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[1850] Renegades & Heretics - A 3-game tournament report (game 3 up!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in no
Dakka Veteran




Hey there Renegade fans! There might be one or two of you who remember my tournament reports earlier this year where I shared my experiences with playing Renegades & Heretics in a competitive environment. I didn't get to bring them to the latest big tournament I attended in September (no FW ), so it's been a bit quiet on the Renegade Front. I have, however, been attending regular 1-day tournaments in my local area, typically consisting of 3 games. A little over a month ago I went undefeated and placed 2nd of 14 players, with my Renegades + Daemon summoning + CSM fire raptor list, beating a Necron Wraithstar list, a Necron Lychguard/silver tide list and a Daemon flying circus (pretty identical to what won the BAO this year).

For this tournament i decided to go full 100% Renegades, no Daemons, no CSM, just full out crazy guys rebelling against the imperium. I decided to run the unique detachments from the Siege of Vraks: The Purge and The Unending Tide. After spending a long time trying to organize my miniatures and seeing what special weapons etc. I had available I came up with this list:

Spoiler:
Unending Tide Detachment(Primary)
HQ:
Demagogue, Covenant of Nurgle, Master of the Horde

Troops:
Infantry Platoon 1:
20xInfantry, 2xMeltaguns, Chaos Sigil, 17xLasguns, Militia Training, Sub-Flak Armour, Krak Grenades
20xInfantry, 3xMeltaguns, Chaos Sigil, 16xLasguns, Militia Training, Sub-Flak
20xInfantry, 3xFlamers, Chaos Sigil, 16xAutopistol, Krak Grenades

Infantry Platoon 2:
20xInfantry, 3xMeltaguns, Chaos Sigil, Militia Training, 14xLasguns, Sub-Flak
20xInfantry, 2xFlamers, Chaos Sigil, 17xLaspistols, Militia Training, Sub-Flak armour, Krak Grenades
20xInfantry, 20xPistol&CCW, 2xFlamers

Infantry Platoon 3:
20xInfantry, 2xGrenade Launcher, Militia Training, Chaos Sigil, 16xLasguns, Sub-Flak Armour, Krak Grenades
20xInfantry, 2xMeltaguns, Chaos Sigil, Militia Training, 16xLasguns, Krak Grenades, Sub-Flak
20xInfantry, Chaos Sigil, Militia Training, 2xMeltaguns, 16xPistol&CCW, Sub-Flak Armour, Krak Grenades

25 - Plague Zombies

3 Medusa Siege Cannons

THE PURGE Detachment
Arch Demagogue
3 Spawn
3 Spawn

3 Rapier Laser Destroyers, Extra Crew, Militia Training
3 Rapier Laser Destroyers, Extra Crew, Militia Training
3 Rapier Laser Destroyers, Extra Crew, Militia Training
3 Earthshaker Cannons


1846


Now that is a total of 278 models if I am able to count this early morning. I realized during some practice games that I needed a sheet to keep track of the unit's special gears and such for then they respawn. For those of you who are not familiar with the Unending Tide detachment: Whenever one of your Infantry squads get wiped out, roll a D6. On a 2+ you simply place an identical unit back in reserves, and it'll enter the game with Outflank, and a few other nifty special rules.

For this tournament we tried out the NOVA missions. Since it's been a couple of weeks since we played these games I can't remember every turn-by-turn action, but I hope you'll enjoy the report anyways
My first match up was against a Tyranid/Imperial Knight force that looked somehing like this:

Spoiler:
Leviathan detachment
1x Flyrant TL dakka EG
1x Flyrant TL dakka EG
1x Flyrant TL dakka EG
1x Lictor
1x Lictor
1x Lictor
1x Mucolid Spore Cluster
1x Mucolid Spore Cluster
1x Mucolid Spore Cluster

Tyranids CAD
1x Flyrant TL dakka EG
1x Lictor
1x Lictor
1x Venomethrope
1x Mucolid Spore Cluster
1x Mucolid Spore Cluster
1x Mawloc

HHD
Knight Warden


The mission we played was Crusade. My opponent picked end-game objectives, I picked turn-by turn. In NOVA missions you get to pick 3 secondaries, so I went for Linebreaker, marking an enemy unit (I marked a mucolid spore), and to kill all his Troops.

Since I play such a large army, my deployment usually consists of trying to fit everything in my deployment zone Laser destroyers go on some hills to get more LOS, and/or in cover for some protection. My opponent deploys his Knight to my right-center, his Flyrants bunched up behind a hill out of LOS, together with the Venomthrope. I get first turn and my Laser Destroyers strip a couple of hull points from the Knight. My Medusas can't see anything, and I aim my Earthshakers at his Venomthrope, hoping to take it down together with some Flyrants, but naturally I scatter off the board.

Spoiler:

I apologize for the paper-cannon; I couldn't find my 3rd Earthshaker the morning of packing, but luckily I have 4 Medusas, so a quick "conversion" had to do.



In his turn, my opponent flies his Tyrants up and move up his Knight. His shooting brings down a fair amount of Renegade infantry, as he quickly realizes the best way to deal with my Respawning troops is to just thin out my units instead of actually killing them. My Grenade Launcher group is reduced to a single man, who first survives on his 6+ armour and then passes his morale test, so I don't get to re-enter from the flanks t2. One of his Flyrants also takes a wound to Perils. His Knight fires into my Rapiers and takes out a battery.

Now I start getting the turns a bit mixed up, but basically he tries rushing up a Knight but I try shielding with my Infantry to prevent him from reaching my Rapiers, so he charges an Infantry unit and destroys it (I opt to not use my Chaos Sigil re-roll because I want to get swept). I get a unit with Meltaguns around to its side, and combined with 5 Rapier Laser Destroyers firing at the front it goes down before doing much damage.

My infantry and Spawn are running to objectives, taking pot shots at his Flyrants and actually doing some wounds here and there with Meltaguns and flashlights! Throw enough dice at something and you'll get results. He shoots out my spawn pretty quickly, removing my fast element, and he deep strikes Lictors on objectives, contesting them. Here I notice that the lack of ObSec and NOVA scoring turn-by-turn at the START of my turns might be a problem so I start sweating a bit. His Mawlock clears out some more infantry and ends up popping up between 3 infantry squads. Rapiers, krak grenades, flashlights, pistols etc. are loaded into it, bringing it down to 2 wounds, before a unit with Krak grenades charge in and take it down. My infantry clears out Lictors and spores pretty well, again just through weight of dice. Most of my artillery is useless at this point, as it's all Ordnance or blasts, neither of which can Snap Fire at his Flyrants.

Spoiler:
Bit crappy pic, but there used to be a Knight in the open area to the left, and you see a Lictor having snuck onto one of my objectives.


Bottom of turn 5 my opponent has to land his Tyrants, holding and contesting a fair amount of objectives. I don't remember what the score would've been if the game had ended here, but it would've been close. Luckily for me it goes on to turn Landed and surrounded Flyrants are easy prey for my firepower, and I bring down 2 of them, leaving him with 2 models on the board.

Crushing victory to the renegades!

Post-game thoughts:
Spoiler:
When I realized that I scored points by counting up objectives at the start of my turn, I started worrying about his Lictors. I was also lucky with taking down the Knight pretty easily, and my infantry made a lot of their 6+ saves when they needed to, and did surprisingly well at flashlight-shooting stuff. Once I got the Knight down I think the odds were in my favour though, as my opponent simply didn't have enough firepower to deal with my unending tide of infantry, and flying armies struggle in this mission. When the marked mucolid spore didn't enter the game until t4 I realized that marking that and wiping out all troops might've been the wrong choice for secondaries. I could've picked the one for destroying a whole detachment and get it for the Knight, which I needed to kill anyways. I always enjoy playing against Tyranids: there's something strangely satisfying about stomping on some bugs


In the end the battlefield was covered in chitinous bodies leaking alien ichor onto the charred ground. Smoke and fire rose from the wrecked remains of the Imperial Knight. How had this once loyal servant of the false emperor ended up alongside a swarm of otherworldly alien beasts? Its princeps was now dead and unable to answer, but frankly the bloodthirsty hordes who now surrounded it did not care.

This message was edited 3 times. Last update was at 2015/12/03 00:04:29


 
   
Made in gb
Death-Dealing Dark Angels Devastator





St Andrews, UK

Nice win.

I can see why Forgeworld is not allowed with many events as your list is essentially an unlimited army that can outflank. Do your infantry squads get objective secured? If so, how can your opponent hope to win on objectives. If he destroys your unit, you get to bring it back with Outflank, if he leaves just a few alive, they can contest or score an objective.

   
Made in no
Dakka Veteran




 corrm wrote:
Nice win.

I can see why Forgeworld is not allowed with many events as your list is essentially an unlimited army that can outflank. Do your infantry squads get objective secured? If so, how can your opponent hope to win on objectives. If he destroys your unit, you get to bring it back with Outflank, if he leaves just a few alive, they can contest or score an objective.


Hi and thanks for reading!

My army does not get ObSec as I believe I wrote in the post, which actually caused me some stress with the turn-by-turn scoring when his Lictors came in. The way the NOVA missions are placed actually caused some difficulties for my army in this mission, as objectives aren't placed where the players want them. Rather, you use this predetermined way of placing them:
Place 6 Objectives on the table using the following guidelines. Place 4 objectives such
that each objective is 24 inches from a short table edge and 12 inches from a long table
edge. Finally, place 2 more objectives such that they are 12 inches from each short table
edge and 24 inches from each long table edge


I am pretty much guaranteed to stay near my 2 home objectives, and the 2 objectives that are 12" from each short table edge are reachable within t3 or easily grabbed with the Outflanking guys, but these objectives are also often camped by opposing forces, or there'll be a unit or large vehicle parked near the table edge keeping me from arriving where I want to by Outflank. The way the Unending Tide is worded says that units go back in Reserve, not Ongoing Reserve, so I play it that I have to roll a 3+ to get them in in turn 2-4. Since my opponents are usually savy enough to realize that they shouldn't kill off entire units, just wither them down so they pose less of a threat to his Lictors when they arrive, I usually don't start losing full infantry squads until turn 3 or 4. This means that my Outflanking units will re-appear in turn 4 and 5 usually.

Since the 2 objectives furthest away from me are 24" from each edge where I arrive, I struggle to reach them. The first turn when I arrive back from Reserve, the Unending Tide lets me roll 2d6 and pick the highest for my Run move, so lets say I run 5-6", putting me 11-12" closer to the objective on turn 4 (if I re-appear turn 5 the game might end with my guys 12" from an objective, being quite useless). The next turn I move 6" further, for 17-18". Now we measure objectives from the edge so I need to Run 3-4" to be the 3" from an objective to hold it, but then I negate my shooting. So I basically have two turns to move my Infantry 21" into the board to contest or hold his home objectives, which is made harder by things like terrain slowing me down, my opponent's backline units shooting at me to wither me down.

Since my opponent in this game had a lot of stuff appearing in my backfield (lictors, spores and a mawloc), I had to keep a lot of my guys behind to deal with them, preventing me from pushing up the board and grabbing the objectives 24" from the long table edges.

So to be honest I wasn't too impressed by the Unending Tide as there are many downsides (speed, lack of firepower, actually not having enough space in my deployment zone for all my units, no ObSec, being far from an objective when I respawn on the flanks etc.). I could and should have written this in the post-game analysis, but oh well My point is that I don't think my list here is "OP" and a reason to not allow ForgeWorld. It's fairly competitive, otherwise I wouldn't have brought it to a tournament, but nowhere near impossible to beat. As might be shown in the upcoming battles

   
Made in no
Dakka Veteran




Game 2 - War Convocation!

For the second game I faced my most regular gaming opponent and his dreaded War Convocation list. We had had a couple of practice games before the tournament, and he curbstomped me every time. Would this be the time I finally get my revenge?

Deployment was Vanguard Strike, and mission is The Relic, from the NOVA mission pack, which you can find here btw

I forgot to take any pictures of this game which I apologize for, I hope you'll enjoy reading it anyways

My opponent's list:

Skitarii battlemaniple:
- Vanguard x10
3 plasma caliver
omnispex
Conversionfield, arcmaul, digital weapons ( alpha)

- Rangers x6
2x Transauranic arquebus omnispex ,Refractorfield, arcmaul, digital weapons (alpha)

- Ruststalkers x5
Cordclaw, Transonic razor, mindscrambler granades, Conversion field, dataspike, digital weapons, the omniscient mask, prehensile dataspike (princepts)


-Infiltrators x5
Tasergoads, flatchette blaster, Digital weapons, Conversion field, infoslaveskull, the phase taser, (princepts)


- Sydonian dragoons x 3
Phosphor serpenta, taser Lance

-Onegar dunecrawler x2
Neutron laser and cognis heavy stubber, cognis heavystubber, smokelaunchers, cognis manioulator, mindscrambler probe

Firestorm redoubt
Quadgun, 2 x quad icarus lascannons, 6x tanktraps, Escape hatch, Magos machine spirit

War convogation oathsworn detatchment

Knight warden Twin icarus autocannon, chainsword heavystubber,

War convogation Ad mech:

Tech priest Dominus, Volkite blaster, phosper serpenta, infoslave skull, digital weapons, refractor field, Uncreator gauntlet

Kataphron destroyer x3 plasma caliver, cognis flamer

Kataphron destroyer x3 plasma caliver, cognis flamer


You'll notice that we ruled that he can indeed take free upgrades on his building. He's also running Plasma Kataphrons over the more commonly seen Grav, as the absence of Gets Hot is a huge boost in the WarConvocation.

I picked turn-by-turn scoring, my opponent picked end-game scoring. I think his secondaries were Linebreaker, Kill Points and Marked for Death (Laser Destroyers), mine were Linebreaker, Marked for Death (Ruststalkers) and something I cant remember)

My opponent won the roll to deploy and go first, and deployed his Firestorm Redoubt near the front of his deployment zone, with the Escape Hatch right by the Relic (what a surprise ). his Knight is to my right. His Dominus and Vanguard Skitarii were in the building, rangers were on top of it, Kataphrons were hiding in some ruins near his frontlines, and the Infiltrators, Ruststalkers and Dragoons all Scouted up to my left flank. His Dunecrawlers are quite far back to my left. I placed my Laser Destroyers in some ruins in the middle and to my right, my earthshakers far back and my Medusa guns in some ruins to my left, trying my best to shield them with the infantry and zombies. I tried spreading out a little since my opponent has so many blasts, which made me unable to place all my units on the table. I kept 3 or 4 Infantry Squads in reserve.

On his first turn he rushes his dragoons and Sicaran units up, being inches away from my lines and eagerly awaiting the chance to charge in t2. His Knight moves up, crabs shuffle around, kataphrons move up a little bit to get in shooting range and the WL+Skitarii disembark on top of the Relic, picking it up. I can't remember the Canticles he popped, but I think he used stealth+shrouding or something t1. I'm still not steady on remembering all the different Ad.Mech rules, I just read the cards he puts on the table and sigh His shooting removes some wounds from my artillery and a fair amount of Infantry from various units, but surprisingly little compared to what he's managed in previous games.

In my turn I push forwards, shooting as much as I can into the Ruststalkers with my Infantry squads, reducing the unit considerably. I can't remember if it was turn 1 or 2, but early in the game my opponent makes a huge mistake with his Knight: he declares his shield to be in the front, believing my laser destroyers to be in his front angle. I then tell him to come around to my side of the table, and he has to agree that I have around 5 laser destroyers having a clear sight to his Knight's side armour. Combined with some more Lasers in the front as well as Medusas, his Knight razes down in a blaze of flame.

His Infiltrators, Ruststalkers and Dragoons charge into my lines, wrecking havoc and clearing out some infantry squads and my Medusa guns. And right here I have to say: all you people running the Ballistarii: have you ever tried Dragoons? They are just insane in the War Convocation where they benefit from the Canticles. Tons of attacks at strength...10? 9? Something ridiculously high that just shreds Knights like they were made of clay. Anyways, he embarks the Relic into his Firestorm Redoubt and continue shooting at my artillery units. I return fire, taking out some Kataphrons, but also have to try firing at the Dragoons and Sicaran units that are currently in my left flank.

I get my reserves in and move up on my Home Objective 2. Since my opponent's Knight is dead and his Dunecrawlers are not on his other home objective, I can start scoring some 2 points a turn (one for both my Home Objectives, one for having more than my opponent). As the Relic is pretty much impossible for me to get back I just have to try weathering his firepower, focus on my Secondaries and hope I can pull out a narrow victory.

There weren't any major tactical changes on either side from this point on: It evolved into an incredibly bloody game, with his shooting just tearing chunks in my infantry which would then end up rolling 1s for three or four units, deciding not to respawn with Outflank My artillery kept pounding his Kataphrons. I finally brought down his Sicaran units and tied up his Dragoons. I did get one unit of infantry back from my left edge, but they were charged by the Dunecrawlers and they stayed locked in combat, my Krak grenades being ineffective, but him being unable to break me thanks to the Chaos Sigil.

As the dust settled and the game ended, the score was, iirc: I had 8 points on the Primary Mission, he had 7 (Relic + both his home objectives). We both managed 2 of our Secondaries for 4 points each. He scored 4 points on kill points, I scored 3.

ITS A DRAW!

Post-game thoughts:
Spoiler:

Well that was closer than it's been in the past, where I've been crippled and ruined by turn 3. The trick of embarking the Relic in a building is so sneaky but I love it haha Things could have gone differently in this game: if he hadn't made the huge mistake with his Knight's shield facing, it would have been a much, much bigger problem for me, charging into my right flank and pulling a pincer manouver on me with the Dragoons+Sicarans on the left. If he had also kept the Dunecrawlers and his Rangers on his Home objectives, I would have been unable to score 2 points a turn, granting him an easy win on the Primary. However, had I not rolled so many 1s to see if my units respawn I could have been putting a lot more pressure on his flanks, maybe taken some of his Home Objectives too which would have netted me the victory. So cold dice on my part, some tactical errors on his (and probably on mine too but I'm too dense to see my mistakes ).

The War Convocation is absolutely brutal with how flexible it is. Great combat, great shooting, decent durability. It has some hard counters in psychic-heavy death stars and such (at least this version without an allied Culexus), but for our local meta I definitely think my opponent built the ideal list, as we knew the players who run Tau/Wraithknights/Invisible death stars wouldn't be attending this tournament. You always gotta play your meta! Grav-kataphrons would have been near useless against an army like mine, as would a Culexus. It was a very fun and intense game, and I'm hoping to beat those damn cog-humpers soon
   
Made in us
Longtime Dakkanaut





Eye of Terror

Very exciting report !


My blog... http://greenblowfly.blogspot.com

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in gb
Dakka Veteran






 corrm wrote:
Nice win.

I can see why Forgeworld is not allowed with many events as your list is essentially an unlimited army that can outflank. Do your infantry squads get objective secured? If so, how can your opponent hope to win on objectives. If he destroys your unit, you get to bring it back with Outflank, if he leaves just a few alive, they can contest or score an objective.


It's just simply a competetive list, like Necrons, Eldar and such can make... no reason to ban the army from any tournemant. And they do not have objective secured.

This message was edited 1 time. Last update was at 2015/11/20 14:23:08


 
   
Made in no
Dakka Veteran




 Dozer Blades wrote:
Very exciting report !



Thank you!

I need to get better at taking pictures and maybe note down things that happen during each game, but in the middle of a tournament like this I just don't find myself having time for it all haha. I just want to see Renegades & Heretics being more popular, as well as proving that they can be competitive (with allies or as a stand-alone force). I've also noticed that people are often skeptical to playing against stuff they've not seen in action before, so maybe if there are more Renegade bat reps people will become more familiar with them and open up even more to ForgeWorld armies? (which are, imo, the best )

Game 3 will be up tonight or tomorrow. As a clue I can tell you that the Omnissiah wasn't pleased with the last expedition sent by the Mechanicus to crush the forces of chaos
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

Thanks for the reports! Pictures would be a great addition.

As a fellow R&H player, it is nice to hear how you are doing with them.

My method to keep track of the Unending Tide recycling is using movement trays. For my 6 infantry units, I have about 15 magnetic trays in different shapes. When a model is removed, I can place it on another tray with the rest of its unit, until the unit is ready to return. It helps when all unit have the same model count!
   
Made in no
Dakka Veteran




If there's anyone following these: I apologize for being so delayed with posting this final game, but I'm in the middle of exams.

Lets see what I remember

Game 3 - Adeptus Mechanicus!

The mission was table quarters: by the end of the game you count how many points you've got left on the table, whoever has the most points left control a quarter.
Deployment was Dawn of War.
For my secondaries I picked Linebreaker, Marked for Death (I chose one of his HQ priest guys) and destroying an entire detachment.

His list was:

Spoiler:
CULT MECHANICUS BATTLE CONGREGATION:

1x Tech Priest Dominus, Raiment of Technomartyr, Stasis Field
3x Kataphron Destroyers, 3x Grav, 3x Flamer
3x Kataphron Destroyers, 3x Grav
Kastelan Robot Mantiple, 2x CMHPB, Mask
Kastelan Robot Mantiple, 2x CMHPB, 2x THPB

CULT MECHANICUS ALLIES:

1x Tech Priest Dominus, Stasis Field, Skryerskull
4x Kataphron Breachers, 4x Haywire

OATHSWORN DETACHMENT:

1x Knight Warden


This was the first time anyone brought Ad.Mech stuff to these local 1-day tournaments of ours, and two guys show up with the forces of the Omnissiah! Somebody must be really wanting to discover an STC pattern The last time I played against my opponent his Dark Eldar MSU army beat my ultra-cheesy Drop Pod Skitarii + Vindicare Assassin in an Aqula Macro Cannon 2xLarge Blast BS8 D-shots with Ignore Cover list. Will I be able to take my revenge?

His list isn't super-cheesy, but it's solid and has good synergies. The big robots will be a problem as my army relies on mass S3-shots which can't hurt them. His army is also slow, but that doesn't really matter in this game. Now I must mention that NOVA missions specifies that conjured units don't count for the points you have left on the board, but since the Unending Tide is worded differently it was decided that respawned infantry squads would count for table quarter points. If anyone knows if NOVA has an official stance on this I would appreciate it if you let me know

I deploy as usual and fill out my deployment zone, artillery spread across my lines, the Rapiers on top of hills to get LOS to his Knight. He shuffles up and starts shooting at my artillery, not doing a whole lot of damage.

Spoiler:


On my turn I also rush my infantry forwards and open fire on his Knight, removing a few hull points but not nearly as much as I would have liked, thanks to LOS-blocking terrain and Ion Shield saves. I fire my Medusa guns at his one unit of Kataphrons together with the Tech Priest I had Marked for Death. He has the item that gives him a 2++ if he goes to ground, so he proceeds to tank all the wounds.

He pushes forward with his robots and with one unit of Kataphrons on my far right, and he focuses all his firepower on my artillery. He knows that his Robots and Knight will easily sweep my infantry aside if they end up in combat, and my artillery units aren't respawning.

I end up in combat with a unit of Kataprons to my right, and over 2 turns of combat I manage to drown them in attacks.

Spoiler:


I am unable to stop his Knight, and his ap3 gun is putting some serious hurt on my artillery. One of my rapier batteries had to take a leadership test and I naturally rolled a 1 for their Uncertain Worth rule (the first time you take a LD test with a Renegade unit with this rule, roll a D6 and add 4, that is their LD for the rest of the game. Quite a lot of book keeping, especially when your stuff respawns as an identical yet different unit!)

Spoiler:


I should've put Krak Grenades on all my squads, but even the ones that do have 'nades are unable to do much against the Robots.

My spawn had rushed up the center and tried a heroic charge against the Kataphron unit holding his other Tech-Priest, but took a serious punch from Overwatch, flunked all their attacks and got wiped out by the machine-men

Spoiler:


His Knight pushes itself through to my medusa guns, wiping them out, but not before I've fired at his marked Tech Priest and had him fail his 2++ only to be instant killed from the s10. He doesn't manage his 6+ GtG saves on the other Kataphrons either and the unit goes down. My infantry manages to wipe out his Kataphrons, but near the end he has killed off nearly all of my artillery units, and my Krak grenades just don't manage bringing down his robots!

I get back an Outflanking melta-squad and spread my models out so that 1 meltagun is facing his rear and two are at his side. I bring the Knight down to a single hull point. In his turn he proceeds to assault the infantry, and the lone meltagun who isn't on the Ion Shielded facing realizes the seriousness of the situation and proceeds to roll a nice 6 on his Overwatch. The Knight goes down in a blaze of flames.

After the final turn and the dust settles, I have about half my infantry left (most units are still alive, but they're whittled down in numbers. Some were still stuck in reserve when the game ended), but my spawn and artillery are dead. He has his Robot units more or less intact, but those guys are expensive! We end up being tied on the primary mission, with 2 table quarters each.

We both manage all our Secondaries too, so for a moment I think it's another tie. Then I remember that we're playing with that stupid kill point system (from turn 2 and onwards, you score 1 point a turn if you kill a unit, up to a maximum of 4 points), and I end up losing by, I believe, 1 point.

Victory to the Adeptus Mechanicus!

In retrospect I should have focused more on taking out his Robot units right away, but his army is just so durable, and I feel like I couldn't ignore the Kataphrons either as they put some hurt on my artillery. I notice a pattern where I struggle against Mechanicus forces. On paper they don't look so tough, but when commanded by a good player and through use of their Cants, they can be pretty mean. It was a very intense and fun game though, and I love a learningful experience, even if I lose and it puts me down at 5th out of 8 players

Post-tourmanent thoughts:

Overall that didn't go as well as I had hoped, always hoping for a 100% win rate, but going W/D/L isn't the worst that could have happened either. I felt like I had a solid chance at winning in every game, I should just have played better, positioned my infantry squads better and rolled better with my dice. I wanted to bring a pure Renegades army to a tourmanent and see if they held up as a competitive choice, and after trying it I can say that: yes, they do function competitively. Here the Kill Point aspect of the missions really hurt me, which would be less of a problem in i.e the ITC format. However, the loss of Objective Secure might hurt more in such a format, depending on the meta. I've read some people saying that the Unending TIde formation is craaaaaazy, but meh. Plenty of ways around it, as my opponents have demonstrated: focus fire down the non-respawning units, whittle down the infantry instead of killing them completely, and either block the edges or stay away from them, as I have to Outflank (at least from how I read the rules). Space is also a big problem for me, and this is something I think many players forget about when designing lists in their heads. I see lists with 4-500+ infantry models in an Unending Tide, but you will literally run. out of space. If you meet someone with a lot of blast weapons, like my opponent in the second game, you end up reserving large parts of your army because you literally cannot fit your army in your deployment zone

I hope you've enjoyed reading this, please leave me a comment if you have. It's more fun than writing these all to myself The next 1-day tournament is coming up in the end of December, and I'm already planning a solid Renegade/Daemons/CSM-list. I'll try taking notes and more pics and improve my Bat.Rep-writing further after that. I hope you've enjoyed this tournament report!
   
Made in gb
Dakka Veteran






Thanks for writing up these battle reports, as a fellow Renegades player I really appreciate the effort.
   
Made in us
Stinky Spore





GrafWattenburg wrote:

The way the Unending Tide is worded says that units go back in Reserve, not Ongoing Reserve, so I play it that I have to roll a 3+ to get them in in turn 2-4. Since my opponents are usually savy enough to realize that they shouldn't kill off entire units, just wither them down so they pose less of a threat to his Lictors when they arrive, I usually don't start losing full infantry squads until turn 3 or 4. This means that my Outflanking units will re-appear in turn 4 and 5 usually.


Thanks for the awesome reports Graf, I've been looking into Renegades and both this and your other reports really made me excited for them. Regarding reserves, it seems according to a Forge World email that this should be Ongoing Reserves, as seen here: http://www.bolterandchainsword.com/topic/304162-ia13-vraks-2nd-faqerrata-from-forgeworld/

• When returning units to play using the Master of the Horde devotion the units are returned to Ongoing Reserves, such units retain the Objective Secured special rule if they originally possessed it.


It is just an email so it's up to you and your opponents how you play that, but it does make the Master of the Horde/Unending horde a bit more reliable. Good luck in your future games, and I look forward to reading about them!
   
Made in no
Dakka Veteran




@Intercessor - Glad you like them!

@Symbiode - Thanks for the link, I'll definitely keep it in mind and discuss it with my opponents pre-game if I bring the Unending Tide again
   
Made in us
Furious Raptor




i thought spawn couldnt be taken as compulsory troops? is that a thing purge get to do? I know about the shred templates, but is this a covenant combo trick I haven't looked at?
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

cod3x wrote:
i thought spawn couldnt be taken as compulsory troops? is that a thing purge get to do? I know about the shred templates, but is this a covenant combo trick I haven't looked at?


The Purge don't need to take any troops, so taking Spawn there is no problem with the rule that you cannot take them as compulsory troops.

It is still very much debatable (and clearly against RAW) to take them in any IA SoV list at all, as it says you can only take them if allowed through the Master of Renegades rule.
   
Made in no
Dakka Veteran




cod3x wrote:i thought spawn couldnt be taken as compulsory troops? is that a thing purge get to do? I know about the shred templates, but is this a covenant combo trick I haven't looked at?


Aleinikov wrote:
cod3x wrote:
i thought spawn couldnt be taken as compulsory troops? is that a thing purge get to do? I know about the shred templates, but is this a covenant combo trick I haven't looked at?


The Purge don't need to take any troops, so taking Spawn there is no problem with the rule that you cannot take them as compulsory troops.

It is still very much debatable (and clearly against RAW) to take them in any IA SoV list at all, as it says you can only take them if allowed through the Master of Renegades rule.


The Purge has 2 Elite slots as mandatory, not troops. Running The Purge with CSM is the only situation where Mutilators are worth taking Since the Master of Renegades (Tzeentch) rule isn't in the Siege of Vraks book at all, ForgeWorld has confirmed through emails that this is simply an error coming from copy-pasting the Spawn entry from IA:13 into Siege of Vraks and forgetting to remove the completely pointless Master of Renegades limitation. So you can take Spawn as regular Elite choices (otherwise you couldn't take them at all and you might as well tear the page out of your Vraks book)
   
Made in us
Auspicious Daemonic Herald





Forge World emails aren't a rules sources because they can be handled by none-official people (like just customer service). Also a more likely typo is that they mixed up the the Mauraders entry with the spawn entry (because that entry is missing from vraks and is given permission to from Master of Renegades while Spawn is present while not having permission to be taken)
   
Made in no
Dakka Veteran




As much as I love ForgeWorld I am often very disappointed in how they word and format their rules. Such as Laser Destroyers and Laser Destroyer Arrays being different weapons in the Siege of Vraks index with AP1/AP2, respectively, while in IA:13 there is just a Laser Destroyer entry, leading any Renegade player without Siege of Vraks to (naturally) assume that his/her weapons are AP1.

Weapons profiles missing entirely from the index, unclear rules (like the Reserves/Ongoing Reserves thing for Unending Tide mentioned earlier) can all be very frustrating. And while FW emails aren't official, they can serve as a guideline for when tournaments make their own FAQs. This is certainly better than standard GW which writes just as unclear rules (if not worse), but doesn't answer emails about it.

If there are any unclear rules relating to my army which is not covered by the relevant tournament FAQ I talk to the relevant T.O in advance to clear up such things, and mention it to my opponent pre-game. Just like my Game 2 opponent got to take some 100+ points of free upgrades on his Firestorm Redoubt in the WarConvoc, but I know that the ITC doesn't allow this. Always keep a good dialogue with your fellow wargamers!

Thank you all for reading and commenting, I hope you enjoy hearing about som Renegade action

The next local tournament will be on the 19th of December, and since I won't be running 180 respawning models with Random Leadership to keep track of I'll hopefully have time to take more pictures.

If anyone reading this, against all odds, happens to be in south/western Norway, check out my local gaming club's blog at http://www.drittunger.no/ or on FB, or send me a PM if you would be interested in participating in our tournaments or play casual games some time, we have people traveling from Haugesund and Kristiansand to Nærbø & Sandnes to attend.
   
 
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