So, this is going to be a quick little battle report from me, rather than my usual narrative style. I just wanted to put something up in honor of my first game playing with
CSM.
Just today, I got a pair of packages from eBay, which over doubled the number of
CSM models that I'd had. A friend of mine wanted a game, and so I cobbled together what few painted units I had with the various some-primed, some-horribly-plastic-glued new models I'd gotten a couple of hours before. I also threw together a chaos list built around working with the models I had, and a bit of guesswork.
My opponent, on the other hand, had a Mordrak list he's been playing with as of late. The gist is that you've got a bunch of stuff that can shunt, scout, and deepstrike turns 1 and 2. Basically, it's 1850 points of in-your-face
GK. Unlike my guard army, close is exactly where I want to be. Anyways, the lists were as such:
Huron
Chaos Lord -
MoK, sigil, axe of blind fury, veterans, gift of mutation
10x terminators -
MoK, IoW, champ with fist and combi-melta, 5x combi-meltas, 2x combi-plasmas, 2x autocannons, 2x chainfists
20x khorne berzerkers - champ with fist, IoW
20x khorne berzerkers - champ with fist, IoW
7x havocs - 4x lascannons
And my opponent ran...
Coteaz
Mordrak - 4x ghost knights - 2x swords, 2x hammers
Vindicare assassin
5x grey knight terminators - psycannon, Thawn
Henchmen - 3x melta, mystic, chimera
Henchmen - 3x plasma, mystic, chimera
Henchmen - 2x
DCAs, 6x warriors, everyone had a power axe, rhino
10x interceptors - 2x incinerators
Dreadknight - heavy incinerator
We played this at 1850 points. Some of the people at the store are going to Adepticon this year, so the game was an Adepticon
40k one. There were two primary missions - in this case, kill points, and crusade. As such, there were two missions to "win" - whoever won a primary mission got a point, and if both players each won one of them (say, my opponent got more obejctives, and won crusade, but I got more
KP), then it would count as a tie and the winner of the game would be determined by secondaries (which are the usual ones).
In pre-game rolling, we got 5 objectives, and my opponent won the roll to place them first. I tried to crowd the objectives in a bit, rather than just hiding them on my side of the board. I don't have any units to spare to sit around and babysit objectives, so I want them at hand wherever I wind up at the end of the game. Coteaz got the 4++ power and prescience. Mordrak rolled only 1 ability, and he chose to make the dreadknight scoring, rather than scouting something. My gift of mutation on the khorne lord gave me witch eater, which would be rather pointless this game.
I then roll for the big one. How many units do I get to infiltrate thanks to Huron? On a 5+, it's all of them but the havocs. To make up for mordrak, I only get one myself. I decide to give it to the terminators.
The two of us deploy centrally, and my termies decide to infiltrate over to my left. Night fight is off. My opponent wins the roll to go first. I naturally fail to seize against coteaz.
At the beginning of the game, things looked like this:
My objective on this game is actually pretty simple. I don't need to get more objectives than my opponent if I beat him on kill points (which I will), and then force the win on secondaries. This will come (hopefully) from the fact that, except the havocs, my army is comprised of three practically invincible units that stand basically zero chance of giving up first blood. To note, this was the one little bit of planning that went into this list - the idea that, whatever the mission, I was going to build a list that did well on the secondaries.
As such, all I really needed was first blood, and to charge straight forwards (to get linebreaker), and I'd win on one primary, and hopefully dislodge my opponent from enough objectives to possibly force a draw on that as well.
In any case, the game began.
1.) My opponent begins the game by bringing Mordrak in. He decides to bring them in over on the right side near my exposed berzerker flank. Everything else is rather conservative. The special weapon henchmen and the dreadknight form up into a defensive position, and the
DCA blob gets out of their vehicle in preparation for a turn 2 charge. The only other action is the interceptors jumping forwards to get some guys into storm bolter range of my havocs.
In shooting, my opponent doesn't do much of anything except against the havocs. They take a half dozen storm bolters, a couple of multilasers, and a handful of snapfired heavy bolters. The end result is 6 armor saves. But I'm playing marines, now, I've got this! I then fail 4 of them, seeing me down to just 3 lascannon dudes... and a morale check on the one squad in my army that wasn't fearless (note to self, put huron there to begin with next time...)
In the end, though, they stay on the board.
Turn 1 for me sees my colossal pile of anger move up the board...
Things start with the havocs trying to redeem themselves. 3 lascannons shoot at the rhino to fish for first blood. All three shots miss.
Meanwhile, the middle pile of berzerkers run while the termies on the left and the berzerkers on the right bear down on their targets. I'd infiltrated my termies, but I'd also not gotten the top of turn 1, and my opponent brought something to within 18". To 14" to be precise. Normally this would be only a moderately risky move, but I've got icons of wrath on everything.
The termies start by rolling into close combat.
The terminator champion challenges and the justicar accepts but then, realizing what he's up against, decides to end it all on his own terms by perilsing himself to death casting hammerhand. Then it gets down to I5... which is where the axe of blind fury strikes. I roll a 3. The khorne lord, in conjunction with hatred, manages to nearly single-handedly butcher the interceptors. The remaining ones were offed by power axes.
On the right, the berzerkers have to charge through cover, but I only need a 4" charge which I get thanks to the icon. I don't manage to get all of my berzerkers in, but still, I throw down over 50 WS5 S5 attacks. My opponent is able to get away with only 3 of the ghost knights dying, but then it goes down to the challenge. Mordrak has a hammer. My champion has a S9 power fist. Mordrak horribly pastes the champion, but the champion puts down two wounds, one of which makes it through the 4++, and Mordrak doesn't have eternal warrior. With him gone, the remaining ghost knight poofs away in a cloud of incongruity.
This gives me first blood, but the warlord was coteaz, who now has a desperate situation on this hand.
2.) At the top of turn 2, his Thawn + GKT squad arrives from reserves and decides to attack over on the right, but to play it a little more conservative this time, keeping things a little further back in preparation to charge on turn 3.
Meanwhile, everything else bears down on my terminators. The dreadknight manages to kill two terminators with a half dozen armor saves, and nearby plasma and melta also dings the squad further, but that's all a distraction to the main show. Coteaz passes out prescience to the
DCA blob to which he had been joined and then charges in against the terminators along with the dreadknight.
I fail countercharge with my terminators, and the end result is no damage from a lackluster handful of power maul attacks. My opponent then GOES
TO DOWN with rerollable power axes. My own axes fight back, but are up against stormshields. The terminators are wiped out. I only kill two dudes with stormshields (one of them in overwatch, actually).
Meanwhile, my khorne lord was in a challenge with the dreadknight (if my opponent had accepted with coteaz, it would have ended in a warlord point for me). I get my axe of blind fury, ready to viciously hack the dreadknight to pieces... and roll a 1. Despite only being WS1, the hating khorne lord does manage a wound on the dreadknight before being unceremoniously splashed into gore by some nemesis doom fists.
And there we have it. Both of us have played our expensive terminator-based opening hand, only to see it flop. But I have an ace up my sleeve. A second wave!
On my turn 2, my havoks try to redeem themselves by shooting at the dreadknight. After 6 shots, I finally get a hit, but it's blocked by the invul save. Meanwhile, on the right, the berzerkers run forward as fast as they can to try and get anywhere, while the berzerkers on the left charge straight into coteaz and his buddies.
Close combat sees my berzerkers make an easy 3" charge, even with them technically charging through cover. The
DCAs kill off a pair of berzerkers before the entire squad is washed out in a pyroclastic blast of over 60 S5 WS5 hatred attacks. Of note, the berzerker champion issues the challenge to coteaz (whose hammerhand allows him to
ID Huron). Coteaz easily handles the champion, and the powerfisted champion easily handles coteaz. I consolidate forwards...
Right into my opponent's soft underbelly. He's running out of options, and fast.
3.) My opponent starts turn 3 by moving forward his terminators on the right, trying to bring Thawn into play.
They make it into close combat. My squad is somewhat spread out, so I don't get as many attacks as I'd like, and my opponent rolls well for his terminators, seeing only a single wound lost, which he throws on Thawn.
The two sides would spend the rest of the game slugging it out to a more or less draw. My opponent eviscerated my berzerkers, but he eventually failed enough armor saves under the still rather substantial number of attacks I was throwing at him.
Eventually, Thawn got back up and charged back into the berzerkers on turn 5.
But the more interesting show was on the left. I'd wiped out his interceptors. He wiped out my terminators. I wiped out coteaz and his henchmen. Starting at the top of turn 3, the seesaw continued. Nearby transports tank shocked my berzerkers to get them into a better place to be hit by the heavy incinerator. I get my armor saves, though, and this time they work. My opponent doesn't have much to do but to charge in with his W3 dreadknight.
A massive pile of overwatch naturally does nothing to the monstrous creature, and when he arrives I have no one left in the squad to issue a challenge, except my warlord. Huron threw down the gauntlet, and the dreadknight is forced to accept. The tyrant's claw would be useless here, and so the battle devolved to an I1 fight. His attacks yielded a respectable 3 wounds. I pick up the dice for my invul saves and shockingly, I pass all three (on 6s none the less). I then get three swings in which, thanks to hatred, I hit with all 3. I roll to wound, and only snag one, but then I get to reroll the other two, thanks to the massive pile of khorne berzerkers in the squad shouting BLOOD FOR THE BLOOD GOD!!! in unison, and the end result is that all three wound. My opponent rolls invul, and fails them all. My poor khorne lord is avenged. Huron gains hammer of wrath.
And now, at the mid-point of turn 3, the game is all but done. On the right, the berzerkers and the GKTs are futilely hacking at each other, while on the left, my opponent has a vindicare assassin (which has been rolling just about as terribly as my havocs - most notably failing twice to strip the khrone lord and then Huron of their invul saves), a chimera with a plasma gunner and a mystic (the others had burned themselves), a chimera with three meltagunners and a mystic, and an empty rhino. Against Huron and at least 15 khorne berzerkers.
At the bottom of 3, I charge everything.
I get ready to prime krak grenades, but then decide against it. I've got more attacks with S5 chainswords than S6 krak grenades. The rhino sees Huron charge into it whose lightning claw that things its an eviscerator horribly flubs it, three hits yielding a single glance. The several guys nearby help him finish it off by an extra pair of glances. Meanwhile, the further away chimera had seen it loose a hull point thanks to the havocs (who after 4 turns of firing, finally manage to do any damage at all - a weapon destroyed result on that chimera). With only two hull points needing stripping, the berzerkers manage it. Meanwhile, the right-side chimera didn't move the turn before, and it's got the most berzerkers on it. It easily wrecks.
The end result is a mystic, a vindicare assassin, and 4 lonely, dismounted henchmen.
Turn 4 sees the battle on the right grind on and the mystic desperately trying for an objective on the right while the henchmen scramble towards one on the left. The mystic only rolls a 1 for a run roll, which just barely keeps it in
LOS of the havocs. In my turn, I spread my huge pile of berzerkers out into a conga line, looking to assault both the runaway mystic and the remainder of the henchmen. The havocs then do their one thing right this game, and manage to kill off the lonely mystic, leaving the berzerkers to easily finish off the henchmen.
Turn 5 sees Thawn get back up and assault the berzerkers on the objective on the right, and the vindicare assaulting my khorne berzerkers off of their objective on the left (taking a wound from a bolt pistol in the process). Thawn passes 4 armor saves and kills a few berzerkers. The vindicare and Huron both manage to do nothing to each other. At the bottom of 5, Thawn passes another 4 armor saves and kills another berzerker. The vindicare and Huron continue their pointless slap-fight. At the top of turn 6, the tyrant's claw finally does its damn job and peels the other wound off the vindicare. Thawn whiffs against the berzerkers, who cause another pair of armor saves.
At this point, with only Thawn left on the table, my opponent concedes.
In the end, I collected 86 skulls for the skull throne - a victory for Khorne!
On an unrelated note, I also won on kill points (2 to 11). I also won the other primary with huron and some berzerkers holding an objective, and thawn and some other berzerkers contesting another. Not that it mattered, but I also swept the secondaries as well.
- Probably the biggest problem for my opponent this game was the list matchup. Bringing 46 wounds worth of power armor isn't exactly a foot horde, but it IS a fair amount. Much more importantly, though, my opponent's serious anti-
MEq only came in the form of close combat attacks, and close combat was exactly where I was strongest. Mordrak, for example, had the option to either do nothing, or to be in close combat with berzerkers. Neither of which were appealing options.
My opponent did note after the game that he could have played things more conservatively, spending a turn or two falling back and using what shooting he had and then done things to ensure that HE got the charge, rather than my army. The -1A would have been useful for him, but, more importantly, I wouldn't have the +1S for all my khorne units.
In the end, though, there was no way he was going to win this game on
KP, which meant the best he was going to do was to tie up primaries on objectives. Assuming I charged forwards, it meant my opponent NEEDED linebreaker, but really, it was going to devolve to first blood. Something which my army was designed to exploit.
I hate to say it, but the longer I go in 6th ed, the more it's starting to feel like "first blood: the game".
- Those khrone berzerkers, to me at least, were awe-inspiring. I think both of us grossly underestimated what they could do. It's not just that they get a maximum of 80 attacks on the charge (indeed, due to the sheer, unwieldy size of the squad and casualties, I never really made it above 65, but it was more usually down in the upper 40's or 50's). In fact, I got a LOT of mileage out of the fact that they were berzerkers, not
MoK CSM.
Having WS5 meant I hit basically everything on 3's. The icon made it so that I wounded basically everything on 3's. There was only one close combat that really lasted past the first turn, and it was berzerkers against GKTs. In that, I didn't win a single round of combat and, in fact, lost most of them. But they were fearless.
In the case of this game, taking actual berzerkers was much better, and definitely worth losing a couple of meltaguns over.
- Also, contrary to the universe, I decided to take powerfists on my berzerker champs, and not only because I have the models for them. The idea is that virtually everything that doesn't have a power weapon is going to have a bit of a tough time landing a sticking wound on T4 3++, and most things that do have power weapons have axes, or are power fists, or thunderhammers, or whatever. Said models also tend to have 2+ Svs.
In this case, having the powerfists was game-changing. It was the difference between Mordrak eating a squad of berzerkers by himself, and a Mordrak that only killed a single berzerker before getting one-shotted. Likewise, coteaz was killed with a single shot from a powerfist, whereas he likely would have survived against anything else. It's not just the
Ap, it's also the
ID abilities.
As such, even though the skull champion died in both cases, I still DEFINITELY won both challenges they participated in. I'd trade 50 points of fists for coteaz, mordrak, and a ghost knight any day. More importantly, as mentioned, the strategic impact was pretty big. Berzerkers alone are good at a lot of things, but are vulnerable without at least a little bit of heavy-hitting capabilities.
- I'd also like to say a few things about Huron. With his warlord trait, he set up a first-turn charge with a big pile of
MoK terminators with an axe of blind fury. With his power axe, he killed off a dreadknight. With his tyrant claw, he got into close combat with a vehicle. Likewise, he killed off my opponent's last scoring unit by himself, and finished off the last model in his deployment zone, clearing the way for a squad of berzerkers to hold an objective.
This is insane. It's crazy beyond measure. It's also way, way better than my guard senior officer...
And all of this despite the fact that I only once remembered to roll for his psychic power, and completely forgot that he has a combat familiar. If I decide to continue with Huron (which I likely will), then I should make a familiar model so that I remember to use it.
- Also, veterans of the long war was silly good. As if hitting on 3's wasn't enough, yes, I'll also take a reroll on the first turn. In this case, hatred was what let enough hits land from the berzerkers to glance all those vehicles to death, and its what meant I got a chance to wound the dreadknight three times. It was also helpful in my powerfist challenge.
That said, I'm also glad I didn't pay for it. Well, as a squad upgrade. Huron and my lord both had it, and that was enough. Plus, in worst case scenarios, I can always move the veterans ability from one squad to another, as they're on
ICs.
- It felt very good to be able to finally run a proper close combat army again, even if I had to do it in the silliest way possible. None of this gunline nonsense, or carefully dancing around and taking potshots. No, this time I'm going to run over there, and I'm going to beat you in the face. Nice to have a glimmer of power blob goodness.
And there were a lot of things that were needed to make it work. Before the game I was seriously considering running everything as slaanesh (berzerkers as no-sonic-weapons noise marines), but this game showed just how useful the Icon of Wrath is. In the end, there is no substitute for making it into the charge, which the IoW is very, very useful for, especially when attempting a charge where there is cover involved. It's sort of the difference between making it, or not.
That and, as mentioned, WS5+, hatred from vets,
FC, and fearless all played their part, as did T4, for that matter. Against literally any other army, their Sv3+ would have made a big difference as well.
That said, the army, as built, has several hard counters, and several more uphill battles. The combination of infiltrating and playing to the mission I think would do me well enough against high-mobility armies (though I guess we'll have to see), but at some point I'm going to have to deal with armies that have the ability to back up and keep shooting AP3+ or volume of fire weapons at me. Either I've got to add in more specific counters (more havocs to shoot down helldrakes), or I've got to dilute the berzerkers to
CSM so that I can get more of them, or I've got to swing points more in favor of terminators.
Or make them all slaanesh and get
FNP. It certainly would have seen my terminators last longer.
Slayers of the Game: This award goes to those who beat the most ridiculous amount of face. It's going to the left-side berzerker squad with Huron who went through my opponent's army like a freight train. Eight kill points, a warlord, a monstrous creature, and an assassin. With more than half their number still left. Sheesh.
Most Aspiring Champion: This award goes to those who please the gods of chaos (and myself) the most. The shoo-in candidate here is Huron. SO much utility to be wrung from this guy, and that's ignoring the fact that I forgot some of his rules, and only infiltrated a single unit, rather than my entire army...
Anyways, hope you liked the report. Blood for the Blood God, and all that.