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Old July 23rd, 2006, 03:09   #1 (permalink)
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Default 40K VWMkV - Round #6 - Battle #59 - Night Lords versus Night Lords

Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Secure and Control



Warband of Darkdeath the Fury Master
Night Lords (ALPHA)

HQ: 157
Elite: 0
Troops: 624
Fast Attack: 465
Heavy Support: 248


Non-Statured Daemon Prince Darkdeath:
Daemonic Speed; Daemonic Aura; Daemonic Mutation; Infiltrate; Dark Blade; Bolt Pistol; Frag Grenades; Spikey Bits

6x Chaos Space Marines:
3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate
Aspiring Champion:
Powerfist; Bolt Pistol

6x Chaos Space Marines:
3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate
Aspiring Champion:
Powerfist; Bolt Pistol

6x Chaos Space Marines:
3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate
Aspiring Champion:
Powerfist; Bolt Pistol

6x Chaos Space Marines:
3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate
Aspiring Champion:
Powerfist; Bolt Pistol

8x Furies

8x Furies

8x Furies

7x Furies

8x Chaos Space Marine Havocs:
4x Missile Launchers; 4x bolters; Infiltration; Tank Hunter; Stealth Adept


Tactics:
Obviously vary dependant on the situation and the opponent. The basics however are to infiltrate into cover with the troop marines. Use concentrated firepower to take opponents out. Use furies to divide the enemy force, block enemy fire lanes & generally kill things in HtH. Against CC foes the Lord will operate with support from the furies, against shooting foes he's liable to go for the first turn charge and block enemy shooting lanes as best as possible.

The two major factors in this army are the stealthy marines, and the furies.
These marines mean to operate in cover; the stealth adept veteran skill means that they get one better cover save than normal when in cover. This makes them better defended against heavy weapons than their marine brothers. They will do their best to infiltrate 19" away: in cover and in firing positions:
Furies, especially in these numbers are probably the most notable feature of this army. They're a great fit for this army however. First they have a charge range of 18", but summon from a template placed in contact with a model more than 18" away. However the template is 5" diameter and can be placed in front of the summoning unit. Without scatter this gives them a charge range of 23" measured from the summoning unit. (This number can go either direction with scatter.) Should unfavorable scatter happen they have the movement range to easily find cover if they have no targets within 18". (unlikely) All this means that they can summon easily off of the shooty marines and get the job done.
Now for furies and CC: They have above average S and I stats, 3 attacks on the charge (which they rarely don't get), and an invulnerable save. Because they go first, and are inexpensive they can beat some of the scarier CC units on a point for point basis: Berzerkers, Grey Knights ect. However because of the I hit you first nature of their winning they need to match said units point for point and they win quite well, but if they are outnumbered on a point basis they will fail. (16 furies will kill 5.3 MeQ's before they get the chance to strike) Because of this the furies will pair up (or attack with the lord) when going against strong assault units. They will spread out against weak shooty units like guard.


------------------



Night Lords
Chaos Space Marines (BETA)


HQ: 155
Elites: 0
Troops: 320
Fast Attack: 800
Heavy Support: 224

Lord Ry'nash Draymen:
Chaos Marine Bike; Ether Lance; Daemonic Aura; Daemonic Visage; Daemonic Strength

8x Chaos Marines:
Infiltrate; Stealth Adept; 2x Melta Guns; 5x Bolt Pistols & CCW;
Aspiring Champion w/ Bolt Pistol & Powerfist

6x Chaos Marines:
Infiltrate; Stealth Adept; 2x Plasma Guns

4x Bikers
2x Melta Guns; 1x Twin Linked Bolter
Aspiring Champion w/ Twin Linked Bolter; Power Fist; Daemonic Mutation

7x Raptors:
Furious Charge; Infiltrate; 4x Bolt Pistol & CCW; 2x Melta Gun
Aspiring Champion w/ Power Weapon; Daemonic Strength; Daemonic Mutation

7x Raptors:
Furious Charge; Infiltrate; 4x Bolt Pistol & CCW; 2x Melta Gun
Aspiring Champion w/ Power Weapon; Daemonic Strength; Daemonic Mutation

8x Havocs
Stealth Adept; Tank Hunter; 4x Bolters; 4x Autocannons
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Old July 23rd, 2006, 11:26   #2 (permalink)
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I think the main difference between these two armies is that one has meltaguns, and one has plasma guns.

I think in the end, that is gonna make the difference between winning and losing. The combat will ensue, and the Beta list will have the advantage, but after the Furies show up, that could all change very quickly.

In the end, I think the larger amount of MEQ hunting stuff in the Alpha list will win them the game.

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Old July 23rd, 2006, 11:31   #3 (permalink)
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Alpha outnumbers Beta in secure and control so that is a good sign. All the plasma guns will do more damage than the melta guns.

Alpha havocs have 4 missile launchers so they will be able to kill MEQ's relatively quickly, however the Beta havocs have tank hunting autocannons which arent going to do as mych damage.

In real life I think the battle would be close and come down to each players skill but for votewar Alpha wins.

for fluff i vote Beta as they have taken a closer example of a NL army. That many furies are a bit unfluffy.
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Old July 23rd, 2006, 11:49   #4 (permalink)
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Alpha, they have a huge numbers advantage.

Secondly, the furies are about as good as the raptors in CC, certinaly better if they get the charge.

Secondly, there are no safe CC squads, except the havocs, for the beta list to hide in.

Alpha list has better fire power.

Alpha can infiltrate to objectives in sit on them, since the raptors are definly going to be comming after them, thats not as easy to do with the other list.

Alpha list wins.
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Old July 23rd, 2006, 17:36   #5 (permalink)
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I vote Beta.

There are a lot of furies, but sustained fire from the havocs and bikes will be able to take them out, especially the ether lance on the lord.

The furies in the alfpha list are a double edged sword. Yeah, there's a lot of them, but they still need to be sommuned. So the raptors and bikes will be able to get into combat before alpha's main cc troops arrive.

Raptors shoot
2x Melta Guns
1.34 hits
1.11 kills
5x Bolt Pistols
3.35 hits
1.68 wounds
.56 kills

Raptors Charge
-Champ 5x attacks
-2.5x hits
-2x Kills
6x Raptors attack
-18 attacks
-9 hits
6x wounds
2x Kills

Thats 5.67 kills, well enough to kill off a csm squad on the charge. So that would be 2 squads down before the furies arrive.

Lord shoots
Ether Lance
-I'll guess 2 kills
Bikers shoot
2x Melta Guns
1.34 hits
1.11 kills
2x TL Bolters
1.78 hits
.89 wounds
.3 kills

Lord charges
5x attacks
3.35 wounds2.24 kills
Champ
5x attacks
2.5 hits
2.1 kills
Bikers
9 attacks
4.5 hit
2.25 wounds
.74 kills

Thats 6.25 kills. So if Beta can get into an assult 2nd turn, 3 csm squads will be dead, almost half the units on Alpah's deployment.

Since there will be D3+2 loot counters on the table, both armies will be able to infiltrate and grab half the counters each.
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Old July 23rd, 2006, 18:23   #6 (permalink)
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I am going to vote for the Beta list.

I believe that they will take more loot tokens. So in the average 4 token game I believe the Beta list will take 2, the alpha list will have 1, and the last token will be contended. So there is 375 for Beta.

I also believe that one unit of furies will not be summoned in the battle. That is a 120 point advantage for Beta.

Lastly I do believe that the bikes will do good damage to the Alpha Havok Squad and/or the Demonlord. That would give a point advantage to Beta or atleast provide a nice good distraction for the Beta list.

However, I do think the Alpha list will kill more of the Beta list and that will give some VPs to the Alpha list maybe 100 to 150 points.

So 375+120=495-150=345 Advantage for the Beta list.
However, this is the just the way it is going to happen in my mind.

Also, I will throw my fluff vote to the Beta Nightlords.
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Old July 23rd, 2006, 20:51   #7 (permalink)
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I'd have to say Alpha

It's got a lot more anti-meq stuff like all the infiltrating plasma guns, powerfists and missile launchers. The furies can weaken any of the weaker beta squads.

The beta list has a lot of missing elements, like more powerfists and bikers. If 2 or more bikers die, that's special weapons gone already.

For fluff I will vote for Beta as it has raptors which I consider to be very nightlordish and mixes the weapons like powerswords up a bit instead of nothing but powerfists. And 31 furies... no, just no.
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Old July 24th, 2006, 07:00   #8 (permalink)
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Alpha list for the win

Much more in they way of anti-MEQ shooting. Enough furies to tie up (and hurt) anything that gets too close, while focusing fire on other stuff. Hidden pf's to deal with bikes and lords charing in.

beta raptors are good in CC but are very few in number and once they take a few casualties their efectiveness is severely compromised.

Alpha stealth adept infiltrating missle launchers will be in a good place to hit anything they want and have atleast a 4+ cover save from return fire.
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Old July 24th, 2006, 11:23   #9 (permalink)
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It is irrelevant who reaches the loot counters first. You have to control them at the end of the game.

Yes the beta list can put out a lot of firepower and it is quite dangerous. However plasma guns beat meltaguns, missile launchers beat autocannons and furies beat bikes.

Beta is simply outclassed, you have shown how much damage Beta can do to Alpha but turn the statistics around and Alpha dishes out more damage than Beta.
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Old July 24th, 2006, 11:58   #10 (permalink)
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Hmm, if beta list went first, it seems that both raptor squads could be in CC.

That would be bad the alpha list.

Since the raptors can kill two squads before they can strike back/shoot.

Concentrated firepower should also bring one squad down a lot-

2 plasma guns + about 15 bolters + 4 auto cannons seems almost good enough to take a squad of 6 marines out, depending on cover.

That would be 3 squads destoryed.

Next turn, the single plasma squad + havocs and HQ are left.

All the beta legion needs do is take out the last Veteran sgt, and i dont think the demons come at all.

So that seems like to me, if they win first turn they win the game.

Im considering changing my vote.
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