40k: 1850pts vs Grey Knights

kingbreakers-iconLorenzo and I paired off his Grey Knights against my Kingbreakers tonight at Redcap’s.  No dramatic cinematic moments, but a solid, balanced, strategic 1850 pt game.  Fast playing as well since he fielded like three models and many of mine hung out in transports!

Army

I made some small adaptations to the 1850 pt list I used last week.  In particular, I was originally planning to play Jason’s Dark Angels so I dropped the Thunderfire Cannon and brought some Predators, an extra Plasmagun, etc.:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Terminators x5 w/ Thunderhammers and Storm Shields
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist, Plasmagun
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predators x2 w/ Autocannons, Heavy Bolter sponsons, Hunter-Killer Missiles

Lorenzo brought Coteaz w/ two Jokaero and other henchman, two Dreadknights, four Terminator squads, and some other Librarian HQ.

Kingbreakers man the walls!

Kingbreakers man the walls!

Just waitin' for the shootin' to start.

Just waitin’ for the shootin’ to start.

Battle

Fortunately for me we rolled Vanguard deployment.  Less fortunately we rolled for whatever the Annihilation Mission is currently called.  I kept my usual Sternguard+Rorschach off table in their Drop Pod.  Lorenzo started with Coteaz and his monkey friends hanging out fairly close to my front line, with a squad of Terminators as a buffer between them.  Another group of Termies lurked well back in the center field while the rest went into reserves.  Early fighting had the buffer Terminators trying to flank the Kingbreakers but blocked and eventually eliminated by aggressive Sternguard.

The core of this match was three of Lorenzo’s heavies getting right up in my guys’ grills but being worked over by concentrated shooting and then polished off in assault.  The Terminators + Librarian came down in some sort of Turn 1 no-scatter Deep Strike right on my clustered Heavy Supports’ rear.  They managed to destroy a Predator, but were crippled by the combined weight of multiple incoming Autocannons, Heavy Bolters, Krak Missiles, Plasmacannons, and various Bolter weapons before being finished off by Thunderhammer wielding Terminators.  One Dreadknight Outflanked into a similar position on my Troops’ rear while the other Outflanked on the far table edge and then did some crazy jump move to quickly advance into place.  Each of them met the same fate as the Terminators though.  Even with Kingbreakers’ shooting divided in half there was just too much of it.

The match closed on a similar note.  With those threats dispatched, the Kingbreakers were able to pull back and ping away from a comfortable safety at the Terminator squads advancing on foot up the center field.

Storm on the horizon!

Storm on the horizon!

Outcome

Kingbreakers held the field with 6 kills of Lorenzo’s 9 units, Linebreaker, and Warlord.  Grey Knights claimed 4 Kingbreakers units plus First Blood.

Analysis

Normally Annihilation against a tough, Elite army like Grey Knights gives me much anxiety.  After all, I brought 16 units and Lorenzo only 9, so from the start I really needed to wipe out a large percentage of his tough units and lose a very low percentage of my weaker ones to take a win.  I generally find this to be much harder than making casualty tradeoffs to claim objectives.  Fortunately I had been planning to play Jason’s similar elite-army Deathwing and brought a fair bit of shooting: Melta (Landspeeders and a few other guns), Plasma (Devastators and some extra guns), and sheer volume of fire (Heavy Bolters).  Similarly, I kept in a squad of Thunderhammer Terminators in order to have a good unit to stand up in assault against those Dark Angel/Grey Knight meanies.

Critical to the entire affair though was Vanguard deployment.  I deployed my guys hard against my short edge, tightly clustered up to create concentrated shooting and minimize Lorenzo’s ability to Deep Strike and Outflank in close proximity.  Between my deployment, movement, and Loreno’s Outflanking, the table wound up essentially rotated.  Passersby all thought we were playing on the short table edges.  That was a huge boon to me as it forced Lorenzo’s guys to wade through some heavy shooting while most of my guys just sat tight.

Kingbreakers stare down the long view.

Kingbreakers stare down the long view.

My Librarian again did not do anything impressive, though he did stand there in assault for a good while tieing up some Grey Knight Terminators.

My Terminators though did well this time as closers, knocking off the last couple wounds on a Dreadknight, and eliminating a half squad of Terminators before either could become real problems.  I started them on the table in the middle and in front of my gunline so that they could swing either direction at the first credible threats and be a hard block to either prevent Lorenzo from assaulting my squishier guys, or to sweep in and save the day if he snuck by.  This worked out as well as you could ask, these guys wound up being pivotal to mop up the remnants of tough units that had survived heavy shooting, before they could get onto my other guys and do serious damage.

The Dreadknights I was a little scared of at first, but in many ways they’re actually pretty similar to a unit of Terminators.  Their Gatling Guns put out a scary amount of dice, but at S4 aren’t actually a huge deal.  Meanwhile, they’re pretty tough and serious, but sooner or later they’re going to roll fluke armor save fails and eventually go down if you just keep putting lots of shots on them.  Having the three ‘Speeders was really helpful with this, the Meltas did quite a number on all of Lorenzo’s guys.  It was a definite risk having those easy kill ponits up for grabs.  But I made sure to have them keep their distance and work the terrain.  In 5th edition I really got into this mindset that they had to get in fairly closer to get those critical 1D6 AP boosts to open up vehicles.  Now though I’ve tried to concentrate on using the full 24″ range of the Multi-Melta to keep the ‘Speeders in slightly safer positions and shoot away at tough targets.  It also helps facing a low model count army.  Pretty much anything has a shot at shooting down a Landspeeder with their 10/10/10 armor, so if there’s a bunch of squads standing around without ideal targets they’ll take potshots at the ‘Speeders and eventually knock them down.  With so few units on the board though, the enemy units are all too busy doing other things to ping them just for kicks.

All in all, for a tournament I’m not so sure about my list.  It doesn’t have any capacity to deal with flyers, and with just 2.5 Tactical Squads it has limited ability to hold a couple objectives.  However, it does have a reasonable volume of fire that I think can inflict damage on a few of the small & elite armies floating around PAGE.

There are a few more photos of this and the other games in the Flickr gallery.

Oooh yeah.

Oooh yeah.

40k: 1850pts vs Necrons

kingbreakers-iconAgain last night a good chunk of the PAGE crew was at Redcap’s for Thursday 40k. Lovell and I got in a great game of 1850 points between Necrons and Kingbreakers.

Army

I used the same 1500 pt list from last week plus Terminators, a Predator, and a few bits and bobs to bring it up to 1850; basically what I had with me to make up a list on the spot:

    • Capt Angholan—Vulkan
    • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
    • Terminators x5 w/ Thunderhammers and Storm Shields
    • Sternguard x5 w/ Drop Pod w/ Locator Beacon, 3x Combi-Meltas
    • Tacticals x5 w/ Teleport Homer, Razorback, Powerfist
    • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
    • Tacticals x10 w/ Missile Launcher, Flamer
    • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
    • Thunderfire Cannon
    • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
    • Predator w/ Autocannon, Heavy Bolter sponsons, Hunter-Killer Missile

Lovell dropped a lot of high powered stuff. Light on troops with just a large squad of Warriors and another of Immortals, two squads of Deathmark snipers, squad of Destroyers, two Monoliths, a Night Scythe flyer, and a whole passel of HQs loaded up with Mind-Scarabs, Tachyon Cannons, Warscythes, and nonsense like that.

Battle

In an astounding chance discovery in the sector datastacks, Imperial clerics unearth a potential location on Lancastria XXXVI for the Sword of James, long lost archeotech of the mighty warrior.  Kingbreakers rush to the location, but their very activity awakens a previously unknown Necron tomb sleeping deep underground.  Sternguard Squad Harmon and Librarian Rorschach open battle by dropping square into the enemy to assassinate the leaders and unseat the automatons’ control circuits.  Instead they land in a bitter and losing fight for their lives, parasitic Mind Scarabs worming into their own thoughts and turning battle brother against battle brother.

Hey, stop flinging beetles at me!  Stop it!

Hey, stop flinging beetles at me! Stop it!

Meanwhile the forward Kingbreakers are dashed against waves of tachyon pulses, beams of light punching through hulls like parchment.  Captain Angholan throws aside the smoldering halves of his Razorback and leaps from the wreckage, already on the run toward the precious relic.  Kingbreakers all around pour fire into the Necron troops advancing in lockstep but for every two knocked down the bits recoalesce into a new warrior that stands right back up.  The skies turn dark as Necron Monoliths phase into existence and teleport in lines of troop reinforcements.

Casualties mount for the Imperium but Angholan stays focused, ignoring all incoming fire and clicking death in a headlong rush toward the relic.  Necron troops reach the holy device and immediately rotate as one, fleeing the field of battle in unison.  Marines all concentrate on clearing a path for their driven leader in hot pursuit.  Squad Titus engages in a deadly dance with the Necron warlord, as much a high stakes mind game as it is physical close combat, while Techmarine Jansen hoes his Thunderfire Cannon dangerously close, ramming round after round of high explosives into the machines.  His position finally blasted beyond tenable by strange particle clouds and gauss beams, he runs after his leader just in time for a desperate long range plasma cutter execution of a Destroyer Lord intent on analyzing Angholan’s constituent atoms.

Ohmygod, again with the beetles?!

Ohmygod, again with the beetles?!

Death passing him by fractions at every moment, Angholan finally slams into the Necron Warriors fleeing with the relic.  Circuits and servos fly in all directions as his rage filled boots shatter the robots even as his burning sword cleaves them in half.  He rips through the squad like an earthquake through a mountain, but is not fast enough.  His bellow of frustration is heard across the field of war as his sword swings through clean air, the last standing Necron having finally reached a lock and beamed out with the relic fractions of a moment before its demise could land.

Outcome

This was a nailbiter that went a full seven turns and was ultimately won by one model standing tall on the relic with everything else dead around him.  Lovell picked up the Relic, First Blood, and Linebreaker for 5 points while I claimed Warlord and Linebreaker for two.  Victory: Necrons!

Come back here with that, you robot!

Come back here with that, you robot!

Analysis

I haven’t actually played much against the latest Necron book, but clearly will be seeing a lot of it given its current popularity.  Basically, Necrons got buff again, but even better, they got buff in interesting ways.  Their weaponry doesn’t actually seem crazy overpowered, but as follows tradition they have a lot of options for taking apart vehicles.  Similarly, most of their guys aren’t strong in close combat but they’re robust enough to stand around for a bit.  Meanwhile, some of their HQs are actually pretty good in assault.  A Destroyer Lord with a Warscythe can cut up some dudes pretty well, and the Mind Scarabs are just crazy.  Leadership doesn’t seem like a huge deal until you’re taking test after test and slapping yourself with your force weapon when you fail.  Lovell was very successful at making my guys fight themselves with this.

Like many people, The Relic is not my favorite mission.  Having just one objective, and a mobile one at that, tends to make the game focus more on assault, as well as making it difficult to trade casualties for ground like you can with more objectives.  However, I did a reasonable job here of just focusing on the Relic.  In particular, even before deployment I’d decided there was almost nothing my army could do to take down two monoliths and the flyer so I literally just ignored them completely.  I figured I had enough guys that as long as Lovell didn’t or couldn’t apply them directly to the leading edge of my push to the relic, I’d lose a ton of guys but still be able to claim it.  That almost worked out, but I should have started moving some of that leading edge up earlier in the game.  Another inch and Angholan would have assaulted the relic-bearing unit a turn earlier and probably wiped it out, another Necron Warrior down a turn earlier and they would have dropped the relic, etc., etc..

One interesting thing was a good job Lovell did of managing to use the very large flyer base at a critical point to prevent some of my guys from being able to assault some of his guys and free up Angholan to go after the relic.

Everybody in!

Everybody in!

Terminators: Yet again useless!  I did take a couple Teleport Homers and Locator Beacons this time to bring them down precisely, but the ones I really needed got wiped out before the unit arrived.  So, these guys came down once and scattered themselves right back into reserves.  Then they came down again and were just picked apart by a nearby Monolith and Lovell’s warlord before they could do anything at all except stand around looking menacing.

Again I found it useful to have the Landspeeders separated, preventing them from all being targeted at once.  That’s basically begging to give up First Blood, but here it didn’t matter as Lovell could just as easily rip open a Rhino or Razorback, which is what he wound up doing.

The Thunderfire Cannon came up pretty big.  The table was relatively open, so it had a lot of direct fire sightlines.  It made a super splashy entrance, knocking down 16 Necron Warriors in a squad with its first shot.  Unfortunately 12 of them stood right back up, enabled by the Res Orb their nearby HQ held, and that unit wound up being the game winner.  That would be the theme of the game.  However, the cannon did take out a bunch of guys throughout, and more importantly scared Lovell enough that he concentrated a lot of shooting on it, sparing my other guys.  Fortunately, such a small unit doesn’t have to worry overly much about large blasts.  Even better, the new 6e artillery rules and the Thunderfire’s statline (T7, W2) make it very durable.  The Techmarine himself even came up with a big kill once the gun itself was down.  I was a fan of this unit in 5e, and I think it’s really good now.

All in all, this was an excellent and fluid game, particularly notable for having a very large amount of close combat assaults, which I usually find to really drag a game down.  Just a few more photos are in the Flickr gallery.

Yep...

Yep…

40k: 1500pts Versus Chaos Marines

kingbreakers-iconLast night I made it out for Thursday 40k at Redcap’s.  One thing that blew me away immediately was the ~12 people there for 40k (and a little Warmachine)!  Quite a change from years past.  It was particularly awesome to have a solid PAGE crew on hand: Lovell, Tom, Buford, James, and myself were all battling it out.

Alternate Thunderfire Cannon in an Imperial Fists army.

Pretty cool third-party Thunderfire Cannon model in somebody’s Imperial Fists army.

Tom and I got in a 1500pt round of Chaos versus Kingbreakers, basically a refresher game.  I haven’t played since January, and that three game tournament made up my entire play experience with 6th edition before tonight!

Army

For the most part my list was constrained to be entirely fully painted, WYSIWYG models.  Well, caveat a base-painted Techmarine, but his Thunderfire Cannon is painted!  Pretty standard Kingbreakers, slightly less Drop-Poddy than usual:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Sternguard x5 w/ Drop Pod, 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
  • Thunderfire Cannon
  • Landspeeders x3

Tom had Chaos Marines with Daemons friends, something like a Chaos Marine Demon Prince, Daemon Prince, Lord + Berzerkers w/ Rhino, Chaos Space Marines, Bloodletters, Flesh Hounds, Obliterators, Maulerfiend, Soul Grinder.

Tom blowin' things up!

Tom blowin’ things up!

Battle

Deployment came up Vanguard or whatever the cross-corners setup is called these days.  The mission was Big Guns Never Tire.  This was actually important because we both had Heavy Support units that wound up mattering due to the mission rule counting them for scoring.

We basically implicitly conspired to stack up three of the four objectives in my corner.  This was a mistake on my part, especially on this deployment style.  It’s not so awesome essentially sitting there on three objectives, staring at a slavering horde of Khorne’s faithful looking at you hungrily.

Tom Infiltrated and Scouted his Hounds basically right in my face, ready for a Turn 1 assault on my corner objective.  I knew I should just ignore the beasts.  But I was worried about that whole Tactical Squad getting swept right away.  I was also thinking about trying to use my Sternguard less aggressively, keeping them alive for longer.  So I dropped my Pod on the Hounds, hoping to shoot them away quickly and then turn around to Combi-Melta the Soul Grinder next turn as it advanced out of the rear terrain toward my line.  The hounds though did not die. Half my army wound up shooting at them and still one remained on the board.  After my Sternguard got pummeled by heavy shooting that one hound turned out to be one of Khorne’s favorite pets or something, because he tied up my Librarian and a Sternguard for ~4 turns in a piss-poor display of Space Marine close combat skills.

The line awaits.

The line awaits.

HRUH?!

HRUH?!

After that the Chaos guys basically came at my guys while my guys tried to blast away at them.  Landspeeders went after the mobile troops, including a nice combo-attack popping the Rhino and frying the guys inside.  The Thunderfire dumped some shots into the troops hidden way back on the Chaos corner objective, and some into the oncoming horde.  Eventually the troops got mangled pretty well, but the big guys can soak up a ton of damage and proceeded to do so while my guys all braced for impact.  Vulkan leapt out of his quickly retreating command Razorback to shield a Tactical Squad bravely standing their ground and wound up in mortal combat with the traitor Daemon Prince.  Kingbreakers everywhere looked for their usual Drop Pod reinforcements but today it was not to be.

Hold the line!

Hold the line!

Outcome

For a while it looked like it was going to be a close one, with Tom all over my guys but not able to claim enough objectives.  In the end though he locked it up pretty well, able to keep fragments of squads on two objectives while contesting another to leave me with just one.  He also managed to sweep the bonus points, popping a Landspeeder before I could wipe out the Hounds, eventually killing Vulkan, and being in my deployment zone.  CHAOS!

And the beast strode amongst them as though a god!

And the beast strode amongst them as though a god!

Analysis

Both of us were kind of rusty but I think played fairly correctly and not terribly terribly slowly.  I forgot my characters all got a Mastercrafted upgrade, Tom incorrectly thought his Prince was forced to Challenge, and I think we rolled a couple vehicle assaults incorrectly, but otherwise clean.

In general I think I failed to utilize what mobility I had, and should have brought more.  I let myself got boxed in to close quarters, something I’m usually trying to do to others, and even though I didn’t actually lose a ton of guys, they couldn’t do much either.  NEEDS MOAH DROP PODS!

Thoughts

Following discussion from last week, my Librarian of course rolled a stupid power on the Telekinesis chart and I opted for the base power (Assail, a beam attack).  Though I keep repeating myself on this I’ll say it again: These random powers are just annoying and unfortunate.

Afterward Tom and I were talking about why I roll Vulkan, even without excessive amounts of Melta.  Basically, even without taking serious advantage of his buffs, I think he’s still a pretty good bargan.  Not that many Marines can stand up at all to an angry Daemon Prince, and Vulkan’s one of them.  His 3++ is huge and the Relic Blade + Mastercrafted + Digital Weapons is just enough to get in a couple good shots on a big guy.  In addition to committing you to other Chapter Tactics, the other Marine heavies like Lysander and Marneus are more points and somewhat less flexible: Lysander can’t Sweeping Advance, they can’t get into Rhinos, etc..

With the Landspeeders I’m always torn about whether to fly them individually or as a squad.  Generally I do the latter to not give away kills so easily.  In this case I ran them separately, which made it tougher for Tom’s small army since he had to spread shots and assaults across them.

In the previous edition the Thunderfire Cannon was obviously asking for Barrage and/or Large Blast to be really useful.  So obviously that I don’t know what the hell GW’s designers were thinking debuting it without them.  Direct fire only for a fragile artillery piece made it a questionable selection.  This edition it got Barrage, which makes it much more appealing and fills a hole in the Marine codex—there’s never been much/any indirect fire in there.  Against an elite-ish Power Armour army like CSM the Cannon’s not super amazing, there’s too few guys to reap a ton of hits, but I was ok with its performance.  Faced with weaker, more numerous infantry it’d be a reasonable purchase for clearing backfield objectives.  Large Blast would still be nice, and not obviously overpowered—with the full 2D6 scatter you couldn’t easily drop shots anywhere near your own guys—but overall it’s useful.  It’s more or less competing for army points though against the Hunter/Stalker, and the latter probably gets the nod for combatting flyers.

Finally, the more I see them, the more Challenges come up a bit short rules-wise.  I’d be totally down for HQs being able to challenge other HQs or something like that.  Then you could even have cool fluff, like some special HQs being cowardly/strategic and able to reject a challenge, or Company Champions being uniquely able to take the challenge for their HQ, etc.  But it’s pretty dumb and not even remotely fluffy for a Sergeant to be able to enter a challenge with a Demon Prince, locking up all of the latter’s killing ability, potentially while the Marines’ weak ass HQ pummels any squad with the Prince.  The Demon Prince should be all “DA FUQ?” and swat that guy out of the way before cleaving into the squad or HQ.  Games Workshop!  My email address is tjkopena@gmail.com.  You get a good draft going of 7e, you send it to me and I’ll fix it up real good.  For free even.

More photos are in the Flickr gallery.

Hey guys!  Let's play!  Guys?  Guys!!!

Hey guys! Let’s play! Guys? Guys!!!