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Battle Synopsis Thousand Sons v. Ultramarines  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Twisting Tzeentch Horror





I did not want to call this a battle report because I forgot the take pictures, so I figured I would just give a short rendition of what happened and then some impressions. This is actually two battles. The first was 1500 points. I have Thousand Sons and my list was Ahriman , Term Sorcerer, Daemon Prince with Wings (Warlord), 10 Cultists with autoguns, 10 Tzaangors, 9 Rubic Marines, 6 SoT with a hayfire, Tzaangor shaman, Dreadnought with Reaper and Scourge, Maulerfiend, and 6 Enlightened with spears. He had 3 of the Stromravens, three 5 man units of scouts with bolters, 6 scouts with sniper, the sniper character for UM and the vehicle character for UM in a Quad-Las Predator. (He just moved here and did not have a lot of models unpacked yet which is why he used the 3 flyers). We were playing the mission out of Chapter approved where you hold an objective you get one point, and you can burn objectives in the opponent's deployment phase for d3 then it is destroyed. we deployed on the long edge of the board, and he went first.

This first game I made a huge mistake. I did not protect my backfield and his fliers got behind me on turn 1. They were able to target Ahriman and my Daemon Prince and cut my prince down (failed all 6 4++ saves he had to make). Ahriman survived with one wound. He also obliterated my Enlightened, and took the Maulerfiend to 2 wounds, and killed the cultists. It was a bad turn for me. I then took my first turn. I moved units to protect Ahriman as the Maulerfiend was basically worthless at this point. I then brought in my deep strikers (Rubics, Tzzangors, SoT). In the PSY phase Ahriman was healed, then proceed to perils and went back to 1 wound. I failed most of my spells this round. In shooting a assault my Gors killed some scouts on the flank, the SoT damaged and locked up his predator, and the Rubics dropped in and shot up the scouts. The dreadnought did nothing.

On his second turn he finished off Ahriman, the Maulerfiend, the Dreadnought, and killed the Gors. At this point I only had my Term Sorcerer, Rubics and SoT. We called the Game, so we could start another one. NOTE: I actually could still have one this game as I forgot the rule that if only Flyer Battlefield Role units are left it is a tabling and he only had a character and tank left on the field other than those flyers.

In the second game we added 250 points. He borrowed some CSM marines I had to proxies them as two 5 man sternguard units with combi-flamers. I took out Dreadnought and Mualerfiend, and added screamers, flaming chariot, 10 more cultists and a Quad-Las Predator. Same mission, I got first turn.

With my first turn I moved my army up with the screamers and prince going full speed, with the Rubics and Ahriman following behind and the enlightened staying back behind LOS blocking cover. I had one cultist squad in the corner behind cover with an objective that stayed there the whole game. I dropped in my SoT, Burning Chariot (who missed all shots with 3 ones!), and Term Sorcerer near one of the Strom Ravens. My PSY phase went well as I Warptimed the prince near a storm raven and got off some smites and other mortal wounds. Shooting saw me put some wounds on the Storm Ravens and kill some scouts. Assault saw my prince kill one of the storm ravens, who dropped 5 of the stenguard and 5 scouts.

On his first turn he dropped the other squad of sternguard and 5 scouts and then moved the remaining one storm raven into my backfield to kill the predator and attack the rubics and one at the prince. His tank moved and fired at my tank but rolled three 2s on wounds and only did 3 damage to my predator. His storm ravens finished off the predator, and then he killed the prince and burning chariot with the other storm raven. He also killed two enlightened., but does nothing to the Rubics due to "all is dust". His stern guard squads and scouts light up the screamers, but despite having 9 D6 flamer shots and bolter fire, there is one left (who does flee but still not impressive shooting). No assaults.

My second turns sees me bring in the Gors near his snipers in the tower. I move my forces towards his lines and put the enlightended near a strom raven. In the PSY phase I wraptime the Gors, Prescence the SoT, and put -1 on the Rubics (they would get this every round from here on out), and did some smite wounds. My shooting was devistating this round with the SoT killing a squad of Sternguard and scouts and the Rubics killing the other sternguard, The assault phase same my enlightened charge a storm raven and kill it, the Gors charge the scouts snipers and kill half, and the SoT charge the tank doing damage and locking it up.

His turn he withdraws the scouts (who can shoot as UM) and the tank, flies the other storm raven over to shoot at my cultists units in the backfield holding the objectives and the Enlightened. He shoots up the Gors who flee at the end of the round, shoots up a unit of Cultists who flee at the end of the round, kills one SoT,

My turn four saw me smite the last storm raven to death, and finish off his last unit of scouts. His turn four he kills an SoT with the tank. At the start of turn 5 he only had the UM sniper character and the damaged tank, and I was up in points 14-7 so we called the game.

IMPRESSIONS

Ultramarines

That Character in the Predator was really good. Hit on 2+ and no degrading is great for a not very significant price increase.

Flamers are not very good. They don't produce enough hits for hoards, and the str 4 ap0 means that even with a bunch of hits, without a good roll, you are not getting many wounds and anything with any armor or decent toughness (mine was T4 and 4++) is going to save many of them. My screamers took 9D6 flamer hits, he rolled well for one, then poor for the other so it really averaged out, and he only produced 8 wounds. Flamers need a point reduction or improvment by scaling hits against hoards (as plasma is your anti power armor).

Thousand Sons

This was my first set of games with the Enlightened w/Spears. I have mixed feelings about them. On the one hand, they did 10 wounds to a storm raven with only 4 models (shaman was near by). However, if they are targeted by anything with an even half way decent number of shots, they die pretty quickly (although I did make a rocking number of 5++ with them that game). And I think the Bow ones will be better as they don't need to rely on having to get all the way across the table to do damage. As for the spear ones, I think hiding them then using as a counter punch might be the only way they will work.

This was my first set of games with the maulerfiend. As with all T7 3+ vehicles I don't know if he can survive to get his job done. This game is not a good example as he can't charge the flying storm ravens, but I can see how it might be hard for him to last to get into combat.

While the inferno bolts are really good and they will make short work of most infantry and are really a threat to vehicles, the SoT and Rubics really need a price drop. There is just no way to bring enough to really use them effectively.

Beta smite really cost me. It stopped 4 smites during the game and cost me one time a D6 v D3. GW really did us a solid by not applying that to Thousand Sons armies.

The dreadnought or hellburte with the reaper is awful. the reaper is an awful weapon. Not enough shots, not enough damage. And dreadnoughts in general are to expensive for that they do. They really need to lower the points on the CC weapons for them to like 10-20 point range so you can get a dreadnaught for a low 100 pointish range. Otherwise no reason to take them with a CC weapon, and really the only one that is viable is the LC one that shoots (even that will die fast with only 8 wounds). .

That is all. We are playing again soon, and next time I will take some pictures.


   
 
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