Just to note, this battle report will be a half report like my last chaos one. Narration will happen eventually...
A couple of weeks after
my first game with chaos, I decided to give it a second go. With my last game, I feel like most of it came down to and imbalance between the army lists. My opponent was good (you can see my guard battle reports for example), but the entirety of that lists' anti-
MEq killing power was in close combat. My opponent had the choice of either running away and not killing anything, or getting exactly into the position that my khorne berzerkers wanted.
This time, I wanted a proper test with the reverse being true. I wanted to play against the worst possible list for me to be up against, to get a more balanced view of what I'm fielding, and to give me some inspiration for improvement. One of the best players at the local store had been playing a crazy 5-flier list, so I'd been told, and that seemed like a perfect list for my purposes here.
The game was 1850 points, and using Adepticon rules. The mission was a primary of Big Guns with 5 objectives, and Purge, with the regular secondaries.
So, here's the list I brought. Basically the same as last time, but I swapped out the havocs for obliterators.
My list:
Huron
Chaos Lord -
MoK, vets, sigil, Axe of Blind Fury
10x Terminators -
MoK, IoW, champ with fist, 3x c.meltas, 3x c.plasmas, chainfist, 2x reaper autocannons
20x Khorne berzerkers - IoW, champ with fist
20x Khorne berzerkers - IoW, champ with fist
3x Obliterators -
MoK
And my opponent's list:
Chaos Lord -
MoS, sigil, power fist, lightning claw, steed of slaanesh
25x Cultists
5x Noise marines - blastmaster
5x Noise marines - blastmaster
5x Noise marines - blastmaster
5x Noise marines - blastmaster
Helldrake - bale flamer
Helldrake - bale flamer
Overlord - mindshackle scarabs, warscythe, sempiternal weave
Court - Storm w/ voltaic, Storm w/voltaic, Despair with abyssal staff
5x Deathmarks - nightscythe
5x Warriors - nightscythe
5x warriors - nightscythe
... perfect! The chaos side of that list is all Ap3 ignores cover, and the necron part of that is all huge volume of fire to force a huge pile of armor saves (and
MSS to boot). Plus, there's five fliers. That my 800+ points of khorne berzerkers can't even hurt.
Talking with my opponent before the game, I made it clear that this was a test, and that really, what I was looking for was two things. The first was to do merely terrible, rather than hideously awful. If I could just regular lose the game rather than getting tabled, that would be a moral victory for me. The second, more important thing, was to learn important things about HOW this army was going to lose the game. I've been going back and forth in a maddening spiral of insanity with my list building without really any points of reference or any idea about how the list really works, and I just need some perspective.
So, with blissfully low expectations, it was time to begin. I won the roll to place objectives first and put one in the middle. My opponent placed them (smartly) in the corners, but with 5 of them, I was able to keep things rather clustered somewhat. I then won the roll to go first which I greedily gave the privilege of to my opponent. I'm pretty secure in my first-bloodedness, and I'm going to need the extra time...
I rolled 3 for the number of things huron infiltrated. Now that I'm aware of how the infiltration thing with special characters works, I decided not to just infiltrate my regular units forward. Instead I gave it to a squad of berzerkers and the terminators, and the khorne lord to go with them. My opponent threw down a thin film of noise marines. Oblits went into reserves for deepstrike. My opponent's chaos lord and cultists all went into outflank.
So, my basic strategy this game would be the same that it was last game. I'd go for a win on kill points and force the game into a draw, at which point I'd win because I'd get first blood. Of course, I'd also keep a passing interest in the objectives as well. I've got 4 of them in one relatively tight grouping, and my opponent is going to have to get out of those night scythes at some point. So long as I kept things cohesive and practiced good board control, I might actually have a crack at winning, or at least drawing on the objectives mission.
Of course, this was all overthinking it a tad. Really, this game would come down somehow surviving several turns of brutal strafing runs from fliers.
The game began with night fighting, but that didn't really do much of anything. I spread my troops out, so the blastmasters were only able to kill a couple of marines. Needless to say, he didn't do any movement. In my turn, everything moved up. My berzerkers on the left only roll a 1 for their run roll, though, and the berzerkers behind roll a 5. I can't just gun it forward without creating toxic levels of troop density for when his fliers arrive. Instead, the berzerkers on the left side of the rear squad wiggle forward while the right side runs up the middle at full speed. The terminators roll well for their run, and take up position between the four objectives.
Turn 2 starts with the moment of truth. Reserves. I'm hoping that his cultists show up. Being abandoned on the wrong side of the table would be great, but I'd more than welcome his cultists arriving on the left side. That means my berzerkers will have something to do. Naturally, I want all his fliers to stay far, far away. Then the rolls started. His lord and cultists decided to stay off the table, while every single one of his fliers showed up from reserves.
... and here we go.
Good displacement sees only 4
CSM hit per bale flamer, but all of them wound, and I lose 8. Vector striking kills a terminator and another berzerker. The huge pile of tesla attacks hammers into the berzerkers as well. Throw in the blast masters and the huron berzerker squad in the middle only take a few casualties, but the other squad is gutted down to only the 6 of them.
Also of note, the deathmarks pop out and mark the terminators for death. Shooting from the sniper weapons is naturally ho-hum, but the piece
de resistance is the attacks-leadership Ap2 flamer which gets to take advantage of the marked for death ability. Thankfully for me, my terminators are reasonably displaced. Unfortunately for my opponent, the dice suck, and in the end only two more terminators are killed.
The bottom of turn 2 is going to be my brief moment to shine. Things are made a little brighter when my obliterators show up. I had swapped the havocs for obliterators specifically for reasons like these. The idea being that I could catch fast units, or plop down next to artillery hammering my berzerkers or, in this case, to have fliers show up and then deepstrike behind them and shoot their rears with twin-linked plasma.
I put the obliterators down very aggressively (concerned that a mishap will cost me the game due to lack of first blood), and they scatter, but only 4", and not in a particularly dangerous direction. It does leave one of them in side arc of the helldrake, but so it goes. Everything else moves up, including the terminators to get closer to the left-side noise marines, and also to be able to fire their combi-weapons at either flier nearby.
Meanwhile, the huron berzerkers are desperate for a target, and there's the deathwatch nearby, but not REALLY nearby. To fix this problem, after the berzerkers move forward, I let the termies go do their thing while the khorne lord splits off and walks in front of the berzerkers, joining the squad. This gives them an extra 3" of closeness to the deathmarks. I figure its worth losing fearless on the terminators temporarily if it means I can guarantee a kill on the deathmarks.
In shooting, the oblits start by targetting their helldrake. I really want to unload with twin-linked meltaguns, but the helldrake today was being played by a vendetta, whose tail sweeps way up in the back, which means (in combination with the fact that it's on a bit of a hill) that I can't be in melta range. Instead, I settle for plasma. The result is a shocking 3 hits. One does nothing, one pens, and one glances. The invul saves do nothing. I roll a 5 for the pen. The helldrake explodes violently.
I then turn my terminators over to the nearby nightscythe, unloading a bunch of combi-meltas and combi-plasmas and twin-linked autocannons into it. The end result is a penetrating hit and a glance. I greedily look for a second vehicle explosion result with a combi-melta, but fate makes up for last time, and I only stun the vehicle, which is ignored.
Then we get to close combat. With the khorne lord in place, I now only need like a 6" charge to hit the deathmarks which I do, even without the icon's help. I've got a lot of options for the challenge, but then I realise that huron is also in the squad, so he issues the challenge. At I5, huron butchers the cryptek with his lightning claw. The khorne lord rolls a 3 for the axe of blind fury and summarily executes the deathmarks. Poor berzerkers get none. Huron gets the "crusader" mutation. They consolidate up towards the other squad of noise marines nearby.
At the top of turn 3, my opponent judiciously retreats his noise marines up into the higher levels of their respective ruins. Nightscythes move around and the helldrake wheels. Unfortunately, his lord and cultists are still no-shows.
In shooting, the helldrake barbecues another few berzerkers, this time from the center squad. The blastmasters and night scythes open up on the berzerkers, killing them down to the icon and a random chump.
At the bottom of turn 3, things are going surprisingly not that bad. Yeah, I've lost half my berzerkers, but that's about it. More importantly I control exactly the field position I want - a nice perimeter around the objectives, and also with linebreaker. The only thing I've got to do now is to clean up local resistance on the ground.
To this end, the khorne lord leads the berzerkers forwards to the noise marines on the right, while Huron splits off and joins up with the terminators, who run up to right underneath the noise marines on the left. The obliterators wheel around into point blank range of a nighscythe. The remaining two berzerkers book it towards the upper-right objective near the terminators, desperately looking to hide out of
LOS on an objective. They get their third terrible run roll of the night, though, and are still left out in the open just in front of the ruins.
Shooting sees my obliterators in melta range, so unloading with twin-linked meltaguns. 6 attempts don't yield a hit, though. In close combat, I'm in an awkward position on the right, as he's been able to get his noise marines way up in the top floor. I've got a 7" charge through cover. Even with an IoW that seems fishy. Instead I decide to run them in the shooting phase, hoping to get up to the second floor. No such luck, though, as a 3" run roll doesn't quite get me up there. I'm still in range for a charge the following turn, though.
On the left, though, it's a different story. I've got to make a 3" charge through cover, which I easily get. Huron calls out the noise marine champion and easily defeats him. The terminators take no casualties from a few clumsy bolter swings before beating the noise marines to paste. Huron gets Eternal Warrior. The terminators consolidate back down towards the ground.
Turn 4 sees my opponent's chaos lord and cultists come on by compulsion. They easily make it on the correct side, coming in from my now-ruined left side.
One of the fliers with warriors in them fly off the board, preparing for their turn 5 objectives attack. while the other one moves on the board and puts itself directly between my berzerkers and the noise marines on the third floor. The empty one and the other night scythe stick around.
At this point, I took another overview shot:
As you can see here, my berzerkers are all but killed off, and now, being blocked in by a flier it can't engage in close combat, is stuck out in the open with nothing to assault, with my opponent swooping in towards the objectives now that the berzerkers are gone (the last two in the squad had been downed the previous turn by something).
But I've still got the hard core of my army left, and I'm in the right part of the board.
Anyways, shooting sees the cultists do more or less nothing, hoping that I'm going to get closer in the next turn so he can charge me. The helldrake offs more berzerkers, but the khorne lord does save a few by being the closest model eventually, and he gets to make an invul save. For the first time, my opponent also shoots at my obliterators, S7 weapons rack up the wounds, and after some crappy saves one of them is downed.
In return, I play it cool. I've got the objectives, so he has to come to me, and I've got targets for my firepower. The only thing that seriously moves all that much is the berzerkers. The noise marines are stuck so high up in the ruins that it's going to take at least a couple of turns for them to get down and onto an objective. Time my opponent just doesn't have. They've basically been neutralized. As such, I bring my berzerkers back, staying close to the right-side objectives with the khorne lord so that I can axe warrior units if they make a late-game play, but also trying to stretch the berzerkers out towards the cultists. Even a few survivors will eat that entire squad alive.
In shooting, my obliterators have twin-linked plasma up again, so I decided to move them back and shoot plasma rather than up (closer to the cultists) and risk an assault to fire twin-linked melta. The plasma barrage yields a hit and an overheat. The hit pens the nightscythe, but it's stopped by jink. The overheat isn't stopped by armor. Meanwhile, the terminators shoot twin-linked autocannons at the other nightscythe. It's the one they shot at before, so it only has one
HP left. After twin-linking, I get two hits for two glances. My opponent then jinks both of them. That's really bad, because now there's two flying transport units rather than just one.
In turn 5, my opponent plays his end-game. The cultists move forward looking for something to charge in close combat. The only target close enough is the terminators, which he moves towards. The helldrake turns around slowly again and the two night scythes drop off their cargo - a squad of warriors on the lower left objective near the obliterators and cultists, and another squad on the right-side one near the khorne lord. He also does start creeping his noise marines forward again, looking for some turn 6 or 7 backup scoring units.
Shooting sees the 5th turn of blastmasters and the 4th turn of helldrakes. Once again, though, I get to make a fair number of saves on the khorne lord, which means I get to make saves at all. The lord is brought down to one wound, though, and, in my second lucky break of the game, passes more than his fair share of 4++s. At some point, though, I needed to pitch them, so the berzerker squad was still wiped out down to just 2. Some more shooting lands another wound off of my obliterator squad, ending with two one-wound models left.
In close combat, the cultists try and assault the terminators. They've got to do it through difficult terrain, though, and they only get a 3, which just isn't far enough.
And now it's to the bottom of 5. With the exception of huron and his terminator buddies, my army is shattered. 2 khorne berzerkers, a 1-wound khorne lord and a pair of 1-wound obliterators.
... but I have something more valuable than surviving models: field position. At the moment, my opponent is winning the objectives game with 3-1. However, I could mount a charge of his warriors with the khorne lord and the two berzerkers and probably win. I can also easily swing the obliterators in, which are scoring in this game, and take control of that one. With my few remaining models, I could end turn 5 with a win in kill points AND be winning objectives 2-1.
... but what if there's a turn 6? After much angst, I decide, in the end, to play things more conservatively. The two khorne berzerkers move down and to the left to hide in the ruins to give me either a pointless suicide charge against the cultists, or at least to have another scoring unit nearby in case the obliterators are killed. I think long and hard about the khorne lord charging into the warriors on the right-side objective, but decide against it. I can't contest on turn 5, and, because of the challenge, it will take me a bit longer to slay the rest of the squad with the axe of blind fury. Plus, it wasn't exactly the shortest charge, and I didn't have an icon.
Instead I decide to concede winning or drawing on objectives. This game is going to be decided on secondaries.
As such, I charge the khorne lord up towards the noise marines who had gotten venturesome enough to put a model on the ground floor. He'll charge in, hopefully help me with kill points, and then be able to hide completely out of
LOS, guaranteeing me linebreaker.
Meanwhile, I also bring back the terminators a bit. I could charge in and obliterate the cultists and the slaanesh lord, but that unit is actually in a strategic wasteland right now. The only thing they can do is draw the terminators away from linebreaker. My opponent seems bent on a charge, though, so I decide to back the terminators up slightly, enough to force another charge-through-cover roll. That and the obliterators move up to the lower left objective.
In shooting, the obliterators throw open their heavy flamers getting 11 hits on 6 models. They are instantly vaporized. The cryptek doesn't stand back up leaving my obliterators in sole control of the objective. Also in shooting, the terminators had fallen back, leaving them without real targets. With nothing better to shoot at, I spitefully fire my reaper autocannons in round 3 of ending that pesky nightscythe. This time, jink doesn't get in the way of the penetrating hit which strips off its last hull point, downing it.
In close combat, my khorne lord makes a 3" charge through cover and beats the hell out of the noise marine champion with his demon axe (it turned out that I was twice as likely to leave the champ alive if I didn't use the axe than I was to accidentally kill myself with it).
Having abandoned the possibility of winning or drawing on objectives, the only thing I could do now was lose whatever advantage I have in
KP with 3 more in very precarious positions. Naturally, I want the game to end.
And, shockingly, it actually does.
In the end, 61 skulls were offered up as a sacrifice to the Lord of Triumph. A victory for Khorne!
On an unrelated note, my opponent had 2 objectives to my 1. I had 5 kill points to my opponent's 1. That meant it rolled over to secondaries. We both had linebreaker. Both of our warlords were alive.
I had first blood. A double victory for Khorne.
- It wasn't until after the game that it struck me just how hard things were going to be for my opponent, even if the game had continued. There were only 3 of my kill points seriously in play, and even if he had gotten all of them, I still would have won on kill points (even assuming that the khorne lord or terminators didn't kill anything else). In fact, the best my opponent would be able to do was a draw (tied on primaries, 2-1 on secondaries, but +1 point for killing the obliterators). And that's assuming that everything went 100% exactly right, and that I didn't draw the cultists out of linebreaker with a charge from the terminators. Anything less than perfection, and the result of turn 5 is still how the game would have ended on 6 or 7.
- Once again, this list's basic strategy of "screw it, go for secondaries" played out as planned. Even if the game had been solely a 5-objective game (which is, unquestioningly the worst for my army), I still had a chance right up to the very end to pull out a draw on objectives and force it to secondaries. Whatever changes I'll make to my list, the "I'll take first blood, thank you" seems to be a winning strategy.
- And the fliers? Not that scary, actually. Yes, yes, I did loose all my berzerkers in an Ap3 ignores cover apocalypse, but so what? They took turn after turn after turn of horrific beating, and to what end? What strategic gain did my opponent get from those helldrakes? Nothing. He just killed models that I was more than willing to loose in the first place (I did kill one of them right away, but still...). The night scythes were, of course, more of a problem, but with a little bit different rolling, they wouldn't have been. Once again, they just killed models I was willing to loose, and their attempt at dropping guys off at the end to score was thwarted by me still having anything strong enough to resist, which, in the case of khorne, can be achieved with just one or two models.
Because you don't NEED to kill fliers. Yes, of course, I did, but that was with what little shooting I had bothered to bring in a khorne list, and having nothing much better to bother with. If anything, this game really does show that you can beat fliers without killing fliers. You can handle them on the table top with nothing more than a steely resolve and practicing sound fundamentals like displacement, playing to the mission, and taking control of good field position.
- I'm starting to notice a conflict between my khorne berzerkers and their chaos lord with axe of blind fury. In this game, the squad on the left got into close combat once, and the chaos lord killed everything before the berzerkers had a chance to swing. The same thing happened last game.
I need to have a khorne lord to bring the berzerkers, but if I have a khorne lord, I kind of feel like I don't really need berzerkers. I suppose I could solve this problem somewhat by putting the lord on a juggernought or finding something else for him to do. I don't know if I'm quite convinced to drop the berzerkers down to marked
CSM, as, while I grossly overpaid for WS5 this game, I used the hell out of fearless. Also, I don't know if an inefficient build with the lord and the berzerkers is worse than a weaker build with
CSM and like a sorcerer, or something.
Something to think about, I suppose.
- As well, you noticed the other list change. The obliterators were much, much better than havocs would have been in this game. Havocs WOULD have let my berzerkers survive longer, I'll grant, so maybe it wasn't a straight win for the oblits, and it wasn't even the fact that I could switch weapons around that makes me like them. It's the fact that they're 6W of 2++ that, thanks to deepstrike, actually get into the thick of the action, rather than simply sitting back and plinking (which, as you can see from my opponent's noise marines, didn't do very much). They can show up and fire twin-linked plasma into the backs of fliers or other vehicles, or terminators, or monstrous creatures, and then, after they've discharged their weapons, they're now W6 2+ 5++ with 6+ power fist attacks.
Actually, put another way, they're sort of a ghetto monstrous creature. They do way more damage, but aren't immune to instant death and can be killed by lasguns easier. Still... they're a deepstriking ghetto monstrous creature. With scary shooting and power fists. Loltastically enough, I also gave them
MoK, which meant, at full strength, they would have gotten 12 powerfist attacks on the charge. That's pretty damn beaty. Moreso than havocs, for sure.
- So, there are still several things I'm unused to about chaos Armor saves, real invul saves, etc. One of them is independent characters, which I feel I made some decent use out of. I thought moving the khorne lord over to the front of a squad to give them a longer charge range was particularly cute. I was also glad to, later, be able to hide my warlord in a giant squad of terminators out of harm's way. Plus, using a multi-wound character to give the berzerkers a few invul saves wound up being pretty useful, actually.
- I've won 5 challenges so far, where the challenger survived. Come on, demon prince.... come on...
Oh, and speaking of huron, I actually remembered that he had a combat familiar, not that it mattered. Also, with the constant reminding of my opponent, I mostly remembered to generate psychic powers. Two of them rolled the worst divination power he could have gotten (oh, firing overwatch at full
BS you say...), while once he got a magic heavy flamer that he could put to no use whatsoever. The fourth one was the only remotely useful of the lot that I rolled at the end of the game, the pyromancy one that gives you +2S... and he rolled an 11 for it. So yeah. Stupid familiar.
- In the end, I'm rather happy with how things went. Not because I won (a nice treat, but I really would have walked away tall from a mere non-one-sided-slaughter defeat), but because I feel like this game in combination with the last is a validation of what I want from my
CSM army. They go wherever they want, and they take whatever they want, and everybody else runs away or hides in fear, or they're foolish enough to resist, in which case they're completely crushed in an orgy of eviscerating violence. Straight-up, no-compromise thuggery at its finest.
I guess the only question is where to go from here. I suppose there are tau players who bring plenty of riptides, but I imagine it would go much the same as this game, where I just beat up the non-scary units and then sort of just ignore the rest, taking a few casualties, but winning the game. There's an eldar player around, against whom I could try my luck against a mass MSM rending army, and that might be more of a challenge. There's also our local punisher cannon spammer that might put up a fight.
If I wind up in a game with any of that, I'll try to get another report written up.
Slayer of the Game: This has to go to the obliterators, actually. They killed the helldrake and were a die roll away from taking down a night scythe as well. Plus the "No, seriously, this is my objective" style heavy flamering was a class act.
Most Aspiring Champion: The khorne lord. They may have killed all his berzerkers, and nearly shot him to death several times, but after butchering a squad single-handedly, bleeding and broken, he risked being eaten by his demon weapon to beat one last face in before the game ended.
Anyways, hope you guys liked this. Blood for the Blood God, etc.