name (Hydra bieng the old name for Tunbridge Wells club.) Reason we were struggling for numbers was we had two teams out for the first time. Gummer had become our other teams Captain and we had four first time tournament attendees making up the rest of the team - Alex, Caleb, George and Sam.
Round 1 v Temu Hive Mind Ride Again.
Pairings - Up against Space Marines, Necrons, World Eaters, Leagues of Votann and CSM.
First up again my local club. Made the banter on club night before hand interesting for sure! We had two things we wanted to avoid....with mixed success or a change of plan. One was WE v Votan, the second was Daemons into CSM. So avoid this we planned to use them as First/Second Defender. WE ended up going into Necrons, our Votan into Marines. Cool, so Daemons up as second defender to avoid CSM... before a change of heart happens and we decide to actually put Daemons into CSM instead. I end up into World Eaters with Sisters v Votann as the final match up. Broadly happy with all the match ups.
Game 1 v Sam Perrins World Eaters (Disruption)
_Slaughter Engines (2,000 Points)
World Eaters
Brazen Engines and Possessed Slaughterband (3 Detachment Points)
Disruption
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Slaughterbound (110 Points)
• Attached as: Leader (Character)
• Warlord
• 1x Lacerator and daemonic claw
• Enhancements: Frenzied Focus
Eightbound (250 Points)
• Attached as: Bodyguard
• 1x Eightbound Champion
◦ 1x Chainblades
• 5x Eightbound
◦ 5x Chainblades
Attached unit 2
Slaughterbound (105 Points)
• Attached as: Leader (Character)
• 1x Lacerator and daemonic claw
• Enhancements: Killing Clarity
Exalted Eightbound (260 Points)
• Attached as: Bodyguard
• 1x Exalted Eightbound Champion
◦ 1x Chainblades
• 5x Exalted Eightbound
◦ 5x Chainblades
Attached unit 3
Slaughterbound (90 Points)
• Attached as: Leader (Character)
• 1x Lacerator and daemonic claw
Exalted Eightbound (130 Points)
• Attached as: Bodyguard
• 1x Exalted Eightbound Champion
◦ 1x Chainblades
• 2x Exalted Eightbound
◦ 2x Chainblades
OTHER DATASHEETS
Defiler (300 Points)
• 1x Ectoplasma destructor
• 2x Excruciator cannon
• 1x Heavy reaper autocannon
• 1x Heavy reaper autocannon
• 1x Shearing claws
Eightbound (125 Points)
• 1x Eightbound Champion
◦ 1x Chainblades
• 2x Eightbound
◦ 2x Chainblades
Eightbound (140 Points)
• 1x Eightbound Champion
◦ 1x Chainblades
• 2x Eightbound
◦ 2x Chainblades
Forgefiend (145 Points)
• 1x Ectoplasma cannon
• 1x Forgefiend claws
• 2x Hades autocannon
Forgefiend (145 Points)
• 1x Ectoplasma cannon
• 1x Forgefiend claws
• 2x Hades autocannon
Goremongers (70 Points)
• 1x Blood Herald
◦ 1x Autopistol
◦ 1x Chainblade
◦ 1x Close combat weapon
• 7x Goremongers
◦ 7x Autopistol
◦ 7x Chainblade
◦ 7x Close combat weapon
Jakhals (65 Points)
• 1x Jakhal Pack Leader
◦ 1x Autopistol
◦ 1x Chainblades
• 1x Dishonoured
◦ 1x Skullsmasher and mangler
• 8x Jakhal
◦ 8x Autopistol
◦ 7x Chainblades
◦ 1x Icon of Khorne
◦ 1x Mauler chainblade
Jakhals (65 Points)
• 1x Jakhal Pack Leader
◦ 1x Autopistol
◦ 1x Chainblades
• 1x Dishonoured
◦ 1x Skullsmasher and mangler
• 8x Jakhal
◦ 8x Autopistol
◦ 7x Chainblades
◦ 1x Icon of Khorne
◦ 1x Mauler chainblade
Pregame thoughts - So fun fact - apart from Goremongers and Jackals every unit on both sides of the table has access to a Surge move...shot we saved times skipping lots of incidental shooting. Lots of scary Eightbound on far side of the table with some decent shooting. The Havocs could keep the FF/Defiler honest (on average dice they do pick up a Defiler...but its swingy as you'll see.) On a 1-5 scale I had this as a 3 on our matrix, drawish in other words. The trick was going to be to find a way to get WE to commit first, and hit them hard. I was sort of protected from Alpha strike by Cypher which was key. One of the big worries when looking at this WE list was they have easy access to +1 damage, turning their 2 damage into 3...which lines up worrying well into Possessed that can otherwise survive and clap back pretty hard (both in initial fight, and fall back and charge to get fights first.) However WE, bieng a old book like mine will only have 1 CP and Cypher can 'nope' the CP (or make things like a failed charge impossible charge) allowing me to deploy more aggressively and be less worried about the charge. Otherwise plan was to try and win the trading war, force WE out and hit them hard. If I needed to I could maybe play it slow, using uppy downy terminators to pick things apart if trading as a plan B.
 |
| CSM deployment - I'm reasonably light on screens so ACDC take the middle with Cypher hidden in the middle of them to keep his Aura safe and stop WE from CP usage if they go first which they sadly do. |
 |
| WE deployment/scouting. One of the reasons I love Havocs is it keeps Defiler honest and predicatable - if it goes on the top side then it can potentially be shot so it has to go in middle ruin were it is or risk getting shot. |
 |
| WE turn one - moving |
 |
| CSM turn one is pretty tame, we kill the Goremongers with Bikers, keep back and await reinforcements to arrive. |
 |
| WE Position turn 2, nothing for them to shoot, they can come hit my ACDC and screens but realistically nothing else. |
 |
| WE send two Eightbound units up field - one to do an action in the middle and screen, the other to go kill my chaff/deny primary on the top of shot objective. I need to find a way to hit the big Eightbound squads on right side of the wall (mixed together so I have to charge both) and I rapid in my Mutilators for next turn. |
 |
| World Eaters have fight on Death up, but its not gonna get any better - infact with 3 CP Cypher can make sure they can only do a single fight on death/interupt and force all Cp usage at this stage. As you can see I try and take the iniative back - I'm very behind on scoring (no primary/secondary v close to max.) Havocs arrive from reserve/uppy downy to go get the Forgefiend and I full send. |
 |
| The middle at the end of charges - a bloody mess of bodies as angry red mutants, demons and corrupted flesh clashes. |
 |
| Possessed easily pick up Eightbound - 10 of them into 3 Eighbound each mean I'm not worried about interrupt. ACDC can tank an interrupt/Fight on death so I go first with mutilators |
 |
| Its a bloodbath, despite charging my Mutilators are killed by Fight on death but take out 5 or 6 Eightbound. ACDC take out another chunk (this is before they fight back properly) but keep both squads engaged and bizarrely its the WE shooting phase I'm more worried about next turn! |
 |
| WE turn 3 as they work around surges for a change! I Rapid ingress my terminators outside their LoS and ready to counter attack next turn. |
 |
| WE shooting is highly effective taking out a Possessed squad but they are pinned back now and I have another wave ready to go. |
 |
| 2 Havoc squads line up the Defiler, the first does 0 damage to it. Ah shit I think, then the second squad kills it from full. Perfectly average in the least average way to get their. Termainators clear the right flank by themself. |
 |
| Possessed in the middle finish off the injured Eightbound. WE start their turn with just a squad of Jackals v most of a CSM army. |
Final Score - 92 - 51 to CSM / 18-2
Postgame thoughts - So going into turn 2 I was something like 30 points down which was pretty scary with WE entrenched in the middle. Thankfully ACDC being able to tank a hit better than most meant even though WE had a pretty brutal fight on death (auto and 4+ from strat/blessing) I could tank it well enough and dislodge them from the middle. Things got a bit worrying when my first Havoc shooting into the Defiler did 0 damage, but then the second picked it up by itself. Exactly average technically, in the spikiest way possible. From their WE just ran out of stuff to compete and I technically missed a point by tabelling them in 4, rather than leaving a kill to get in 5 (although Sam could have stopped me doing this anyway easily enough.) Nice problem to have though!
Elsewhere Jack had a narrow lost to Space Marines, but that was as good as it got for Temu Hive Mind. Zan picked up a 20-0 into Marks Necrons, Luke drew into Jake's Votan and Byron managed a narrow win into CSM as we took the round 66 -34.
Round 2 v Mambo No 5RB
Up against Space Wolfs, Leagues of Votan, Custodes, Necrons and Ad Mech.
Pairings - a few familiar faces again on Mambo No 5RB - the "Fire and Dice" half of the team had played couple of these guys on multiple occasions in the past. Space Marines were a problem for the team as were Ad Mech - none of us felt favoured with one unfavourable into each. We Defended with Sisters and they went into Necrons. They put forward Ad Mech and they chose to go into Votan taking one tough match up off the table (with Votann our best on our Matrix.) From their we defended with WE and they went into Votan, Daemons ended up into Custodes and I ended up into Marines.
Recon wolves (2,000 Points)
Space Marines
Space Wolves
Assault Brethren, Saga of the Beastslayer and Stormlance Task Force (3 Detachment Points)
Reconnaissance
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Logan Grimnar (150 Points)
• Attached as: Leader (Character)
• Warlord
• 1x Axe Morkai
• 1x Storm Bolter
• 1x Tyrnak and Fenrir
Ancient in Terminator Armour (75 Points)
• Attached as: Support (Character)
• 1x Master-crafted Power Weapon
• 1x Storm Bolter
Terminator Assault Squad (400 Points)
• Attached as: Bodyguard
• Enhancements: Furious Assault (Upgrade)
• 1x Terminator Sergeant
◦ 1x Storm Shield
◦ 1x Thunder Hammer
• 9x Terminator
◦ 9x Storm Shield
◦ 9x Thunder Hammer
Attached unit 2
Captain on Bike (125 Points)
• Attached as: Leader (Character)
• 1x Plasma Pistol
• 1x Thunder Hammer
• 1x Twin Bolt Rifle
• Enhancements: Wolf-Touched
Wulfen with Storm Shields (250 Points)
• Attached as: Bodyguard
• 10x Wulfen with Storm Shield
◦ 1x Death Totem
◦ 9x Stormfrag Auto-launcher
◦ 10x Thunder Hammer
CHARACTERS
Company Heroes (145 Points)
• 1x Company Champion
◦ 1x Master-crafted Bolt Pistol
◦ 1x Master-crafted Power Weapon
• 1x Company veteran with bolt rifle
◦ 1x Combat Knife
◦ 1x Master-crafted Bolt Pistol
◦ 1x Master-crafted Bolt Rifle
• 1x Ancient
◦ 1x Combat Knife
◦ 1x Master-crafted Bolt Pistol
◦ 1x Master-crafted Bolt Rifle
◦ Enhancements: Imperium’s Sword
• 1x Company Veteran with heavy bolter
◦ 1x Combat Knife
◦ 1x Master-crafted Bolt Pistol
◦ 1x Master-crafted Heavy Bolter
OTHER DATASHEETS
Fenrisian Wolves (45 Points)
• 5x Fenrisian Wolf
◦ 5x Teeth and Claws
Outrider Squad (80 Points)
• 2x Outrider
◦ 2x Chainsword
◦ 2x Heavy Bolt Pistol
◦ 2x Twin Bolt Rifle
• 1x Outrider Sergeant
◦ 1x Plasma Pistol
◦ 1x Thunder Hammer
◦ 1x Twin Bolt Rifle
Outrider Squad (80 Points)
• 2x Outrider
◦ 2x Chainsword
◦ 2x Heavy Bolt Pistol
◦ 2x Twin Bolt Rifle
• 1x Outrider Sergeant
◦ 1x Plasma Pistol
◦ 1x Thunder Hammer
◦ 1x Twin Bolt Rifle
Scout Squad (65 Points)
• 1x Scout Sergeant
◦ 1x Bolt Pistol
◦ 1x Chainsword
◦ 1x Shotgun
• 4x Scout
◦ 4x Bolt Pistol
◦ 4x Combat Knife
◦ 1x Heavy Bolter
◦ 2x Shotgun
◦ 1x Sniper Rifle
Scout Squad (65 Points)
• 1x Scout Sergeant
◦ 1x Bolt Pistol
◦ 1x Chainsword
◦ 1x Shotgun
• 4x Scout
◦ 4x Bolt Pistol
◦ 4x Combat Knife
◦ 1x Heavy Bolter
◦ 2x Shotgun
◦ 1x Sniper Rifle
Thunderwolf Cavalry (260 Points)
• 1x Thunderwolf Cavalry Pack Leader
◦ 1x Boltgun
◦ 1x Storm Shield
◦ 1x Teeth and Claws
◦ 1x Wolf Guard Weapon
• 5x Thunderwolf Cavalry
◦ 5x Boltgun
◦ 5x Storm Shield
◦ 5x Teeth and Claws
◦ 5x Wolf Guard Weapon
Thunderwolf Cavalry (260 Points)
• 1x Thunderwolf Cavalry Pack Leader
◦ 1x Boltgun
◦ 1x Storm Shield
◦ 1x Teeth and Claws
◦ 1x Wolf Guard Weapon
• 5x Thunderwolf Cavalry
◦ 5x Boltgun
◦ 5x Storm Shield
◦ 5x Teeth and Claws
◦ 5x Wolf Guard Weapon
Exported with App Version: v2.8.1 (1), Data Version: v995
Pregame thoughts: So I had this as a 2/unfavourable match up on the matrix but this did change quickly when I found out the team had been hit by a drop out and my opponent was a last min swap in for his brother on his second game with Marines. Normally a Tau player it was a rather large switch up for them its far to say for their aggressive combat army! I don't love the Purge v Recon match up - its just trivialised primary so much but at least here in a unfavoured match up I presumed it would help keep the score closer for me and whilst Marine have many things, this list didn't have the 15+ units some recon lists have so it looks more like a brawl in the middle, which did bring me into it alot more. Try and bait their terminators, counter attack with mine and get 2 combat units hitting their terminator brick at once was the plan. They can -1 damage or interrupt in that case either allowing one unit to hit effectively against my mass damage two. Oh and hope GW nerf the stupid Wulfen/Captain on bike interaction somehow before the round kicks off.
 |
| Missed deployment - but Space Wolf have a large footprint and left some bikers out on the right. Without much on SW side to shoot them back I put Havocs on far right and take out a trade piece. Otherwise my turn involves putting various screens upfield. |
 |
| On the left flank the Cultist firebrand fill his role perfectly screening out Logan's terminator brick. Other than Cultists nothing else moves this side yet. |
 |
| Wolves decide to commit in response. |
 |
| Logan makes an early appearance whilst Wolfes move to take out my bikers and fall back. |
 |
| Possessed and ACDC move up using various strats to advance upfield at speed. Giving I'm committing hard I take the chance to bring in terminators who can get in rapid fire of the Wulfen squad and they end up taking most of them out to stop a great deal of that sillyness. Possessed make their charge into Terminators and as long as ACDC don't quad skulls the charge I'm in a really strong position. |
 |
| "Oh....bother....the ACDC have failed their charge." (Stronger language may have been used at the time.) |
 |
| Well if I can't hit you with ACDC I'll throw Cypher at you instead who stops an AoC (he was in range anyway, I just wanted more attacks and figures SW have bigger problems to deal with.) Possessed encouraged by Cyphers presence and with +1 attack strat absoluatly tear into the terminators crippling the unit and Logan can't activate without bringing ACDC back into combat. I end the turn without a kill but I've dealt a lot of damage. |
 |
| Slightly blurry overview of battfield. |
 |
| Well its brawl time. SP abandon the right flank and send everything at the middle. |
 |
| Cultist firebrand had tried and failed to battleshock Logan in my turn, but his position still makes life awkward for the Cavelry to move effectively. |
 |
| They still make it into combat though as I save my desperatly hoarded CP for an interrupt. |
 |
| The aftermath of the brutality - Havocs survie the charge with most of the attention on ACDC or Possessed. I manage to take out the last of Logan at the terminators - partly because they ned to die, party as I need space to fall back. Wierdly the amount of stuff I lost helps wit this. Space Wolfs hit back is pretty brutal, but they are fully commited. |
 |
| The flexibility of HM comes into play as I fall back. Terminators move into the middle, crushing a Thunderwolf squad whilst Possessed and Mutilators take out Company heros. |
 |
| Its a bit of overkill but Possessed go after SW home objective with full devs used because...well why not? |
 |
| End of CSM turn 3 and Space Wolfs have been purged completely. |
CSM Win - 95-43/20-0
Postgame thoughts - So this was more of a mismatch in experience than armies. We had a good chat afterwards and in effect the game was lost by the terminators firstly getting too aggressive, then not having enough CP to AoC in Cypher range. Little more CP discipline, little more defensive and its a very different game. Even failing a 2 inch charge with dreaded quad 1's wasn't enough to stop CSM as it ended in a rather brutal win.
As for the rest of the round, Byron's Daemons and Jacks Votann both took massive wins and Zan's winning draw/small lose for Luke ensured a comfortable win - 76 v 24 overall.
Round 3 - The Hive Mind : We're not angry ...
Up against Dark Angels, Death Guard, Orks, Tyranids and Leagues of Votann
Pairings - Up against the other Hive Mind team. We had matrixed against 3 teams after list revealed and this was one of the 'big 3' (along with Black Crow/X-Force.) Their was an interesting mix looking out our matrix - we didn't great options into Votann and Ryan's Tyranids was noticeably lower for those who had played him than for those who didn't know him (Indeed in pre tournament matrix his was our collective worst score for any player showing how much we were worried about him.) We put WE forward as first pick and they ended up into Nids, whilst they defended with DG and ended up into Votan. Second defeder was Daemons who ended up into Orks, I was picked to play into DA and Sisters played Votan.
Game 3 into Matt Barney's DA (Dispruption)
Plasma Cannons > Rubber Bands
Space Marines
Dark Angels
Assault Brethren, Deathwatch Support and Terminator Storm Force (3 Detachment Points)
Disruption
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Azrael (150 Points)
• Attached as: Leader (Character)
• 1x Lion's Wrath
• 1x The Lion Helm
• 1x The Sword of Secrets
Apothecary (65 Points)
• Attached as: Support (Character)
• 1x Absolvor Bolt Pistol
• 1x Reductor Pistol
• 1x Servo-armature
• Enhancements: Imperium’s Sword
Inner Circle Companions (180 Points)
• Attached as: Bodyguard
• 6x Inner Circle Companions
◦ 6x Calibanite Greatsword
◦ 6x Heavy Bolt Pistol
CHARACTERS
Lion El'Jonson (415 Points)
• Warlord
• 1x Arma Luminis
• 1x Fealty
DEDICATED TRANSPORTS
Rhino (70 Points)
• 1x Armoured Tracks
• 1x Hunter-killer Missile
• 1x Storm Bolter
OTHER DATASHEETS
Deathwing Knights (265 Points)
• Enhancements: Furious Assault (Upgrade)
• 1x Watcher in the Dark
• 4x Deathwing Knights
◦ 4x Mace of Absolution
• 1x Knight Master
◦ 1x Great Weapon of the Unforgiven
Deathwing Knights (265 Points)
• Enhancements: Furious Assault (Upgrade)
• 1x Watcher in the Dark
• 4x Deathwing Knights
◦ 4x Mace of Absolution
• 1x Knight Master
◦ 1x Great Weapon of the Unforgiven
Scout Squad (65 Points)
• 1x Scout Sergeant
◦ 1x Bolt Pistol
◦ 1x Boltgun
◦ 1x Chainsword
• 4x Scout
◦ 4x Bolt Pistol
◦ 2x Boltgun
◦ 4x Combat Knife
◦ 1x Heavy Bolter
◦ 1x Sniper Rifle
Scout Squad (65 Points)
• 1x Scout Sergeant
◦ 1x Bolt Pistol
◦ 1x Boltgun
◦ 1x Chainsword
• 4x Scout
◦ 4x Bolt Pistol
◦ 2x Boltgun
◦ 4x Combat Knife
◦ 1x Heavy Bolter
◦ 1x Sniper Rifle
Scout Squad (65 Points)
• 1x Scout Sergeant
◦ 1x Bolt Pistol
◦ 1x Boltgun
◦ 1x Chainsword
• 4x Scout
◦ 4x Bolt Pistol
◦ 2x Boltgun
◦ 4x Combat Knife
◦ 1x Heavy Bolter
◦ 1x Sniper Rifle
ALLIED UNITS
Deathwatch Terminator Squad (200 Points)
• 1x Deathwatch Terminator Sergeant
◦ 1x Storm Shield
◦ 1x Thunder Hammer
• 4x Deathwatch Terminator
◦ 3x Chainfist
◦ 3x Plasma Cannon
◦ 1x Storm Shield
◦ 1x Thunder Hammer
Deathwatch Terminator Squad (195 Points)
• 1x Deathwatch Terminator Sergeant
◦ 1x Storm Shield
◦ 1x Thunder Hammer
• 4x Deathwatch Terminator
◦ 4x Chainfist
◦ 3x Plasma Cannon
◦ 1x Storm Bolter
Exported with App Version: v2.8.1 (1), Data Version: v995
So Pregame thoughts - this was a tough match up. -1 damage, Deathwatch terminators and AoC are not fun for my predominately Ap1, D2 3 wound combat army to deal with! Oh and the random amount of really good mortal protection. Thankfully I had played this match up recently, on Thursday...against Matt on the same deployment. In fact we learnt so much in that game that we deployed...essentially unchanged from our game. In that game I managed a small win going second, so its provably not unwinning but its a hard game. The plan was try and find a way to get the Deathwatch out the way - they can blow through just about anything at range, and anything else requires a commitment that I can potentially use Cypher and sheer numbers of attacks to powerful through. Havocs were my answer to this, Lascannons into Deathwatch is certainly swingy but they give me an angle of attack to at least manage a squad.
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| CSM deployment - Space Marines don't have ability to get Plasma cannons into Possessed turn one even with Devestator/6 advance so I can be reasonably bold in positioning. For those at the BWG club - yes this is just about identical to our positioning for our game on Thursday. |
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| Marine Deployment - terminators across the line, and making sure the Rhino can't be shot by Lascannons turn 1. I have a plan for the Lascannons that doesn't involve Rhino but always good to keep it honest. |
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| CSM win turn one and its a cagey start - Bikers and Cultists moving up to screen/put on pressure. Marines chaff is tied up screening out my Terminators and their Deathwing move up to pressure me back. However a Deathwatch squad is visible across a line towards my expansion.... |
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| A huge turn for CSM - I bring in Havocs, uppy downy across on the line and soften up a Deathwatch squad the bikers finish them off. It condems the Havoc to death in all likelyhood but they help keep my Possessed safe. Cultists in the middle move up to deny Marines primary. |
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| Stung, Marines move upfield. |
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| Lion tries to take out my Firebrand in shooting, but he survives and prepares to be pain |
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| He surges into the Deathwing, he doesn't get enough to fully shut them down but he still denies them movement. I've Rapid Ingress my terminators to counter the Lions push. |
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| Deathwing teleport across the board and take out 8 Possessed in a single shooting activation and manage to charge my ACDC |
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| Somewhat bizarrely the only objective I'll hold in my turn is Marines expansion. |
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| The Lion doesn't roll enough to charge anything juicy, and has to make do with killing the Firebrand so the terminators can overrun into Havocs and take out a squad. Deathwing kill some of the ACDC chaff and take some hits back. |
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| Havocs finish off the Deathwing with some Lascannons and my terminators almost take out the Lion by themself in shooting. Cypher finish's him off - which should result in a instant concede for Dark Angels I feel. |
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| Marines have all sort of defensive tricks...but exposed in the open so many charges and sheer weight of dice they fall apart. 2 Deathwing survive the onslaught of blows but the rest crumple. |
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| Game is over as a contest, question is if ICC can scrap anything back to keep it from being a 20-0 |
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| Bikers keep holding Marine expansion. Mutilators come in just incase they are needed. |
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| Inner Circle get their pound of flesh, but its too little too late. They kill all/most of the Possessed but its not enough as CSM romp to a victory. |
Final Score - 95 - 31 win for CSM / 20-0.
Postgame thoughts - Well I didn't have back to back 20's into marines on my bingo card for sure. This was won by Havocs for sure - taking out a Deathwatch squad meant Marines didn't have the ranged damage to win, forcing them to commit. My counter attack was brutal and it essentially left DA with only the Inner circle come their turn 3. Apparently it was haunting enough that Matt only got 3 hours sleep that night thinking back on the game!
As for the rest of the round it was impacted by Daemons v Orks game - before we had even got to Matt's first turn Dave ran past going "He's killed Ghaz turn 1" which unsurprisingly lead to Byron 's Daemons winning 18-2 to put us in a great position. Sisters lost for us 2-18 but a winning/losing draw in hard fought games for Jacks Votan and Zan's WE was enough to clinch a 59-41 against one of the pretournament favourites.
Round 4 v Pile of Vagabonds Support Network
Up against Aeldari, Custodes, EC, Tyranids and Space Marines.
Pairings - up against another familiar face with another Jack (W) another local player familiar to us. Sadly for Jack and his Custodes we were all supremely confident about the match up...with our 'weakest' match up thinking they were strongly favoured. Aeldari Recon was our biggest issue with 20 units, we didn't think they would smash anyone but no one felt they could confidently outscore them, as well as Marines just generally being super powerful. World Eaters match ups felt very swingy based on table choice so we went first defender with them and they ended up into Marines on stream (in fact we were on stream round 4 and 5 link to games at https://www.youtube.com/watch?v=VAZ8XY1BJ1k.) We were delighted to hear Zan's surname was misheard and was put down as Zan Raddish which didn't become an instant meme in our Whatsapp for sure.
Custodes was their defender pick and ended up into Sisters, Daemons ended up into Emperors Children, Votan into Aeldari and I was into Tyranids.
Game 4 into Ryan Garner's Disruption Nids
Underground Resistance (1,990 Points)
Tyranids
Subterranean Assault (3 Detachment Points)
Disruption
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Tyranid Prime with Lash Whip (95 Points)
• Attached as: Leader (Character)
• 1x Lash whip
• 1x Rending claw
• 1x Scything talons
• Enhancements: Tremor Senses
Hormagaunts (70 Points)
• Attached as: Bodyguard (Battleline)
• 10x Hormagaunt
◦ 10x Hormagaunt talons
CHARACTERS
Hyperadapted Raveners (165 Points)
• 1x Ravener Prime
◦ 1x Prime claws and talons
• 4x Raveners
◦ 4x Ravener heavy claws and talons
◦ 1x Venom bolt
Old One Eye (130 Points)
• 1x Old One Eye’s claws and talons
The Red Terror (120 Points)
• Warlord
• 1x Gaping maw
• 1x Scything talons
Trygon (155 Points)
• Subterranean Assault Keywords: Character
• 1x Bio-electric pulse
• 1x Trygon scything talons
• Enhancements: Trygon Prime
OTHER DATASHEETS
Barbgaunts (50 Points)
• 5x Barbgaunt
◦ 5x Barblauncher
◦ 5x Chitinous claws and teeth
Barbgaunts (50 Points)
• 5x Barbgaunt
◦ 5x Barblauncher
◦ 5x Chitinous claws and teeth
Biovores (60 Points)
• 1x Chitin-barbed limbs
• 1x Spore Mine launcher
Haruspex (125 Points)
• 1x Grasping tongue
• 1x Ravenous maw
• 1x Shovelling claws
Hive Guard (160 Points)
• 6x Hive Guard
◦ 6x Chitinous claws and teeth
◦ 6x Shockcannon
Maleceptor (180 Points)
• 1x Massive scything talons
• 1x Psychic overload
Maleceptor (180 Points)
• 1x Massive scything talons
• 1x Psychic overload
Raveners (125 Points)
• 5x Ravener
◦ 5x Ravener claws and talons
Tyrannofex (180 Points)
• 1x Acid spray
• 1x Powerful limbs
• 1x Stinger salvoes
Von Ryan’s Leapers (55 Points)
• 3x Von Ryan’s Leaper
◦ 3x Leaper’s talons
Zoanthropes (90 Points)
• 1x Neurothrope
◦ 1x Chitinous claws and teeth
◦ 1x Warp Blast
• 2x Zoanthrope
◦ 2x Chitinous claws and teeth
◦ 2x Warp Blast
Exported with App Version: v2.8.1 (1), Data Version: v995
Pre-game thoughts - Disruption makes this much more favourable than recon version of this, but I guess someone has to play it in teams! I don't have many screens so uppy down is going to be an issue here, but Nids don't have enough big hammers either so they have a much bigger chance of bouncing. The key units for them are probably the Maleceptors and Tryon - again for the high quality damage 3. Ravenors and Red Terror are key for them - but given they have so much agency about what they do I can only react to them and not really plan for them. 4 middle objectives probably helps me, I can't screen that well, but anything that pops onto an objective is very close to getting punched as even a Tyrannofex has to respect a potential 50 Dev damage 2 attacks (that are likely to get 50 hits.)
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| CSM deployment - have to respect the Monsters toeing on and seeing so Possessed are back, ACDC take the biggest space and screens ready to hit the edges. |
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| Very blurry shot of Nids deployment |
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| Slightly blurry shot of CSM reserves - Mutilators, Terminators and 1 Havoc squad. My go to reserve package. |
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| Nids reserves. |
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| A rare shot of the team in action. |
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| CSM go first, I put a couple of people on objectives and kill the Von Ryan's leapers. A Havoc squad ca see downfield and spot a Malecptor, 3 hits 2 wounds, ah double 6 for 14 damage and its dead. Excellent start. Nids decide to response by throwing the Gaunts into ACDC - I'm not particularly worried by this, they'll kill some chaff but have enough wounds to hit back hard. My Dark Commune character does hide behind the terrain at the back to stop precision though. |
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| Bikers bodyblocking the middle passage. Neither of us had really considered the big line down the middle of the table to shoot, hence why Havocs got an early kill (well that a 2 6's) |
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| Nids monsters stage up and chaff goes onto their expansion. Barbaunts are surprisingly annoying for my list even if their damage is mostly ignorable (except into ACDC) |
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| So CSM turn after movement - I realise I have a chance to go. I can't screen against Nids well so I go into one of my favorite mindsets - I'm not playing around you, your playing around me and I full send. Havocs uppy downy to the back along with their friends from reserve, Terminators arrive and Possessed go upfield. Cultist and Cypher package make semi trivial attempts to screen as I go all in early. |
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| Nids Rapid ingress a Trygon Prime as to Hyper Adapted Ravenors (out of shot, bottom right corner.) Mutilators look on from reserve. |
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| See, told you they came in! Plan for Possessed is to charge the Spore mine and Pile into the Bargaunts to take the objective. If the HA Ravenors intervene, then all the better as I'd rather swing at them. |
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| To say CSM shooting goes well is an understatement. I just want to kill the other Maleceptor, get rid of its aura and Damage 3. The first Havoc squad one taps it, the second kills old One Eye. The terminators soften up the Tyranofex in the centre before Possessed charge in and kill it. CSM have essentially won the game turn 2, its now about points. |
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| Nids reinforcements arrive, trying to reclaim the fight flank and take the fight to centre left. |
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| Hive Guard arrive and start to soften up my Havocs. |
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| Reverse shot of battlefield. To the left you can see the Tyranid dead pile |
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| And for comparison here is CSM - 3 bikers, a handful of Lascannons and some ACDC bodies. |
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| Haurospex makes it to middle objective to fight ACDC. 3 Lascannons line it up and kill it...at least it was slightly softened up this time before they one tapped it? |
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| Trygon was the last real threat for CSM and terminators blew it out the earth with shooting, Mutilators and Possessed make overly sure Ravenors don't survive the turn. |
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| Red terror and last Ravenor squad and 2 Zoanthrope engage in some teleporty tricks (given its Subterrean Assault I presume its downy uppy instead of uppy downy) and get some points, but its long gone for Nids. |
CSM win 100-39 (20-0)
Postgame thoughts - so....this was brutal. The Havocs were so, so crazy this game its unreal. Their first three activations killed two Maleceptors and Old One eye from full health, and the next 3 of them killed a slightly wounded Haurospex. The lowest they rolled for damage was 5+1, it was crazy. It sort of didn't really matter what I did after that, I was just chucking pressure pieces at units that couldn't deal with them. The Trygon and Red Terror did decent jobs in response but it was scratching the sides. If it wasn't teams we would have probably called it after my turn 2 it was that crazy. Rather a lucky general than a good one!
As for the rest of the round it was pretty similar story. The stream game was the only one we lost and the first 3 results alone we had already secured the round with big wins for Daemons, Sisters and Votan. Chatting to their skipper afterwards it seems we got out pairings very right and they struggled afterwards. I think the scores were slightly pushed for us given they knew how badly things were going on other tables and orders to push came in, but even so it was a very strong win. 78-22 win for us overall.
Round 5 v Crack Blow Gaming
Space Marines, Orks, World Eaters, Votann, CSM.
Pairings - Unsurprisingly given the calibre of player/lists against us this was hardest matrix of the lot. The others we essentialy were predicting wins as a team, here if we all did as expected it would be a draw so we were looking for an upswing. WE having the most volative matrix on map choice was our first pick and they ended up into Votann, with Marines their first choosing Daemons. Votan was our second defender and they ended up into CSM and I ended up into WE with their board choice with Sisters v Orks the final game.
Game 3 v Josie's World Eaters on Priority Assets
Vessels+Goretrack = Voretrack
++++++++++++++++++++++++++++++++++++++++++++++
+ PLAYER NAME: Josie Cartwright (Josie Cartwright)
+ FACTION KEYWORD: Chaos - World Eaters
+ DETACHMENT: Goretrack Onslaught, Vessels of Wrath (Rush to the Fray)
+ FORCE DISPOSITION: Priority Assets
+ TOTAL ARMY POINTS: 2000pts
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+ WARLORD: Char1: Angron
+ ENHANCEMENT: Aggressive Deployment (on Char3: Master of Executions)
& Murderous Onslaught (on Char5: Master of Executions)
+ NUMBER OF UNITS: 17
+ SECONDARY: - Bring It Down: (3x2) + (1x4) - Assassination: 7 Characters
+++++++++++++++++++++++++++++++++++++++++++++++
Char1: 1x Angron (330 pts): Warlord, Samni’arius and Spinegrinder
Char2: 1x Khârn the Betrayer (115 pts): Gorechild, Plasma pistol
Leading Khorne Berzerkers[1]
Char3: 1x Master of Executions (80 pts): Axe of dismemberment, Bolt pistol
Enhancement: Aggressive Deployment (+20 pts)
Leading Khorne Berzerkers[2]
Char4: 1x Master of Executions (60 pts): Axe of dismemberment, Bolt pistol
Leading Khorne Berzerkers[4]
Char5: 1x Master of Executions (65 pts): Axe of dismemberment, Bolt pistol
Enhancement: Murderous Onslaught (+5 pts)
Leading Khorne Berzerkers[3]
Char6: 1x Slaughterbound (90 pts): Lacerator and daemonic claw
Leading Exalted Eightbound
Char7: 1x Slaughterbound (90 pts): Lacerator and daemonic claw
10x Khorne Berzerkers (170 pts)
• 9x Khorne Berzerker
5 with Bolt pistol, Chainblade
2 with Chainblade, Plasma pistol
2 with Bolt pistol, Khornate eviscerator
• 1x Khorne Berzerker Champion: Icon of Khorne, Chainblade, Plasma pistol
Attached to Khârn the Betrayer
10x Khorne Berzerkers (170 pts)
• 9x Khorne Berzerker
5 with Bolt pistol, Chainblade
2 with Chainblade, Plasma pistol
2 with Bolt pistol, Khornate eviscerator
• 1x Khorne Berzerker Champion: Icon of Khorne, Chainblade, Plasma pistol
Attached to Master of Executions[1]
10x Khorne Berzerkers (170 pts)
• 9x Khorne Berzerker
5 with Bolt pistol, Chainblade
2 with Chainblade, Plasma pistol
2 with Bolt pistol, Khornate eviscerator
• 1x Khorne Berzerker Champion: Icon of Khorne, Chainblade, Plasma pistol
Attached to Master of Executions[3]
10x Khorne Berzerkers (170 pts)
• 9x Khorne Berzerker
5 with Bolt pistol, Chainblade
2 with Chainblade, Plasma pistol
2 with Bolt pistol, Khornate eviscerator
• 1x Khorne Berzerker Champion: Icon of Khorne, Chainblade, Plasma pistol
Attached to Master of Executions[2]
1x Chaos Rhino (75 pts): Armoured tracks, Combi-bolter, Havoc launcher, Combi-bolter
1x Chaos Rhino (75 pts): Armoured tracks, Combi-bolter, Havoc launcher, Combi-bolter
1x Chaos Rhino (75 pts): Armoured tracks, Combi-bolter, Havoc launcher, Combi-bolter
3x Exalted Eightbound (130 pts)
• 1x Exalted Eightbound Champion: Chainblades
• 2x Exalted Eightbound: 2 with Chainblades
Attached to Slaughterbound[1]
8x Goremongers (70 pts)
• 1x Blood Herald: Autopistol, Chainblade, Close combat weapon
• 7x Goremonger: 7 with Autopistol, Chainblade, Close combat weapon
10x Jakhals (65 pts)
• 8x Jakhal
7 with Autopistol, Chainblades
1 with Icon of Khorne, Autopistol, Mauler chainblade
• 1x Jakhal Pack Leader: Autopistol, Chainblades
• 1x Dishonoured: Skullsmasher and mangler
Pregame thoughts - so my least favoured match of the bunch putting is as unfavoured - I'd felt after the first WE game I'd probably over matrixed it (even though it went well in the end) and a combination of Priority Assets putting pressure on me to engage and Rhino's to keep Berzerkers safe made it hard for me to get the first strike. Still I had game - the speed of WE with thier Rhino tricks/scout made alpha striking a real possibility and I decided I still wanted my normal reserves rather than counter it. It was a bit of 'lets play as if I go first' which I really wanted but sadly went second. Plan was to try and weather the early storm and counter attack whilst not giving up table control if I could.
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| CSM deployment - given WE capability to rush I pondered about keeping my normal reserves on the table. In the end I decided against wanting to have the ability the react, better game if I go first and potentially keep WE honest. |
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| I am worried about the WE scouting Rhino (in Red) my Possessed huddle on the right away from Scouting Rhino. |
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| On the middle left I try and use my Bikers and Cultists to screen against this. I use my Havocs as a HI threat against the Goremongers if they go first. |
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| I really want to go first, but sadly go second against WE again, the Scouting Rhino moves upfield |
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| The Goremongers charge my scouts and I heroic with my Havocs. This A - allows them to take most of the squad and B - slingshots them upfield so they can see Rhino's with their Lascannons. |
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| So the dream was that the scouting Bezerkers would try and charge and fail and Cypher would cause them to sit in the open. In the end the bikers aren't remotly enough to help stop the charge and Bezerkers get into ACDC taking out the DC part of them and most the Cultists. |
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| Havocs leave a Goremonger alive - as its Morne's target its actually really annoying. |
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| A big moment. The Havocs getting a chance to kill the Rhino gives Possessed a chance to move up and charge the contents. After movement I need 10/11ish on essentially 3d6 with two shots at the first dice (thanks to advance and charge.) If either Possessed squad can get in I make back tempo and get an attrition edge...sadly I roll 1 for both advances and Possessed need a big charge to get which I fail (I still wanted them upfield, wasn't banking on charge.) Its an early huge moment. The Havocs continue to be aggresive, after shooting the Rhino to death they charge a Slaugterbound - they kill him but not the Goremonger. |
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| WE turn - Angron moves up to charge Possessed. It goes about as well for them as you think it does. |
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| Bikers move up to tie up rhino in a corner stopping them disembark. When Beserkers come in to deal with them I rapid my terminators. |
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| ACDC manage to eventually take out MoE and Besekers that charge me turn one, but not before Cypher is taken out. Firebrand ties and fails to battleshock the squad first to stop the surge/interrupt that killed him. |
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| Green Possessed are horribly murdered by Angron and Blue squad watches on |
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| Havocs, fresh off their best game line up Angron, 4 shots 5 hits..eeer no wounds. Little bit of a comedown. With WE ready to interrupt its potentially a big moment but I can change plans. |
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| So if WE can interupt the trick is to ensure they can't. I advance the terminators upfield so Beserkers can't reactive disembark from the Rhino, shoot it to death and charge the now battleshocked squad. |
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| Another horde of Angry red prepares to clash. |
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| Angron as full health is charged by Possessed who activate first with Devs. They roll worth enough that Josie decides its not even worth using the 4+ fnp v Mortals strat and he's killed, for now. |
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| The right flank is won, and the left has two Beserker squads v my terminators. I hold my CP for an interrupt but Kharn and friends squad alone fully destroys my terminators. |
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| Left side on view. |
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| My view before WE combat. |
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| View after combat - I'd hoped terminators would survive and take out a chunk of a squad, with them dead its a real blow. |
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| Annoyingly due to clock reasons this is the last picture I took. The game is slightly in WE favour but I'm not out and have mobility advantage now the Rhino's are mostly out the game. We are both aware that Black Crow are ahead in the round so I'm trying to press accelerate too to salvage something whilst World Eaters are playing safe trying to secure the win. We trade flanks/sides of the board and despite my best efforts to keep pressuring via a succcesful Mutilator DS charge I can't and Kharn takes them all out by himself. Havocs try similar next turn to take out some Eightbound but can't even with a charge. Its still looking close until Angron comes back to life and makes a charge into the middle from reserve for a big swing in points. |
CSM lose 54- 86/ 4-16
Postgame thoughts: Bit frustrating final score. This felt like the game I actually played best from a technical perspective. It was clear that the others games weren't going well so I did try and play to big outs were I could but didn't work. The last turn with Angron coming and making a 9 charge and failing to kill Slaughterbound on home really changed a close game (an above matrix result) into bigger lose than it felt like. Both Possessed squads rolling a 1 on their advance and then failing the charge into Kharns squad was a big moment early on - its a very different game if they get in and take out most/all of the squad.
Taking a step back after talking about dice to what I could have done differently - I hedged for getting first turn and theirs a world were I can take a more defensive stance. I screened against closest point of scouting Rhino and I could have put ACDC in a corner, move my screens left (bikers and Cultists) and use Havocs as a counter charge to stop the overrun. This stop the turn one getting into ACDC at the cost that my turn 1 is useless. I don't love this in singles for sure, but in teams were i'm trying to keep things drawish and ideally skip turn 1 so my reserves can come in and decide game easier it might be an option. A slow game favours PA, but a slow start might give terminators to play a more uppy downy game on the flanks trying to shoot their way to victory and run WE out of screens. As it stand I was happy with how I played otherwise, not sure I'd have taken any noticeable decisions differently in the same circumstances. If I knew my Possessed were going to one tap Angron regardless of a potential FNP (a BIIIIIG if) I could have brought my Havocs from reserve in to kill the Rhino my terminators shot and then it frees them up to shoot them and charge the other squad...not sure how I get around the interrupt without Cypher (who was so close to living) but another thing to consider.
One of those games with couple of what ifs - not upset at the result, Josie deserved the win (and would have won bigger if they'd enforced Death clock as I clocked out for I believe the first time ever) but felt score line was little unflattering, thankfully/sadly didn't matter in a teams perspective as...
...sadly the rest of the found didn't go much better. Zan and Luke managed 10-10 draws but that was as good as it got as Crack Blow managed 2 other max points wins to smash the round. 24-76 loss overall
So four wins an a loss, both personally and overall as a team and we finished 4th. We knew their were two undefeated teams with 4 wins and a draw but third seemed possible. Annoying we lost out on 3rd place on tiebreakers which was frustrating especially as it was decided on game wins which was a bit triggering as we had more battle points and a tougher Strength of schedule -playing 4 games on tables 1/2. Their are absolutely no good ways to do tiebreakers but game wins seems such a bad way to decide teams results given the entire point of playing is about margins not wins. If you win 2 games 20-0 and lose 3 9-11 you've done your job as a team amazingly well and that should matter in tiebreakers more than singles results IMO. Next day I did clarify with the TO who explained why it was in place and its in the GW tournament companion and apparently becoming the norm across events which is more than fair enough.
I've been on both sides of tiebreakers for positions in the past and this is the only one that's really stung after the event, glad I clarified, nothing against the TO's for the way they did in (in their event pack, was gracious enough to answer my questions etc) but it feels a bad way for team positions to be decided. Still if your disappointed with 4th, it shows you played well and we were a draw (either for us, or potentially 2 others for the teams that finished 2nd/3rd) off a golden ticket which would have been cool. Maybe next time!
Our other team finished 29th. With 4 players first event it was good to see them get a win as a team - Alex managing 3 wins as an induvial the highlight for them coming a more than respectable 41/151 at his first event.
As for me and my list - was largely happy with how I played and really enjoyed the list. Was pondering changes prior to it, but submitted the same next week for ITT in the end so I'll do a bigger reflection then. It certainty did hammer well when given the chance- although it was a shame not to have a real nailbiter but that's a bit of a reflection of 11th in general I find.
Next time, probably next week more teams!
Hi Euan. Enjoyed the write up as usual. Keep them up. Always makes me think about how I play and could ply CSM. Also good to see plenty of good results for our shared army. Very little blurry photos which I always like because it is in addition to playing a game on a clock! And nice to see you on CSM in teams for a change! Catch up at the next ITT this coming weekend
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