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- chaplain /w termi armour, lightning claws Retinue with 2 X assault cannons
- Terminator squads with 2 X assault cannons
- 2 X whirlwinds
- 6 man Dev squad w 4 X missile launchers and infiltrate
- 4 man Dev squad with 4 X heavy bolters taken as elites.
- 3 X 6 man tac squads with plasma gun
Troop choices %22 percent, illegal for most tournys but a good test bed.
1 Demon Prince
6 Termies with CC weps
4 - 6 man noise marine squads with blast master
2 - 6 man squad with h2h champion (power sword)
1 - Drednaught standard fitout.
Terrain: In the name of fighting out a playtest we placed an objective small tower in the middle of the field and a single firebase in opposite exteme corners allowing 6 inches of covered movement from the deployment zone , (firebases were around 10 inches long and 8 inches wide).
Objective: The objective tower in the centre was agreed to be worth 350 points, enough to sway a defeat into a victory if it was close. I find these types of objectives work really well for playtesting, because specific armies will always excel at objectives like (go grab that corner, or flip x counters to win the game).
Playing on a 6 X 4 table we chose to run with long edges to see how the army would cope with full frontal assaults, we started with all units for a fair playtest rather than escelating.
Slaneesh: deployed central with alot of units squished up at the edge of the firebase, a single blast master unit deployed far right and two noise marine squads deployed hidden on the left behind the fire base.
Marines: Deployed with both whirlwinds partially hidden around the firebase , terminators taking up the centre and using infiltrate the missile dev squad lined up with the blaster master squad on the right and outranged the slaneesh army. The tac squads drew up the left, hoping to use the enemys firebase as a tactical advantage to provide cover while moving up.
Preperation: Being good friend we shook hands before game start and put on our best "you die now" faces,
Turn 1: Slaneesh.
The slaneesh took first turn with a 2, in the words of southpark police.. niceeeeeee.
The sorceror, demon prince and terminators all advanced, whereas half of the nouise marines dug in to test out the new blast masters while the left flank advanced. The shooting phase opened and the true horror of the new slaneesh list was presented.
The new psychic power for slaneesh enables a unit to be moved 2d6 by the slaneesh player. Having two units with the power allows someone to move a single squad 4d6. I realised with horror that the slaneesh terminators had an effective first turn "reach out and touch somebody" range of 6+4d6+6 in hand to hand.
The slaneesh player chose my terminator squad and moved it forward 9 inches. repeating the move with the demon prince he misrebly failed and rolled a 3, placing ther terminators what i believe to be about 8 inches away but my opponent was quietly apprehensive. The move also makes you take a pinning test. The marines failed. Out in the open a useless termi squad stood, unable to move or shoot next turn with 7 h2h termies looking hungry not far away.
The blast masters although looking great on paper are definately not a mass firepower solution, what they are good is crowd control, marines have a std ld of 8, the missile launcher squad was woonded by the blast master and was also pinned. Minor marine casualteis ensued from long range blast master hits.
Marines: GOD DAMNIT NOWAH!!.
The marines started with trying to eliminate the immediate threats, the termies were in trouble but that didnt mean they couldnt make some victory points, the chaplain squad moved up the table to hopefuly counter charge any remaining forces from the destruction to come. The left flank shot with rapid fire weps at almost max range, dropping 2 marines. The heavy bolters failed to take much effect on the far right noise marine squad but the assault cannons with the chaplain squad made 4 good wounds on the right marines, Being immune to morale tests the noise marines were ineligible for the objective now, but still had a nasty gun. The whirlwinds finished out the turn with a moral victory with 2 terminators dead. If only they failed their pin justice would have been serviced.
Turn 2 Slaneesh.
The left flank continued their advance, i wasnt going to fall for this, pressing a side while the middle was won sometimes puts decent players off their game, but i saw it for what it was, i wasnt budging, i am happy to exchange shots for now. 2 Marines lost on the left and 2 more casualties witht he missile launcher squad. The drednaught picked out a whirlwind and glanced for a "lol no shooting for u next turn, result".
The combined forced of the terminators, prelim shots from noise marines to thin out the numbers, the demon rpince and sorceror OBLITERATED the termies, also allowing the bulk of the heavies in the oppsing force to take up position on the objective in turn 2, a little early i thought but again, most players may have given the enemy their hand at this stage. Half the army in trouble to no effect on the slaneesh.
marines: This was the consolidate and shoot. I couldnt range the psychic effect but damnit i could make them pay for using it. i turned all firepower to the far right and obliterated the right squad, with the left units i made their advance pay with rapid fire rounds and 2 plasmas scoring hits, both enemy squads at half strength (not under) i would need another turn to make them useless.
The remaining whirlwind scored a moral victory on a single marine, and PINNED! yay, take that slaneesh.
Turn 3: Slaneesh.
The advance down the left continued and a decent round of shooting saw the odds back to 50/50 with the 6 man squads both at half strength., The drednaught enraged and had to charge the closest squad, a poor tac squad, better that than my chaplain i guess.
the 5 remaining termies, the prince and the sorceror charged my chaplain squad so that the chaplain was only in h2h with the demon prince and the termies couldnt be thinned before they could touch mine. MASSIVE FAILURE. The termies killed 2 units and the powerfist return was massive wiping out the enemy terminators. The demon prince traded 2 for 2 wounds with my chaplain, not outnumbered because of monstrous create the battle followed up. for next turn. The remaining backline noise marined advanced and wiped out the missile squad. (really assualt or heavy shooting option on a weapon is brilliant), i didnt oppose the whole tentacle thing i could really go for this brillaintly tactical slaneesh army makeup.
The drednaught /lol'd the tactical marines unfrotunately enough wounds were scored to not make them last very long.
Marines: The left flank made a mess of the remaining forward left units free to roam the field now and hopefuly reduce squads under 50 that could take the obnjetive.
The termies removed the sorcer from history (not just the battle) and consolidated to the prince, the chaplain evaded a wound and returned 1 more to the demon prince (1 more to go). The heavy bolters took a bead on the advancing squads and removed another 6 man squad to 2 men now unable to take the objective.
Slaneesh turn 4: the drednauight in a desperate attempt to save the demon prince, and the objective joined in with the termies, ouch, alot of hits, alot of wounds, alot of 5+'s and not many made, bad luck termies and bad luck chaplain. That couldnt last forever. a reminaing half healthy squad scored good hits on my 3 man left flank and reduced it to goo. remaining was 2 whirlwinds, 1 3 man squad and a heavy bolter squad vs a demon rpince with 1 wound, a full 6 man noise marine squad, a drednaught on the objective.
Marines: The heavy bolters opened up on the demon prince and let him go back to the warp. the whirlwinds failed meserably against the remaining noise marine squad but a lucky plasma shot glancing the dreadnaught.
Slaneesh Turn 5: using the objective as cover the slaneesh were going to win with 6 on the objective if they could remain with 3+ units.
Marines: The whrilwinds again failed to roll any hits and scatter 5 off the unit needed to be purged, the 3 an squad opened up and killed a marine thats 5, 3 more to go.
Slaneesh Turn 6 (last turn), the drednaught tried to shield the remaining noise marine squad. and good hits made on the devestator squad reducing it to 3 people (amazing failure), taking it out of objective contention by location. They ran. GOD DAMNIT!.
Marines: The whirlwinds despreately opened up on the squad making 1 more wound on the noise marine squad, thats 4, 2 left.
The 3 man squad moved up and opened up with plasmas and bolters, all possible hits did. 1 pasma didnt wound, ok, and that was it. Fizzle. between wounds and armour saves no more casualties could be inflicted.
As the smoke cleared both sides licked their wounds and counted their dead happy to resign the field until reinforcements arrived. The marines believed they had enough points on the field to secure a draw, but the slaneesh had the objective lets count it up.
We count up victory points by whats left, to the same result realy, but your score is 0 + points left + objective rather than points killed + objective, again, its the same thing.
2 X Whirlwinds 80 ish. (ive never been one to quote point values)
50+ percent tac squad 110 ish
50+ percent dev squad 180ish.
450 points left. intact. No objective.
intac noise marine squad
350 point objective.
around 600 point.
A 150 point margin victory to the slaneesh. See how that could have been a smashing defeat either way at any turn. Lets list them.
Slaneesh: Not losing all the HQ units in the centre would have turned this into a crushing victory, ultimately the drednaught frenzying at the wrong stage meant that the appropriate menace couldnt be dealt with, im glad it happened there because it prepares me for worst case scenario. When i need to use it, the drednaught is never available.
Marines: if the termi squad didnt pin, a garuanteed dead enemy commander and mayhem in their deployment zone coming into their turn 2 from a rogue termi squad. Do not use the slaneesh power to attract units you cant deal with IN THAT TURN. A second wound on the objective would have turned the tide
Wrapup: A great playtest, fun had by all, and there was genuinely 8-10 4+ type rolls that swayed the game throughout, it really could have gone either way with such agressive plays thats not often seen, if you have two sides playing agressively rather than grind they usually dominate, as agressive play generaly bring out the massive strength and massive weakness of an army, with equaly strong armies against each other you can usually garuantee a landslide once 1 gets the upper hand. I like the tactical uses of the new slaneesh army, it can be a quick burn down, or a retreating firepower army, as well as having great combos with that psychic power and hand to hand units. I also play tyranids and dont like the prosect of not being able to choose H2H locations.
Im sorry for the quick write up but i think theres enough detail for you to see how it played out. Comments welcome.
A good battle report. A good fight and a nice look into slaneesh!
PM me about Aurora Prime Vassal fights! Willing and ready!
Good battle report, hard luck on the loss but at least it was close!
I think a lesson here is that against Slaanesh, a Captain and Librarian will come in handy (Captain to use Ld10 against pinning tests, Librarian to use Psychic hood against Lash of Submission).
Also I'm assuming your opponent was using Sonic Blasters for all his Noise Marines. I'm not looking forward to facing these (one of my friends collects CSM and is wanting a Slaanesh army now).
How did you find the increased Initiative of those marked by Slaanesh? I'm not looking forward to playing against that at all!
From the testing we have done the i5 definately is nasty, particularly because the squads have so many attacks on the charge and the champion can have a power weapon. versus my terminators in this game it made little difference due to the fight being claws vs fists.
When you have marines vs marines it will just make the meat grinding a little faster and more 1 sided wheras previously two 6 man squads could spend the latter half of the game doing similar casualties to each other and be usesull for anything else.
Nids and eldar are going to find themselves without the advantage and have to grind down things with much better protection than them. Everyone else are going to see the nasty side of note have equal footing going into hand to hand.
I thought as much, in that case I might have to start attaching an Inquisitor with Sacred Incense to my Terminator Command squad...
My honest advice is to play at least two games to get your feel for the new chaos book, you will see slaneesh combo armies (psychic, assault termi, noise marines) and ive already seen some obscene nurgle biker armies.
Their troops do cost a fair bit now, dont be afraid to run your normal list.
I've played one game so far against a Nurglesque army. I took out the Plague Marines no problem (thank you Battlecannons) but in the end I lost due to a squad of Raptors killing all my Guard (did I mention I was playing guard?) and planting flags (firesweep mission you see). Raptors being assault marines in all but name now of course.
Still I did plenty of damage to the army, killed lots of big nasty stuff as well, so I'm not overly worried to be honest... at the end of the day the better a unit is the more you pay for it (apart from bloody Harlequins, way too cheap IMO).
Nurgle bikers though... gah
If we play test any more armies or i see something unusual in the next few games ill write it up properly. Nurgle bikers are particularly nasty. Ive seen this, but not played against it.
Two slaneesh psykers, nurgle bikes, slaneesh H2H termies + mixture of noise marines / thousand sonds.
Probably not enough troops to make a guard army fright, but enough nasty for anyone else to blink twice.
...and to think all the Chaos players were complaining about losing cult armies... They just got MultiCults instead!
Still if I ever collect Chaos (which is unlikely, Imperium forever!) I would have collected Black Legion because I like the option for variety so it fits with what I was after to begin with.