An auspicious start |
I got around to testing my Iron Hand/Admech, and my buddy threw down his own beta test of various chaos units. Believe this was his first outing with Chaos in 8th, and my first real outing with any Admech outside of a 1,000 Battle for Konor. Armies were -
Iron Hands/Adeptus Mechanicus/Inquisition Army
Admech Spearhead Detachment (Forge World - "take -1 to hit outside of 12")
Tech Priest Dominus - macrostubber, vulkite blaster
Cybernetica Datasmith
2x Kastelan Robots (3x heavy phosphor blasters each)
Onager Duncrawler (neutron laser, 2x heavy stubber)
Onager Duncrawler (neutron laser, 2x heavy stubber)
Inquisitorial Supreme Command Detachment
3x Inquisitors (chainsword, bolt pistol)
Iron Hands Battalion
Captain (Medusan Axe)
Terminator Chaplain
5x Assault Terminators (4x TH/SS, Lightning Claws on sarge)
5x Rievers (assault bolters, grav chutes)
5-man Tactical Squad (combi-plasma, plasma gun)
-Razorback w/ twin assault cannons
5-man Tactical Squad (combi-plasma, plasma gun)
-Razorback w/ twin assault cannons
5-man Tactical Squad (combi-plasma, plasma gun)
-Razorback w/ twin assault cannons
My logic - the Admech detachment is just plain shooty. The Inquisitors provide psychic support to my tac squads, and the elites and HQs drop in where needed. I can't really justify taking that much plasma without a captain, and needing 4+ to hit with thunder hammers means I really, really ought to take that Chaplain. I'm curious about how Rievers will do, and I feel like pairing a shooty deep-striking option with the terminators is the way to go - I've got options, and can strip away a meat shield.
World Eaters Battalion
Demon Prince w/ Wings, 2x Claws
Kharn the Betrayer (real swell guy)
9 World Eaters (fist)
-Rhino
10 Chaos Marines (2x meltagun)
Cultist Squad (CCWs/pistols)
Cultist Squad (autoguns)
5x Chaos Spawn
Defiler (reaper cannon, scourge)
Maulerfiend
3x Obliterators
Lascannon Pred
Heldrake w/ flamer
His logic - test out World Eater options. Get them on the field, get a feel for them. That, and he's seen how much fun it is to have Heldrakes rush across the field.
Scenario - Cloak and shadows, with that happy, HAPPY little "take a penalty to shooting outside of 18 inches or so"
First turn goes to chaos.
Deployment |
Chaos Turn 01 |
Imperial Turn 01 |
My Rievers have words with his cultists. They prove to be mildly allergic to bolt shells.
Chaos Turn 2 |
Not pictured - Cultists, because they're dead |
Charge fails |
Berserkers roll a 4 to charge |
Imperial Turn 02 |
Terminators vs. Chaos Marines |
Massive sigh of relief |
I Derp Out |
Chaos Turn 03 |
Lotta Saves |
Imperial Turn 03 |
Captain for the cleanup |
Chaos Turn 4 |
Defiler vs Terminators - Terminators win |
Imperial Turn 04 |
Chaos Turn 05 |
Kharn victorious.
Endgame |
End result - a narrow win for the Imperium, due to tabling the enemy.
Closing Thoughts
Admech - I'm keeping that detachment. I think it's a good balance of volume (Kastelans) and outright destructive power (neutron lasers). Seriously, neutron lasers are totally awesome. Canticles of the Omnissiah was a non-issue, mostly because of the invulnerable saves and the fact that everyone was next to "Mr. Re-rolls 1's".
Inquisitors - I feel like smite-bots are better on foot behind meat shields. I got about two meaningful turns of smiting out of them. I think Malefic Lords at 30pts a head are really the nasty, nasty spammable ones. But, hey, Inquisitors do help with morale. Probably more important in an actual admech army with its absolute crap leadership.
Rievers - I actually like these guys for hitting from an unexpected angle. Bolt carbines + grav chutes let them hit from an unexpected angle. They're also pretty durable, when you get down to it - especially if you've got cover. They won't kill specialist units, but can thin down stuff with volume of fire from a couple feet out.
Assault Terminators - They definitely need a chaplain. I've opted to go for claws on sarge so they've got a stop-gap vs. hordes. It also cuts the cost a little, and with sarge you get a good four attacks that hit on 3's and re-roll wounds.
Tac Squads - they're workhorses. 5-man squads aren't super-durable, but plasma + re-rolls is pretty nasty, and a good balance to the assault cannon razorbacks.
Jump Pack Captain - I like the jump pack for the option to drop him wherever I need him. I was a little light on points in this test, which is why captain had the Medusan Axe instead of a hammer/shield. In fairness, if you haven't picked up another relic the axe is pretty decent. Points permitting, cap gets a thunder hammer, a storm shield, and probably gets the shield upgraded to the Shield Eternal.
Chaos Spawn - honestly, they're kinda durable. I'd forgotten they went up to four wounds and have AP-2 on the melee attacks - it's kinda nasty. They'll either draw fire, or potentially do some damage when they hit.
Khorne Berserkers - they do one thing really, really well - evaporate things in melee. ESPECIALLY with the World Eater legion tactics - +1 attack is just kinda painful.
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