Redcap’s 2000pt Tournament

kingbreakers-iconRedcap’s June tournament was the first for 7th edition. Unfortunately it was very lightly attended, probably mostly due to the start of summer. In particular the two adjacent colleges, Drexel and UPenn, just went on summer break. Pat and John volunteered to team up to make an even four contestants and enable a round robin tournament. We bumped the points up from the planned 1850 to 2000 to make list rebuilding easier for them.

Otherwise this was a straight 7th edition tournament. Benn and Jake made up some new bonus battle point conditions and elaborated new details on the more exotic terrain pieces (Radiation! Tesla Towers!) but the missions followed Redcap’s existing format based on the 5e/6e/7e core missions. Notably, this already includes a simple alternate scoring scheme. For objective control missions you can optionally score one victory point each cumulatively at the start of your turn rather than three VPs each at game end. In annihilation you can opt to score a victory point for every 200pts killed rather than one per unit. No limitation was placed on detachments, unbound armies, allies, or anything else. Unfortunately no one showed up with anything super crazy, despite our hopes.

More photos are available in the Flickr gallery.

Stay on target!

Stay on target!

Army

The least traditional army composition actually wound up being mine, which featured a big stack of five source books: Space Marines, Astra Militarum, Inquisition, Stronghold Assault, Imperial Knights:

  • Combined Arms Detachment: Space Marines (Salamanders)
    • Captain Angholan—Vulkan
    • Ghost Squad Harmon—Sternguard x5 w/ 3x Combi-Meltas, Poweraxe, Drop Pod
    • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Multi-Melta, Drop Pod
    • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Drop Pod
    • Scouts x5 w/ 5x Camo Cloaks, 5x Sniper Rifles
    • Squad Harbinger—Devastators x5 w/ Chainsword+Bolt Pistol+Signum, 2x Plasmacannons, 2x Heavy Bolters
    • Akil—Predator w/ Autocannon
    • Justus—Predator w/ Autocannon
    • Imperial Bunker w/ 2x Void Shields
  • Combined Arms Detachment: Astra Militarum
    • Commander Higgenbotham—Company Command Squad w/ Plasmapistol, Flamer
    • Veterans w/ Flamer
    • Veterans w/ Flamer
    • Armoured Sentinel w/ Plasmacannon
  • Inquisitorial Detachment
    • Inquisitor Coteaz
  • Imperial Knight Detachment
    • Knight Errant

The Predators were last second additions to bump to 2000 pts. Given more time to prep I would probably have kitted up another Drop Pod of Tacticals for more deep striking objective grabbing and camping.

One reason for that particular Guard structure is to have two Combined Arms detachments and together with Coteaz have three options for my warlord:

  • Vulkan if a bonus point condition warranted it;
  • Coteaz if I faced daemons;
  • The Company Commander otherwise.

I wound up using the Company Commander each time to get access to the BRB traits but they did not matter.

In each battle I took all of Coteaz’s powers from Divination as I really only cared about Prescience. Despite this list being a bit all over the place, I’m a big fan of keeping things simple, particularly new elements. I wasn’t planning on spending brain cycles debating between multiple powers. In addition, with two mastery levels I generally wouldn’t have enough warp charge to cast multiple powers.

This was the first time in quite some while that my army wasn’t pretty much entirely painted. That was a bummer, but I decided it was worth it in the spirit of trying new stuff for 7th edition. Unfortunately much of that army I had essentially no experience with. Coteaz I’ve used once before. Guardsmen I used in our January Apocalypse battle but they just sat around in a bunker. The Knight I just assembled this week; I actually had to buy the codex while signing up for the tournament yesterday.

All that said, despite its many parts and source books, for a 2000pt battle that doesn’t seem like an obnoxious list to me and is actually pretty balanced and fluffy. Unfortunately it seems like it would be banned under the restrictions some of the major tournaments are gravitating toward. More on that in a future post.

Let's do this thing!

Let’s do this thing!

Round 1

First up: Carl and his Tau, featuring a Commander, some Broadsides and Marker Drones, a Skyray, 2 Riptides and 18 Crisis Suits. The mission was Crusade (4 objectives), long axis deployment. We both picked alternate scoring. I deployed first and went first.

Fight!

On the drop I wasn’t able to land my Sternguard out of line of sight and they got hammered by Riptides on the intercept, yielding First Blood, a 2 VP swing as it also denied me First Blood on the Skyray. Tacticals though came down to contest Carl’s home objective. With all his Crisis Suits reserved and the army preferring not to move out aggressively, that left Carl scoring little in the early going. In contrast the Kingbreakers spread out all over the board and ran up an early lead.

As usual with the alpha strike though and particularly against Tau shooting, the momentum slowly turned and the thinly spread Kingbreakers got rolled back across all quadrants. Exacerbating the issue, the Knight was taken down right in the locus of the army, generating a catastrophic titanic explosion that crippled a number of units. Eventually the bunker’s void shields were broken through and the battlements started taking casualties, notably yielding Slay the Warlord when Commander Higgenbotham and his veterans got fragged by a cover-ignoring blast.

Look at me, I'm so awesome!

Look at me, I’m so awesome!

Outcome

Kingbreakers hold out for the win, 9 objective points versus the Tau’s 3 objective points, Slay, and Blood. Tragically the endgame death of my warlord deprived me of a crushing victory by putting Carl just above half my points.

Analysis

I think Carl’s big issue here was that he incorrectly decided very early on that he would have to table me to reclaim victory from my initial points lead, and he focused entirely on that. Among other things, that’s a risky strategy if you’re not totally sure of the clock; between my infantry movement and his extensive shooting + movement—the many assault jumps in his army take quite a bit of time, effectively adding an entire second movement phase to his turn—this game only went 4 turns. Particularly with those assault jumps giving so much mobility, if he hadn’t lost sight of the objectives he would have been easily able to start cranking out objectives points very soon after his Crisis Suits arrived from reserve.

Random meetings in a dark alley in the 41st millenium.

Random meetings in a dark alley in the 41st millenium.

Round 2

Next up: John and Pat with their Clan Raukaan and Imperial Fists team-up, both using their respective codex supplements. Core elements included 3 lascannon Devastator Centurions, 3 grav-amp/hurricane bolter Devastator Centurions, two Librarians with various relics, a Stormtalon flyer, a Thunderfire Cannon, a collection of Drop Pod Tacticals and Sternguard, and of course meltaguns and lascannons everywhere. The mission was Purge the Alien (annihilation), very much a rarity at Redcap’s. Deployment was 12″ long edges. I chose alternate scoring, they went for normal. I deployed first and went first.

Fight!

Ghosts on the drop managed to wound the Raukaan Librarian despite his Centurion bodyguards soaking up wounds. This paved the way for the Librarian to die from Perils of the Warp and yield First Blood and Slay the Warlord. Tactical 1 had little impact on the drop and took heavy casualties but Angholan eliminated the Thunderfire Cannon before expiring to overwatch fire. Most of the Imperial Fists spent the game engaging the Knight Errant en route to their encampment, eventually taking it down as it thrashed through ruins. The Stormtalon buzzed about strafing the bunker’s void shields to hopefully expose it for random lascannon potshots. Everybody else spent the match in a drop pod furball mirror match, with Raukaan and Kingbreakers going blow for blow throughout the trench works and ruins across the board.

Barbarians at the gates!

Barbarians at the gates!

Outcome

Kingbreakers prevail again by a slim margin, 5 kill points plus First Blood, Slay, and Linebreaker versus 6 kill points plus Linebreaker. This was a really great game, with tons of different activity going on all over the board. Not only was it extremely close but it was super hard to quickly gauge the score throughout. Nobody had any real idea who was up or down until the final tally, though I think they thought they were much farther behind than they were.

Thoughts

One notable local meta thing is that Redcap’s reworked their cathedral/dockyard ruins set up quite a bit. It’s now visibly more open, though there’s still a ton of ruins for cover and straight out line of sight blocking. I liked the board a lot before even though its very limited firing lanes hampered me, but the new version is much smoother for 40k play, particularly at the larger end of the points spectrum, and more fair to more armies.

No doubt important in this game was the Sternguard more or less successfully going after the Raukaan Librarian. Him taking a Perils wound was huge, but it was a big deal that the Sternguard got at least one wound on him beforehand. The guy’s tough to kill: Can’t be insta-gibbed by double strength, has a 3+/3++ save, Feel No Pain, and typically hangs around with some 2+ save Centurion bodyguards. Even without the Libby going down though, taking out two grav-amp Centurions in that first turn was a big mental boost. John did come in with Invisibility known to his Librarian, but with two of them down I was much less worried about him being able to shield that unit even before he expired prematurely.

Skeletor says: Protect me, you fools!  With your lives if necessary! And maybe even if not!

Skeletor says: Protect me, you fools! With your lives if necessary! And maybe even if not!

Alternate Scoring

This was the first I’ve seen Redcap’s alternate annihilation scoring, and it might actually have been its first appearance. It was pretty obvious for Pat and John that they should take normal scoring as my list featured a whopping 21 possible kill points, even before any combat squadding. Much of that was also fairly squishy.

On my end, choosing alternate scoring was a mistake that very nearly cost me the round. Glancing at John & Pat’s army they didn’t seem to have a ton of units, certainly an underestimate. None of it seemed super squishy either—not many Rhinos or such, and a bunch of hard targets like Centurions and a flyer. My logic was that alternate scoring would defeat a core strength of Marines: Having a bunch of single dudes or pairs hanging around doing nothing but not yielding up a kill point for wiping their entire unit. This is precisely a big part of how I snuck in the win: By the end I had four near-dead but persistent Space Marine infantry units—3 Tacticals, 2 Tacticals, 1 Sternguard, 1 Scout. Thinking about it more clearly though, 200 pts per Victory Point in alternate versus a straight-up unit per point in normal scoring is too high a tradeoff. For example, you’d have to kill an entire 10 man Tactical (140 pts + upgrades) as well as their transport (35 pts) for that point, versus two under normal scoring, three if they combat squad.

So, under the current Redcap’s rules, my new heuristic is I should all but always choose alternate objective scoring and almost always choose normal annihilation. Alternate annihilation only possibly makes sense if facing an extremely dense Terminator army or such, and even then only if they have large blobs (not the standard 5 man squads) or very expensive kit-outs. I think that logic holds for most armies, so both sets of alternate scoring conditions probably warrant some tweaking, one for being universally better and the other universally worse.

All these void shields and no one brought a fly swatter?!  Damnit!

All these void shields and no one brought a fly swatter?! Damnit!

Round 3

Final match: Colin and his Blood Angels/Dark Angels deep striking bonanza. He brought close to what he announced he would: Belial, 15 Terminators, a Reclusiarch, 2 Furioso Dreadnoughts, a Death Company Dreadnought, Assault Marines, Death Company Tacticals, and Scouts. The mission was Crusade (4 objectives) and table corners deployment. We both went for alternate scoring. I deployed first and went first.

This was probably the most thought I’ve seen put into objective placement under the new 7th edition rules. I placed mine as hard as possible into diagonally opposed corners, hoping to curtail adjacent deep striking surface area. Colin placed both of his near the center, in opposite directions along the long axis.

Deployment.

Deployment.

Fight!

The Inquisition detects a group of Blood Angels Scouts skulking about outside a continental capital and decides to bring them in for questioning about suspected mutations within their geneseed. Captain Angholan takes this charge a bit too zealously and accidentally flames the initiates to a crisp for First Blood. Hearing their dieing calls for help, equally suspicion-clouded Dark Angels in the sector drop in alongside more Blood Angels to avenge their barbecuing. Kingbreakers call in reinforcements, and before long nobody can back down from the fighting throughout the shanty town surrounding the city.

Far from the Kingbreakers outpost, Belial precision deep strikes in tight quarters and wipes out Squad Titus. The Kingbreakers’ Knight ally is mobbed by Furiosos and assault cannon Terminators, with Angholan nearby but unable to break through copious slum detritus in time to assist before it is detonated. Ghosts make a desperate landing into a massive vat of highly corrosive industrial waste, taking heavy casualties as the veterans struggle to not sink under the weight of their power armor. Their sacrifices are awarded however by perfect positioning and the outright kill of a fearsome Death Company Dreadnought before joining the ongoing firefight echoing down the main avenues.

Up and down the alleyways, Devastators and Predators trade fire with Terminators, screaming balls of plasma charges and pounding autocannon thumps rebutted by the continual chittering of assault cannon hits across the scrap metal structures. Heads tucked low, the Forest Guard charge forward in all directions to reclaim ground for their fallen battle brothers but are repulsed by the raging Blood Angels Reclusiarch and caught short working their way through ruined Drop Pods.

Stick 'em up! --- I can't! This is as much flexibility as I have!

Stick ’em up! — I can’t! This is as much flexibility as I have!

Outcome

Dark-Blood Angels win convincingly, 8 objective points and Linebreaker to 1 objective point and First Blood.

Through turn 3 we were tied, neither of us scoring much on objectives as nearly all were contested. After that though Colin had swept my Troops off and gotten more of his on, quickly racking up the points with three objectives scored on each of turns 3 and 4. Nearly all his army consists of troops, including the Dreadnoughts and Drop Pods, and in several cases trumped my Predators and other units to claim objectives out from under them.

Both of us screwed up and forgot to take a moment to punch a building when we had nothing else to do, and thus gave up a cheap bonus battle point. Always stay on top of your bonus points!

Thoughts

Everybody else chose to go second against Colin so the Deathwing and Pods would come down and they’d have a chance to shoot at him on their first turn. I went first so I could claim First Blood against the Scouts and setup my guys on objectives to hopefully claim points on turn 2. I think that was a reasonable decision, though I have to think more about whether it was best. Among the downsides were letting Colin basically optimally target all my dudes rather than forcing him to go after some objectives blind. It put a lot of pressure on me to instantly build up effective defenses around those objectives to score at least once or twice before probably getting wiped. Compounding the basic challenge there is basically everything in his army having Objective Secured. It’d be a lot easier to do when looking at opposing Sternguard or regular Terminators coming down. All in all, not a ridiculously poor strategy, but a tough road.

In practice though I poorly bubble wrapped the far objective with disembarked Tacticals. In my head I was trying to get a couple shots on the opposing Scouts just in case, and to bubble wrap the Drop Pod a bit. The first of course was completely unnecessary, and the second a lesser priority. That line of thought wound up skewing my deployment around the objective and Belial’s squad was able to contest it, preventing me from scoring it on turn 2. In reality with how my Pod came down I should have been able to deploy those guys to force Belial far enough away from the objective to score that critical point at least once.

Mid-game.

Mid-game.

Somewhat similarly, despite me placing my objectives in the corners, I opted to not build my castle there. That left my control over that objective much much more tenuous, and in fact Colin got a lucky break when my combat squad holding it broke from shooting casualties and ran out of place, costing me another point. Otherwise though my whole castle group would have had extremely limited firing options.

Instead I placed the fortification where the Devastators would have somewhat reasonable firing lanes on both the central objectives, and they did wind up doing a lot. The fort was also then positioned for the Guardsmen to run at either my corner objective or the closer of the central markers.

Unfortunately I wound up not actually executing that well and used my Guardsmen poorly. Timing is everything and I misgauged a bit. I also didn’t utilize my orders well, just through inexperience. Moving toward the corner objective, if my Guardsmen had charged Colin’s Assault Marines a turn earlier instead of rapid firing I might have been able to stall the Blood Angels just long enough for my Predator to score it once. Similarly, I started moving my other squad of Guardsmen toward the central objective late, partly out of neglect and partly fear they’d get shot up too early. I then compounded that by not using my orders to have them shoot + run, or even better to run faster, and potentially get onto that objective to score once.

Stop kicking me! Stop kicking me!

Stop kicking me! Stop kicking me!

Outcome

Despite the crushing loss at the end, I still wound up apparently winning the tournament, though I confess I don’t fully understand the rankings. Carl actually wound up with more battle points than me, with John and then Colin in 3rd and 4th. I’m assuming that whatever scoring was used in Torrent of Fire to run the round-robin—not the way most 40k tournaments are usually done—bracketed me ahead for beating Carl and John, Carl beating both John and Colin, and John beating Colin. Carl also won the painting raffle so I think he came out ahead on loot regardless.

Either way and despite the low attendance, I was pleased to continue my streak of not finishing worse than 2nd this year. The loss to Colin was a blow as I had tried to kit out my army specifically to fight his, but I think with just a bit better play I might be able to swing at least a close game.

Army Thoughts

Scouts continue to be particularly useful in 7th to infiltrate onto objectives way out in no-man’s land. That’s going to be increasingly important through the combination of the new objective placement rules with increasing focus on cumulative and other scoring mechanisms not simply applied at game-end.

Even with my inexperience and some misplay, the Guard contingent did a good job. The bubble wrapping was useful and they actually did some damage in shooting. That core of Company Command + a Veteran Squad or two is basically the cheapest setup for an Allied or Combined Arms detachment, respectively. Taking an Infantry Platoon would incur another ~40 points, trading off the Vet Squad surcharge for a required Platoon Command Squad. This scheme also basically matched the models I had on hand, though I still had to build four plain Guardsmen the morning of the tournament as my others all had obvious special weapons and such. I would definitely consider bringing more Guardsmen just to sacrifice for bubble wrapping both the bunker and the Knight.

Two Combined Arms detachments would also enable both a bunker and a Void Shield Generator. That’s definitely something I’m thinking about, caveat that I think castling up is going to be less and less viable with the newly developing objective placement rules and scoring mechanisms.

No castles, only attack!  Attack!

No castles, only attack! Attack!

The Knight was somewhat disappointing, though not a blowout. It didn’t actually manage to kill hardly anything, but everybody saw it as a huge threat and devoted significant focus toward bringing it down, in and itself a useful thing. I was torn beforehand but currently think the Errant with its melta blast is indeed the better option, compared to the 2x large blast of the Paladin variant. It’s a tough call, but the second blast is probably overkill and the melta bonuses more useful.

With Drop Pods and such increasingly back in vogue the Knight can really stand solid bubble wrapping to stand off melta weapons. It also needs to be kept away from terrain to have maximal impact. Somewhat oddly it moves a very fast 12″ over open ground but apparently—the intent is unclear—moves in terrain like a typical model with Move Through Cover, at most 6″. Note that this is a big debuff for super-heavy walkers versus other super-heavy vehicles, which move 12″ regardless of terrain and can’t immobilize. Given the fire that will concentrate on the Knight, I think you really want it running forward as fast as possible to smash some enemies in assault before it goes down. Just as importantly, that will help ensure the catastrophic super-heavy explosion happens in their lines and not yours.

Seventh

Although a small tournament, this was a great day with a bunch of good players and tight games. It was unfortunate there wasn’t a wider variety of armies to see more of what’s possible under raw 7th edition rules. We also did uncover a whole bunch of things that are either ambiguous or deceptively substantial changes in the rules. But I remain really optimistic about the core of this edition, and am currently as excited about 40k as I was at the start of 5th, which is quite a bit.

Again, more photos are in the Flickr gallery.

You gonna die, boy! --- Aw, leave me alone, you guys don't even score!  Seriously, you're like the only thing in the game that doesn't anymore!  Just let me have this, it's all I do!  Aauuguguh!

You gonna die, boy! — Aw, leave me alone, you guys don’t even score! Seriously, you’re like the only thing in the game that doesn’t anymore! Just let me have this, it’s all I do! Aauuguguh!

40k: Rise of the Maynarkh! (1850 pts)

kingbreakers-iconFairly busy night at Redcap’s this evening, four games of 40k and one Infinity match going. The Necron Maynarkh Dynasty threw down against the Kingbreakers in an 1850 pt challenge.

A few more photos are in the Flickr gallery.

Follow the portents, the relic must be here!

Follow the portents, the relic must be here!

Armies

Lovell switched up his army, dropping the flyers in favor of Flayed Ones and Tomb Spyders. This is using the Dark Harvest army list from Forge World’s book IA12: The Fall of Orpheus. That is a great book with a lot of neat photos, definitely worth checking out. The automatons fielded:

  • Maynarkh Overlord w/ Royal Court consisting of 2x Harbingers of Despair, 2x Maynarkh Lords
  • Destroyer Lord
  • Immortals x10
  • Immortals x10
  • Flayed Ones x10
  • Flayed Ones x10
  • Canoptek Spyder
  • Canoptek Spyder
  • Monolith
  • Monolith

Kingbreakers rolled kind of light on troops:

  • Capt Angholan—Vulkan
  • Ghost Squad Harmon—Sternguard x10 w/ 6x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Missile Launcher, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Scouts x5 w/ 5x Camo Cloaks, 4x Sniper Rifles, Missile Launcher
  • Devastators x10 w/ Chainsword+Bolt Pistol+Signum, 2x Plasmacannons, 2x Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Inquisitor Coteaz
  • Imperial Bunker w/ 2x Void Shields

That list has fewer troops than I usually take for this point level. Much of it is a first attempt at a response to the Dark Angels/Blood Angels list Colin’s talking about bringing to the Redcap’s tournament later this month. The idea is basically to have all the Devastators camp out with Coteaz on top of the bunker, under the Void Shields. Colin drops a bunch of Terminators all around my fortress of party-times and Coteaz enables the Devastators to shoot plasma blasts at each of their tight little deep strike clusters. If I get to go first and have success with the warp dice, they’re doing that boosted by Prescience. I then get another turn of shooting at them because they won’t be able to assault and the void shields will completely deflect all of the storm bolter fire and so on. The downside is then I’m investing a lot of points to just hang out around the bunker.

Cowering Scouts, run for the objective, you fools!

Cowering Scouts, run for the objective, you fools!

Mission

Lovell has a special rule that if you don’t roll for The Relic mission, you roll again. We’ve literally played that about three out of every four of our matches. Deployment was standard Dawn of War. Lovell deployed first and went first.

Fight!

The local planetary government falls and flees the planet in widespread panic as half a continent goes jet black beneath the mid-day sun. Rapidly investigating, the Kingbreakers find an Imperial Inquisitor steadfastly searching for lost archeotech that is no doubt the shared target of whatever’s coming behind the unnatural storm. Scanning through records in the local archive, the Inquisitor is beaten to the punch as a host of Necrons suddenly materialize on the outskirts and begin marching on the town. Far on the flank, a rusty, hunched Overlord from the corrupt, neglected Maynarkh Dynasty is seen laughing as it casually tortures captured human civilian and oversees the field. Ghosts dispatch to assassinate it and the foul machines groveling at its feet, but are unable to do so before it shifts back out of the materium.

Can't get out that way!

Can’t get out that way!

Following coordinates radioed in by Scouts reconnoitering far into contested territory, Kingbreakers identify the focal point of the enemy thrust. Unsure of their objective or the stakes in play but unwilling to yield to the xenos, Kingbreakers heavy tanks create a mobile shield wall rolling directly at the automatons’ ranks. They are met though by sheets of sparking green lightning as sheets of gauss fire ripples over their armor. The Predators begin to take casualties and the wall falls into disarray. Bursting into overdrive over the wreckage, Landspeeders are skewered by a giant Spyder construct raging in its mind-loss, hurling the wreckage into the Scouts overseeing the battle and crushing them in their position. Behind the wall of wreckage, Squad Titus is caught by a Destroyer Lord before being picked apart by his pack of Flayed Ones. Their appetite for raw flesh unsated, the ghouls quickly move to intercept the out-positioned Ghosts running back toward the action from the flanks.

Aw, gross, you need to do some clean laundry, dudes.

Aw, gross, you need to do some clean laundry, dudes.

Watching his forces grind to a halt, Captain Angholan and Squad Scolirus drop behind the Necron line just as they find whatever they came for and turn about-face. The automatons march on though, unphased by the ground set ablaze all around them. Contemptful of the fleshlings’ audacity, all of the Necron Lords converge to fight in synchronized lethality with the captain, binding him in combat and unable to challenge for the relic. The identity and condition of the archeotech is never established as an unbreakable wall of Monoliths slowly drifts into position blocking the Necron retreat from all observation and fire.

Outcome

Victory for the Maynarkh! Necrons claim the relic, first blood, and linebreaker, versus the Kingbreakers’ linebreaker.

We've taken what we came for!

We’ve taken what we came for!

Thoughts

I upped the Devastators to a full squad to have ablative wounds for the heavy weapons. I figured that protected my investment in Coteaz since he wouldn’t be as useful if the heavies died. However, those combined with the void shields and the bunker’s battlements cover were probably redundant. Either the dudes or the shields could and probably should be cut back.

The Landspeeders unfortunately did little. As always they’re super fragile, but they’re especially not well matched against Lovell’s army. The multi-meltas are only really useful against the Monoliths, both of which tend to come from reserve and avoid some turns of shooting. Especially without the Salamanders’ reroll under the new codex, the heavy flamers aren’t super lethal against the Necron. Plus they can’t really help with the relic, as opposed to more straightforward objective missions when their mobility is a boost to help cover the table.

One mistake was I tried to fight the Flayed Ones rather than ignoring them as best as possible. I keep thinking they’re less robust to shooting than they actually are now. My vehicles should have been cruising and going flat out to just drive away from them. They’d still have to be faced at some point as the Monoliths could beam them back into the action, but at least it would have been near the relic.

Well, we could just stand here and look at each other. Or we could go for burgers.

Well, we could just stand here and look at each other. Or we could go for burgers.

I made a substantial mistake at the start of the game when I managed to Infiltrate the Scouts within reach of the relic but did not go for it the first turn. I was thinking they would have been shot to pieces standing there in full sight of many Immortals. But I probably should have just tried. It would have changed things a lot if I’d managed to move the relic just a few inches closer to my lines. Definitely worth a few Scouts’ lives in such service to the Emperor!

Lovell ran a good feint here, putting his warlord out on the flank. I fell right for it, going after him with the Sternguard. They didn’t manage to do much and then of course the Overlord used a Monolith to warp himself into the action, leaving the Sternguard well out of position and out of the fight.

On that note, the big issue here though was a lack of mobility. I couldn’t get the Sternguard back in, and I had a bunch of guys basically dedicated to camping out around the bunker. I should have basically abandoned that from the start of the game and started running dudes toward the relic. Similarly the Sternguard and Scouts should have just piled into the center and in hopes that the Marines would win out in the massive scrum likely to ensue.

Bring Me Their Flesh!

All in all a good game that Lovell won outright through steady substantial attrition of all my forces in position to really threaten the relic. We’ll just have to see how the Maynarkh fare when I switch to my all-Librarians army!

Again, a few more photos are in the Flickr gallery.

Oh my! All that noise! All that racket! I hope they don't notice me poor little gubbins!

Oh my! All that noise! All that racket! I hope they don’t notice me poor little gubbins!

40k: Scouts!

These guys have already seen a fair bit of table time and battle report photos, but I finally took some gallery photos:

All together now!

All together now!

Kingbreakers Scout Squad 1 were done the night before Redcap’s May tournament. And by “night” I truly mean the entirety of a long, long night… Definitely worth it though, I’m extremely happy with how these guys came out, and they look great on the table. They’ve gotten prime placement in all of my recent battle reports. In-game value be damned, Sniper Scouts are totally worth having just for the iconic battle report imagery of a bunch of rifles pointing out of a ruined facade or wreckage.

The Sarge.

The Sarge.

Looking the other way.

Looking the other way.

The only real variance from the standard Kingbreakers paint-up is that the legs got heavily drybrushed with Bleached Bone rather than edge highlighted. That shifted and lightened the color a bit from the underlying P3 Hammerfall Khaki, but that differentiated them better from the Dheneb Stone cloaks as well as the power armored Marines, both good things.

Snipers!

Snipers!

Looking every which way!

Looking every which way!

I took legs and the missile launcher torso from a bunch of regular Scouts I have from a Battleforce Box and magnetized them as well as a sniper torso to give me a sixth guy and the option between the two weapons.  The missile launcher pose is pointing downward pretty hard, but that actually works well since they frequently wind up perched up on some balcony or ruin top.

My legs! My legs!

My legs! My legs!

Heavy business.

Heavy business.

Normal Scouts are kind of funny looking, the bulky proportions throw them off. Sniper Scouts though look much more reasonable, I think because the heads aren’t as large. Both have grown on me a lot though. Fortunately I think infiltrating is going to be more important in this edition, let alone cheap and plentiful troops, so I expect to be able to use these guys a lot.