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Made in us
Storm Trooper with Maglight





Denver

I played in a 32 person GT this weekend here in Denver. The BCP link with full results may be found at: https://www.bestcoastpairings.com/r/jp6lqtux

My list:
Spoiler:

2,000 pts. Imperial Guard: 14 CPs*

Detachment I: <CADIAN> Brigade (1168 pts.)

Headquarters
Company Commander: Laspistol and Chainsword 30 pts. <CADIAN> Warlord Trait: Grand Strategist
Relic: Kirov’s Aquila
Primaris Psyker: Laspistol and Force Stave 46 pts. (Nightshroud, Psychic Barrier)
Primaris Psyker: Laspistol and Force Stave 46 pts. (Nightshroud, Psychic Barrier)

Troops
Infantry Squad: Mortar, Grenade Launcher, Sgt. with Laspistol and Chainsword 50 pts. <CADIAN>
Infantry Squad: Mortar, Sgt. with Laspistol and Chainsword 45 pts. <CADIAN>
Infantry Squad: Mortar, Sgt. with Laspistol and Chainsword 45 pts. <CADIAN>
Infantry Squad: Mortar, Sgt. with Laspistol and Chainsword 45 pts. <CADIAN>
Infantry Squad: Mortar, Sgt. with Laspistol and Chainsword 45 pts. <CADIAN>
Infantry Squad: Mortar, Sgt. with Laspistol and Chainsword 45 pts. <CADIAN>

Heavy Support
x2 Basilisk: Earthshaker Cannon and Heavy Bolter 216 pts. <CADIAN>
x2 Basilisk: Earthshaker Cannon and Heavy Bolter 216 pts. <CADIAN>
Hydra: Hydra Autocannon and Heavy Bolter 108 pts. <CADIAN>

Fast Attack
Scout Sentinel: x1 with Heavy Flamer 52 pts. <CADIAN>
Scout Sentinel: x1 with Heavy Flamer 52 pts. <CADIAN>
Scout Sentinel: x1 with Heavy Flamer 52 pts. <CADIAN>

Elites
Platoon Commander (model with flag): Laspistol and Chainsword 20 pts. <CADIAN> Relic: Relic Of Lost Cadia
Astropath: Laspistol 30 pts. (Psychic Barrier)
Astropath: Laspistol 30 pts. (Psychic Maelstrom)

Detachment II: <TALLARN> Super-Heavy Auxiliary (404 pts.)

Lord Of War
Shadowsword: Volcano Cannon, Twin Heavy Bolter <TALLARN> 404 pts.

Detachment III: <BLOOD ANGELS> Battalion (423 Pts.)

Headquarters
Captain with Jump Pack (model with icon on top of jump pack and wreath helm): Thunder Hammer, Storm Shield, Frag and Krak Grenades 129 pts. <BLOOD ANGELS> Relic: Angel’s Wing
Captain with Jump Pack (model with beak helmet): Thunder Hammer, Storm Shield, Frag and Krak Grenades 129 pts. <BLOOD ANGELS> Relic: Hammer Of Baal

Troops
Scout Squad: x4 with Bolt Pistol and Combat Blade, Sgt. with Combat Knife and Bolt Pistol, Frag and Krak Grenades 55 pts. <BLOOD ANGELS>
Scout Squad: x4 with Bolt Pistol and Combat Blade, Sgt. with Combat Knife and Bolt Pistol, Frag and Krak Grenades 55 pts. <BLOOD ANGELS>
Scout Squad: x4 with Bolt Pistol and Combat Blade, Sgt. with Combat Knife and Bolt Pistol, Frag and Krak Grenades 55 pts. <BLOOD ANGELS>

*20 CPs base (12+5+3). -1 for additional Guard relic, -3 for 2 Blood Angels relics, -2 for Death Visions of Sanguinius x2

For those who have seen my past reports, while I love playing with Rough Riders, not being able to get them reliably into combat until Turn 3 is pretty brutal. I might bring a few back in in place of the Scout Sentinels that had up and down value but it would only really be as mobile plasma support. The two Blood Angels Captains are just flat out better against the things that need to die in melee. The Scout units are kind of meh although that can vary tremendously depending on terrain (basically the more places they have to hide the better they will do).


The missions were played in numeric order from the new version of the ITC packet.

Round 1: Seize Ground
Vs Castellan, Gallant, Armiger, x2 Shadowswords (Cadian)
Spoiler:

This one was pretty straight forward, as happens with skew lists. I got first turn and killed a Shadowsword with mine, ground a few wounds off the Gallant with the Basilisks and ate the Castellan in melee with dual Captains. In his turn he killed my Shadowsword with his but there was not much more he could do and I tabled him in my third turn.

The table was pretty open so I am sure it could have gone differently if he had managed to kill a couple of Basilisks but even then with the Tallarn Shadowsword I probably still would have gotten one or two big targets. Having such a low table presence guaranteed that even with having an edge on kill more I would also have the advantage on hold more objectives and the bonus.

The mission would have also helped me a lot if the score was closer, as once I killed anything he would be under the 5 units to get the bonus.

Final Result: Win 37-9


Round 2: Cut To The Heart
Spoiler:

Vs IG CP Battalion with Elysian Officer of the Fleet and x2 Vultures (one Punisher, one Lascannons and Missiles), Blood Angels battalion with x2 Jump Pack Captains, x3 Scouts, Mephiston and Inceptors, Shield Caption on Dawneagle Supreme Command (with Missiles)

In the first turn I was able to destroy one Vulture using the Hydra and Basilisks with Overlapping Fields of Fire. The Shadowsword almost killed another. My scouts, a jump captain and Sentinels wiped out most of his scouts in the corners.

In my opponent’s turn some of the Dawneagle Captains came into my deployment zone (we were playing the table quarters deployment) to assault a few infantry squads and a jump captain. I did get lucky with the melta missiles failing to do anything. Mephiston ate some scouts on the middle to take the objective.

In the Shield Captains vs. Jump Captains battle neither of us was able to gain too much advantage. I had a terrible psychic phase and was unable to remove the damaged ones. I finished off the Vulture and did some other scattered damage.

My opponent then brought his plasma Inceptors in where they failed to do much of anything. His characters continued their battle with my chaff. A jump captain killed a Dawneagle captain, died to his retaliation and then almost killed a 1 wound Dawneagle captain nearby who made all of his 4++ saves to stay in.

For my third turn my psykers again failed to do anything of note although my Hydra did managed to kill the 1 wound Dawneagle. The Shadowsword rolled well and annihilated the entire Inceptor squad.

On his turn he did got the points he needed from secondaries with killing a psyker with Mephiston and another unit kill for Butcher’s Bill.

Unfortunately this game was distorted by only lasting 3 battle rounds. In the time we had available I was not able to get a good push on the center objective while also denying a good landing zone for a big reserve unit of plasma Inceptors and my opponent holding that gave them the win.

On a side note I want someone to calculate the odds of going to 3 GTs in a season, winning all first round games and having 3 1-point losses in the second round using the ITC format. It seems like it might be low.

Final Result: Loss 17-16


Round 3: Nexus Control
Spoiler:

This match was played on the live steam for the event. The video is at https://www.twitch.tv/videos/298897566 and our game starts at around the 6:20 mark.

Vs T’au Sept x2 Fusion Coldstar Commanders, Ethereal, x6 5 man Strike Teams, Heavy Burst Cannon Riptide, Ion Riptide, Y’vahra, Cadre Fireblade, Various drones (x16 shield, x2 Technical), Sa’cea Sept Remote Sensor Towers x3

We had diagonal deployment zones and despite the low odds of getting first turn I decided to deploy aggressively. I put my infantry squads and sentinels right on the edge of the deployment zone, threw the Basilisks and Hydra in a corner and put the Blood Angels as close as I could while taking advantage of the available cover.

The T’au were similarly clustered in their deployment zone between the two objectives there. The Commanders and big suits with a swarm of drones were lined up behind the Fire Warriors with the fortification towers dispersed on the sides.

I got first turn and used scout movements and Forlorn Hope to get my sentinels, Scouts and the Baal’s Hammer captain right on top of the T’au front line. The Angel’s Wing captain also moved to within 9” of the Y’vahara. My infantry and psyker characters also moved forwards.

The Sentinels, Scouts, Guard infantry, etc., wiped out most of the Fire Warrior screen. Using Hydras and Basilisks I was also able to eliminate most of the drones. In the charge phase the two Captains made it into combat along with some Scouts and a Sentinel. Between them they killed a Commander, some more Fire Warriors and did a few scattered wounds to the big suits while causing more drones to die to Savior Protocols.

While the T’au would be able to get the Shadowsword with a Commander and Y’vahara not much else went their way. With the infantry screen decimated down to just taking a few shots at Scouts and Sentinels it was up to the big suits and the Riptides did not earn their keep.

After my success turn 1 it was just a matter of mopping up the commander in my deployment zone (Hydra did some damage there) and the accompanying Y’vahara. Similarly my captains chased things to kill (Riptides, sensor towers) for points while I continued to reduce the remaining drones/warriors.

We continued to play out the next few turns but ultimately he ran out of damage dealers and we ended the game turn 4.

Final Result: Win 37-10


Round 4: What’s Yours Is Mine
Spoiler:

Vs Thousand Sons Supreme Command Ahrimman and x2 Daemon Princes, 2 Chaos Daemon battalions (Changecaster, Lord of Change, Khorne Prince, Nurgle Prince, x25 Horrors, x10 Horrors, x10 Brimstones, x3 units of 3 Nurglings)

We had Spearhead deployment and I went a bit aggressive hoping to go first. He had a big blob of characters behind the Lord of Change in the middle and infantry on the sides. I deployed scouts, sentinels and infantry forward with the rest spread around my deployment zone.

His first turn was not too bad (mostly munching on infantry and sentinels) other than a huge mistake I made where a jump captain was in range of the power to turn into a spawn. I had kind of forgotten about that and paid the price when he exploded. The other Captain did get into combat with a Prince and do some damage.

While damage was mostly limited my first turn was not as effective as I needed it to be. Between warp surge, defensive psychic powers and the Lord of Change’s Impossible Robe I just could not get through anything important. My only major success was getting the second Captain into combat with two Nurgling squads on the priority objective and killing them both, allowing me to get the bonus point.

On points the game actually started out pretty strong for me the first few turns but went downhill from there. I killed almost all of the Princes but had trouble finishing off a couple of characters like Ahrimman floating around with 1 wound and my opponent rolled well enough on the Lord of Change that I could do little to nothing to it. It was definitely a hard fought match for both of us.

As an amusing side note this was also the one game I played using a chess clock. My understanding is that my opponent had some concerns about my speed of play which turned out to be rather unwarranted as he clocked himself to 0 during turn 5 while I finished turn 6 with over 13 minutes remaining (out of 75 minutes each to deploy and play 6 turns).

Final Result: Loss 33-23

Round 5: Scenario 5: Precious Cargo
[spoiler]
Vs Blood Angels Brigade, Jump Pack Captain, Mephiston, Lemartes, x4 units of 5 Scouts, x2 units of 5 Tacticals, x10 Death Company with 2 Thunder Hammers, Relic Whirlwind Scorpius, x5 Sanguinary Guard with x2 power fists, x2 5 man Assault Squads with x2 plasma guns and a plasma pistol and power fist sergeant each, x2 5 man Devastator squads with a heavy bolter and a Quad Launcher Rapier.

I actually got an opportunity to use the new Marked For Death secondary here, taking the 2 Devastator squads, the Relic Whirlwind and the Inceptors. Being highly imaginative with Spearhead Assault deployment we both moved our lower objective back 6” for a bit of mirroring.

I clustered three infantry squads on each of my deployment zones objectives with an officer. The Basilisks and Hydra were spread along the back table edge. The Scouts I used as area denial flanking the middle of the table where all 20 of his clustered inside of a large building.

He similarly had a couple of units on each objective (tactical squad, devastator squad) in his deployment zone. Lemartes, the Inceptors, the assault marines and the Sanguinary Guard were all in deep strike.

The Blood Angels did get first turn and with Forlorn Hope the Death Company advanced up the table rapidly with Mephiston in tow. Between the tacticals, quad gun, Whirlwind, bolters, etc., most of my scouts died along with a pair of Sentinels. In assault the Death Company destroyed a unit of Guard infantry on the top (not priority objective) while Mephiston killed the remaining top scouts.

The damage had been limited enough. Although some infantry were trapped in combat with the Death Company I was able to kill a few more with psychic powers and the like. Using my artillery I was able to take out start taking out the tactical marines and some devastators, along with the Rapier launcher. In this game I decided not to bring the Shadowsword on yet.

I had one jump captain go towards the priority objective with the remaining sentinel and a handful of scouts. They were able to eliminate the tacticals there, leaving just the Whirlwind, Rapier crew and a jump captain to oppose them.

The second turn had Lemartes and some assault marines finding pockets of my deployment zone to come down in, one on each side. Mephiston moved between some Basilisks. The Whirlwind rolled extremely poorly and in general shooting and psychic were ineffective. Mephiston impaled himself on a Defensive Gunners Basilisk, Lemartes made into combat with one and the assault marines made into a second. Just some minor damage overall.

On my turn I brought in the Shadowsword near the non-priority objective. It promptly destroyed the relic Whirlwind. Psychic phase was a little disappointing although I did kill some assault marines and finish off the Death Company.

Near the priority objective I was able to get two Scouts and a Sentinel on it to control it and get the bonus. The Angel’s Wing captain destroyed the remaining Devastator squad behind it.

At this point his reserves came in with the Sanguinary Guard at the table and another batch of assault marines at the bottom. The Inceptors came in near my jump captain to kill him off. More melee grinding continued with the new assault marines getting into combat with a Basilisk. His jump captain killed off the Sentinel to retake the priority objective but it did explode, killing the last Rapier gun crew, giving my an important unit kill in his turn.

For my turn it was more fairly unexciting grinding away between marines and vehicles. I was able to eliminate the Inceptors and pretty much anything that was not in combat, not one of the 20 scouts sitting in the center building or a character was dead.

We had time for another turn. He failed to kill the Shadowsword with his Angel’s Wing captain (two wounds remaining) so it managed to take the objective after I Basilisk’d a scout squad that was attempting to take it.

As shown by the score it was a close game in points but my secondaries got me a few more points and getting the bonus once helped open the gap.

Final Result: Win 25-19


Round 6: Crucible Of Champions
Spoiler:

Vs IG CP Battalion, Knight Castellan and x2 Knight Gallants, Blood Angels with x2 Captains, Intercessor Squad, x2 Scout Squads

I thought I was in trouble when my opponent got first turn but I managed to weather the storm. I lost some Scouts, two Basilisks and a Sentinel and my opponent did get the bonus but overall things felt like they could have been worse, which made them salvageable. I got lucky when the Shieldbreaker missile, even after re-rolls, failed to kill my Warlord. One Gallant on my right flank did get into combat and stomped an infantry squad to death before half-killing a Basilisk with the gauntlet stratagem.

In my turn I brought on the Shadowsword, got it both defensive psychic powers and managed to get it within 36” of both Gallants. My opponent picked one for Rotate Ion Shields and the Volcano Cannon ate the other Gallant standing on the table center point. One of my Captains killed his Captain standing on the middle right objective while my other Captain got into combat with a Scout Squad by the middle left objective and proceeded to wipe them out. Some Scouts and a Sentinel moved forward to hit the Guard screen on the left flank shielding the Castellan.

In the second turn the Castellan continued to shoot up a Hydra and Basilisk. One of his jump captains got mine. The Gallant on my right went after an infantry squad but flubbed its roles badly and was unable to wipe them out and consolidate into the jump captain behind them for fun with gauntlets.

On my go I managed to get the Shadowsword within 36” of both the Castellan and Gallant so again was able to tease out Rotate Ion Shields. The Gallant was destroyed, the explodes easier stratagem was used and even with a re-roll it did not explode.

At this point he had lost pretty much any meaningful ability to damage me other than the Castellan which could not quite solo me. By the same token the only not-psyker big damage model I had was one jump captain with 2 wounds that I could not really move off of his objective without giving up the bonus.

We played out the next few rounds but after the initial clash it was mostly me racking up points. We traded some units here and there to build points. On one of his turns he forgot to charge his jump captain into an astropath who then killed him with Psychic Maelstrom. But other than that just some attrition grinding that left most of my infantry and some characters, I think two scouts and maybe one Sentinel staring down the Intercessors and a Castellan near full health.

Final Result: Win 31-24


End Results/Closing Thoughts
Spoiler:

I really enjoyed the 6 round format as it gave me a reason to be engaged and play hard after the second loss, knowing that I had done well enough in my losses that I could still potentially get something out of a 4-2 finish. As it turned out the winner was 6-0 (Knights), 2nd was 5-1 (my 4th round opponent with Chaos Daemons/Thousand Sons) and I came in 3rd as the highest of the 4-2 players.

Looking at the final results I defeated the 4th, 6th, 14h and 20th players but lost to the 2nd and 8th. I think the 2nd game against the 8th player would have had a different outcome with more rounds being completed so based on that and my 4th round game I was glad to learn that future events at this particular venue will probably allow mandatory chess clocks if either player wants one.

Overall there is not much I am looking to change about the list. I often think about pulling the Hydra but it does consistently find something to be effective against (Inceptors, Fly characters that get too far ahead, T’au, etc.) When my opponent has Flyers that need to die it is often quite effective at triggering Overlapping Fields of Fire as well. The other change would be the Scout Sentinels although if I switch them for anything else the army might exceed the FLG display board dimensions and I would like to avoid carrying multiple trays/other transports around.

While I feel like 2-3 Knights is very manageable for this list I have not played anything higher in the 4-6 realm and am not quite sure how that would work. Definitely would be interested in finding out.

Since I knew this event would possibly have chess clocks based on opponent’s request I actually bought a physically one (cheap $20 one on Amazon). It was much better than using an app so just a recommendation to spend the money if you think you might need it.

If you are in the Denver area or can travel there easily I would definitely recommend trying out the GTs held at Hobbytown Westminster.

If you have any questions just let me know.


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Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Great write up! I'm a guard player, and I am waffling back and forth on using BA Jump Captains. I really like them for knight removal and objective grabbing, but other than that they seem underwhelming compared to more fire power. OTOH, I play with more LRBTs and hellhounds.

Congrats on a good showing.

   
Made in us
Storm Trooper with Maglight





Denver

Thank you.

The local meta is extremely Knight heavy at the moment so while the captains may have reduced value elsewhere they are vital to being able to reliably remove 2 super heavies turn 1. I also play against Eldar soup with flyers fairly regularly and Angels Wing captain is an extremely good answer for things like Alaitoc Hemlocks.

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Nice summary! Pics of your army would be nice

Check out my P&M Blog!
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Made in us
Storm Trooper with Maglight





Denver

I have a couple of older ones at the end of this battle report:

https://www.dakkadakka.com/dakkaforum/posts/list/753629.page

I will see if I can get a decent photo including the Blood Angels additions.

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

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Made in us
Storm Trooper with Maglight





Denver

Sorry for the delay, photo added.

Just a quick update, I had a chance to play this list again in a 3 round RTT this weekend. Full results at https://www.bestcoastpairings.com/r/10453j05


Round 1 Seize Ground - Drew a Blood Angels player who was pretty new to 8th and ITC format. The army was two battalions with the Sanguinor, Mephiston, Lemartes, jump captain, big Death Company blob, big Sanguinary Guard blob, scouts x3, intercessors x3 and devastators. I picked Marked For Death on the Death Company and three Devastators, Butcher’s Bill and Old School.


Despite getting first turn his deployment was a little conservative and the Sanguinary Guard got into combat after going Upon Wings Of Fire where they wiped out an infantry squad. The Sanguinor also charged and destroyed a Sentinel. Not much else of note transpired.


Between the Hydra and Basilisks I was able to wipe out the Sanguinary Guard while the rest of the army did some light scattered damage to the rest of his army.


The Death Company came in but failed their charge. The board deployment put some good distance between my tanks and the Devastators so they could only snipe at scouts and other infantry.


I brought my Shadowsword in near the Death Company and between its weapons and other artillery and small arms fire they were wiped out. After this there was some character trading but the Blood Angels did not have the bodies for the attrition fight and I managed to wrap up the win with a turn 4 tabling.


Win: 38-11


Round 2 Cut To The Heart


I matched with the next highest player who was running Chaos Knights and Daemons. There was one Renegade Dominus with all ranged weapons, one Reaper/Gauntlet melee Knight and one Avenger/Reaper/maybe other stuff I am forgetting Knight. The Daemons consisted of a Prince, Tzeentch daemon HQ on foot, a unit of Brimstones, a big unit of Bloodletters and a big unit of Horrors. I went Kingslayer (warlord was the Dominus), Titanslayers and Old School.


He put the Knights and Daemon Characters on the table with the Brimstones shielding the Dominus on his objective on the left. With Dawn of War the other Knights and characters were towards the right. The two big daemons units were in deep strike.


I deployed my scouts somewhat aggressively to go after objectives and put a few infantry squads towards the Dominus’ side in case I needed to run them onto it. The rest castled on my objective except for some psykers and Sentinels that I spread out to deny deep strike.


I got first turn and it was pretty brutal. The Shadowsword wiped out the Dominus while the artillery pounded another Knight down to a couple of wounds. With Forlorn Hope to get in position the Baal’s Hammer captain easily finished off the melee Knight (8 attacks with no -1 to hit helps) while scouts and the other jump captain finished off the brimstones, getting me the bonus on turn 1.


My opponent had to bring in his reserve daemons in his deployment zone turn 1 to avoid losing the game as he was down to a daemon prince, the foot daemon HQ and a 3 wound knight. The horrors were ineffective and the bloodletters killed the scouts shielding the jump captain on his priority objective. In my turn I wiped out everything except for a couple of horrors and the foot HQ. He played out his turn 2 to get some points and then we rolled the Shadowsword killing the daemon character to finish out the game.


It might have been a bit closer if he had gotten first turn but Vengeance for Cadia, jump captains and the Cadia relic were all brutally effective.


Win 38-8


Round 3 Nexus Control


A replay of the second round against a World Eaters army with some Berzerker Rhinos, a Lord of Skulls, four Renegade Armigers (two of each), Kharne and an Exalted Champion. I went Big Game Hunter (Rhinos/Lord of Skulls) and Marked for Death (Armigers) with Old School.


I got first turn although the Shadowsword was ineffective against the Lord of Skulls so the turn was a bit less damaging than Round 2. On the plus side both psychic powers went off and as usual this caused it to be ignored in favor of easier targets. I still managed to kill two of the Armigers in melee. The retaliation was mostly just the Lord of Skulls killing a Sentinel and the ranged Armigers and it destroying a Basilisk with the jump captains being finished off.


My second turn finished off most of the rest of the effective parts of the army (this time the Lord of Skulls did explode to the Shadowsword). At the end there were one or two damaged Rhinos, a couple of Berzerkers, an Armiger and Kharne and the Exalted Champion. I finished off everything except for an Armiger and the exalted champion on turn 3 and then killed them off turn 4 to end the game.


Win 34-13


I finished 3-0 and had a 47 Swiss Point advantage on the other undefeated player.

[Thumb - IG 08-25.jpg]
IG Army Photo

This message was edited 2 times. Last update was at 2018/08/27 17:03:44


Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

The army looks great! Nice reps

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Made in us
Discriminating Deathmark Assassin






Yeah I love your armor paint scheme Why did you take the Lost Relic of Cadia? I was looking at that thinking I would see a lot of chaos players but in the long run not so much. Does the PC hang out with the bassies and hydra when you're up against chaos armies? Do you miss being able to give orders (I'm assuming your warlord is cowering in a ruin somewhere - mine does)
   
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Denver

The PC always hangs out with the artillery cluster. I take the Lost Relic because no matter the opponent getting re-rolls to wound is great and significantly improves the reliability of the Basilisks and Hydra. If there happens to be Chaos around that is just an extra benefit.

Generally the warlord does hide which limits orders a bit although in a pinch I can usually advance one of the two officers somewhere they can give an order. Between the stratagem to combine squads and the stratagem to give an additional order it is not usually too hard to do whatever is needed as far as orders distribution.

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

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Made in us
Crazed Spirit of the Defiler






A very effective list, a bit too effective, honestly it takes advantage of every single thing that people find "overpowered" in the current meta. However I cant fault someone for taking the tools needed to win, since winning is more preferable to being tabled. Also its a very nicely painted army, props to you for your wins.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Discriminating Deathmark Assassin






Not saying you're using loaded dice or anything but wow you go first a lot When I play big guard my opponent always gets the +1 and then I'm pretty much toast for going first. I'd say I manage to go first 25% of the time when I roll out a brigade.

How effective have you found the hydra? I only ask because I'd swap it out with a Trojan support vehicle to give the shadowsword rerolls to hit. I ran that a couple of times with a fully loaded shadowsword...not pretty

Did I miss it above - do you have any video batt reps for this list?
   
Made in us
Storm Trooper with Maglight





Denver

The going first thing comes down to small sample sizes. Looking at all 4 ITC events I played at in July/August the split was first 6 times second 9 times which is much closer to statistical average.

I believe including the Trojan would cause detachment issues since it would need to be Tallarn and I am out of slots to take it as an auxilary.

I like the Hydra for giving me a 3+ to hit against FLY which can easily trigger Overlapping for the Basilisks. It is not essential but it is fun. Works extremely well against Tau drone swarms and some other annoying things as well.

There is a twitch video for the 3rd game in the initial battle report, I do not have any other videos to offer.

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*This means published works by professional artists, not me of course. 
   
Made in us
Discriminating Deathmark Assassin






yeah I definitely roll below average for who goes first :(

I only used the Tallarn to keep shadowsword off the board until the coast is clear (because, you know, I go second a lot). I'd roll him in on turn 1 along the board edge next to the Trojan (Trojan is usually a transport part of the cadian detachment). I'm assuming you're doing something similar with the primaris psykers. I never really got into hydras back in 6th and 7th but with so much stuff with fly I think I need to take another look...see if I can convert at least one wyvern anyway

This message was edited 1 time. Last update was at 2018/09/21 19:26:52


 
   
 
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