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Something of a random thought, we fairly regularly have discussions about Repentia and Penitent Engines, but has anyone run a 10 girl squad of Rets? No heavy weapons, maybe HF, just bolters and forward. Seems horrible nasty. I realise that it seems completely counter-intuitive, and doesn't make the most of their possible range (in our 24" army), but it could be a nice line breaker, specially in larger games.
Hmm, I think I'll try that in my next game.
My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
Necrons CAD (5th Edition Book)
Barge Lord with Warscythe, Sempiternal Weave, Mind Shackle Scarabs, Phase Shifter, Resurrection Orb (Warlord)
Barge Lord with Warscythe, Sempiternal Weave, Mind Shackle Scarabs, Phase Shifter
Royal Court 1: 2 Harbingers of Storm, 1 Harbinger of Despair
Royal Court 2: 2 Harbingers of Storm, 1 Harbinger of Despair
5 Deathmarks, Nightscythe
5 Warriors, Ghost Ark
5 Warriors, Ghost Ark
5 Wraiths
3x Annihilation Barge
Officio Assassinorum Detachment
Culexus Assassin
The Mission
Spoiler:
The LVO format has a total of 10 points available. 4 for winning the primary mission, 3 for winning the modified Maelstorm (a d6 chart that changes slightly in each round), and 1 each for first blood, line breaker, and warlord. Whoever has the most points at the end of the game wins.
Primary: Purge the Alien
Secondary: Maelstorm
Deployment Type: Vanguard Strike
Game Summary
Spoiler:
I won the roll to go first and deployed with my dominions within 12 of the central ruin. My opponent rolled Master of Ambush for his trait and would be infiltrating his two warrior squads and his wraiths. The central ruin had no windows on my side and I wanted to maximize the spaces I had LOS to so as to force my opponent to infiltrate into the ruin or barely outside his own deployment zone. I deployed two exorcists on my far left, able to see behind the ruin and the third on the far right so that he could move to the other side. My CCS and wyverns deployed behind a hill deep in my corner with the chimera and Celestine supporting them for protection. The two BSS squads and the Vendetta with dominions on board went into regular reserves.
My opponent deployed his two barge lords on the left, his two warriors and wraiths central inside the ruin, and all three ABs went on the right. His deathmarks were in the night scythe in reserve and his assassin outflanked.
I used my scout move to redeploy the dominions 12” back into my deployment zone (robbing his wraiths of the easy charge and forcing them to spend a turn exposed in the open if he came out of the building. My opponent failed to seize.
Turn One: The exorcists and dominion immolators shuffled back a little to make sure the wraiths couldn’t get any charges turn one. The CCS ordered itself to ignore cover and shot at one of the ghost arks. The barrage scattered on to an AB and glanced it. The lascannon penned the ghost ark and immobilized it. The 2 left exorcists shot at one of the CCBs and stripped a wound or two off the character and the right exorcist shot at the immobile ghost ark and destroyed the weapons facing towards my deployment zone. The rest of the army had no targets (LVO plays 6th edition barrage and ruins, meaning I couldn’t target the wratihs) and I passed the turn to my opponent.
The CCBs moved and then went flat out towards the top right corner with his mobile ghost ark supporting them. The wraiths popped out center and ran to get closer for next turn. The ABs crept up towards my right flank exorcist, but all them had to move over 6 to get shots and would be snap shooting and the warriors bailed out of the immobile ark and into the ruin. His ABs fired at the one exorcist they could see, but between BS1, AV13 and cover no damage was done.
Turn Two: The dominions moved up and bailed out, with double dice range to both CCBs and the Ghost Ark. My vendetta arrived and I put it in the lower left corner. The dominions grav chuted out within double dice range of an AB. The exorcists shuffled around a little more. In the shooting phase, the Vendetta exploded the AB damaged by the barrage last turn and the dominions ignored cover and exploded a second AB. The other two dominion squads exploded the ghost ark on the right and stripped two wounds off his warlord. The exorcists shot at the CCB lords as well and one penned his warlord barge, rolling a bad pen result but more importantly stripping of the AV13. The Wyverns, CCS and veterans (who bailed out of the chimera) shot at the wraiths and killed 3 of the 5.
The nightscythe and the assassin failed to arrive (pretty sure my trait was -1 to reserves). His last barge dropped behind the vendetta and tried to shoot it out of the sky, but I jinked away any damage. His barge lords swept over my immolators and then assaulted the dominions, killing both squads on the right flank. The surviving wraiths assaulted my right flank exorcist and whiffed (one glance, saved by the 6++). The warriors from the exploded ghost ark moved towards the exorcists but weren’t in range.
Turn Three: Both BSS squads came on, one in the center to shoot at the rights and one on the far right to take the maelstorm objectives over there as needed and make a late game run for line breaker. The surviving dominions moved up the hill and killed the last AB. Celestine went up to the center and charged the warriors out of the exploded ghost ark, killing them. Shooting killed off the two surviving wratihs as well and the vendetta flew off the board to set up a kill run on the night scythe if it came on this turn.
The CCBs split, one going after an exorcist and one going after Celestine. Both his reserves arrived, with the assassin coming on in the right and going after my dominions. He killed 3 with his shooting but they passed morale. The CCB assaulted Celestine, she failed MSS and did a wound to herself, but saved two 4++ from the warscythe and five 2+ from impact hits to avoid instant death. She then hit and ran out of combat towards the warriors hiding in the central ruins. His other CCB lord managed to kill an exorcist.
Turn 4: The vendetta returned, hitting the nightscythe twice and rolling double 1s for AP. Celestine flamed and charged the second warrior squad, killing them. The 2 surviving dominions (one melta gunner and sarge) shot and exploded the immobile ghost ark. Both BSS rhinos went 18” towards the far left corner and away from as much of his army as possible. All my surviving shooting went into his warlord CCB and dropped the last wound and he failed RP.
His assassin killed one more dominion, leaving just sarge. She passed morale and would then go hide in the ruins the rest of the game after her squad had snagged a nifty 3 kill points for me. His nightscythe dropped his deathmarks in front of my CCS and his bargelord killed my last exorcist on the left.
At this point, I was up by 3 or 4 KP and behind on one maelstorm point. The game now turned into me running away from his four surviving units to try and deny him the chance to catch up. The game actually ended up going seven turns and on the last turn, my opponent was able to tie me on KPs but I had used the time to get ahead of him on maelstorm. He just didn’t have enough units left to play both missions after four.
Result: Sisters win 6 to 1. I had maelstorm, warlord, linebreaker and first blood to my opponent’s line breaker.
Farseer Anath'lan wrote: Something of a random thought, we fairly regularly have discussions about Repentia and Penitent Engines, but has anyone run a 10 girl squad of Rets? No heavy weapons, maybe HF, just bolters and forward. Seems horrible nasty. I realise that it seems completely counter-intuitive, and doesn't make the most of their possible range (in our 24" army), but it could be a nice line breaker, specially in larger games.
Hmm, I think I'll try that in my next game.
Why do that when rets with heavy bolters are cheaper, better range and can put out almost as many shots?
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Farseer Anath'lan wrote: Something of a random thought, we fairly regularly have discussions about Repentia and Penitent Engines, but has anyone run a 10 girl squad of Rets? No heavy weapons, maybe HF, just bolters and forward. Seems horrible nasty. I realise that it seems completely counter-intuitive, and doesn't make the most of their possible range (in our 24" army), but it could be a nice line breaker, specially in larger games.
Hmm, I think I'll try that in my next game.
I thought of dropping 9 of them in a pod with Uriah (or maybe just a regular priest), 4 HF, and a simulacrum then camping them on an objective in my opponent's backfield/middle. (Obviously some of my other units would have to move int their general direction to provide my opponent with multiple targets, otherwise, they'd all die horribly.
Rets with heavy flamers in a drop pod are crazy fun.
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Andilus Greatsword wrote: Yeah, what day is that supposed to be? I just realized the other day that I'm missing a Seraphim, so I'm probably gonna order one... maybe a couple Jokaero or something as well.
Yup, coming up this Wednesday. I'll copy up the "poster" tomorrow / Wednesday. The recommended model is Melta-gun sister (You know just for those Imperial Knights - there's a reason why they're faction: Imperium with Sisters lol) but any purchase would help. A few Celestines are going up for conversions and i think one guys said he needed 3 Tanks and 2 Squads lol.
Mavnas wrote: My point is that while the exo might be better, it makes your army even more one dimensional, which is kind of our problem to start with.
The HB rets are also capable of shooting down weak AV11 fliers given enough time. The exo could get lucky, but on average you're only going to get a hit every two turns, and only half of those will pen. (Though if your opponent is intimidated into jinking... that's a thing.)
I find exorcists get overestimated and HB rets get underestimated. This means HB rets generally don't need that much protection because most of the rest of your army will be higher on most people's target priority list. Exorcists are the opposite unless he's got no deep strike/long range anti-armor (in which case they are pretty amazing).
On the "Exorcist is a must" thing i'd agree with Mavnas, but in a different way.
When making an army list the priority is always 2 Exos. But for the 3rd choice i would not go "Only Exo". I usually field either the Avenger or the Heavy Bolter Retributors in Bastion.
Rending Quad gun is just too good to skip out on, unless you have the Avenger for dedicated AA.
Also, the set-up works quite well in "Escalation-type" games. The ones where you play 500pts --> 1000pts ---> etc.
If you take the Retributors at 500-odd points they are real game-changers at that point level (when most enemies will field all the "20-warriors"-type Units for their larger games.
Game 2 i really try to squeeze in the 2 Exos, but for that type of game the Retributors get 1st place
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
edit: HF Rets are now occupying lists of mine that I have allies with Drop Pods. They are just too good and fun.
This message was edited 1 time. Last update was at 2015/03/02 16:47:29
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Ah i see what you mean, using HF Rets and not being able to pay the "Heavy slot = 3" tax away from at least 2 Exos.
I'd put that one up for the "new Codex wish list": Sisters Detachment. 6 Heavy slots, re-roll warlord trait and all Melta gets 1 extra shot!
lol
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
BlackTalos wrote: Ah i see what you mean, using HF Rets and not being able to pay the "Heavy slot = 3" tax away from at least 2 Exos.
I'd put that one up for the "new Codex wish list": Sisters Detachment. 6 Heavy slots, re-roll warlord trait and all Melta gets 1 extra shot!
lol
Dominion Detachment
Req:
1 HQ 2 FA
Up to 6 FA Normal Others
Reroll Warlord Trait
Dominion Squads gets TL on Turn 1
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The Dominion one you've got. And various other extra-OP detachments lol
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
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
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
So this is something I've been mulling over for sometime now. Why not take a Vengeance Weapon Battery as a Fortification with SoB? Specifically the Battle Cannon, or rather two of them. For just 170, you'd get two of the Battle Cannon Vengeance Weapon Battery (for only the one Fortification slot too!)
They would help supplement long range shooting of either Exorcists or Rets, while providing some AV 14 "terrain" to claim cover from. I know that the Bastion has generally been the go to fortification for SoB, but I think that the Vengeance Weapon Battery has been mostly overlooked.
Sample list using Vengeance Weapon Battery:
Spoiler:
HQ: St. Celestine 135
Troops: BSS, Meltagun x 2, Combi-Melta, Rhino 130 BSS, Meltagun x 2, Combi-Melta, Rhino 130
FA: Doms, Meltagun x 4, Combi-Melta, Immolator 175 Doms, Meltagun x 4, Combi-Melta, Immolator 175 Doms, Meltagun x 4, Combi-Melta, Immolator 175
Heavy: Exorcist 125 Exorcist 125 Exorcist 125
Fortification: Vengeance Weapon Battery w/ Battle Cannon x 2 170
Comes in at 1465 with room to grow.
Thoughts?
This message was edited 1 time. Last update was at 2015/03/03 05:01:14
There is a fine line between genius and insanity and I colored it in with crayon.
I don't know that scattering templates I have no control over are a thing I'd be comfortable using. Since they'd shoot at the closest target, they'd likely shoot at the enemy unit closest to my own lines and at BS 2, that's a lot of potential scatter.
PanzerLeader wrote: Yeah. I'd rather take the 96" range intercepting, twin-linked lascannons if going with the vengeance battery.
Probably my choice too, if there is one things sisters lack, it's good AA.
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
Back in 2013, I think, I ran an AV13 overload list at the Ordo Open in Portland. BSS in Repressors, Exorcists, Doms in Repressors, 2 Vengeance with Battle Cannons, etc. so on.
I won all but one of my games and only lost to the best overall guy. Got best general for my trouble.
They are fun and cool, but not reliable. They did a ton of work. Heck, in one game they killed 2 paladins and coteaz in one shot. Other times, they did nothing.
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Eldar CAD Farseer, Jet Bike, Shard of Anaris
Farseer, Jet Bike, Spirit Stone of Anath’lan, Phoenix Gem
6x Warlock on Jet Bike
2x 3 Jet Bikes
Lynx
Skyshield Landing Pad
Tau Firebase Support Cadre
Riptide, Ion Accelerator, Early Warning Override, Velocity Tracker
2x3 Broadsides, 1 with Target Lock, 2 with Early Warning Override, all with Missile Pods and Smart Missiles
The Mission
Spoiler:
The LVO format has a total of 10 points available. 4 for winning the primary mission, 3 for winning the modified Maelstorm (a d6 chart that changes slightly in each round), and 1 each for first blood, line breaker, and warlord. Whoever has the most points at the end of the game wins.
My opponent won the roll to go first and deployed his skyshield in the back right of his deployment zone. He placed the Lynx and both Broadside units on the sky shield. The Riptide went center, getting cover from the ruin in the center and only 12” away from the relic and his seer council went on the left, about 12 inches deep in his deployment zone inside a ruin as well. His two bike squads went into reserve.
I rolled Master of Ambush for my warlord trait and decided to outflank both my dominion squads and my warlord’s BSS squad. I placed the veterans and my other BSS squad into regular reserves. Celestine and the wyvern battery went directly across from the relic, completely hidden by a windowless ruin. Celestine could now threaten anything that made an early grab for the relic and the wyverns could range almost his entire deployment zone. I deployed the three exorcists deep in my zone, all behind cover and outside of range of his broadsides. The CSS deployed about 12” back from the wyverns but still out of LOS.
I tried to seize and rolled a 5 to do so. Thanks opposing super heavy LOW!
Turn One: The exorcists shuffled a little to maintain cover and gain LOS to the rip tide. The CCS scattered their barrage off target, but the wyverns managed to kill three warlocks out of the seer council. The exorcists took 2 wounds of the Riptide.
The seer council moved up, failed fortune and turbo boosted back all the way to the back of his board edge to be out of wyvern range. The Lynx fired at an exorcist, getting two hits. I saved one with cover and he rolled a “1” for his d3 hull points on the other. The riptide shuffled back towards the sky shield.
Turn Two: One dominion squad arrives along with the BSS and Chimera in regular reserves. All stay out of range of the broadsides. The shaken exorcists moves out of LOS and the other two decide discretion is the better part of valor, staying in cover rather than exposing themselves to shoot at his well-protected fire base. His intercepting riptide immobilizes the dominions immolator and the veterans Chimera pops smoke while the BSS Rhino moves flat out to get cover from the immobilized immolator. The wyverns plink at the broadsides, taking maybe one wound off them. The CCS barrage scattered into nowhere.
The lynx moved off the skyshield to shoot at one of my exorcists on the left. The broadsides shuffled forward a little and the rip tide held his ground. The seer council failed fortune again and continued to hang in his backfield along with a newly arrived jet bike squad. The lynx failed on the exorcist (missed one and I made a cover save), but smart missiles glanced the immolator to death for first blood for the Eldar.
Turn Three: The Vendetta arrived and stayed out of broadside ranged. His Riptide tried to intercept. I elected not to jinx and the gamble paid off as his tank hunting riptide hit only once and then failed to glance or pen. The dominions from the wrecked immolator moved and ran into the ruin by the relic. The BSS rhino and the Chimera moved up near the relic as well. The CCS missed its barrage again and the wyverns fired on a broadside squad and managed to drop a suit. The exorcists fired at the broadsides and the riptide but the Eldau made all their saves.
The seer council failed fortune again. The firebase stood still and shot smart missiles at the dominions, killing one. The lynx forgot to move, but killed the chimera with its shooting and forced the veterans out into the open.
Turn Four: The warlord BSS arrived and moved directly towards the relic. The BSS rhino drove on top of the relic. The last dominion squad arrived on the left, moving towards the back of the lynx. I left them embarked, figuring my opponent would kill the immolator with interceptor and I could then disembark after his out of sequence shooting was done and use my ignore cover fire against the lynx or a nearby unit of jetbikes. His interceptors did kill the immolator with the last smart missile shot, but I promptly failed my LD9 pinning check. The exorcists aligned themselves on the lynx and the Vendetta zoomed 36” forward, grav inserting its dominions within double dice range of the lynx. Shooting saw the lynx explode and scatter into my pinned dominions, killing three of them. One broadside died to exorcist fire.
The seer council (finally fortuned) and a jet bike squad moved up, killing all of the dominions from the vendetta squad and leaving only one survivor from the outflanking squad. Smart missiles killed the Rhino sitting on top of the relic and the squad bailed out of the back. The riptide used its 4d6 jump move to get into range to contest the relic and be a major nuisance if it survived.
Turn Five: Celestine finally emerged and joined the disembarked BSS squad. The other BSS rhino and the veterans moved up, putting all four of my surviving obsec units within range of the relic. Exorcist fire and melta guns put the riptide down. The wyverns shoot at the seer council since it was finally back in range and center the barrage on the only warlock with protect, managing to kill only him (but critical, since now they can’t circumvent Celestine’s AP3). The vendetta shoots at broadsides, but the skyshield is still invulnerable.
The seer council jumps up and multi-charges the disembarked BSS squad with Celestine and the warlord’s Rhino. The Rhino survives and some of the Sisters die, but since we’re both fearless we stay locked. I hit and run out. A single jetbike squad moves to contest the relic and his other squad zooms into my deployment zone to tie us on maelstorm points. If the game ends now, Grant would win 1-0 (Relic contested, maelstorm tied, no one has line breaker or warlord and Grant has First Blood). Grant rolls and up pops a 6.
Turn Six: The heavy flamers from the Rhino BSS and the veterans shoot down his OBSEC unit on the relic. The master of ordnance hits his only shot of the game, but it kills all three jet bikes in my deployment zone. The exorcists and vendetta kill off his three surviving broadsides and the vendetta dropped into hover to grab line breaker. The wyverns plink harmlessly of the seer council and then Celestine charges back in with her BSS friends to lock them down in combat. Celestine challenges and my opponent accepts with his non-warlord farseer. Combat draws (I wound the farseer, he kills a BSS). I choose not to hit and run.
We fight a quick round of combat and Grant rolls to see if the game ends and it does. I have linebreaker and the relic and scored enough maelstorm points on six to pull ahead of him.
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Please show some love for the Sororitas Range of models (quite sure i don't need the Antics on this thread and we're all aware already lol) 8am PST 10am CST 11am EST for the US 4pm GMT in the UK 5pm CET for most of Europe
This message was edited 1 time. Last update was at 2015/03/04 10:46:20
DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass.
I did my part. Bought a sister superior. Most of the stuff is out of stock. I choose to take that as a good sign
"Suffering is Faith, Faith is Strength.
Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen
The LVO format has a total of 10 points available. 4 for winning the primary mission, 3 for winning the modified Maelstorm (a d6 chart that changes slightly in each round), and 1 each for first blood, line breaker, and warlord. Whoever has the most points at the end of the game wins.
Well…gak. 7 FMCs and I have 6 FA choices he can kill to win the mission. The only real upside here is that he has essentially zero ground presence. Just the malanthrope, venomthrope and dimachaeron. My game plan here is simple: reserve all my obsec and try to keep them out as long as possible. Try to win the maelstorm and grab at least two of the secondaries to put pressure on him to land and expose the FMCs. Killing his ground units will be easy.
My opponent wins the roll to go first and deploys everything at the 24” mark except the mucolids which will deep strike. The venomthrope and malanthrope are hiding inside a large central ruin. The huge dimachaeron is visible, but will get 2+ cover. I deploy my CCS, wyverns and exorcists, making sure to measure 44” from all his flyrants (this way he can’t shoot me with devourers unless he onslaughts and even then still can’t hit me with an egrub template). The dominions all outflank (including the squad that normally goes in the vendetta, this time with Celestine attached), the BSS squads and veterans go into normal reserves along with the vendetta.
I try to seize and fail. The nids all go airborne but have no shooting and put FNP on a bunch of the flyers. I scatter my exorcists out so he can’t get multiple haywire hits next turn and then start shooting. The CCS orders itself to ignore cover and hits the dimachaeron and venomthrope. I put a wound on the dimachaeron but roll a “1” and fail to ID the venomthrope. The wyverns hit the venomthrope next and kill him for First Blood. The malanthrope had moved back to cover an objective and since the dimachaeron had now lost shrouding, the exorcists massed fire drops him despite the 4+ cover.
The FMCs advance and kill the CCS and strip various hull points from vehicles. Two of my outflanking squads come in and kill the malanthrope. The game now becomes a game of me running away from his FMCs and scoring objectives and my opponent flying around trying to keep up. He lands a couple of crones throughout the course of the game and they end up quickly dieing to meltas and exorcists as he slowly whittles me away.
At the end of 5, I am winning maelstorm and have first blood and line breaker. I also have enough OBSEC units left to steal the primary if the game ends for a 8-0 win. The game goes on to turn six and the nids are able to knock me off enough objectives to give them the primary. My opponent makes a key mistake and forgets line breaker is within 12” of the table edge and not just deployment zone so even though he has 3 FMCs in glide within 24” of my edge, he does not get the line breaker point. I end up winning the game 5-4 (line breaker, first blood, maelstorm to my opponent’s primary).
This message was edited 1 time. Last update was at 2015/03/04 20:47:59
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So life is getting in the way and I don't think I'll get to LVO games 5 and 6 so here are the quick highlights.
Game 5: Played another Eldar army with Lynx. I was locked in aggressive mode and after my opponent deployed to counter my dominions by castling deep in his corner (vanguard deployment), I should have simply scouted them to the center of the board and out of LOS and then forced him to go first. This would have given me last turn on objectives, negating the speed advantage of his serpents and jetbikes. Instead, I tried for the long range melta strike and ended up feeding him my army piece meal (although the 15 dominion melta shots combining for a total of 3 HPs of damage to wave serpents certainly didn't help). Lost 1-9. My opponent went on to place 3rd overall.
Game 6: Played a 150 model Green Tide supported by a VSG and two gretchin squads. My opponent placed one warboss center and his other warboss and Grotsnik on the far left with PK nobs spread evenly throughout. I counter deployed with Celestine far right, wyverns and exorcists center, CCS far left and outflanked everything else (master of ambush warlord trait) except the vendetta. My opponent gave me first turn so he could have last say on objectives. Starting on Turn 2, Celestine would assault the tide single handedly and she ended up tying them up for 3 whole turns, hitting and running out so my shooting could do its thing. My opponents real saving grace was buying heavy armor for about half his tide. I still killed about ~75 orcs, both grot squads and both warbosses before the game ended naturally on the bottom of six but the ability to tank the wyverns wounds on a 4+/5+ FNP rather than a straight 5+ FNP kept a ton of boys alive. Celestine really benefited from her mobility to pick spots to assault where she could avoid power klaws and I repeatedly would center the wyvern barrage on the nob closest to her to keep power klaws away. She made 2+ saves like a beast this game (although in my turn, the tide would normally get only 5 or 6 boys swinging even after pile-in moves because I could pick my spots where to assault). Ended up winning 9-1 (Celestine dieing on the bottom of 4 was first blood for my opponent).
Thanks for the reports? Didn't you get Celestine back up to deny first blood? (Or alternatively, not roll so he doesn't get first blood?)
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Live in the Pacific NW? Check out http://ordofanaticus.com
She died for the second time on the bottom of four. She died bottom two to a stray PK nob who I thought was out of 5" to swing but apparently was just in.
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