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Pregame thoughts - Chaos Space Marines
HQ: Daemon Prince, Wings, Mark of Nurgle, Warptime : 175 pts
HQ: Daemon Prince, Wings, Mark of Slaanesh, Lash of Submission : 155 pts
Elite: Chaos Terminators (4), Combi Melta (3), Heavy Flamer, Chain Fist : 155 pts
Elite: Chaos Dreadnought, Multi Melta, Heavy Flamer :105 pts
Elite: Chaos Dreadnought, Multi Melta, Heavy Flamer :105 pts
Troops: 8 Plague Marines, Melta Gun (2), Rhino, Asp Champ, Power Fist, Icon : 274 pts
Troops: 8 Plague Marines, Melta Gun (2), Rhino, Asp Champ, Power Fist, Icon : 274 pts
Troops: 7 Plague Marines, Flamer (2), Rhino, Asp Champ, Power Fist : 236 pts
Fast Attack: Chaos Bikers (3), Melta Gun (2) : 119 pts
Heavy: Obliterator : 75 pts
Heavy: Obliterator : 75 pts
Fun yet competitive?
After a long hiatus from gaming I finally had time to blow the dust of my models and get back to whopping some loyalist buttocks. Even though my gaming has been neglected I have painted up some models since the last time we clashed forces so I made sure to bring Henrik some surprises.
As a newbie when it comes to 5th ed I still try out the codex to find the best ways to exploit the current rules. I built and painted my Death Guard for the 4th ed and thus it's loaded with plasma guns.
In the 5th I believe that it's the meltas and flamers that rule the show. So for this army I decided to go bonanza on the burners. I knew I was facing Inquistion with lots of guardsmen so flamers should be effective.
The troops are all important and Death Guard are as good as they get. The only question was how many I would be able to field. I would have to see after getting all the other stuff i wanted.
For heavies I decided to go with obliterators. The multi meltas are great and the twin linked flamer can burn guardsmen to cinders no matter where they hide. I only had the points to get two though...
I recently painted up a small melta bike squad and had to see what they can do. They are expendable but should with some luck be able to earn their points before getting shot up. I use to give them an icon but unfortunately I didn't have the points this time.
For elites I love the min-maxed 4 termie squad with 3 combimeltas, heavy flamer and chain fist. They are guaranteed to earn their points unless they perish during teleport, a risk that is considerably lower in 5th ed.
Then I decided to play a wild card. I love Dreadnaugts model wise and have built two, heavily converted ones that I'm fond of. Since the current CSM codex came out I don't get to field them as much as I used to but for this fight I decided to bring them. Yes, they are unpredictable but giving them multimeltas and heavy flamers make them to good to pass up on plus that the guardsmen wont be able to stop them if they reach close combat... We'll see what they can do. At 105 points they are affordable but they are very unpredictable.
For HQ I thought long and hard. I wanted to bring a Greater Deamon but I decided I couldn't afford to loose a champion.
I don't own any Princes (note to self) but I decided to use my Nurgle lord on palanquin and my Slaanesh lash lord as proxies. Warptime is nice and lash is too fun to pass up on.
And then I added up my points. Rhinos are a must. I added two melta DG squads with icons for the deep strikers to focus on and a slightly smaller squad with flamers. DG are tough as nails and should last a while unless I get sloppy. With power fists and special weapons they should also pose a threat to units and vehicles and the rhinos should give them mobility.
Death Guard make great objective holders. They last and can dish out some pain. The meltas make Inquisitors tremble and burns big holes in any vehicle.
The bikes and termies make small elite taskforces that can perform surgical strikes almost anywhere on the table. The bikes are for vehicle hunting but the termies are multi purpouse, they have three meltas and a chainfist for putting down vehicles, a heavy flamer for torching guardsmen and powerweapons to kill of the rest. I’ll just make them appear where I need them the most.
Obliterators are the best heavy choice for Chaos today. They pose a threat to all units and can adapt to the situation at hand. I’m a little bit concerned that I’m only bringing two… My goal is to add another three models further on. Sure six Obliterators is cheesy to the max, but Oh so fun!
My opponent is a tough nut to crack but I think that this list should give him some surprises while being varied and fun for me to play.
Bring on the heat!
Pregame Thoughts - Inquisition
So, it’s been a while since I last played Alfred (Ikterus) and his infamous, pustulous and absolutely gorgeous Death Guard army. So long ago it was actually using the 4th edition rules. Then I faced off using my 4th edition iteration of the Inquisition army I will be playing today. Much has changed since last time…but some things have not.
Alfred’s army is truly faithful to the Death Guard theme, and he has built, converted and painted some truly astonishing models for his army based on disturbingly accurate and detailed depictions of various diseases and injuries. I know he has access to a great many models and can therefore pretty much build any army he fancies, but since he started out playing the army as a foot-slogging force, I suspect that he will use a lot of infantry and probably Rhinos, which should be a good idea for any Death Guard player. I also suspect an appearance of his converted greater demon of Nurgle, a former fantasy giant, which is a really awesome model and a centerpiece of the army. I’m looking forward to seeing some models I know he has completed since we faced off last.
My own army is based around the inquisitor lord Matheus Dharl and his personal army. He is an Ordo Malleus inquisitor and a radical no less. Fluff-wise, the army’s leader is the inquisitor, and the forces consist of his inducted Steel Legion troopers and inquisitorial forces in the form of a personal Storm Trooper Guard, which is played using the Sister of Battle rules, but using, when fully completed, converted Space Marine Scouts as models. Initially the purpose was to be able to play a fluffy force that contained all my favorite models such as the Leman Russ, Land Raider, Sentinels, Chimeras, Exorcist, Daemon Hosts and Steel Legion guard, but I have come to refine it somewhat since then, both to make it more competitive and to make it adhere to the new rules. With the 5th edition rules, and now the new Imperial Guard Codex, I’ve been forced to re-work the list considerably.
Rules-wise, the army is a Witch Hunters army using Inducted Guard and allied Daemon Hunters. I use a rather strict interpretation of the inducement rules, so no variants or squadrons of Leman Russ’, though I feel the use of a squadron of Sentinels is so similar to the original rules, they should also be able to be used. As far as I can understand, this is the interpretation most experienced players tend to embrace.
The HQ – 205 points
Has previously always been my inquisitor, but now that has changed. The inquisitor in this list is an elite choice, but with the same equipment Dharl always uses. I’ve always enjoyed playing Daemon Hosts, but now with the new rules I decided to try out another favorite of mine – Inquisitor Lord Karamazov. He will be replacing my two Daemon Hosts and is the required HQ of the army, but fluff-wise he is actually a powerful bound Daemon Construct devised by Dharl. A giant Daemon Host if you will. He is represented by a converted Penitent Engine with lots of demonic details.
My Elites – 210 points
The inquisitor with Terminator Armor, Chain Fist and Incinerator. He is expensive, but…expensive. He is there for fluff reasons and because he is my all-time favorite model. He will be placed with the 10-man Shock Trooper Squad. It feels good having the inquisitor leading from the front for a change.
Callidus Assassin. I know how some people feel about her, but I just adore the possibility to mess with my opponent’s deployment. Not always the most efficient choice, but always a nuisance.
Troop choices – 903 points
My two squads of Dharlian Shock Troopers "SoB" are meant to be the spearhead of the force, and ride in the two Chimeras from the Steel Legion. The inquisitor is joined to the first squad of 10 and is my primary unit to counter things such as Dreadnoughts, Monstrous Creatures and fearsome HQ’s with their meltas and flamers. The second unit consists of 12 men, and is focused on wiping out large concentrations of troops with their 3 flamers and 9 bolters with “Divine Guidance”.
I use two Steel Legion Platoons as Inducted Guard.
1st platoon is fire support only, as its main objective is to be the anchor of my force. Their 3 Autocannons are often overlooked by the enemy since they are not Lascannons. If the situation calls for it, for example if I suspect a heavy assault, I will leave my 12-man Shock Trooper squad in a Chimera to bolster their leadership and help counter charge threats.
2nd platoon is the assault platoon. The platoon HQ will be left with 1st platoon to be a part of the anchor force with their Autocannon. 3rd and 4th squad will be joined together and are lead by a Commissar. They carry a total of 3 Power Weapons, 2 meltas, and 2 Melta Bombs to be able to handle anything that is thrown at them. They will be used to put pressure on the enemy, and if they reach close combat the Commissar’s Stubborn rule should help them bog down an enemy for a round or two. They will run alongside the Daemon Construct to force some difficult decisions, and to use the Uncompromising rule to re-roll any morale checks along the way. 3rd and 4th Squad also has a Chimera each. They will most often be used by the Dharlian Shock Troopers.
Heavy Support – 340 points
As I mentioned, a part of the reason behind my force was the Exorcist, so it is my first Heavy Choice in the army. No upgrades, just the regular Exorcist. It is usually situated close to my anchor units to be able to lend fire support. It should be a primary target for the Death Guard, since S8 and AP1 really irks them.
The Leman Russ is my second Heavy Choice. This version is equipped with Plasma Cannon sponsons and a Lascannon, which makes it quite expensive, but less vulnerable to a stray weapon destroyed result. I will have to assess the effectiveness after the battle, since this is different to the “bare bones” LR I usually use. Again, this should be a big threat.
Fast Attack – 90 points
I really, really love the Sentinels, so of course I have to include them. They are the Scout variant, and will most often outflank. They are equipped with 1 Autocannon and 1 Lascannon and have always been a great asset to me in the past. We will see how they work in 5th edition. Outflanking seems really great with 48” range and hard hitting weapons.
TOTAL: 1748 points
So, what is my master plan for defeating the Death Guard? Well, what I primarily fear is his large quantities of T5-infantry, his many melta-weapons and his Feel No Pain rule. In the past his big drawback has been the lack of long-range weaponry. In fact, only two Chaos Dreadnoughts with Lascannons have been used, which has let my Leman Russ and Exorcist work his infantry over while he has been trying to put the pressure on my forces. However, I feel he will address that problem now. Perhaps by utilizing outflanking Chosen with melta, deep striking obliterators or perhaps by using a Land Raider. He knows he has to occupy my forces long enough to let him close in, or else I can obliterate his troops with my powerful heavies.
My plan is as follows: I have a designated anchor in the form of 2 platoon HQ squads and 2 Infantry Squads which will be placed in cover around any objectives close to my deployment. I will let my two heavies, the LR and the Exorcist, stay close by the anchor and lend fire support. Depending on the situation, the anchor can be reinforced with the 12-man Shock Troopers.
An element consisting of Daemon Construct, Inquisitor and 10-man Shock Troop, 12-man Shock Troop, 21-man Infantry assault squad will do their best to strike enemy controlled objectives and force my enemy to defend himself rather than assault me. I suspect my Daemon Construct will draw a lot of fire, but his 4 wounds, T5 and 2+/4+ should keep him alive for at least a while, and draw fire from my other units. A Monstrous Creature, 2 Chimeras and a large infantry squad should make people think twice about which target to concentrate on first.
The Sentinels and Assassin will of course help out where I deem it necessary, but most often in an offensive role. One thing I’ve noticed so far in 5th edition is that you really need to commit forces to taking an objective from the enemy. No holding back. Of course, this is all in theory…
Chaos went first and placed two Rhinos containing Plague Marines partially behind the mountain in front of his objective with a Dreadnought flanking them on the other side of the mountain. This seemed to be the force intended to secure his own objective. Two squads of Plague Marines in Rhinos would not be easy to shift. On the other flank he placed a small bike squad with two meltaguns, both Demon Princes, a Rhino with a squad of Plague Marines and the second Dreadnought. A considerable threat to my objective. He elected to place his Terminators and two single Obliterators in reserves as deep strikers.
The Inquisition placed the Daemon Construct (Karamazov), Chimera, Sister Squad 1 (10 man) with the Inquisitor joined to it on the right flank to push forward and put pressure on his objective. Not an easy job considering the forces defending it. Infantry Squad 3 and 4 were joined and placed in the middle to be able to go for either the enemy objective or to run interference against one of the Demon Princes or use their meltas/meltabombs against a vehicle, depending on the situation. Infantry Squad 1 and 2 along with Platoon HQ 1 and 2 were placed separately in and around the ruin in front of my own objective. I elected to place a Chimera and Sister Squad 2 (12 man) by my objective as well, since I figured they might be needed in case he got his Plague Marines close to my objective. Finally I placed the Exorcist and the Leman Russ far back as support. The Callidus Assassin and my two Sentinels were placed in reserves, and I chose to outflank with the Sentinels. “A word in your ear” let me redeploy one of his units 6”, and I chose to move the Dreadnought at his objective further back and to the side.
Turn 1 - Chaos
Chaos move out. The entire force on his right flank rushes forward toward my objective. The Rhino puffs smoke and the Dreadnought runs. His Lash Prince moves my large infantry squad 11” toward his forces. His bikers zoom 24” in behind the large structure in the middle of my deployment. One of the Rhinos guarding his objective dumps the Plague Marines it carries close to his objective and then rushes toward my objective as well and puffs smoke. The Dreadnought on his left flank runs, but the Rhino containing Plague Marines stay put. No craziness from his Dreadnoughts this turn. No shooting, aside from the Lash, and no charging.
Turn 1 – Inquisition
I was actually glad his Lash Prince moved my large infantry squad, since I wanted it to run interference and cause problems early on this really worked in my favor. I promptly moved it further ahead toward the Lash Prince himself, creating an impressive conga line in the process. Fortunately I managed to think before I moved, and thus managed to get my meltas and power weapons in the front of the formation. I loaded up both Sister Squads in Chimeras and moved both Daemon Construct and the Sister/Inquisitor squad toward his objective. Exorcist and Leman Russ reposition for better shots.
Shooting was a great success. The Exorcist fired 4 shots and took out the Dreadnought running for my lines. The Daemon Construct blew the other Dreadnought back to the putrid mess that is Nurgle with a well aimed multimelta shot. All four autocannons and a multilaser only manage to shake the charging Rhino though. Leman Russ fires two plasma cannons and a lasercannon at the bikers, but their invulnerable 3+ works like a charm. However, the Sis/Inq-Chimera manages to kill one biker with its multilaser, and due to unfortunate placing he was forced to remove one of the meltas! I promptly realized that I perhaps should have popped smoke on the Chimera instead, but too late for that now. The large infantry squad fires its meltas at the Lash Prince, causing one wound, and then charge in. In close combat they manage to inflict yet another wound and lose two men in the process. They lost the fight, but they manage their leadership test. Pile in. I was quite happy with my first turn, but that feeling was soon to change.
Turn 2 - Chaos
One Obliterator arrives. The Obliterator lands spot on target close to my Exorcist and Chimera. The Rhino on his right flank boldly drives into the ruins close to my objective and disembarks a Plague Marine squad with flamers. The Warptime Prince jump forward and run behind the ruins. His centre Rhino (empty) rushes 12” toward the same ruins. The Rhino on his left flank drives forward to challenge my advancing Daemon Construct and Sis/Inq squad. It pops smoke. His two remaining bikes move forward and position themselves right by the Sis/Inq-Chimeras side.
His obliterator fires a twin-linked melta and immobilizes my Chimera. His disembarked Plague Marines fire two flamers and five bolters and wipe 1st Squad and wound the autocannon in Platoon HQ 1. Flamers are brutal for poor guardsmen. This does not look good. He is much too close to my objective with a very durable unit for my liking. His two bikers fire on my other Chimera, but unfortunately his melta misses and nothing happens. He then charges the Chimera, which only moved 6”, with krak grenades but fail to penetrate. I let out a big sigh of relief. In close combat my assault squad fails to wound the Lash Prince, but it kills two of my guard. They pass morale check yet again. The fight continues, and the Death Guard has managed to wipe the smile from my face.
Turn 2 – Inquisition
I don’t get any reserves this turn, which I really would have liked, but I continue playing according to my pregame plan. My Chimera and Daemon Construct move forward on my right flank and the Sis/Inq squad disembarks. The 12-man Sister squad disembark the immobilized Chimera on my left flank and move toward the Obliterator. 2nd Squad move toward the Exorcist and Platoon HQ 2 move back toward my left corner to give the Warptime Prince and Plague Marine squad plenty of room.
Daemon Construct and Sis/Inq-squad fire multimelta and meltas at the Rhino closest to them and manage to immobilize it and knock off its combi-bolter. The Leman Russ and Exorcist manage to wipe the biker squad, so now that threat is removed. 2nd Squad and Sisters fire at the Obliterator, but fail to wound it. Platoon HQ 1 fires at the Plague Marines in a heroic attempt to at least draw some blood, which they actually succeed in doing! Only to see the bullets being absorbed by the hideous pustules without causing any damage (Feel no Pain). The Chimera manages to immobilize the empty Rhino. The Sisters charge the Obliterator and manages to kill it with their eviscerator and a flurry of ordinary attacks. Phew! The large infantry squad lost two more men to the Lash Prince without doing any damage, but again manages to pass their morale test. I feel satisfied with what they have accomplished so far. I don’t want that Lash Prince messing up my plans. However, it doesn’t look all too good at the moment. He has Terminators and an Obliterator waiting in reserves, and has already managed to plant a squad close to my objective.
Turn 3 – Chaos
The rest of his reserves arrive this turn. He places his Terminators between my Chimera and Exorcist on my left flank, and the Obliterator between my Leman Russ, Exorcist and Chimera on the other. Both land exactly spot on…again! They are in almost perfect striking positions. I don’t like the way this is turning out at all. His Plague Marines close to my objective form up to flame Platoon HQ 1. Their Rhino guns it and rushes out toward my Sisters, and his Warptime Prince jumps forward and lands close to them as well. Guess what he is up to... My home objective almost looks lost to me at this point, and I start to consider how I am to pull off a contest of my own objective later on. His Plague Marines closest to my Daemon Construct disembark and form up to charge my Sis/Inq squad.
His Plague Marines flame HQ 1 to death in the ruins, so don’t get to charge. Always something. His Terminators heavy flame and bolter 4 of my Sisters to death before his Warptime Prince charges in and wipes the squad without taking any wounds in return. I failed the faith test to give the entire squad an invulnerable save of 3+. Darn! The Obliterator fails to damage my Exorcist with a multimelta shot, and his Plague Marines kill 1 of the Sis/Inq squad before they charge in and kill 3 more. In return the Inquisitor and Sisters manage to kill 2 Plague Marines. Iron Will makes them fight on regardless of losing the battle. The large infantry squad finally manages to inflict one more wound on the Lash Prince, who is now down to just 1 wound left. In return they lose two men, but pass their leadership test again. This really looks bleak for the Inquisition forces.
Turn 3 - Inquisition
The two Sentinels and my Callidus were to show up this turn. I moved the Daemon Construct into charge range from the Plague Marines who were already fighting my Inquisitors squad and moved the Chimera up and positioned it for a quick embarkation and mad dash for his objective if I got the chance. My Callidus deep striked just behind his Plague Marines who had just flamed my HQ 1, and were now standing in a perfect flamer position themselves out in the open. My Sentinels came in on my left flank and I chose to use them to defend my home objective as well. 2nd Squad and HQ 2 move toward my objective, but remain close to my table edge.
2nd Squad receives the “First line fire! Second line fire!” order from the HQ 2 (who were within 6” now) and fire at the Warptime Prince and actually manages to wound it once. It now has 3 wounds left. The Leman Russ fired on the Terminators with two plasma cannons and a lasercannon. Two of the Terminators perished. The Exorcist fires on the Warptime Prince and rolls for number of shots…and rolls a 6! 5 hit, 4 wound and he fails 3 of the saves and is dead! Karamazov charges and kills 3 Plague Marines. The Inquisitor and Sisters kill another two and lose two men themselves. Only 3 Plague Marines left there. The Callidus kills 4 with its flamer and the Sentinels another one. In her charge she kills the last two and they are wiped. My large infantry squad lose two more men and fail to wound the Lash Prince. All of a sudden it looks a whole lot better on the Inquisition side.
Turn 4 – Chaos
The battle is far from over. He tank shocks 2nd Squad with a Rhino, though they pass the leadership test. They attempt a death or glory with the autocannon, but it fails to stop the Rhino and is killed. His Terminators move up behind the Rhino to fire at 2nd Squad as well. His Obliterator moves toward my Chimera by his objective, and his Plague Marines by his own objective climb the mountain to be able to fire as well.
The Obliterator misses with his multimelta, but the Plague Marines manage to knock off the multilaser. The Terminators flame 2nd Squad and kill three, but cannot squeeze through the gap between the Chimera and his own Rhino to charge them. They are now only five left.
In close combat the Daemon Construct and Inquisitor Squad (4 remaining) manage to kill the last three Plague Marines and consolidate. The Inquisitors squad positions themselves so that they can embark immediately next turn. The large infantry squad finally manages to kill the Lash Prince and lose one man in the process. They consolidate toward the Chaos objective.
Turn 4 – Inquisition
The Inquisitors squad embark the Chimera, but unfortunately I actually then forgot to move the Chimera itself. That was a really huge blunder. The Daemon Construct moved alongside the mountain toward the enemy objective and actually fired on the Obliterator which was closing on my Chimera, but failed to hit with BS5. 2nd Squad moved to my objective, and HQ 2 moved up behind the ruin. The Callidus moves through the ruins to block the path through them to the objective. My two Sentinels moved to shoot the Terminators, but could only see to shoot at the Plague Marines on top of the mountain. My large infantry squad moved toward his objective.
The Leman Russ fired plasma cannons and lascannon on the Obliterator and managed to wound it, but it still had one wound left. The Exorcist fired 2 shots on the Terminators, killing one of them. The Chimera fired on the Rhino, but did nothing. As it stood now, I was in the lead 1-0 in objectives, since his Plague Marines were not close enough to his home objective. The Sentinels failed to wound the Plague Marines on the mountain.
Turn 5 - Chaos
He starts out tank shocking 2nd Squad again, but they pass leadership and sidestep toward the objective and into the ruins. The Plague Marines close to his objective shuffle up to get a better angle on my Chimera. His remaining Terminator with a heavy flamer follows in after the Rhino and position himself to fire at 2nd Squad and my Callidus. His Obliterator moves closer to my Chimera.
The Plague Marines fail to penetrade the Chimera, but the Obliterator manages to immobilize it. However, he is not satisfied, but charges as well and destroys it. My Inquisitor and Sisters disembark. They will have a difficult time reaching his objective now. His Terminator flames 2nd Squad and manages to hit the Callidus as well. 2nd Squad is wiped, and the Callidus takes a wound.
Turn 5 – Inquisition
The Daemon Construct and Inquisitor/Sisters move toward his objective and both units run. The Daemon Construct runs 6” and the Inquisitor squad 2”. My large infantry squad moves toward his objective as well, and run 1”. The Exorcist drives to get a an angle on his last Terminator and the rear armor on the Rhino. I need to remove it, since it is contesting my objective. My Sentinels move down to be able to shoot at the Rhino. HQ 2 moves into the ruins and are clearly within 3” from my objective. The Leman Russ reposition for at shot at the Obliterator and, as a reserve, has an angle on the last Terminator as well. If we get a 6th turn I don’t want that heavy flamer lurking by my last troop choice at my own objective.
My Chimera fires at the Rhino, but only manages to shake it. The Sentinels open fire, and manage to destroy the Rhino! Yet another big sigh of relief. Now I just have to remove that Terminator… The Exorcist fire 4 shots and cause 2 wounds. He saves one, and is dead. I have now managed to clear my home objective. Everyone on my right flank runs, so no shooting. The Leman Russ fires its battle cannon on the Plague Marines and manages to hit 6. 4 are wounded but only two die due to cover saves.
We roll for turn 6, but the result is a 2. Game over. I manage to pull off a win by 1-0, since he forgot to move his Plague Marines closer to his home objective.
It was a very hard fought battle, as it always is against Alfred and his disease-ridden pile of filth and villainy. It was exciting right until the end, and there were several key moments in which everything could have changed. He played the game really well and really had me against the ropes there for a while. I really thought I was done for after his Turn 3, but I had luck on my side and managed to turn the situation.
It is unclear what would have happened if we had continued past Turn 5, but he might have been able to manage a draw. Even though I feel that the unwounded Daemon Construct (Karamazov), 11-man strong infantry squad with 3 power weapons, Inquisitor with chain fist and 3 Sisters with one eviscerator probably could have given his Plague Marine squad a run for its money and at least been contesting.
Most of my units performed quite well, except perhaps the anchor. Maybe I deployed them to far forward, which made them targets as early as in turn 2. Either way, I was disappointed with my four autocannons. I will have to ponder my game plan some more. I was pleasantly surprised by the large infantry squad with power weapons, meltas, melta bombs and an attached Commissar. They really fought well, and were still half strength after beating down his Lash Prince, so it never got to use the Lash beyond turn 1. I will definitely continue using Karamazov. For me who has never had a truly powerful HQ or Monstrous Creature it is a nice change of pace to have something which packs a punch in close combat.
My “unit of the match” is a difficult choice. The Daemon Construct, Large Infantry Squad, Callidus and Exorcist are all candidates, but the most important one must have been the Exorcist, which killed one Dreadnought, finished off the biker squad, killed the Warptime Prince and killed the last Terminators who could have contested my objective.
If you’ve read this far…thanks!
Wow, what a game. First let me point out that playing with painted models is a joy! I have made a pledge to do so and even though I cheated a bit using Rhinos that belong to another army this time. My Rhinos are on their way to becoming Nurglified and are getting covered with green stuff as we speak. Painted armies are cool.
Henrik (LtCariad) is a tough player to face. He knows his armies by heart and can really utilize them to their full potential. His commissar-led guard unit surprised me. That extra leadership(?) and stubborn really made a difference. My Lash Prince played in character but underestimated the loyalists.
The Dreads will unfortunately see a lot more shelf action form now on. Yes, it was somewhat unlucky to loose them both first turn, and I could have used smoke instead of running but that is not in their character to do so. I still think that a mulitmelta and a heavy flamer on an AV 12 walker is a good deal but I don’t know if I’ll try them out again soon. I’d rather put the points on more Death Guard and Obliterators.
A crucial moment was when my Terminators couldn’t follow up a torching and assault due to the gap between two tanks being to narrow. This was all my fault and a rule read-up is required. There were many crucial moments in the game where things could have gone the other way.
Next time I’ll bring three Obliterators and I’ll make them shoot better too!
Great game Henrik, next time Papa Nurgle will come out on top (horrid thought)!
Last edited by LtCariad; June 12th, 2009 at 00:46.
Great game and good report. The narrative from 2 different perspectives threw me off a little, as I thought it was only 1 person doing the report, but it was a great read nonetheless. I thought that Chaos had the upper hand, but it's good to see a a Witchhunter army w/little sisters & no cannoness do as well as they did here.
Thanks for the comment I love playing inquisition, and I really, REALLY would like to play with the IST's instead of SoB, which I actually did under 4th edition, but I just cannot tie one hand behind my back like that anymore. Not when I for 1 point more get a sister with 3+/faith/bolter. My plan to avoid that is to use converted Marine Scouts, and present them as the Inquisitor's personal guard platoon.
We could realy use a new codex soon
Being the opponent in the battle report above I can inform that we will soon be eback with some more photos of our armies.
We'll try to make this look even more like a "real" battle report.
BTW. Great job Henrik.
Last edited by Ikterus; June 20th, 2009 at 11:19.
Really? I think with flamers being better, and AP1 weapons being better the SoB will only go up in points for the 5th edition.We could realy use a new codex soon
Army: W/L/D -- Eldar 6/2/2; Orks 1/3/0; BA 1/1/0
The Tale of Two Gamers
Yes, since I really don't want to play sisters if I can help it. With the current rules, however, it is almost impossible to justify not to take them. Just as you point out.
Nice report! Glad to see you guys are still fighting. Cant wait to fight you again when my exile is over.
/ Rippars (Bjorn)
good report! I'd really enjoy some close up pics, especially of some of these sweet-sounding conversions!
exciting match!!! i sat sat sweating in turn 3 and 4. i hope i will see more reports from you and some nice close up pics. really, that would be awsome!!! so keep it going guys.
nice report. since im not an expert at SoB, do they have special rules against chaos?