Chaos Undecided
Battalion Detachment
Wrath of Khorne Bloodthirster
Herald of Khorne on Juggernaut - Warlord
Hellbrute w/ Reaper Autocannon, Flail
15 Poxwalkers
15 Poxwalkers
12 Cultists w/ Heavy Stubber
12 Cultists w/ Heavy Stubber
Foetid Bloat Drone
Foetid Bloat Drone
10 Hounds of Khorne
Maulerfiend w/ Lasher Tendrils
Superheavy Detachment
Traitor Knight w/ chainsword, thermal cannon, stubber, icarus cannon
Black Templar Battalion Detachment
Chaplain Grimaldus - Warlord
Emperor's Champion
5 Assault Terminators
6 Terminators w/ Assault Cannon
Sternguard squad
Cenobite Servitors
Crusader Squad - 5 men w/ plasma gun, plasma cannon
-Razorback w/ Twin Lascannon
Crusader Squad in a pod (9 guys, meltagun, fist, sword)
Crusader Squad in a pod (9 guys, meltagun, fist, sword)
The Scenario - Secure And Control (capture the flag)
Deployment - Search and Destroy (table quarters)
My Plan
So, I look at the army lists and realize I'm not going to first. Second, I'm going to have a heap of deep-striking units to deal with. Well, this is why I bring pox walkers and stuff - I'm going to need them to take up lots of space so I can try to dictate how he deep-strikes. I know there's melta in his deep-striking squads, so I ensure that my big stuff (the greater demon and the knight) will be out of range on the first turn. My hounds and herald go into the ruins close to the middle, while cultists and the Hellbrute hold my objective. The hellbrute is placed so the Razorback can't see it, AND it denies my opponent an easy deep-striking zone, because if he can deep-strike there and land more than one unit I think I lose.
Deployment - Chaos Castles Up |
BT turn 1 assault |
Chaos Turn 01 - Counter-Assault and Desultory Gunfire |
Khorne Dogs vs Sternguard |
Templar Turn 2 - In Which More Terminators Arrive |
Grimaldus Charges in to Buff His Comrades - 2CP Later He's Dead |
Chaos Turn 02 |
Knight vs. Terminators + terrible rolls |
PLAY! PLAY!...and the combat goes on |
Bloodthirster remains happy |
Turn 03 - Emperor's Champion Arrives |
Knight is SAD |
Middle Battle continues, minus Bloodthirster and friends |
Chaos Turn 3 - Knight disengages, Puppy charges, Bloat Drones Pushes |
Still at it in the middle |
Templar Turn 04 |
2 wounds left - BUT ALIVE! |
Chaos Turn 4 |
BT Turn 05 |
Wrapping up |
Emperor's Champion vs. Cultists |
Endgame |
CHAOS
12 Cultists
Hellbrute
Knight (2 wounds remaining)
BLACK TEMPLAR
Crusader Squad
Couple of Sternguard
Razorbacks - not so hot in melee |
Maulerfriend on BT objective |
1) Bubble Wrap is your friend
Those two poxwalker squads were crazy useful - in large part because they managed to take up space. Same goes for the cultists squads, to an extent - they're cheap, the fulfill my troops requirements, and can hold objectives in the backfield.
2) Black Templar Chapter Tactics
Deep striking assaulty troops are going to be money for these guys. Having a 50/50 shot at making the charge off the bat is disgusting. I think the real winners with this are going to be Terminators (either variety) and Assault Marines with jump packs.
Regular terminators are versatile - and god help you if they get into cover and you have to shift them. Assault terminators love showing up nearby, though if you're going hammer-heavy you may want a Chaplain or something else to give you some re-rolls.
3) Knights - Mixed Feelings
Turns out that Thunder Hammer assault terminators are rough on knights, especially if he has some hot dice on the saves. That being said, the thermal cannon was a bit underwhelming - then again, I didn't have great targets for it this game; the razorback managed to make saves and otherwise I killed a few terminators.
That being said, the ability to walk out of combat, shoot, and assault again make knights stupid mobile and productive. Which frankly, they need to be, since that one was almost 500 points.
4) Khorne Dogs - kinda sad
I'm not super-impressed with them this time around - with the change to WS, they aren't as hard to hit in melee. I do like the bonus attacks/strength on the charge, but they really need to hang out next to a herald to get the +1S after that.
More testing is needed, but I'm not as psyched about them as I was in 7th. Then again, I was also fighting power armor marines with a decent volume of attacks.
5) Foetid Bloat Drones - Mainstays
They're mobile, hard to hit, and durable. I'd have a hard time leaving home without these or Helldrakes for the mobility.
Up Next
I expect the release of the Chaos codex and the new SM book will shake things up a bit. I like the versatility of Chaos Undecided, though I'm thinking about a Sorcerer on a Disc of Tzeentch - things like Warptime are silly, and the extra-heretical part of me really, really wishes I could use Warptime on a Bloodthirster - but I'll have to settle for using it on a Hellbrute or Maulerfriend.
*I'm assuming we did the deep-strike reserves correctly - if deploying a squad in a transport counts as placing one unit on the field, I'm assuming it's the same for reserves, and that's how we agreed to play it. I should probably RTFM or something to be sure, but it seemed logical at the time.
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