Managed to get a game recently. There were 5 of us wanting to play and try out the new rules, so we did 3v2 (3 1000pt armies against 2 1500pt armies).
My Team::
IG (Me)
Batallion I
Saint Celestine
Company Commander w/ Plasma Pistol
Company Commander
Commissar w/ Plasma Pistol
Infantry squad w/ Lascannon, Plasmagun
Infantry squad w/ Missile Launcher, Plasmagun
Infantry Squad w/ Flamer, Plasma Pistol
HWS w/ 3x Autocannon
493
Batallion II
Tempestor Prime w/ Tempestor Command Rod
Company Commander w/ Plasma Pistol
Company Commander
Commissar
Militarum Tempestus Command Squad w/ 4 Plasmaguns
Militarum Tempestus Command Squad w/ 4 Plasmaguns
Infantry squad w/ Lascannon, Plasmagun
Infantry squad w/ Missile Launcher, Plasmagun
Infantry Squad w/ Flamer, Plasma Pistol
HWS w/ 3x Autocannon
507
1000pts (9CP)
Eldar:
Farseer
5 Wraithguard with melee stuff
~5 Dire Avengers
~5 Striking Scorpions
~5 Swoopping Hawks
~5 Warp Spiders
Wraithlord
AdMech
Tech Priest Dominus
2 Kastelan Robots
3 Either Destroyers or Breachers (no clue which)
1 Dunecrawler
10 Vanguard
5 Rangers (I think) with a single, big sniper rifle
~5 Ruststalkers
Our Opponents:
Chaos
Daemon Prince with Wings
Wrath of Khorne Bloodthirster
3 Bikes with 2 Meltas
3 Bikes with 2 Meltas
3 Bikes with 2 Meltas
~10 Raptors with 2 Flamers
~8 Warp Talons
~8 Warp Talons
Tyranids
Broodlord
Deathleaper
4 Zoanthropes w/ Neurothrope (or something like that)
10 Genestealers
Old One Eye
2 Carnifexes
Exocrine
Tyrannofex w/ 20-shot weapon
It was mostly just a game for trying things out, so none of our lists were optimised. Since this was out first game of 8th, we didn't bother with objectives and instead just opted to kill each other.
Deployment:
Admech clustered in and around a building in the centre (save for the unit of Ruststalkers, which went in reserve), Eldar went on the far right (the swooping hawks and scorpions went in reserve). I put my 2 Autocannon teams on the far left of our deployment zone (only place they had good
LoS across the table). A Lascannon Infantry squad went in front of one and a Missile Infantry squad went in front of the other. A flamer team went in front of the missile unit. 2 Company Commanders (one with a Plasma Pistol) and a Commissar went in the middle of all of them. My remaining infantry went in the middle of our deployment zone, with the flamer team screening the Admech stuff. Celestine and the remaining officers and commissar went in the middle of them. The Tempestor Prime and Tempestor Command Squads went into reserve.
Chaos bikes went on the left with the daemon prince and bloodthirster just left of centre (warp talons and raptors went into reserve). The carnifexes (inc. Old One Eye), broodlord and genestealers went on the left, Exocrine went in the centre, tyrannofex, gaunts and zoanthropes went on the right. Deathleaper went into reserve.
Enemy Turn 1
They elected to go first and everything moved forward, with the chaos bikes Advancing to get within melta range of our lines. Raptors arrived on the far left (in front of my lascannon team), and both warp talons went on the right (one in front of the dire avengers, another in front of the wraithguard). Shooting inflicted a few casualties to my guard (nothing noteworthy), but meltas took out 2 of the Admech Destroyers/Breachers and the Exocrine obliterated one of the Robots and damaged the other. Ouch. One unit of Warp Talons managed to charge the Wraithguard, the others failed their charges. However, they found themselves outmached - inflicting 2 wounds but taking about 4 back, and then losing a further 2 from morale at the end of the turn.
Our Turn 1
Wraithguard stayed in combat with warp talons, Wraithlord moved up to get near the other warp talons, my middle guys shuffled around a bit to get in range of the bikers, my left lascannon squad moved to make way for some Ruststalkers, which arrived just in front of the Raptors. The swooping hawks also arrived and landed in the top right corner, near the zoanthropes. The Tech Priest repaired the damaged robot.
Shooting from me and Admech wiped out all 3 bike units, along with about half the raptors. They also knocked some wounds off the exocrine. Eldar shooting killed off all but one of the warp talons.
In combat, the Ruststalkers failed their charge, the Wraithlord charge and killed the surviving warp talon and the wraithguard finished off the warp talons in combat with them.
Enemy Turn 2
The daemon prince and raptors moved up, ready to charge my lefthand guardsmen. Meanwhile, the bloodthirster, genestealers and broodlord moved up to threaten my middle guardsmen ("Do your duty, men, those Admech are far more valuable than any of you."). The gaunts moved within range of the wraithguard and the tyrannofex moved to get a bead on my centre guardsmen. Deathleaper arrived behind the Farseer. On the left, the 3 carnifexes plodded up the field, still well out of charge range.
In shooting, the exocrine damaged the remaining Robot (but didn't kill it this time) and the tyrannofex killed some of my middle guardsmen (nothing important). The gaunts managed to get a wraithguard down with sheer volume of shots.
In combat, the daemon prince and raptors charged my front 2 infantry squads on the left (the depleted lascannon squad and flamer squad), killing both. The daemon prince consolidated into my missile team. The genestealers failed their charge, but the broodlord and bloodthirster succeeded in charging my middle guardsmen. They killed all but the sergeant, who managed to put a wound on the broodlord before fleeing (or at least he tried to before the commissar executed him). Deathleaper charged the Farseer but only managed a single wound.
Our Turn 2
I brought my scions down near the carnifexes, with the tempestor prime behind them. My missile team withdrew from the daemon prince and the ruststalkers moved round to get nearer to him. In the middle, my troops moved into rapid fire range of the bloodthirster (save for their
HWTs, which remained where they were). Zuriel moved into position to charge either the broodlord or bloodthirster.
Shooting was devastating. The daemon prince and raptors were both obliterated by fire from my guys and the Ruststalkers. Combined fire in the middle knocked the bloodthirster down to just 3 wounds. My scions vaporised one carnifex and left another clinging to life on 2 wounds. I can't remember what happened on the Eldar side.
Zuriel charged the bloodthirster, taking a couple of wounds from overwatch but then killing it.
At this point, the enemy team conceded – the Chaos player had been tabled and the 'nid player was badly outgunned, with many of his units out of position.
I know this was a very short battle but it's the only one I've managed to play thus far so I thought I might as well post it.
I think the main problem for our opponents was that their armies moved at completely different speeds (Chaos was much faster). This allowed us to focus only on the closest units each turn, whilst remaining largely untouched by the others. By the time the nids started to get close, the Chaos stuff was already dead or dying.
Anyway, here are my initial thoughts regarding
IG:
- Infantry guard is fun. I think my army took far more of a pounding than either of the others on my team, and it was still relatively intact when the game ended.
- Flamers are meh. I love flamer models and I wanted some in my army if only for the sake of variety, but they really don't do much. The only nice thing was having
d6 automatic hits on overwatch.
- Autocannons seem rather poor rubbish. 2 damage is nice. A measly -1AP is not. I think I'll try Heavy Bolters next time (probably worse but also cost a lot less).
- Plasma is wonderful. It was just devastating and pulled far more weight than any of my heavy weapons. When overcharged it was just brutal against multi-wound models.
- Unsurprisingly then, Scion command squads with plasmaguns are fantastic. Their firepower was just devastating, especially when I could land in rapid-fire range of my target. I'm not sure whether the Prime is worth it.
- Company Commanders and Commissars are both really useful. I'm tempted to take plasma pistols on both of them – as these really helped them contribute when the enemy armies reached my lines.
- I really enjoyed having
St. Celestine in my army. I don't know if she was the best use of points, but she did some decent work during the game and it was fun to be able to put my
HQ in danger, safe in the knowledge that if things went wrong she could resurrect somewhere safe. It was also reassuring to have one unit in my army that could do melee really well.
For anyone interested, my current idea when building
IG armies is to create pseudo-platoons and then basically copy and paste them to form the backbone of my army. In this case, I started with this:
Battalion:
Company Commander
Company Commander
Commissar
Infantry squad w/ Lascannon, Plasmagun
Infantry squad w/ Missile Launcher, Plasmagun
Infantry Squad w/ Flamer, Plasma Pistol
HWS w/ 3x Autocannon
This gives me a full battalion (giving me 3CP of each of these platoons) and can basically act as a self-contained army on the battlefield. The
HWS goes at the back, screened by either the Lascannon or
ML squad. Then the remaining infantry squads can go nearer the front and advance as necessary. Each pair gets a company commander and the commissar will go wherever I think needs him most (he's the one element that might overlap with others, so that I can get the best use out of his aura).
I started with two of these in my army, then I added Celestine and the
MT stuff (The Scions give my army significant reach without relying on the
HWTs having
LoS). Finally, I added a few plasma pistols to make up the points.
After this game I'll probably be changing my basic platoons a bit (Autocannons out, Heavy Bolters in), but the basic idea will remain the same. I'm also wondering whether to make the Scions a core part of the army and put one unit of them into each platoon. However, I thought I'd see if anyone had thoughts on building an army this way.
Sorry, this post ended up far longer than I'd intended.