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Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Roommate and I run an 1850 game using ITC mission 4. Restrictions: Lists are made from a Libby conclave and a marine CAD (we wanted this to be about the powers, not free transports or outflank shenanigans.) Also, 1 Libby of each player's choice would know the shifting worldscape power automatically.

The lists are not intensely competitive. More of a casual theme with conclave thrown in.

My list:
Ultramarines
Conclave of tigurius (warlord) termie Libby with axe/storm shield, termie Libby with axe/storm bolter, power armor Libby with sword, all level 2 (except for tiggy of course.)
CAD
Telion running solo
2x 5 man tac squad with meltagun in stock razorback
5 man ASM in razorback with 2 flamers
5 man ASM in rhino with 2 flamers
5 man devastators in rhino with 2 grav cannons
5 man assault termies 3 hammers 2 claws in land raider crusader
Predator with autocannon/lascannons

As I said above, a pretty casual list with a conclave thrown in. They'll be riding with the termies in the crusader to make a deathstar.

His list:
Iron hands
Conclave
2x PA jump pack Libby, 3x PA Libby. All level 2
CAD
Chapter master with storm shield, fist, arty armor, jump pack
Chaplain with jump pack
5 man shotgun scouts
5 man close combat scouts
2x 5 man ASM in Razorbacks with 2 flamers each
2x devastators with 4 missiles each
Stormraven asc/mm
5 vanguard vets with jump packs: 1 claw/fist, 1 pair of claws, 1 sword/shield, 1 axe/plasma pistol, 1 fist/plasma pistol

Another less-than-ideal list. He spaced out a bit while making it. He planned on having the jump libbies with the VV's, and the walking libbies coming in the Raven with the cc scouts, and then at deployment he remembered the rules awkwardness of infiltrate stopping him from loading both the scouts and libbies onto the Raven. We just said screw it and let him do it anyway.


Terrain from the West Point of view. (All further pics are from the south POV.)


Powers on my side:
Tiggy: fulmination primaris, electroshield, electro pulse, electrodisplacement
Termie storm shield: librarius primaris, veil of time, psychic scourge
Termie from space hulk: geokinesis primaris, scorched earth, shifting worldscape
PA Libby: technomancy primaris, machine curse, fury of Mars
Comments: Well the tech rolls were a letdown. I was hoping to get a power or two that could be cast from inside the LRC. Aside from the worldscape power that we both auto-got, the geo school whiffed as well. Librarius and fulmination didn't let me down though. Veil is going to be super relevant, as is psychic scourge and electrodisplacement. Also yay for a 3++ on tiggy.
Total mastery level: 9

His powers:
Fulmination: primaris, fists of lightning, electrodisplacement.
Librarius: primaris, might of heroes, null zone
Biomancy: primaris, endurance, warp speed
Geokinesis: primaris, warpquake, shifting worldscape
Technomancy: primaris, reforge, machine flense

Comments: oh boy, an iron hands jump star with endurance. 3+ fnp with eternal warrior! Machine flense is going to be scary to the LRC, not exactly worried about him reforging his Raven or Razorbacks. Null zone is big. A successful cast on my star will bring their durability to lower than normal levels even with veil on. Denial dice will all be going to that.
Total mastery level: 10

He wins the turn roll off and makes me deploy/go first. With the Raven out til turn 2 at least, I'm not scared of 8 krak missiles. The team lines up at my deployment line and revs their engines.
He responds with 2 Razorbacks lined up at his own frontline, and the devs hiding on ruins. Jumpers and Raven in reserve. No reserve manipulation...ballsy
He wins the infiltrate rolloff and his shotgun scouts cover a blind area near his 3 point objective that telion wanted to jump on, so I instead put him in some ruins near another objective in case it comes up.


He seizes the initiative, and quickly kraks a razorback to death! What a jerk!
My team rolls forward and the termie star jumps out in center field. A quick worldscape shift and one of his dev squads is 2 inches in front of me, ready to be charged. Electrosurge and emperor's wrath cut down the other dev squad to one missile, and some haywire technomancy and shooting takes out a razorback. Shotgun scouts get neutered by a heavy bolter. The libbies make quick work of the dev squad in front of them and consolidate into stretched-coherency formation.


Both the jump star and the Raven get on board. The jump star nails the deep strike, and then electrodisplacements his ASM squad to my backfield. He turns on a few buffs like might of heroes, and throws a bunch of dice at null zone on me, but I throw everything and deny. The Raven easily explodes a razorback, and two of my hammernators with rerollable saves die to a total of 4 bolter wounds. Yay probability!
I respond by sending a few guys back to shoot at the ASM squad in my back area, and move 3 of my ASM to no-fail charge range of his jump star. I toss on some buffs, electrodisplace myself to 1 inch away from his jump star, scourge a psyker and make him forget emperor's wrath, and charge right in. He did deny force unfortunately. I also fired the grav cannons in before charging, but the first veteran had 5+ cover and made 7/7 saves on it. Veil saves me something fierce, as my terminators seemed to WANT to fail every save, but the rerolls keep them in. I rock out the unit, bringing it to the unwounded chapter master and chaplain, getting rid of null zone most importantly.

He hovers the Raven, and the scouts and remaining libbies pile out. Endurance hits the chapter master, but then his lead psyker worldscapes, perils, rolls a 1, fails leadership, dies, and takes a scout with him. After the power resolved, he planned to move a hill, but discovered that it was too big to actually move anywhere useful, so he budged it a little, I passed my predator's terrain test, and life went on. He charges in, and I have everyone who can focus on the new squad rather than swing into the 3+ fnp on the old one. I knock out the other libbies and leave two scouts who flee while the chapter master and chap stick around thanks to zealot. I do lose both claw termies.



I move a three man ASM squad close to the combat sort of aiming for his ASM squad that handled the tac marines I sent after them last round. I then electrodisplace my ASM into the combat and get my star out, and psychically erase his ASM squad, rebuff, and charge right back in. (This time with force!) the grav cannons deal a quick 5 hull points to the stormraven, and my troops elsewhere finish off the remnants of his forces, leaving 2 fleeing scouts, a razorback, and his chapter master and chaplain (who are still temporarily enduranced!)
I take several wounds off the chapter master thanks to ignoring the 3+ fnp with force, and the following combat sees them destroyed as soon as endurance runs dry. A quick emperor's wrath and charge later, and the scouts and razorback follow them to the dead pile



Game over in bottom of 4. Victory by tabling to the Ultramarines over the iron hands. Our maelstrom looked like this:
IH 1: Kill 2 units. Gets 1
Um1: hold #1 kill 1. Gets 2
IH2: kill 1 hold #3. Gets 1
UM2: kill 2. Gets 2
IH3: kill 1 hold #3. Gets 1
UM3: hold #2, kill 1. Gets 2
IH4: hold #1 kill 1. Gets 1
UM4: kill 2. Gets 2
IH: 4 UM: 8

We went into the battle really wanting to abuse shifting worldscape, but hilariously enough, it just really wasn't that relevant. Electrodisplacement and veil were super relevant, likewise to force on a unit full of force weapons against guys abusing fnp. Null zone was my big fear, and I was able to deny it and then kill the caster posthaste. The geo and tech schools seemed...less than useful. Chasm especially is freaking awful. The one time I actually was about to cast it was when I just wanted to finish off the last two scouts at the end of the game, at which point I realized that not only were the odds of them failing very low, but they were outright immune to it thanks to MTC! Scorched earth was also useless. I tagged 3 units with it, did nothing, and then he moved a 5 man unit through the dangerous areas and lost no one. The sad part is that the rolls there weren't far from statistical. Those powers just straight up statistically do next to nothing.
Technomancy was a bit better, I just rolled badly on haywire consistently. (And it still did more than the geo school.) Being able to glance the Raven in the air with the nova was nice. Subvert machine sucks though. After all the dice rolling of casting and denial, he can still just beat me on the d6 roll in the power and make it do nothing. >:|
Overall though conclave vs conclave is quite enjoyable. The psychic phase really becomes an interesting part of the game when you both have 10-15 dice and good denial rates.

Anyway, that's the battle! Later!

This message was edited 1 time. Last update was at 2016/04/20 17:57:19


20000+ points
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Made in gb
Steady Space Marine Vet Sergeant




England

Yeah, the new psychic shenanigans are great. Thanks for the battle.

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
 
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