Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2016/01/24 18:05:53
Subject: CSM with 6 Mutilators VS Ultramarines with Calgar and charge-from-deepstrike Vanguards - Finished
Inspired by this thread:
http://www.dakkadakka.com/dakkaforum/posts/list/674138.page As promissed, there's a bet. If i win, the opponent makes me a meganob out of green stuff. If i loose, i make him a thunderfire cannon out of plastic clay.
Lists:
Spoiler:
Mutant Division:
- Crymson Slaughter
Sorcerror [bike, ml3, baelstar, force axe, melta bombz, sigil, gift of mutation]
2*10 Cultists
2*5 Spawns [MoN]
- The Purge Detachment
Sorcerror [bike, ml3, spell familliar, force axe, melta bombz, sigil, gift of mutation]
6*1 Mutilators [MoN]
4*1 Obliterators [MoN]
-Daemons
Masque of Slaanesh
Herald of Tzeench [ml1]
10 Daemonettes [instrument, flag]
12 Horrors
VS Ultra-choppy Marines:
- Ultramarines
Calgar [termi armor]
Sarge Chronos in a Vindicator [storm bolter]
2*5 Space Marines [heavy bolters]
6 Honor Guards [maces, banner]
Stormraven [tl heavy bolter, tl assault cannon, tl hurricane bolter sponsons]
3 Devastator Centurions [grav, tl hurricane bolters]
Drop Pod [stormbolter]
- Charge-out-of-deepstrike UM vets - for those who's not familliar with this formation: vanguard vets can choose to pass or fail reserves, they don't scatter when within 12" from 2 squads of scouts and they can charge the turn they deepstrike and as it's not specified otherwise, attached characters also can charge out of deepstrike (Calgar, yay), also re-roll charge range and don't loose attacks on multi-charge.
5 Vanguard Veterans [axes]
5 Vanguard Veterans [maces]
2*5 Scouts [bolters] + Landspeeder Storm [tl heavy bolter]
Mission Maelstorm with 3 objectives per turn and Steal the loot - means we can score each other's controle X. Long side deployment.
He chose a warlord trait to be FNP for Calgar. I rolled -1 for enemy reserves.
Gifts of mutation were: warlord sorc got FNP and 2-d sorc got +1 wound.
Psy powers: Warlord sorc: 4++ blessing (divination), scyer's gaze (divination), -1str -1toughness malediction (biomancy); Second sorc: life leech (biomancy), -1str -1toughness malediction (biomancy), haemorrhage (biomancy), smite (primaris biomancy); Herald: counter-attack and full bs overwatch (divination), tl (divination); Horrors: sacrafice - summon herald (daemonology), summoning (daemonology)
Nightfight was active.
He got first turn, deployed tacticals in the backlines near objectives.
I deployed spawns + sorcs on both flangs, covered them with cultists, horrors + herald deployed in a ruin on my left.
Than he infiltrated both landspeeders in the middle of the map to provide ideal landing non-scatter ground to vanguard vets. Calgar joined mace vets. Inquisitor joined Honor guards who embarked onto a Stormraven.
I didn't manage to steal ini.
Turn 1 UM:
Spoiler:
As i left no prime targets for grav and he still had to drop cents, he decided to go for Kill a unit - get a point, kill 3 units - get d3 points and tried to drop cents near a point in the middle but scattered and ended up a bit too close to spawns near the right speeder and decided to still disembark forward to claim max points and to screen the speeder.
Shooting was not very effective as, thanks to cover, going to ground and nightfight my cultists saved like crazy. All in all, he managed to kill 6 cultists on my left flank and 2 on my right flank. Left cultists than failed ld and ran 7" towards my board edge but remained in game as they needed 8".
He scored 1 point, discarded one and didn't manage to claim "Shoot stuff".
All in all, it was a bad turn for UM and i think he made a huge mistake infiltrating speeders within my charge range - albeit not guaranteed but still dangerous. He probably got overconfident because i had no real shooting and his speeders would get 3+ cover against my witchfires and even if i'd manage to wreck them, scouts would be too far for me to charge.
UM - 1
CSM - 0
Turn 1 CSM:
Spoiler:
Cultists regroupped. I decide to go va-bank and try to kill at least a squad of scouts. Got cunning plan. So, spawns move forward, horrors move forward.
Psy phase was succsessful for me. I managed to get 4++ on my warlord spawns (on the left flank) and Scyer's gaze on my warlord, horrors summoned daemonettes near a left speeder that didn't scatter. I ran out of WC to even get a force weapon that i needed.
Shooting did squat but daemonettes ran 3+3 inches and cogno-lined across the back of a left speeder.
Warlord + spawns managed to charge a speeder and wrecked it! I intentionally used a krak nade to not increase explode chances and it worked off. Sorc missed and spawns just clawed it to death without rolling 6-s. As scouts had nowhere to disembark, they got caught with a speeder wreck and died. Second sorc and spawns also managed to multi-charge centurions and a speeder, took a wound on overwatch but than rolled 4+ armor and only 1 on attacks. Didn't manage to do anything to a speeder, sorc challenged a devastator sarge, killed him but rolled unworthy offering, cents took no extra wounds, rolled ld and stayed in combat.
It was a lucky turn for CSM as my rolls were mostly good - daemonettes, warlord sorc's spawns wrecking a speeder and entraping scouts. 2-d sorc did worse but still managed to get stuck. I scored 3 points + first blood.
UM - 1
CSM - 4
Turn 2 UM:
Spoiler:
Plane doesn't arrive. Vanguard vets choose to arrive. Now he scatters but can still charge from deepstrike as it's only worded that they don't scatter within 12" from scouts but nothing preventing them from charging out of deepstrike even without scouts. Also, nothing preventing them from using jumppacks right after deepstrike. He deepstrikes mace vets + Calgar a bit too far away from my left spawns to reliably charge but scatters closer to them without mishapping. Another squad decides to clear my backline from horrors as he needs the point they're sitting upon, deepstrikes safely away from them, scatters a bit but doesn't get mych further - still needs like 9 to make it through DT - albeit with fleet from a pack. There's a picture from this point in battle - will add in the evening hopefully. Tacticals moved a bit to shoot down summoned daemonettes, speeder moves forward to shoot down 4 regroupped cultists but has to move 12" to get over spawns and not risk DT in the woods in the middle of the map.
Demolisher doesn't risk shooting spawns or daemonettes, is out of range from horrors and can basically only see spread out cultists on the right, shoots and kills 2. Marines and pod shoot down a couple daemonettes. Speeder shoots down 2 cultists that went to ground, scouts missed. All cultists pass ld.
Calgar+mace vets fail a multi-charge towards spawns and daemonettes but than thanks to vet's special rule re-roll and get to spawns. Daemonettes are still a bit too far away but once again thanks to vet's special rule, they don't loose attacks. Other vets don't manage to get to horrors even with a re-roll.
Calgar challenges a warlord sorc but even with assault doctrine, pulls just one wound between 4++ and fnp. Vets inflict 7 wounds on spawns and i fail 6 4++ saves. 2 spawns die. Than crazy gibblings strike back and kill 3 vets. Sorc scratches Calgar with an axe inflicting one wound. Devastator centurions wiff but so does my second sorc - he misses everything and cents save all the wounds from spawns.
He gets a point this turn from SM scoring an objective but still doesn't manage to kill much.
UM - 2
CSM - 4
Turn 2 CSM:
Spoiler:
Daemonettes arrive on my left flank near his axe vanguard vets and pull a masque together with them thanks to instrument. 3 obliterators arrive but one mishaps and the opponent places it in the corner of my right flank away from action. Another obliterator lands near left flank (for me) SM. And the 3-d one lands near a demolisher. 5 out of 6 mutilators arrive but one mishaps and dies, 3 scatter a bit but end up near marines in his backlines - 2 near his left flank marines, one near his right flank marines and a demolisher and the last one lands on a point that i need. Horrors move a little further from left vanguard vets.
Horrors don't manifest a shooting attack on a speeder. I manage to weaken (-1str, -1toughness) both Calgar+vets and dev cents, summon a herald near horrors sacraficing a cultist - now just a champ cultist left. Second sorc gets force weapon off, warlord sorc gets 4++ denied. Cultist champ passes LD.
Masque booty dances the hell out of left vanguard vets with axes, so they can only move and charge d3" and get -5WS. Shooting does very little. One obli overheats his plazma cannon, another one kills one left flank marine with tl plazma and the 3-d one misses. Summoned herald and horrors run towards each other and form a unit.
Melee with Calgar gets my sorc killed even with st6 Calgar. One wound also spreads to a spawn. Vets inflict a wound on a spawn. In return spawns do squat to vets. Second sorc does nothing to t4 dev cents, spawns inflict a wound. He passes ld once again.
I score a point, he gets slay the warlord.
UM - 3
CSM - 5
Turn 3 UM:
Spoiler:
Flyer arrives and moves towards my horrors, demolisher has to move away from point as there's a mutilator nearby and aims towards an obli. Scouts disembark from a speeder near a lone cultist champ.
He kills an obliterator with a demolisher, cultist with scouts and herald + half the horror's squad with a stormraven. Right marines and pod shoot down a couple more summoned daemonettes and...i completely forgot about daemonettes! They were just standing behind a wrecked speeder. Left marines and axe vets shoot down a couple daemonettes in a left unit.
Calgar + vets get affected with a banner from a honor guard's squad in a stormraven and inflict 3 wounds to spawns killing one, 2 left spawns go nuts and inflict 2 wounds to Calgar - as he decided to tank with 2+ and fnp but it didn't go too well.
He rolls a 3 for Shoot 3 units and get d3 VP. Mutilators deny him from scoring another point with a demnolisher as he decides to not risk being too close to one.
UM - 6
CSM - 5
Turn 3 CSM:
Spoiler:
I need to controle a point in the middle of my map and have nothing there, shoot down a flyer and challenge something.
Last mutilator arrives exactly on this point. The last obliterator mishaps and gets delayed. I disband a herald and horrors, herald moves towards scouts. Daemonettes and masque move towards axe vets. Mutilators move towards marines - two towards left marines with 4 left and another one towrads right unharmed marines. Obliterator moves towards a flyer.
Horrors summon a tzeench herald on the left flank, herald manages to psy shoot at scouts with his 2d6 heavy bolter but i roll 1-1 for the number of shots. He kills one scout and they pass toughness thest getting a 6+++. Sorc doesn't manage to weaken Calgat + vets.
Masque once again booty dances vets so that they get -5 WS and can only move d3". Obliterators shoot stuff to no effect.
Daemonettes charge vets and get one killed in overwatch. 2 mutilators charge 4 marines and one muti gets killed in overwatch. 3 bolters and a heavy bolter snapshoot the hell out of a t5 2+ 2 wound dude. Another mutilator charge 5 marines and gets 1 wound on overwatch. WOW, that was one harsh charge sub-phase.
Calgar + vets finish off 2 scouts with a help from +1 attack banner floating above in a storm raven but consolidate only 2 inches. Sorc + spawns finally finish off devastator cents and consolidate towards a demolisher. Masque challenges out a vet sarge, he accepts and i wiff 4 out of 5 attacks but than inflict a non-rending wound and he fails armor. Daemonettes manage to get like 8 hits but no rends and he only looses one more vet. He strikes back and kills nothing, fails ld, but vets get caught and continue fighting. A mutilator fighting 4 marines that killed his pal on overwatch, kills 3 with his lightning claws. Heavy bolter dude is left and he retreats. Muti consolidates towards him. Another 1-wound mutilator kills 2 marine and saves all the recieved wounds with 2+. They continue fighting.
I get 2 VP for a challenge and score an objective with a mutilator in my backlines.
UM - 6
CSM - 7
Turn 4 UM:
Spoiler:
Calgar + vets decide to not risk DT in the woods and just move but get just 2" away from spawns. He lands a stormraven and disembarks Honor guards + inquisitor towards daemonettes and horrors. He'd need to roll 10 to make a charge and i feel pretty confident that nettes + masque would finish off 3 remaining vets and lock his dudes my next turn. He moves a demolisher away from spawns, speeder moves towards my rightmost point near cultists that stayed out of action - but i didn't controle the point as it was on the top of the hill and i didn't want them to get killed earlier than needed. Well, my bad. He was just about to score it with a non-ob-sec speeder now.
Demolisher shoots at spawns and kills one. Speeder turbo-boosts towards a needed point near my right cultists.
So, Honor guards + inquisitor need a 10. He rolls and gets a 10. Multi-charges nettes, masque and horrors. Psycho nade gets a -2 ld to enemy result. His champ challenges a masque. Masque wiffs all but one attack once again. Gets a non-rend wound once again. And the dude fails armor once again. 2+ this one. Nettes don't get any rends at all and everything gets saved. He kills everything - nettes, masque and horrors. It was very lucky and potentially game-changing as i got nothing on my left flank in my deployment zone anymore
He scores a point with a speeder.
UM - 7
CSM - 7
Turn 4 CSM:
Spoiler:
The last obli arrives, rolls a 11 inch scatter and gets misplaced into a corner where his pal obli had been placed a few turns ago. I cogno-line spawns and sorc so that sorc's within 24" from calgar and vets. One obli moves into charge range of a stormraven, another one moves so that he(it?) can see a raven and the misplaced one can't. Summoned herald moves towards his board edge and objective near a now-regroupped HB marine. One mutilator that has routed a HB marine, moves towards him, another one is on a point in my deployment zone, third one is locked with 3 marines and the 4-th one...i don't remember where he is, sorry. Cultists move towards a point near a speeder.
Sorc weakens Calgar and vets - they're t3 now. And i use all the remaining warp charges to focus withchfire Calgar. It goes off. He rolls 4-4 for his toughness tests. As he's t3 now, he fails both. Than he fails both invuls and only saves one wound with FNP. Calgar gets killed with hemorroids!
Obliterator shoots a tl-melta at a speeder, he doesn't manage to jink. Pen and KABOOOM. 3 cultists get killed but pass ld. Remaining obliterators shoot everything they got at a Stormraven - it jinks and suffers just one glance.
Spawns charge a demolisher and wreck it, sorc coesn't pile in as he's ini1 with an axe and controles a point. Sarge Chronos emergency disembarks from a demolisher. Mutilator finishes off a HB marine and consolidates towards an objective. Another mutilator kills one more marine and is left with 2 - sarge and a HB dude and consolidates towards an objective. They pass ld once again. Obliterator charges a stormraven but does nothing with a power fist against av12.
I get slay the warlord and controle a point with sorc.
UM - 7
CSM - 9
Turn 5 UM:
Spoiler:
His missions are Linebreaker and ability to get d3 VP if 3 units get within my deployment zone, controle point near my consolidated mutilator and controle 3 objectives and get d3 points. He could easilly get linebreaker but he needs to get rid of my mutilator to get a point. It's also crucial to kill this mutilator to controle 3 points. Another point in my deployment zone is controled with my other mutilator and it's located in a way that stormraven can't get to it and shoot a mutilator with everything at the same point. Pretty much his only option is to move towards his deployment zone with a mutilator on a point and try to run Chronos towards a point + kill the mutilator with a snapshooting stormraven.
That's waht he does. He moves scouts to get linebreaker and controle the point where horrors once were. Moves axe vanguards and Honor guards towards my board edge to get linebreaker with 3 units. Mace vanguards move towards a point in the woods.
Chronos needs a 5 to get to a point and he gets a 6! Stormraven shoots everything at a mutilator + potms a tl assault cannon but doesn't get any rends and mutilator saves all the wounds with 2+ armor denying him 1+d3 points.
Mutilator finishes off 2 marines with power axes and consolidates towards a stormraven.
He rolls a 2 on d3 for linebreaker.
UM - 9
CSM - 9
Turn 5 CSM:
Spoiler:
I need to score a point near scouts, kill a flyer and controle a point i can't get.
2 mutilators move towards a stormraven. Obliterator that didn't manage to kill it in my previous turn, moves towards a scouts ending up within 3" of the point but scouts still deny it. The mutilator that's standing on my point, moves 6 inches through diffterrain towards scouts. Spawns and sorc disband, spawns move towards Chronos, sorc moves towards scouts and mace vets. I finally remember about summoned daemonettes - there are 3 left. They move towards mace vets too.
Sorc weakens scouts but perils, gets a wound and -1 to cast dice on both sides. Than lifeleeches 1 wound out of scouts. They pass ld.
Obliterator decides to assault cannon 3 remaining scouts but only hits once and kills a closest scout. The last one is still within 3" of the needed objective. They pass ld once again.
Mutilators charge a stormraven and explode it with chainfists. Another mutilator charges scouts, pulls 2 wounds with lightning claws butone is saved with 6+++. Still manages to push the scouts off an objective. Sorc recieves a wound on overwatch and charges 2 mace vets together with daemonettes. They kill 1 nette, sorc pulls a wound and 2 remaining daemonettes finally get a rend.
So, i score 2 objectives. I forget to charge Chronos with spawns.
UM - 9
CSM - 11
Turn 6 Ultramarines:
Spoiler:
So, the situation at the start of turn 6 is that he only has 3 axe vets and Honor guards + inquisitor in my left corner, 1 scout in combat with a mutilator and Chronos that i forgot to charge. I have sorc, 4 spawns, 3 or 4 mutilators, 2 obliterators, 2 daemonettes, tzeench herald and a couple cultists. And I'm spread all across the map.
The game ends on turn 6.
Turn 6 CSM:
Spoiler:
The game ends on turn 6.
Results:
Spoiler:
Final score:
UM - 9
CSM - 11
Mutilators managed to score 3 VP, helped get a 4-th one and denied 2+d3 VP. Pretty good. They didn't feel extraordinarily good in the sence that they didn't kill all that much but at the same time, helped a lot with scoring, denying points and movement area. I feel they were worth it for just ~360-370 pts.
Muties won me a meganob
This message was edited 20 times. Last update was at 2016/01/28 09:50:18
2016/01/24 22:57:28
Subject: CSM with 6 Mutilators VS Ultramarines with Calgar and charge-from-deepstrike Vanguards
Found out that Calgar couldn't have joined vanguards and charged as special rules don't share with indeps outside the formation. Well, a bit of unintentional cheeting. Did it change much? At least not for mutilators. It did change a lot to sorc and spawns though.
2016/01/25 17:59:06
Subject: CSM with 6 Mutilators VS Ultramarines with Calgar and charge-from-deepstrike Vanguards - Finished