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Made in us
Sister Vastly Superior





Pittsburgh Pa

A couple battle reports from the past weekend. First of I want to apologize for not having everyone’s list that I played against so I’ll try and get as close as possible.

My list consisted of



St. Celestine

Seraphim Squad (10) hand flamers x2 VSS Eviscerator Bolt pistol

Dominion Squad (5) 2melta gun DVS Combi melta
Immolator DB MM

Dominion Squad (5)2melta gun DVS Combi melta
Immolator DB MM

Penitence Engine X3

Retributor Squad (5) 3 HB, MM VRS Storm bolter

Retributor Squad (5) 3 HB, MM VRS Storm bolter

Repentia Squad (8)

Repentia Squad (8)

Battle Sister Squad (10) Storm bolter, Melta gun VBS Storm bolter
Rhino SL, DB, SB, HK

Battle Sister Squad (10) Storm bolter, Melta gun VBS Storm bolter
Rhino SL, DB, SB, HK

Battle Sister Squad (10) Storm bolter, Melta gun VBS Storm bolter
Rhino SL, DB, SB


Round 1 VS Nids

List was roughly


3 hive guard

2 venomthropes

A tervigon

A tyrgon prime

Tyranid prime 4 warriors 1 with barb strangler the rest with bone swords

Hive tyrant w/ venom cannon bone sword and hive guard

A large stealer block with a broodlord in it

A spore with 3 zoeies

A spore with 20 termegauts with devourers


Mission 5 Objectives NOVA format, Spearhead deployment. Nids win the initiative and I do not attempt to steal.

By the bottom of turn 1 his Hive tyrant only has 1 wound thanks to a long scot move that allowed me to draw a bead on him with the whole squad of dominions and he only has 1 hive guard left again to a great round of shooting.

Bottom of 2 the Trygon prime decided to eat my immolator but took a wound from some heavy bolter action. The Repentia then decided to make him into a giant bug salad hitting 15 times leaving him with only 1 wound which he then failed his fearless saves and died. His Hive tyrant dropped after taking a Hunter Killer to the face. Celestine and Seraphim jump over a piece of terrain to lay 5 flamer templates on the warriors in the backfield. With only 1of those surviving the ensuing melee the squad were set up to clean off the objective.

Bottom of 3 Zoeies come down and Tervigon come on my right flank behind my Retributor squad and they get eaten by some gaunts…. Zoeies manage to blow both stombolters of a rhino then propmly got assaulted by a squad of Repentia that once again turned them into a pile of goo along with the spore that they came down in. Repentia 1 squad finishes of the hive guard and start moving towards the stealers that have come on from the other side of the board. Seraphim and Celestine finishes off the last venomthrope.
Turn 4 This is was were I made my first mistake of the game. I decided to break Celestine off from the seraphim to go beat on some stealers. And help the Repentia hopefully . Well the Repentia get eaten. And Celestine stands there as the stealers charge forward. She got to swing 5 times in 3 rnds of combat… however she did make 20 some saves

Turn 5 having killed off the the Tervigon and the remaining threats to the right side objectives I make a late dash to snatch the last objective on the field. Here is mistake 2 which didn’t cost me the game but cost me the win. I didn’t disembark the squad. I missed capturing the center objective by a quarter of an inch…. Meanwhile Celestine decides she wants to fall over dead and the last pod came down dropping all but on my seraphim’s heads. They then are totally blown off the objective. Giving him 1 to 2 in his shooting phase and at the bottom of my combat I lost the second one in my melee phase as he consolidated off of Celestine biting it back onto his objective.
Time is up and he now has 2 and I have 2… If the game goes on I win and he couldn’t do anything about it. So I have to settle for a tie that I cause.

Game 2 vs NIDS AGAIN>>>>

Mission modified C and C with 3 objectives standard Deployment

This list is more based around warrors and a par of trygon primes being the front line hard hitters. With only 2 Zoes In it I know I have to take them out to make this a game. I focus all fire on them killing them Turn 1 followed by me meltaing the big guys in the front on turn 2

I have placed my Repentia and PEs, Celestine and Seraphim in reserve because of a Doom being in a pod. Luck has it Doom decides to go flying off the table and get destroyed because of mishap. Im like yes.. oh wait Celestine want to deep-strike into his back field… 7 inch scatter into one of his unites back to reserve they go.

I continue to back off from center letting him come to me 1 squad of Repentia come flying on from the tables edge moving 17 inches to take his one prime after he failed to make an assault with one of my Immolators.

Heavy weapons fire was able to whittle down a squad of outflanking stealers that thought it was cool to walk across the board. This was rinse and repeat on turn 3 and 4 as his big hitters fell to the Repentia and heavy weapons fire. Celestine and the seraphim decided the want to try and play again… no not so scattered 5 inches into a squad and this time the wont be coming back as a roll a 1 for the mishap.

Turn 5 and 6 I was able to tank shock the nids back off the center objective and multi assault a Warrior Prime warrior squad and his back side Gaunt squad that was holding his objective. They did 2 wounds to me. I hit 12 times across the 2 squads and did 9 wounds. This ended up killing the prim the warrior squad and 6 more gaunts. That then consolidated towards me and off of his objective. The game ended at the bottom of 5 on a roll. Sister win 2-0 this being a major win has put me a table 2


Game 3 VS NIDS… no Im kidding but it’s just as bad IG

The list runs along the lines of

3 vendettas w vet squads and demo charges

2 Leman Russ HBx2 Battle Cannons

50man blob block

4 heavy weapon teams with auto cannons

Command squad and the guy named Rambo.


Mission DOW KP… ohhh joy.

Initial Deployment went to the IG player. And right off the bat I’m looking at the 50man block 4 heavy weapons teams and command squad… yeah that’s not broken.

He then places his Vendettas in outflank, and Rambo in reserve meaning he will drive on the Leman Russes at the start of Turn 1.

To counter this I place Celestine 18 inches away from his blob squad and run everything on my turn. I’m able to set up a 3 wide smoked boxes with the battle sisters rhino popping smoke and driving the immolators behind the smoke Rhinos I then placed the Retributors on either flank about 20 inches in so I could cover any sneaky flyer stuff. Beside each one of them I ran the Repentia , Engines and Seraphim center board. Celestine then jumps forward flamers 5 guys’ dead, charges and kills 4 more. Off to a great start…

Turn 2 Rambo shows up… drop his charge right on my seraphim’s head catching a Repentia squad in the blast also. I end up losing 4 Seraphim and 2 Repentia do to some incredible Invul saving. Well Rambo doesn’t make it out of the next hand to hand Phase as the Engines and Repentia squad beat his head in.

I was able to make it out of his turn 2 shooting phase with 1 immobilized BSS rhino. After that the BSS squads and Retributors started laying into the heavy weapon squads and I was able to make 1 squad break and run and was able to take 2 more models off of two other weapons teams’ really gimping his anti-armor. The Engines and Repentia then smash Rambo consolidating towards the Blob squad. With the seraphim charging the blob squad at the bottom of 2 to help Celestine in her solo hand to hand nightmare. He throws all of his attacks against Celestine and I was able to kill off 5 more, none actually from Celestine because she decided to hit twice and roll 2 ones, however she was able to name 11 saves which was really starting to frustrate my opponent. After the brief hand to hand with Rambo both Repentia squads and the PEs are now within striking distance of the blob squad.

Top of 3 the first Vendetta shows up. He places it on left side but way back on his side of the table??? Ok not sure why he did this but I was able to get cover for all of my vehicle as my PEs were jammed inside a Ruin that was blocking LOS to two of them he then fired 3 Las cannons at my Retributors and only ended up wounding 1 of them which I then shield of faithed off. I was able then to do kill off one of the heavy weapons teams with Storm bolter fire from the BSS squads and did one more wound to the second team. The fourth team was entrenched inside the building and I was unable to do any real damage to them.

At the top of Rnd 3 melee went bad for the Seraphim and the VSS was the only one left after they split attacks. So I decided to have her hit and run which she did and she went flying over the heavy weapons team to face down a Lemon Russ Celestine was able to put 3 wounds on the squad and the squad did 4 more before most of the bit it. Celestine made 8 more saves. At the bottom of turn 3 and to hand both Repentia Squads and the PEs hit the Blob Squad. When the dust settles there are 3 guardsmen standing, and they make their leadership… sometimes suborn really sucks, this is not one of those times. The SVS whiffs against the Leman Russ.

Top of 4 a second Vendetta comes on, this time on the other side about midfield. It shoots and does nothing. And the first one shots and does.. Nothing. The blob Squad dies in hand to hand and everyone consolidates at the top of 4. The PEs consolidate towards a lone heavy weapons team that is now going well within charge range, and one of the Leman Russes has driven up behind it to get away from my sister with the Eviscerator.

I have faith to spend so I burn it on rending Retributors. The first shot of the turn 4 was a 6 to hit 6 to pen 6 to damage from and immolator on midfield vendetta which then wounded 9 of the 10 inside from the explosion. Half the squad was gone with it hit the ground. The second shots were Retributors firing on the back side Vendetta once again 9 dice,5 hits, one 6 to pen one 6 to Rend and a 6 on the damage 4 dead after it hits the ground.

Charges come, and the PEs multi assault the heavy weapons team and a Leman Russ. One squad of Repentia Assault the second Leman Russ, Celestine Assaults the heavy weapon team that decided it wanted to rally 2 inches from the board edge.

Both Russes are smoking hulks and the teams are gone.

Turn 5 the last vendetta comes on this time very close to my right side of tanks and the vets come out and demo charge a rhino that a BSS squad was in. The heavy weapons team takes out one of the immolators. And the other squad of Vets melta gun the lone seraphim..

Return fire ends up being the hot shot immolator turns and fires on Vendetta, and yes it happens again, 6 to hit, 6 to punch, and 4 to damage. The Vendetta bricks out of the sky and my I have a twin-linked Dominion squad and BSS that are rerolling 1s and a rending Retributor squad all shoot at the vets on the ground. None survive and time is called. Sisters 8 - IG3


After Action Report...

With the major victory I was able to get second. As for my post game… well Celestine is coming out of my lists. Out of 20 plus games I have played with her she is great on paper but just doesn’t seem to cut it with my play style. Dual Repentia Squads totally rock and were the MVPs of all 3 games. Game 1 PEs acted as a midfield deterrent not really doing much but it scared the Nid player to surrendering the center. It was my poor tactics that lost that game. Game 2 they came in late but ate a gene stealer squad that was charging my backfield objective so they worked. As for game 3 they rocked out picking up 3 KPs and killing 30 percent of the blob squad in 1 Rnd of combat. BTW I rolled two 2s and a 1 on the initial charge they still managed to do 15 wounds though.

I will say that I am liking the 2 Dom melta squads and the hand flamer Seraphim they really are nasty. For anyone of you guys that run the Meched up BSS you need to just try they Kited out Storm bolter versions of the squads the amount of fire coming from them is downright annoying to any Xeno or guard army. The 10 pnt hunter killers worked out also I was able to use them on the MCs of the Nids and they couldn’t do anything about it. Uriah will probably be making it back into my list but all and all there wasn’t any time in the 3 games where I said, man I needed more faith. I might even go with a small Celestian squad and out Kyrinov in it just to run around on the front lines or something. Who knows I’m just glad I have so many builds now to play with.






This message was edited 3 times. Last update was at 2012/04/24 15:01:08


4000pts






 
   
Made in us
Longtime Dakkanaut






Dallas Texas

weird SoB List.

You have alot of stuff, but literally no long range firepower.

How does your army deal with longrange firepower armies? and how do your repentia do anything if nobody approaches your table edge?

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Who needs it. The long range fire power becomes SHORT range fire power in effect when his Dominions roll up on them. That allows a lot of his army, if need be, to be at the 36 inch line by round 2, consistently. Once he's in your face with Repentia Sisters, some stuff is going down.

Dawn of War isn't as kind to this army so I'll be interested to read on that. He outflanks most likely and Night fight makes the range hurt less. So he's at midboard at least before he takes real damage. The range on this army is about 24" most of the time, and its super mobile. His trouble will be against MSU armies that like to play sneaky!


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Repentia Mistress





Smitty0305 wrote:weird SoB List.

You have alot of stuff, but literally no long range firepower.

How does your army deal with longrange firepower armies? and how do your repentia do anything if nobody approaches your table edge?
Retributors have some long-range power, and outside of HS there aren't any other FoC options for 24"+ shooting. So dropping a HS slot for the Penitents doesn't really change the range of the army.

I guess we'll see how he handles a rangey opponent in game 3. One thing that helps SoB is that multi-objective missions (for the most part) won't let you just stand and shoot. You'll have to try and take objectives at some point. It also helps that Dominions, with their Scout move, act like long-range fire.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I really gotta get my Sisters bttle ready. I just have beren avoiding the painting like the plague.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I agree Smitty, a Mech Eldar player (I know that is your army) would have a bit of a field day against this army. Zoom around showing off some energy fields (is that the upgrade, the one that ignores +d6's in the front arc?) and taking pot shots at transports.

Two Tyranid players is a good matchup for this army since they really cannot deal effectively with a meched up opponent and the Heavy Bolters are very good against them.

I am not taking anything away from you on this Spidey, well played and I do enjoy the very interesting list you are fielding.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

calypso2ts wrote:I agree Smitty, a Mech Eldar player (I know that is your army) would have a bit of a field day against this army. Zoom around showing off some energy fields (is that the upgrade, the one that ignores +d6's in the front arc?) and taking pot shots at transports.

Two Tyranid players is a good matchup for this army since they really cannot deal effectively with a meched up opponent and the Heavy Bolters are very good against them.

I am not taking anything away from you on this Spidey, well played and I do enjoy the very interesting list you are fielding.


This is were I have to adapt the the Meta of my local area. Yes Mechdar could have probably rolled me but that's one of those thing you dont know till you play it out. As for seeing Mechdar in my local area I only know 1 person that plays it and he is not competitive.

4000pts






 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I suspected that this was going to be the result. Sisters of Battle... a force to be reckoned with. Even in Dawn of War, no biggee. VICTORY!

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Badass "Sister Sin"






Camas, WA

Thanks for the report. Very interesting. Pretty much perfect matchups for you. The only thing better would have been Draigowing.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

LOL funny you say that seeing as the guy that took first played 11 palies with 5 dreads... Wish I could have played against him.

4000pts






 
   
Made in us
Repentia Mistress





To counter this I place Celestine 18 inches away from his blob squad and run everything on my turn. ... Celestine then jumps forward flamers 5 guys’ dead, charges and kills 4 more. Off to a great start…

Shouldn't Celestine not be able to get a Turn 1 charge? I can't remember if you have to deploy at exactly 18" or more than 18" in DoW. Either way, your opponent was foolish to not deny her the charge by removing the 5 closest models from the blob.
   
Made in us
Badass "Sister Sin"






Camas, WA

You have to be more than 18" in DOW, so that wouldn't work.


Automatically Appended Next Post:
I think the problem you're having with Celestine is running her with the Seraphim. I would run them separate since they really cramp her style.

Also, I would never put Celestine in reserve. You have the same chance of her coming back on turn 2 if she gets blasted as you do of her coming in from reserve, why wouldn't you start her on the board?

For that same reason, I would never deepstrike her. She needs to be moving from turn 1 and assaulting. Deepstrike stops that.


Automatically Appended Next Post:
I'm kind of confused by this bit too:
Bottom of 2 the Trygon prime decided to eat my immolator but took a wound from some heavy bolter action. The Repentia then decided to make him into a giant bug salad hitting 15 times leaving him with only 1 wound which he then failed his fearless saves and died.

Did his Trygon completely whiff? 6 attacks, rerolling misses is 18/4, wound on 2's is 90/24, save 1/6 of them is 450/144 dead or 3.125.
I guess if he whiffed, Repentia swing 24 attacks, hitting with 12, wounding with 6, if they are at full strength, which is unlikely.

This message was edited 3 times. Last update was at 2012/04/24 19:07:47


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Regular Dakkanaut





A cornfield somewhere in Iowa

Good job on the 2nd place!

40k-


Bolt Action- German 9th SS
American Rangers 
   
Made in us
Regular Dakkanaut




Bellevue, WA

Smitty0305 wrote:weird SoB List.

You have alot of stuff, but literally no long range firepower.

How does your army deal with longrange firepower armies? and how do your repentia do anything if nobody approaches your table edge?


I run an SoB list with a similar theme, and even less long range firepower really. If you get first turn, scouting immolators can be up close and personal right away, with dominions providing some punch as well. Hunter-killers are not ideal but they give some shooting while the list rolls up, and retributers provide fine long range support (I use one exorcist instead).

After that it's a matter of having units left when you make it across the board . Repentia are actually very good at that due to fleet, and you can load them in a transport if you see units likely to try and play on rage. I often hit with them turn 2, turn 3 if the enemy is playing defensively. Penitent Engines take a lot of fire, but that can be a good thing, making everything else more survivable. If those assault units hit, the damage adds up remarkably fast.

I do find really good shooting a pretty tough matchup, especially if I get second turn - that said, if Repentia or PE reach a gun line, that line often crumbles pretty fast. Also, DoW gives me fits.

Awesome job, Spidey! You might Just inspire me to try and take my version to a tourney.

   
Made in us
Sister Vastly Superior





Pittsburgh Pa

pretre wrote:You have to be more than 18" in DOW, so that wouldn't work.


I was He moved forward for some reason..


pretre wrote:I think the problem you're having with Celestine is running her with the Seraphim. I would run them separate since they really cramp her style.

Also, I would never put Celestine in reserve. You have the same chance of her coming back on turn 2 if she gets blasted as you do of her coming in from reserve, why wouldn't you start her on the board?

For that same reason, I would never deepstrike her. She needs to be moving from turn 1 and assaulting. Deepstrike stops that.


I have tried solo, grouped, on the field to start, deep striking... she just doesn't like being in my armies lol. I have played with her many times though just to see what she can do.

pretre wrote:I'm kind of confused by this bit too:
Bottom of 2 the Trygon prime decided to eat my immolator but took a wound from some heavy bolter action. The Repentia then decided to make him into a giant bug salad hitting 15 times leaving him with only 1 wound which he then failed his fearless saves and died.

Did his Trygon completely whiff? 6 attacks, rerolling misses is 18/4, wound on 2's is 90/24, save 1/6 of them is 450/144 dead or 3.125.
I guess if he whiffed, Repentia swing 24 attacks, hitting with 12, wounding with 6, if they are at full strength, which is unlikely.


He hit 3 wounded 2 I Shield of faithed 1 off and had my faith power active so i got to swing from the one that dropped. And I rolled very good on the return.




4000pts






 
   
Made in us
Badass "Sister Sin"






Camas, WA

Spidey0804 wrote:I was He moved forward for some reason..

Wow. Facepalm. Although, I LOVE Celestine for Spearhead deployment. It is amazing how many people don't know that there is only about a 17" gap if they are on the line.

He hit 3 wounded 2 I Shield of faithed 1 off and had my faith power active so i got to swing from the one that dropped. And I rolled very good on the return.

That's crazy. Well, the Emperor protects!

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Flailing Flagellant




Texas

Good battle reports, I'm amazed you got tyranids twice. I like seeing how other sob armies play with units I wouldn't think about using. I'm glad PE and repentia are working for you.(maybe I'll get out of my bubble)

I really like the battle sisters loadout you had with the rhinos! 2 storm bolters on the rhino and two on the squad to shoot out while still having a melta gun!

Great job getting second, I can't wait till your next RTT.
   
Made in us
Repentia Mistress





Spidey0804 wrote:
pretre wrote:You have to be more than 18" in DOW, so that wouldn't work.
I was He moved forward for some reason.

Ah. I didn't realize you were going second.

All in all, nice work reppin' the Sisters. You're inspiring me to trot out my Repentia. I got a box when they were first released years ago and I've never put them together. I'm thinking about splitting them into two squads in Immos stolen from my Retributors.
   
Made in us
Longtime Dakkanaut






Dallas Texas

Spidey0804 wrote:
calypso2ts wrote:I agree Smitty, a Mech Eldar player (I know that is your army) would have a bit of a field day against this army. Zoom around showing off some energy fields (is that the upgrade, the one that ignores +d6's in the front arc?) and taking pot shots at transports.

Two Tyranid players is a good matchup for this army since they really cannot deal effectively with a meched up opponent and the Heavy Bolters are very good against them.

I am not taking anything away from you on this Spidey, well played and I do enjoy the very interesting list you are fielding.


This is were I have to adapt the the Meta of my local area. Yes Mechdar could have probably rolled me but that's one of those thing you dont know till you play it out. As for seeing Mechdar in my local area I only know 1 person that plays it and he is not competitive.


Im not saying I would roll you, and im not saying its a bad list.

Im actually working on my sisters army that ive been gathering for about a year now. I plan on running double death cults with 3 exorcists and then the 3 sister squads and 3 dominion squads.

Im just curious how your sister list deals with Longrange firepower spam like GK/IG/Wolves ect ect. Im also curious how your Engines and Repentia get into close combat when slow movement and threat ranges.

As far as your last game nice win. Im assuming you siezed the initiative for celestine to charge? You handled the IG pretty well. I dont understand why his vandettas outflanked, they were in no danger.


This message was edited 1 time. Last update was at 2012/04/25 02:52:13


5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Sister Vastly Superior





Pittsburgh Pa

Smitty0305 wrote:

Im just curious how your sister list deals with Longrange firepower spam like GK/IG/Wolves ect ect. Im also curious how your Engines and Repentia get into close combat when slow movement and threat ranges.

As far as your last game nice win. Im assuming you siezed the initiative for celestine to charge? You handled the IG pretty well. I dont understand why his vandettas outflanked, they were in no danger.




No I was hiding behind a piece of LOS blocking terrain he moved up to try and shoot me but ended up rolling a snake eyes to see me. The whole point of the play was to get the blob closer to me it work.

As for Long range spam I use my dominions, It depends on the deployment how its done. DOW Im charging up and blowing smoke, And ill put a troop squad the whole way up on the line on a flank to start messing with him turn 1. plus you can negate the long range fire for at least 1 turn. Spear head is much the same but im driving straight down his throat. I want him to swear 6 melta guns and 2 twin linked MMs. The only deployment I dont want to have is a Standard deployment. That gives him the ability to go way back from the line which means its going to take me at least 2 turns to get to him. In which case I really take a pounding. Any other deployment style really benefits me.

Retributors if placed right can cover the most important parts of the field as to maximize your fire power. Exorcists deal with small transports/Razorbacks coming the other way. So most of the time the "Middle" is ignored until its to late for them. The PEs and Repentia fill a hole in the center that if something gets by you dominions or you long range that you do have they have to contend with a crap ton of str 10 or str 6 2d6 armor pen. I never expect them to make it to the back field of an opponent. If its KP its a tad nastier I look for thinks I can kill with 1 shot to keep it close. Transports/Dreads/Drop-pods and such give me the ability to take easy points (if the dice gods permit it LOL). I think of this section of the list as being anti MC/Horde/ANTI- Vehicle... well there is only 2 things I have run into that dont have a problem with this and thats a Seerer Council and GK DCA's if they get the charge off. If I can catch them flat footed with 6 heavy flamers well they dont even last that long.

My trade of from Doms is 2 to 1, If he drops my squad they should have killed of 2 things, If they haven't I know its going to be a tougher battle than normal.


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