Mission: The Four Pillars
Chaos Daemons: 13 CP
- ++ Battalion Detachment +5CP (Chaos - Daemons) [60 PL, 1048pts] ++ Chaos Allegiance: Nurgle
- Daemon Prince of Chaos [9 PL, 180pts]: Malefic talon, Wings, Fleshy Abundance
- Great Unclean One [17 PL, 275pts]: Bileblade, Bilesword, Fleshy Abundance, Miasma of Pestilence, Warlord
- Poxbringer [4 PL, 70pts]: Miasma of Pestilence
- 2x Nurglings [3 PL, 54pts]: 3x Nurgling Swarms
- Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden
- Soul Grinder [12 PL, 180pts]: Mark of Nurgle, Warpclaw
- ++ Battalion Detachment +5CP (Chaos - Daemons) [39 PL, 695pts] ++
- Bloodmaster [3 PL, 56pts]
- Herald of Slaanesh [4 PL, 60pts]: Symphony of Pain
- Bloodletters [12 PL, 235pts]: 29x Bloodletter, Bloodreaper, Daemonic Icon, Instrument of Chaos
- Daemonettes [8 PL, 145pts]: Alluress, 19x Daemonette, Daemonic Icon, Instrument of Chaos
- Plaguebearers [4 PL, 70pts]: 9x Plaguebearer, Plagueridden
- Flesh Hounds [8 PL, 129pts]: 7x Flesh Hound, Gorehound
- ++ Total: [99 PL, 1743pts] ++
Salamanders/Imperium
## New Roster (Warhammer 40,000 8th Edition) [116 PL, 11CP, 1747pts] ##
- ### Vanguard Detachment +1CP (Imperium - Space Marines) [19 PL, 1CP, 349pts] ### ***Chapter Selection*** Salamanders
- Captain [5 PL, 95pts] The Armour Indomitus, Thunder hammer, Warlord
- 2x Apothecary [3 PL, 55pts]
- Ironclad Dreadnought [8 PL, 144pts] Hunter-killer missile, Meltagun, Seismic hammer
- ### Vanguard Detachment (Imperium - Officio Assassinorum) [14 PL, 220pts] ###
- Callidus Assassin [5 PL, 70pts]
- Eversor Assassin [4 PL, 70pts]
- Vindicare Assassin [5 PL, 80pts]
- ### Vanguard Detachment +1CP (Imperium - Inquisition) [7 PL, 124pts] ###
- Inquisitor Coteaz [4 PL, 100pts]*
- 3x Acolytes [1 PL, 8pts] Bolt pistol, Chainsword
- ### Battalion Detachment +5CP (Imperium - Space Marines) [38 PL, 5CP, 575pts] ### ***Chapter Selection*** Salamanders
- Chaplain in Terminator Armor [7 PL, 92pts] The Salamander's Mantle
- Lieutenants [4 PL, 67pts] Lieutenant Master-crafted boltgun, Power sword
- 2x 5-man Tactical Squad [5 PL, 71pts], Flamer
- 5-man Tactical Squad [5 PL, 87pts] Multi-melta
- 5-man Terminator Assault Squad [12 PL, 187pts] Sergeant Thunder Hammer & Storm Shield, 1x Storm shield & Thunder hammer, 3x Lightning Claw
- ### Battalion Detachment +5CP (Imperium - Space Marines) [38 PL, 5CP, 479pts] ### ***Chapter Selection*** Salamanders
- Librarian in Terminator Armor [9 PL, 112pts] 1) Veil of Time, 4) Fury of the Ancients
- Vulkan He'stan [8 PL, 135pts]
- 5-man Scout Squad [6 PL, 55pts] Sergeant Chainsword, 4x Combat knife
- 5-man Scout Squad [6 PL, 59pts] Sergeant Power sword, 2x Combat knife, 2x Astartes shotgun
- 8-man Tactical Squad [9 PL, 118pts] Sergeant Combi-flamer, Flamer, 6x Boltgun
Deployment: Search and Destroy
The Salamanders deployed first and took first turn.
They had a remarkably aggressive deployment, with Scouts close to my zone and the Tacticals forming a firing line. The Vindicare is deployed at the top of the large ruin in their zone. All Terminators in the teleportarium.
I did my trademark Plaguebearer wall along my deployment zone, with the Heralds and the Prince out of line of sight for the Vindicare. With no significant long range heavy shooting, I deployed my Great Unclean One on the table to break through the right flank. Nurglings out of line of sight, poised to get both side objectives. Bloodletters, Bloodmaster, Daemonettes in the warp.
They had a remarkably aggressive deployment, with Scouts close to my zone and the Tacticals forming a firing line. The Vindicare is deployed at the top of the large ruin in their zone. All Terminators in the teleportarium.
I did my trademark Plaguebearer wall along my deployment zone, with the Heralds and the Prince out of line of sight for the Vindicare. With no significant long range heavy shooting, I deployed my Great Unclean One on the table to break through the right flank. Nurglings out of line of sight, poised to get both side objectives. Bloodletters, Bloodmaster, Daemonettes in the warp.
Salamanders, turn 1
Again surprisingly aggressive. Everything moved up and fired on my Plaguebearers, and the Scouts came out of hiding and charged me.
Daemons, turn 1
Notice that hole in the Plaguebearer circle? That was a squad of Scouts, right before my psychic phase hit with a bunch of Smites. I also managed to get buffs up. The Plaguebearers lost enough of their number, so Miasma was needed for that sweet -1 to hit.
For the first (but hopefully not the last) time in his life, the Soul Grinder did something in the shooting phase and took 4 wounds off the Dreadnought.
Other than that, I countered with some pretty aggressive moves of my own. The Flesh Hounds screened the Prince and the Heralds, who pushed the left flank held by the Dreadnought.
The Great Unclean One took care of the second squad of Scouts in close combat. I also had the Plaguebearers charge in for that free movement. My screen was now right up to the Salamanders' line and couldn't be ignored. That also got me a second objective, and First Strike for the Scouts. The score was 3-0.
Salamanders, turn 2
The marines took the bait and unloaded into the Plaguebearers. They were also close enough to charge them, and they did. 1 Plaguebearer was left to run away in the morale phase.
All reserves landed. The Callidus Assassin appeared right behind the Great Unclean One, and charged in, supported by Vulkan and an Apothecary.
The Terminators made a move for my back lines along with the Eversor. They both made their charges and annihilated my back squad of Plaguebearers.
The Dreadnought shot and charged the Flesh Hounds and killed a couple.
Daemons, turn 2
I had interrupted last turn with the Great Unclean one, but only managed to do 2 wounds on Vulkan (even with a CP reroll on the D6 damage). I got smarter this turn, and split his attacks, killing both the Callidus and the Apothecary. However, Vulkan and his 3++ kept my greater daemon there for 2 more turns.
With the marines up close and no more screen, I had to go all in. Reserves land in the back lines. Nurglings come out of the woodwork, swarming the objectives.
The Heralds and the Prince smote the Dreadnought to death, but then the Prince peril'd on Miasma. No -1 to hit for you.
CHAAAAARGE!!!
Well, without much enthusiasm. The Bloodletters barely made an 8+1" inch charge with a CP reroll. The Daemonettes, without a reroll, then failed. The Prince took 3 wounds on overwatch.
No wonder nobody brings these girls.
The Bloodletters also did major fails due to attack splitting and no reroll support, barely killing a few Tacticals.
Also the Flesh Hounds charged and killed the 3 Acolytes. Yay.
The Grinder charged the Terminators, who tanked 6 wounds on 3++ with a CP reroll. Got to love Storm Shields.
I had lost my backfield, but took the other 3 objectives. I also compensated for the two lost Plaguebearer units with a lot of kills, so 5-0 at the end of the turn.
Salamanders, turn 3
With almost everything already locked in combat, the marines tried to kill as much as they could (the Prince went down), then got stuck in.
Daemons, turn 3
With barely any Bloodletters left, the Daemonettes charged in and did nothing. OK, they killed a Tactical Marine, woohoo. Again, they need support to do something.
The Great Unclean One finally smote Vulkan to death.
The Grinder killed the Eversor who had charged in last turn. I also fragged the Chaplain. 4++ is so much worse than 3++!
The Flesh Hounds and the Herald of Slaanesh managed - barely - to kill Coteaz. The Herald did very good on her saves, saving 3 out of 4 wounds on 5++ and staying alive at 1 wound.
7-0.
Salamanders, turn 4
The Salamanders were down to the wire. They obtained some moral victories, by finally taking down the Soul Grinder and sniping the Herald of Slaanesh with the Vindicare.
Daemons, turn 4
With their backfield mostly dead, no more Tacticals remaining to score any points, and the Terminators too slow to do anything else in the game, the Salamanders conceded at the end of turn 4.
Aftermath
This was my first game post-Chapter Approved. There is some hope for the now-cheaper units, but not much. Whatever sucked before still isn't very good, and whatever was good still is. Yay for Plaguebearers, Nurglings and Bloodletters.
We used the bolter beta rule for the marines. The army wasn't optimized for that, but it helped a bit. They definitely need the buff.
Other than that, I think marines should play more conservatively against a melee army, and kite and shoot them as much as possible. The first turn moves were way to aggressive; I would have held back the Scouts to deal with the Nurglings, or late-game objective grabbing - because that is exactly what I did with the Nurglings.
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