"Deep into that darkness peering, long I stood there wondering, fearing,
Doubting, dreaming dreams no mortal ever dared to dream before...
With brand-new psychic shenanigans in hand, my Thousand Sons will be taking on a Primaris Raven Guard army. Only the sneakiest shall survive!
These Ultima founding successors are commanded by ErgonJon. who I faced at Weekend at Burnie's 2. The army has grown to 2,000pts since then, so there are some new toys to play with on both sides.
I think this is a really solid list build around the strengths of Phobos armour. It's fast and deadly, with great utility from the Troops, and real punch in the Aggressors.
I've also been warned (by Jon, in fairness) about the Implusors - inexpensive transports that can fly around in the end game, picking off characters (Raven Guard have a trait that makes them good at doing that), grabbing objectives and basically being hard to kill. I really want some for my Space Wolves.
And I already know about the dangers of the Eliminators. I know snipers can be hit or miss, but when that hit removes your warlord with the first shot of the game, it encourages you to show them respect.
Doubting, dreaming dreams no mortal ever dared to dream before...
These Ultima founding successors are commanded by ErgonJon. who I faced at Weekend at Burnie's 2. The army has grown to 2,000pts since then, so there are some new toys to play with on both sides.
The Wardens of the Claw - Raven Guard
I think this is a really solid list build around the strengths of Phobos armour. It's fast and deadly, with great utility from the Troops, and real punch in the Aggressors.
I've also been warned (by Jon, in fairness) about the Implusors - inexpensive transports that can fly around in the end game, picking off characters (Raven Guard have a trait that makes them good at doing that), grabbing objectives and basically being hard to kill. I really want some for my Space Wolves.
And I already know about the dangers of the Eliminators. I know snipers can be hit or miss, but when that hit removes your warlord with the first shot of the game, it encourages you to show them respect.
Inheritors of Primarch - Raven Guard Successor
- Primaris Captain (HQ) (Warlord)
Master-crafted Auto Bolt Rifle, Power sword
Warlord Trait: Swift & Deadly
Relic: Adamantine Mantle - Phobos Librarian (HQ)
Force Sword, Camo cloak
Enveloping Darkness, Shadowstep - Primaris Chaplain (HQ)
Absolver Bolt Pistol, Crozius Arcanum
Litanies of Hate and Mantle of Strength - Phobos Lieutenant (HQ)
Hero of the Chapter: Master of Ambush - 5 x Intercessor squad (Troops)
Auto Bolt Rifle - 5 x Intercessor squad (Troops)
Auto Bolt Rifle - 5 x Intercessor squad (Troops)
Stalker Bolt Rifle - 5 x Infiltrator squad (Troops)
Helix Adept - 5 x Incursor squad (Troops)
Haywire mine - 5 x Incursor squad (Troops)
Haywire mine - 3 x Flame Aggressors (Elite)
Flamestorm gauntlets - 6 x Flame Aggressors (Elite)
Boltstorm gauntlets - Invictor Tactical Warsuit (Elite)
Incendium cannon, heavy bolter, fragstorm grenade launcher, ironhail heavy stubbers, Invictor fist - Apothecary (Elite)
Absolver Bolt Pistol, Reductor pistol - 3 x Eliminators (Heavy)
Bolt Sniper Rifle, Instigator Bolt Carbine - 3 x Eliminators (Heavy)
Bolt Sniper Rifle - 3 x Eliminators (Heavy)
Las fusil - Impulsor (Transport)
2 x storm bolters, shield dome - Impulsor (Transport)
2 x storm bolters, shield dome - Impulsor (Transport)
2 x storm bolters, orbital comms array
Total: 2,000pts, Battleforged + Battalion + Battalion - Hero = 12CP
It's time to be a kid in a sweetshop (or a functioning adult in the hobby section) - there are new Cults for the Thousand Sons and I want them all!
Sadly, I'm limited to three detachments, so that means only three Cults. I don't know if I've picked the dirtiest combinations, but these are the three that I most wanted to test-drive.
A Battalion of Cult of Duplicty - this is so I can use the Sorcerous Facade power to fling squads of Rubrics across the table, and I paid a CP for the extra warlord trait Duplicitous Tactician, which allows me to redeploy units immediately pre-game (chew on that, Raven Guard!). Unusually, I've taken two Daemon Princes, and the one without wings is my warlord (I'm worried about snipers, so I wanted a tough warlord with lots of wounds who wasn't perched conspicuously on a Disc).
An Outrider for Cult of Time - there are Tzaangor here to make up the numbers (although they're useful in their own right), but the Terminators and Spawn are here to benefit from the Time Flux power that can return them to life with full wounds. Even better is the relic Hourglass of Manat for my winged Daemon Prince, who can come back to life with D3 wounds.
Edit: I've since realised that Time Flux only works on Infantry, so the Spawn wouldn't qualify - luckily, it never came up.
Finally, a Vanguard of Cult of Prophecy. This is as simple as three lascannon helbrutes led by an Exalted Sorcerer with the extra relic Pythic Brazier, giving a free reroll of hit, wound or damage to every model within 6".
Plus an extra 20pts in reserve, because you never know when you're going to turn someone into a Spawn...
Battalion detachment - Cult of Duplicity
- The Harbinger - Daemon Prince of Tzeentch (HQ) (Warlord)
2 x Malefic talons
Boon of Change, Gaze of Fate, Sorcerous Facade
Trait: Otherworldly Prescience - Clotho Assassinbane - Sorcerer (HQ)
Force stave Inferno Bolt Pistol
Death Hex, Diabolic Strength, Sorcerous Facade
Magister: Duplicitous Tactician - 10 x Rubric Marines (Troops)
Force Stave, Inferno bolt pistol, 8 x Inferno Boltgun, 1 x Soulreaper Cannon,
Tzeentch;'s Firestorm, Sorcerous Facade - 5 x Rubric Marines (Troops)
Force stave & Inferno Bolt Pistol, 3 x Inferno Boltgun, 1 x Warpflamer
Temporal Manipulation, Sorcerous Facade - 5 x Rubric Marines (Troops)
Force stave & Inferno Bolt Pistol, 3 x Inferno Boltgun, 1 x Warpflamer
Temporal Manipulation, Sorcerous Facad - 4 x Chaos Spawn (Fast)
Hideous mutations - Mutalith Vortex Beast (Heavy)
Enormous Claws, Betentacled Maw
Outrider detachment - Cult of Time
- Yr'bith Fulred - Daemon Prince of Tzeentch (HQ)
2 x Malefic talon, Wings
Bolt of Change, Warptime, Time Flux
Relic: Hourglass of Manat - 5 x Scarab Occult Terminators (Elite)
Force stave, 4 x Inferno Combi-bolter, 4 x Powersword, Soulreaper cannon, Hellfyre Missile Rack
Weaver of Fakes, Time Flux - Maeldread - Tzaangor Shaman (Elite)
Force stave
Glamour of Tzeentch - 4 x Chaos Spawn (Fast)
Hideous mutations - 4 x Tzaangor Enlightened (Fast)
Fatecaster greatbows - 4 x Tzaangor Enlightened (Fast)
Fatecaster greatbows
Vanguard detachment - Cult of Prophecy
- Scynthius Ekurah - Exalted Sorcerer (HQ)
Force stave Inferno Bolt Pistol
Prescience, Temporal Manipulation, Divine the Future
Relics: Pythic Brazier - Helbrute (Elite)
Twin lascannon, missile launcher - Helbrute (Elite)
Twin lascannon, missile launcher - Helbrute (Elite)
Twin lascannon, missile launcher
+ 20pts reinforcements
Total: 2,000pts, Battleforged + Battalion + Outrider + Vanguard - Magister - Relic = 8CP
The other unit of Eliminators took up positions at the foot of the tower, the Flamestorm Aggressors and Lieutenant skulked around the back line. One of the Impulsors (without the shield) parked by the shrine at the back, holding the Stalker Intercessors and Apothecary.
The final unit of Las Fusil Eliminators hid behind the ruined tower on their left flank, not wanting to expose themselves to the rapid-fire boltguns on the first turn (so the Risen Rubricae did something)
Finally, the Invictor Warsuit deployed in front of my deployment zone, nicely screened by a rock, but within an easy dash of the Rubrics on my extreme flank.
I had a very good run in the Psychic Phase, casting pretty much everything I wanted. The key thing being the winged Daemon Prince was powered-up, then Warptimed into close range of the Invictor. I was expecting a greater mortal wound damage on the loyalists in the tower, but I had begun to Smite the Eliminators and Infiltrators. I also managed to throw three moral wounds on the Eliminators right at the back of the board with Tzeentch's Firestorm (the rain of fire found a little window in the ruin they were sheltering behind).
The remaining squad of Eliminators moved from cover to occupy the ruined tower. Up in the central tower, the last surviving Infiltrator dragged the sergeant to his feet, just in time for the Librarian to remember he had urgent business on the other side of the battlefield and Shadowstep out of there.
The Spawn and Mutalith both failed long charges against the last Aggressor (it had to be long, to stay out of flamer range) and then Daemon Prince charged both Chaplain and Intercessors. Four marines were killed, and the Chaplain reserved his counterattack for the Spawn - finally killing it on the third attempt!
I'd placed my warlord Daemon Prince (not the winged one) into my Helbrute castle, so he wasn't the closest model for shooting - but he wasn't totally screened either.
The other thing we spoke about was the different story on either flank. I had weighted my attack on the left flank, and swept through. Jon's big push came on the right flank, but got held up, first by a Spawn that wouldn't die, and then by a Daemon Prince that took an extra turn to kill. By the time his attack made it thorough, supported by the deepstrikes, I had the rest of my army unengaged and ready to punch back.
Total: 2,000pts, Battleforged + Battalion + Outrider + Vanguard - Magister - Relic = 8CP
Deployment
We rolled randomly for one of the 12 missions in CA19 - and got Maelstrom of War: Covert Manoeuvres (of course we did!)
Basically, this plays in the new maelstrom style (you deal a hand of five cards, and choose to activate three of them - first time I've played this way). The twist is: if you're behind in VPs, then you can conceal all your tactical objective cards (and your opponent has to reveal all of theirs).
So it's Raven Guard at their sneakiest and Thousand Sons at their most deceitful. Perfect.
Through fate or design, we picked the same lava-cracked battle mat as last time, then doubled-down on the Mordor vibe by filling it full of sorcerous towers.
In addition to the towers, line of sight was severely restricted by the massive rocks. With lascannons on one side, and snipers on the other, a shooting gallery was in no-one's interests.
We deployed in Dawn of War style, and Raven Guard won the roll off, so elected for Thousand Sons to deploy and go first.
I held nothing back in deepstrike, and deployed on the edge of my line: two squads of Rubric Marines and pack of Spawn on the right flank. Next to them were my fearless HQs, directly behind a rock and in no way scared of getting sniped off the table.
"For the love of Magnus, fold in your wings - they've got Mortis rounds!" |
My Cult of Prophecy triad went in the centre, surrounding my Exalted Sorcerer and trying to find a clear line of shooting.
One the left flank went the Mutalith, more Spawn and the two flights of Tzaangor.
And for the first trick of the day, I played the new Risen Rubricae stratagem, and strung out my 10-Rubric squad 9" away from the enemy deployment zone. Since there was a number of ways to retrieve them, I wasn't concerned about putting them out there, and I figured a footprint that size would really mess with the Phobos Marines' ability to scout ahead of the battle.
In response, the Raven Guard went dark: using the Strike from the Shadows stratagem to put the two squads of Incursors and the boltstorm Aggressors into deepstrike.
They also made an early push for the central tower: putting a unit of Infiltrators, Eliminators and the Librarian up there.
The other unit of Eliminators took up positions at the foot of the tower, the Flamestorm Aggressors and Lieutenant skulked around the back line. One of the Impulsors (without the shield) parked by the shrine at the back, holding the Stalker Intercessors and Apothecary.
The final unit of Las Fusil Eliminators hid behind the ruined tower on their left flank, not wanting to expose themselves to the rapid-fire boltguns on the first turn (so the Risen Rubricae did something)
The real push came on the right flank: two Impulsors, loaded with the Captain, Chaplain and two squads of Intercessors, ready to roll.
Finally, the Invictor Warsuit deployed in front of my deployment zone, nicely screened by a rock, but within an easy dash of the Rubrics on my extreme flank.
Then came the shenanigans: Jon used his Lieutenant's Master of Ambush trait to move the Lieutenant and Aggressors behind the base of the tower.
And then I used my Sorcerer's Duplicitous Tactician trait to switch around the Rubrics closest to the Invictor with a pack of Spawn.
The deployment phase was now over, Raven Guard didn't seize the initiative, and we were ready to go.
Thousand Sons - Turn 1
Objectives drawn: Vengeance Long Awaited, No Prisoners, Big Game Hunter
Lots of points to be had from just killing things, and I could get multiple points from killing many units (like three-man sniper teams, for instance). The Invictor Warsuit was also my best chance at Big Game Hunter, which was good, because both it and the Eliminators were top of my list of units I wanted to remove.
In the Movement Phase, the Spawn scampered towards the Invictor, backed up by the winged Daemon Prince. On the other flank, the other Spawn and Mutalith moved forwards, and the Tzaangor flew into bowshot, but most of the line remained static, as I already had a lot of targets in my sights.
I had a very good run in the Psychic Phase, casting pretty much everything I wanted. The key thing being the winged Daemon Prince was powered-up, then Warptimed into close range of the Invictor. I was expecting a greater mortal wound damage on the loyalists in the tower, but I had begun to Smite the Eliminators and Infiltrators. I also managed to throw three moral wounds on the Eliminators right at the back of the board with Tzeentch's Firestorm (the rain of fire found a little window in the ruin they were sheltering behind).
The Shooting Phase continued the work: filling the tower full of inferno bolt rounds from three squads of Rubrics, the Scarab Occult Terminators, and even the Helbrutes (who had a hard time finding big targets - the Impulsors were well-hidden). When the dust settled, both squads of sniper Eliminators were gone, and the Infiltrators were reduced to a single Helix-Adept frantically rummaging around his first-aid kit.
In Assault, the Spawn ate the overwatch from the Invictor's incendium cannon, one getting incinerated in the process, and then the Daemon Prince flew in, ripping the suit to pieces with a flurry of maelific talons.
A strong start for me, as I score all my objectives, and First Strike!
Objectives scored: Vengeance Long Awaited (1), No Prisoners (2), Big Game Hunter (1), First Stike (1)
Thousand Sons 5 : 0 Raven Guard
Raven Guard - Turn 1
Objectives drawn: Mission Critical Objective (#3), Blood & Guts, Let Them Know Fear
Not a great draw for the Raven Guard's fightback: Objective 3 was deep in my lines, and Thousand Sons don't have much that can fail morale tests.
The two right-flank Implusors moved forward towards the Spawn, and the Chaplain and a squad of Intercessors disembarked one of them to jump out and face them.
The Apothecary and Stalker Intercessors jumped out of the last Impulsor to occupy the shrine at the back, while that same Impulsor, Flamestorm Aggressors and Lieutenant moved to attack the big unit of Rubrics.
The remaining squad of Eliminators moved from cover to occupy the ruined tower. Up in the central tower, the last surviving Infiltrator dragged the sergeant to his feet, just in time for the Librarian to remember he had urgent business on the other side of the battlefield and Shadowstep out of there.
The Shooting Phase began with the Impulsor calling down an orbital barrage that wounded a Helbrute and killed three Rubric Marines. The las fusil Eliminators followed up by blasting that same Helbrute down to two wounds, and the Aggressors and Stalker Intercessors gunned down five more Rubrics from the large squad in the centre.
On the right flank, the Intercessors and Impulsors gunned down a Spawn, leaving two left for the charge. The Intercessors swung first, butchering a Spawn and leaving the last one down to three wounds. Then the Chaplain swung his crozius ... and failed to wound at all.
With a couple of VP riding on the survival of one measly Spawn, Jon went big and spent 3CP to fight again with the Chaplain. Even when he spent another CP to reroll a wound, the Chaplain still only managed to inflict two wounds on the Spawn, meaning he had survived - and was holding up the Raven Guard advance single-handed!
As a consolation, my small unit of Rubrics (who had been bombarded from orbit) managed to fail their morale check and once more collapsed into dust, leaving only the Aspiring Sorcerer. So that, at least, was a VP for Let Them Know Fear.
But it was going to be an uphill climb for the Raven Guard.
Objectives scored: Let Them Know Fear (1)
Thousand Sons 5 : 1 Raven Guard
Thousand Sons - Turn 2
Objectives drawn: Master the Warp, Supremacy, Secure Objective 5
More multiple-scoring cards for me (this deck-building mechanic, isn't half bad, is it?). Claiming objectives wasn't going to be a problem. The only distant one was Objective 5, which was in the centre by the tower, but I have ways of moving around the board.
I was already handily on Objectives 2 & 3 (in my left flank) and I advance my Sorcerer over to Objective 6 on the right flank, just in case my play for Objective 5 didn't work.
Elsewhere, my Tzaangor swung around the left-flank, supporting the Mutalith and Spawn's advance. My Helbrutes stayed put, and Scarab Occult moved forward (but neither units did much shooting, as most of the Raven Guard were keeping their heads down by this point).
The winged Daemon Prince flew directly at the Intercessor squad, ready to support the Brave Little Spawn.
In the Psychic Phase, the last undamaged unit of Rubric Marines used Sorcerous Facade to jump on Objective 5, so that part of the plan worked after all.
One Helbrute was healed some of its damage by Temporal Manipulation and general buffs and smites were sent all over, wiping out the last Eliminator Squad and knocking that Infiltrator sergeant back down again. The Daemon Prince also cast Bolt of Change on the Chaplain, which caused two mortal wounds (not quite enough to kill him and turn him into a Spawn - as if his performance could get any worse)
One Helbrute was healed some of its damage by Temporal Manipulation and general buffs and smites were sent all over, wiping out the last Eliminator Squad and knocking that Infiltrator sergeant back down again. The Daemon Prince also cast Bolt of Change on the Chaplain, which caused two mortal wounds (not quite enough to kill him and turn him into a Spawn - as if his performance could get any worse)
With all my objectives scored already, shooting was quieter. The Helbrutes that could shoot made little headway against the Impulsors, and the rest of the small-arms (and fatecaster greatbows) went into the Aggressors, bringing down two of them.
The Spawn and Mutalith both failed long charges against the last Aggressor (it had to be long, to stay out of flamer range) and then Daemon Prince charged both Chaplain and Intercessors. Four marines were killed, and the Chaplain reserved his counterattack for the Spawn - finally killing it on the third attempt!
It was another clean sweep for me (and I rolled well for the D3 points!), and with the Spawn finally killed, a bonus point for Raven Guard.
Objectives scored: Master the Warp (2), Supremacy (3), Secure Objective 5 (1)
Objectives scored (Raven Guard): Blood & Guts (1)
Thousand Sons 11 : 2 Raven Guard
Raven Guard - Turn 2
Objectives drawn: Secure Objective 6, Behind Enemy Lines, Kingslayer
Up against it, the Raven Guard went back to basics: stealth manoeuvres and killing leaders. Jon also activated the Tactical Doctrine, which comes with a Surgical Strikes bonus for Raven Guard: in addition to the extra -1AP to assault and rapid-fire weapons, any attacks against characters would be 1+ to hit and wound.
The Captain led the last squad of Intercessors from their Impulsor, while the Chaplain and Sergeant fell back, ready to light up the Daemon Prince.
The Impulsor that had been in combat with the Daemon Prince flew over to Objective 6, which was presently occupied by my lowly Sorcerer.
In the tower, the Helix-Adept revived his sergeant one more time, who was probably getting a bit sick of the taste of adrenal-stims by now.
"ON YOUR FEET, SOLDIER!" |
The third Impulsor flew over to block the objective in the ruined tower, while the lone Aggressor move to confront the half-strength Rubric squad. After giving him an encouraging pat on the back, the Lieutenant ran the other way, behind the tower.
And then the deepstrikes: everything landed on my right flank deployment zone: Aggressors and two Incursor squads (one backing up the Aggressors, one backing up the Impulsor).
I'd placed my warlord Daemon Prince (not the winged one) into my Helbrute castle, so he wasn't the closest model for shooting - but he wasn't totally screened either.
Frustrated by my denials in the Psychic Phase, it was straight onto the Shooting Phase, for which Jon played the Ambushing Fire stratagem, which increased the AP of shots that wounded on a 6 (I could be looking at some punishment here).
It started with a bang - the Impuslor on Objective 6 unloaded all its combi-bolters on the Sorcerer, gunning him down in short order (much to the surprise of the deepstriking Incursors, who thought that was their job).
The boltstorm Aggressors opened up on the Scarab Occult Terminators, but discovered that All is Dust can be a powerful protector, and only one Terminator fell to the hail of bold shells.
The boltstorm Aggressors opened up on the Scarab Occult Terminators, but discovered that All is Dust can be a powerful protector, and only one Terminator fell to the hail of bold shells.
Learning their lesson, the other squad of Incursors targeted a Helbrute, chipping off a couple of wounds.
The Aggressor, Stalker Intercessors and Impulsor all put their shots into the half-strength Rubric squad, leaving only two left.
And then the firing squad opened up on the Daemon Prince, blasting away wounds, despite his 4++ save. When the fusillade ended, he was down to only two wounds - which was just what I needed. I didn't mind him dying, I just didn't want it until the Combat Phase (as you will see).
In the Assault Phase, the big unit of Aggressors declared a charge against my Daemon Prince warlord - it was 10" distance to thread the needle to get him and, even with The Raven's Blade stratagem to reroll the charge, they fell just short.
Other charges were easier, then came the Assault Phase - the lone Aggressor ran into the last of the Rubric squad and punched them down, and the Captain and Intercessors charged into the Daemon Prince, killing him almost immediately...
... which triggered his Hourglass of Manat relic, bringing him back to life with two wounds remaining. And crucially, because he returned at the end of the phase, there was nothing else the Raven Guard could do to him.
So no Kingslayer due to the failed charge (I was still in blissful ignorance of this, due to Jon being able to hide all his objective cards now), but Objective 6 and a big 3VP for getting into my deployment zone. The Raven Guard were still playing catch-up, but it wasn't over yet.
Objectives scored: Secure Objective 6 (1), Behind Enemy Lines (3)
Thousand Sons 11 : 6 Raven Guard
Thousand Sons - Turn 3
Objectives drawn: Defend Objective 4, Wrath of Magnus, Psychic Supremacy
Something of a mixed bag for objectives. Defending Objective 4 is achievable, though it does invite the Raven Guard to shoot me off there. I'm never a fan of Psychic Supremacy, since it's basically 50/50 on whether you can deny a power. Wrath of Magnus is much better, especially in the mid-game: destroy a unit in the Psychic Phase. Although that may be a close call, since a lot of my Smites are spread around, so focusing on just one unit will be tough (and Primaris are tough to chew through).
And for anyone keeping track: so far, I've spent none of my 7 CPs. In this turn, I blow through all of them.
But to start with the Movement Phase, and this is where the scenarios rules take effect. Because I have no idea Jon is holding Kingslayer in his hand (I mean, a more observant player might have wondered why he was making a Hail Mary charge for my warlord last turn, but I'm not that bright), I don't scurry my Daemon Prince back to safety, but instead send him forward to deal with the encroachers in my back line.
Not to be outdone, my other Daemon Prince jumps behind the Captain and his retinue, ready to take them all on a second time.
On the left flank, the Tzaangor Elightened jump on Objective 4, ready to start defending it. The Spawn and Mutalith move up to take on the Impulsor, the single Aspiring Sorcerer and Tzaangor Shaman move so that the lone Aggressor is the closest target for their Smites. Everyone else in the gunline stays put.
The Psychic Phase begins brightly - the Aspiring Sorcerer rolls a super-Smite and deals three wounds to the Aggressor, killing him outright. That was easy.
In the backline, the Exalted Sorcerer uses Temporal Manipulation to heal up the injured Helbrute, and the Scarab Occult use Time Flux to return their squad to full strength. I can't tell you how much opponents do not enjoy seeing this happen (it's the pelvic thrust that really drives them insane).
I also put Prescience on one of the Helbrutes. As soon as I did it, I realised the smart play would have been to cast it on the Scarab Occult, who have a much greater output of shots, but I swear, in my head narrative, I automatically went with the Exalted Sorcerer looking after one of his own Cult of Prophecy units, before he'd consider helping out one of those shady Cult of Time guys.
The Daemon Prince goes for a double-kill: a Smite on the lone Intercessor (which gets denied) and a Bolt of Change on the Chaplain - this one goes off spectacularly, and because it was 9+, I get to use the Sorcerous Infusion stratagem to return D3 wounds - for which I only get 1.
As for the Bolt of Change, I need a 5 or 6 to kill the Chaplain and turn him into a RavenSpawn (I have the model all ready). But it's not to be - even using a reroll, I only manage to drop two wounds and the Chaplain doesn't get to join my menagerie of the damned.
In the Shooting Phase, I gave Veterans of the Long War to the Scarab Occult Terminators and opened up on the Aggressors - but most of their boltgun shells pattered off the Gravis armour. Learning my lesson, when I used the Infernal Fusillade stratagem to fire again, I aimed at the Incursors behind them. This time, what let me down was rolling an insane number of 1s to hit (which I could have rerolled if the Cult of Prophecy Sorcerer had moved an inch closer to them - screw you, Cult of Time!)
Showing them how it's done, the three Helbrutes aimed their lascannons at the Aggressors. With the Exalted Sorcerer's rerolls and Pythic Brazier relic, this was much more effective, and only one Aggressor was left standing at the end.
The Tzaangors' arrows went into the Impulsor, and the Rubrics at the foot of the tower fired upwards, killing the Infiltrator sergeant (stay dead!) and wounding the Helix Adept.
In the Assault Phase, the Spawn and Mutalith (and, for good measure, Tzaangor) all charged the Impulsor on Objective 4. The warlord Daemon Prince charged the last Aggressor and Incursor squad, making it in.
The winged Daemon Prince elected to charge everything in range - my thinking was that this would deter some heroic interventions if they could be targeted in melee. This almost backfired when the Captain proved a crack shot with his master crafted auto bolt rifle and took two wounds off the Deamon Prince (meaning he was clinging on with the wound he'd just recovered). That last wound almost got lost to the Intercessors' overwatch, and it cost me my penultimate CP to reroll a saving throw and keep him alive.
As it transpired, the winged Deamon Prince was a bit worn out after his resurrection, and only managed to kill two Intercessors before a rifle butt knocked him back into the Warp.
The warlord Daemon Prince decided to divide his attacks between the Aggressor and Incursors (what could go wrong?), but only managed to kill three Incursors and left the Aggressor on one wound! Luckily, he was able to ride his invulnerable save and survive the power fist counter-punch.
I spent my last CP on Fated Mutation for the Spawn fighting the Impulsor. Their wave of attacks was enough to rip apart its armoured hide, leaving just one wound remaining for the Mutalith's tentacles to crush.
Another good turn, and though it's the first one where I don't clear my objectives, I do score a big 3VP for Wrath of Magnus. It's now or never for the Raven Guard to pull this back.
Objectives scored: Wrath of Magnus (3)
Thousand Sons 14 : 6 Raven Guard
There's some big points to be won here, and most of them riding on a Daemon Prince who looks a bit over-extended...
The remnants of the Raven Guard command (Captain, Chaplain, Intercessor sergeant, Intercessor squad of three) all jump into their Impulsor - there's few enough of them now to all carpool together - and the transport joins the other Impulsor in facing down the Deamon Prince.
The Aggressor sergeant and remaining two Incursors step back from combat, giving everyone a clear shot, and the full Incursor squad moves up, keeping one foot on Objective 6.
At the back, everyone now needs to leave the deployment zone, so the Lieutenant leads the Apothecary and Stalker Intercessors forward - if they want to get completely out, they'll need to charge the Rubric squad by the tower.
Speaking of the tower, the Helix-Adept patches up his own wound this time, and reflects that medical internships aren't all they're cracked up to be.
In the Psychic Phase, the Librarian Smites off a couple of Rubric Marines, and then it's on to the Shooting. I was expecting my Daemon Prince's high toughness and 3++ invulnerable save to weather the small-arms fire, but I roll like a chump and my warlord gets banished by the stormbolters on the Inpulsors. That's Slay the Warlord and a points bump for the Raven Guard!
In the Assault Phase, the Stalker Intercessors lead the charge against the Rubric Marines, losing a couple of their number to inferno boltgun and warpflamer overwatch. But they make it in, as does their nimble Lieutenant. The only one to let the side down is the Apothecary, who falls short, and is left stranded in the deployment zone.
In the ensuing combat, I only lose one Rubric Marine (All Is Dust saving me against rifle butts) and take down an Intercessor in return.
So that's Kingslayer, Slay the Warlord and a near-guaranteed Defend Objective 6. I immediately respond by claiming two more points for Defending Objective 4. So the lead is shortened, but not overturned.
Objectives scored: Kingslayer (2), Slay the Warlord (1)
Objectives scored (Thousand Sons): Defend Objective 4 (2)
Thousand Sons 16 : 9 Raven Guard
So that's most of my HQs dead. And with the Cult of Prophecy Sorcerer selfishly looking out for his own Helbrutes, Mildred the Tzaangor Shaman assumes command.
I'm very strong on the left flank, but there's not a lot there to fight, so I do my best to swing around: the Spawn and Mutalith galumph around the tower as fast as they can, the Tzaangor Enlightened fly to take aim on the Apothecary who didn't move fast enough. Mildred herself decides its time to take back the tower and flies up to rid herself of that stubborn Helix Adept.
In the centre, the Rubrics hold fast, as I'm relying on the Sorcerer's force stave to do the business in combat. And the Scarab Occult finally get moving and prepare to charge the nearest Impulsor (it can fly, so dropping it would get me Scour the Skies).
In the Psychic Phase, the lone Aspiring Sorcerer uses Sorcerous Facade to jump himself onto Objective 1, the Aspiring Sorcerer in melee Smites a wound off an Intercessor, and Mildred's Smite also leaves the Helix Adept on one wound, Meanwhile, the Exalted Sorcerer continues to heal and buff his Helbrutes (I'm desperate to try out his Divine the Future power, but every time, I've either failed to cast or forgotten about it)
In Shooting, the Helbrutes try to soften up the Impulsor, but its invulnerable shield just bounces the lascannot hits. After two have tried, I give up and use the third Helbrute to clear out the last Aggressor and one of the Incursors.
On the other side of the field, all the Tzaangors aim their fatecaster bows at the Apothecary, who wonders why the sky had suddenly clouded over...
The Scarab Occult make their charge into the Impulsor, but their S4 power swords make little headway against the invulnerable save. Only the Aspiring Sorcerer's force stave has any luck, bashing off half its wounds.
Midred then charges into the Helix-Adept, who survives all her attacks! He even manages to return a few wounds back onto her - this man deserved a medal pinned to his chest (if it wasn't already stuck full of hypodermic needles).
Just the one objective scored for me this turn, and two more for the Raven Guard.
Objectives scored: Secure Objective 1 (1)
Objectives scored (Raven Guard): Defend Objective 6 (2)
Thousand Sons 17: 11 Raven Guard
Something of a mixed bag for objectives. Defending Objective 4 is achievable, though it does invite the Raven Guard to shoot me off there. I'm never a fan of Psychic Supremacy, since it's basically 50/50 on whether you can deny a power. Wrath of Magnus is much better, especially in the mid-game: destroy a unit in the Psychic Phase. Although that may be a close call, since a lot of my Smites are spread around, so focusing on just one unit will be tough (and Primaris are tough to chew through).
And for anyone keeping track: so far, I've spent none of my 7 CPs. In this turn, I blow through all of them.
But to start with the Movement Phase, and this is where the scenarios rules take effect. Because I have no idea Jon is holding Kingslayer in his hand (I mean, a more observant player might have wondered why he was making a Hail Mary charge for my warlord last turn, but I'm not that bright), I don't scurry my Daemon Prince back to safety, but instead send him forward to deal with the encroachers in my back line.
"Remember me?" |
Not to be outdone, my other Daemon Prince jumps behind the Captain and his retinue, ready to take them all on a second time.
On the left flank, the Tzaangor Elightened jump on Objective 4, ready to start defending it. The Spawn and Mutalith move up to take on the Impulsor, the single Aspiring Sorcerer and Tzaangor Shaman move so that the lone Aggressor is the closest target for their Smites. Everyone else in the gunline stays put.
The Psychic Phase begins brightly - the Aspiring Sorcerer rolls a super-Smite and deals three wounds to the Aggressor, killing him outright. That was easy.
In the backline, the Exalted Sorcerer uses Temporal Manipulation to heal up the injured Helbrute, and the Scarab Occult use Time Flux to return their squad to full strength. I can't tell you how much opponents do not enjoy seeing this happen (it's the pelvic thrust that really drives them insane).
I also put Prescience on one of the Helbrutes. As soon as I did it, I realised the smart play would have been to cast it on the Scarab Occult, who have a much greater output of shots, but I swear, in my head narrative, I automatically went with the Exalted Sorcerer looking after one of his own Cult of Prophecy units, before he'd consider helping out one of those shady Cult of Time guys.
The Daemon Prince goes for a double-kill: a Smite on the lone Intercessor (which gets denied) and a Bolt of Change on the Chaplain - this one goes off spectacularly, and because it was 9+, I get to use the Sorcerous Infusion stratagem to return D3 wounds - for which I only get 1.
As for the Bolt of Change, I need a 5 or 6 to kill the Chaplain and turn him into a RavenSpawn (I have the model all ready). But it's not to be - even using a reroll, I only manage to drop two wounds and the Chaplain doesn't get to join my menagerie of the damned.
In the Shooting Phase, I gave Veterans of the Long War to the Scarab Occult Terminators and opened up on the Aggressors - but most of their boltgun shells pattered off the Gravis armour. Learning my lesson, when I used the Infernal Fusillade stratagem to fire again, I aimed at the Incursors behind them. This time, what let me down was rolling an insane number of 1s to hit (which I could have rerolled if the Cult of Prophecy Sorcerer had moved an inch closer to them - screw you, Cult of Time!)
Showing them how it's done, the three Helbrutes aimed their lascannons at the Aggressors. With the Exalted Sorcerer's rerolls and Pythic Brazier relic, this was much more effective, and only one Aggressor was left standing at the end.
The Tzaangors' arrows went into the Impulsor, and the Rubrics at the foot of the tower fired upwards, killing the Infiltrator sergeant (stay dead!) and wounding the Helix Adept.
In the Assault Phase, the Spawn and Mutalith (and, for good measure, Tzaangor) all charged the Impulsor on Objective 4. The warlord Daemon Prince charged the last Aggressor and Incursor squad, making it in.
The winged Daemon Prince elected to charge everything in range - my thinking was that this would deter some heroic interventions if they could be targeted in melee. This almost backfired when the Captain proved a crack shot with his master crafted auto bolt rifle and took two wounds off the Deamon Prince (meaning he was clinging on with the wound he'd just recovered). That last wound almost got lost to the Intercessors' overwatch, and it cost me my penultimate CP to reroll a saving throw and keep him alive.
As it transpired, the winged Deamon Prince was a bit worn out after his resurrection, and only managed to kill two Intercessors before a rifle butt knocked him back into the Warp.
The warlord Daemon Prince decided to divide his attacks between the Aggressor and Incursors (what could go wrong?), but only managed to kill three Incursors and left the Aggressor on one wound! Luckily, he was able to ride his invulnerable save and survive the power fist counter-punch.
I spent my last CP on Fated Mutation for the Spawn fighting the Impulsor. Their wave of attacks was enough to rip apart its armoured hide, leaving just one wound remaining for the Mutalith's tentacles to crush.
Another good turn, and though it's the first one where I don't clear my objectives, I do score a big 3VP for Wrath of Magnus. It's now or never for the Raven Guard to pull this back.
Objectives scored: Wrath of Magnus (3)
Thousand Sons 14 : 6 Raven Guard
Raven Guard - Turn 3
Objectives drawn: Kingslayer, Defend Objective 6, Advance,
There's some big points to be won here, and most of them riding on a Daemon Prince who looks a bit over-extended...
The remnants of the Raven Guard command (Captain, Chaplain, Intercessor sergeant, Intercessor squad of three) all jump into their Impulsor - there's few enough of them now to all carpool together - and the transport joins the other Impulsor in facing down the Deamon Prince.
The Aggressor sergeant and remaining two Incursors step back from combat, giving everyone a clear shot, and the full Incursor squad moves up, keeping one foot on Objective 6.
At the back, everyone now needs to leave the deployment zone, so the Lieutenant leads the Apothecary and Stalker Intercessors forward - if they want to get completely out, they'll need to charge the Rubric squad by the tower.
Speaking of the tower, the Helix-Adept patches up his own wound this time, and reflects that medical internships aren't all they're cracked up to be.
In the Psychic Phase, the Librarian Smites off a couple of Rubric Marines, and then it's on to the Shooting. I was expecting my Daemon Prince's high toughness and 3++ invulnerable save to weather the small-arms fire, but I roll like a chump and my warlord gets banished by the stormbolters on the Inpulsors. That's Slay the Warlord and a points bump for the Raven Guard!
In the Assault Phase, the Stalker Intercessors lead the charge against the Rubric Marines, losing a couple of their number to inferno boltgun and warpflamer overwatch. But they make it in, as does their nimble Lieutenant. The only one to let the side down is the Apothecary, who falls short, and is left stranded in the deployment zone.
In the ensuing combat, I only lose one Rubric Marine (All Is Dust saving me against rifle butts) and take down an Intercessor in return.
So that's Kingslayer, Slay the Warlord and a near-guaranteed Defend Objective 6. I immediately respond by claiming two more points for Defending Objective 4. So the lead is shortened, but not overturned.
Objectives scored: Kingslayer (2), Slay the Warlord (1)
Objectives scored (Thousand Sons): Defend Objective 4 (2)
Thousand Sons 16 : 9 Raven Guard
Thousand Sons - Turn 4
Objectives drawn: Scour the Skies, Secure Objective 1, Psychic Supremacy
So that's most of my HQs dead. And with the Cult of Prophecy Sorcerer selfishly looking out for his own Helbrutes, Mildred the Tzaangor Shaman assumes command.
I'm very strong on the left flank, but there's not a lot there to fight, so I do my best to swing around: the Spawn and Mutalith galumph around the tower as fast as they can, the Tzaangor Enlightened fly to take aim on the Apothecary who didn't move fast enough. Mildred herself decides its time to take back the tower and flies up to rid herself of that stubborn Helix Adept.
In the centre, the Rubrics hold fast, as I'm relying on the Sorcerer's force stave to do the business in combat. And the Scarab Occult finally get moving and prepare to charge the nearest Impulsor (it can fly, so dropping it would get me Scour the Skies).
In the Psychic Phase, the lone Aspiring Sorcerer uses Sorcerous Facade to jump himself onto Objective 1, the Aspiring Sorcerer in melee Smites a wound off an Intercessor, and Mildred's Smite also leaves the Helix Adept on one wound, Meanwhile, the Exalted Sorcerer continues to heal and buff his Helbrutes (I'm desperate to try out his Divine the Future power, but every time, I've either failed to cast or forgotten about it)
In Shooting, the Helbrutes try to soften up the Impulsor, but its invulnerable shield just bounces the lascannot hits. After two have tried, I give up and use the third Helbrute to clear out the last Aggressor and one of the Incursors.
On the other side of the field, all the Tzaangors aim their fatecaster bows at the Apothecary, who wonders why the sky had suddenly clouded over...
The Scarab Occult make their charge into the Impulsor, but their S4 power swords make little headway against the invulnerable save. Only the Aspiring Sorcerer's force stave has any luck, bashing off half its wounds.
Midred then charges into the Helix-Adept, who survives all her attacks! He even manages to return a few wounds back onto her - this man deserved a medal pinned to his chest (if it wasn't already stuck full of hypodermic needles).
Just the one objective scored for me this turn, and two more for the Raven Guard.
Objectives scored: Secure Objective 1 (1)
Objectives scored (Raven Guard): Defend Objective 6 (2)
Thousand Sons 17: 11 Raven Guard
Raven Guard - Turn 4
Objectives drawn: Area Denial, Advance, Secure Objective 5
Area Denial - another D3 objective drawn, and only Mildred the Tzaangor Shaman stands in its way. Since Advance is now guaranteed (because I've helpfully removed the Apothecary from the deployment zone), and Objective 5 only has a few Rubrics fighting over it, there is still a path back to victory.
Everyone piles out of the Impulsor, looking to bring the fight to the Scarab Occult Terminators. The Lieutenant and Intercessor remain in combat with the Rubric Marines and the Helix Adept, even while fighting for his life, still manages to heal up his wound.
The Impulsor not currently locked in combat flies up in the face of the Helbrute castle, which is going to prevent me from turning lascannons on his warlord.
But step one of the plan is to win that fight in the tower. The Librarian casts Shadowstep and reappears at the base of the tower, a 9" charge away from backing up the Helix Adept (that he so casually ditched in Turn 1).
There's little shooting to do. Some small-arms fire bounces off the Scarab Occult, but a bolt pistol does find its mark among the Rubrics on Objective 5. That just leaves the Aspiring Sorcerer, who gets beaten up in short order, securing that objective.
The Captain's party easily makes the charge against the Scarab Occult, as they're already fighting the Impulsor, there's no overwatch. However, they have a tougher time getting through the terminator armour, and only one heretic falls. They swing back at the Raven Guard, wounding the lone sergeant and killing the hapless Chaplain.
But the big charge is in the centre: the Librarian successfully covers the massive distance up the walls of the tower and, waiting at the top, like some Grimdark Rapunzel, is Mildred.
With five force sword attacks, he should have easily chopped up the Tzaangor Shaman, but his attacks miss and her invulnerable save holds up. Mildred swings back with her force stave and kills the Librarian outright!
So after a promising start, no Area Denial to be had. The sorcerous tower at the heart of this battle remains in dispute.
Objectives scored: Secure Objective 5 (1), Advance (1)
Thousand Sons 17: 13 Raven Guard
Area Denial - another D3 objective drawn, and only Mildred the Tzaangor Shaman stands in its way. Since Advance is now guaranteed (because I've helpfully removed the Apothecary from the deployment zone), and Objective 5 only has a few Rubrics fighting over it, there is still a path back to victory.
Everyone piles out of the Impulsor, looking to bring the fight to the Scarab Occult Terminators. The Lieutenant and Intercessor remain in combat with the Rubric Marines and the Helix Adept, even while fighting for his life, still manages to heal up his wound.
The Impulsor not currently locked in combat flies up in the face of the Helbrute castle, which is going to prevent me from turning lascannons on his warlord.
But step one of the plan is to win that fight in the tower. The Librarian casts Shadowstep and reappears at the base of the tower, a 9" charge away from backing up the Helix Adept (that he so casually ditched in Turn 1).
There's little shooting to do. Some small-arms fire bounces off the Scarab Occult, but a bolt pistol does find its mark among the Rubrics on Objective 5. That just leaves the Aspiring Sorcerer, who gets beaten up in short order, securing that objective.
The Captain's party easily makes the charge against the Scarab Occult, as they're already fighting the Impulsor, there's no overwatch. However, they have a tougher time getting through the terminator armour, and only one heretic falls. They swing back at the Raven Guard, wounding the lone sergeant and killing the hapless Chaplain.
But the big charge is in the centre: the Librarian successfully covers the massive distance up the walls of the tower and, waiting at the top, like some Grimdark Rapunzel, is Mildred.
With five force sword attacks, he should have easily chopped up the Tzaangor Shaman, but his attacks miss and her invulnerable save holds up. Mildred swings back with her force stave and kills the Librarian outright!
So after a promising start, no Area Denial to be had. The sorcerous tower at the heart of this battle remains in dispute.
Objectives scored: Secure Objective 5 (1), Advance (1)
Thousand Sons 17: 13 Raven Guard
Thousand Sons - Turn 5
Objectives drawn: Scour the Skies, Psychic Supremacy, Blood and Guts
Well, Psychic Supremacy is doubly redundant now (I really should have cleared it out of my hand), but there's plenty of fighting to claim Blood and Guts.
The Mutalith, Spawn and smaller Tzaangor unit start rampaging around the Raven Guard's deployment zone - they may have no further role to play, but Linebreaker is a dead cert.
Mildred abandons the fight in the tower and tags in the larger unit of Tzaangor to replace her. She flies down to face the Lieutenant, backed up by my last Rubric Marine - the Aspiring Sorcerer who leaped onto Objective 1.
Everyone else stays put - the Helbrute are rooted to the spot, and the Scarab Occult Terminators are very happy where they are.
In the Psychic Phase, I have to be careful about not killing things I want dead in melee, so most powers are spent buffing and healing - including bringing back the fallen Scarab Occult Terminator when I do the Time Flux again. Mildred does risk a Smite against the Lieutenant, bringing him down to a manageable two wounds, and the Aspiring Sorcerer Smites away the last Intercessor, leaving him with no backup.
Shooting is also limited - my Tzaangors in the tower have to hold onto their arrows for the time being, but the Helbrutes are cleared to open up on the Impulsor. The shield generator finally wears our, and it only takes four hits to destroy the transport (getting me Scour the Skies). That leaves a whole Helbrute free to bombard the full squad of Incursors, taking away two of them.
Off to melee - Mildred and the Aspiring Sorcerer both charge the Lieutenant, ripping him apart. The Scarab Occult also choose their attacks where they can kill most units, chopping down the last Intercessor sergeant, and two more of the other squad (leaving just the Captain and the sergeant).
And for the final attack - all four Tzaangor Enlightened charge into the Helix Adept. Even he can't beat those odds, and the hero who held the tower since Turn 1 finally surrenders it to the Thousand Sons!
That gives me a total of three units killed in melee, which equals D3 VPs - I only roll 1, but it helps to consolidate my lead (and leave very few loyalists left on the table).
Objectives scored: Scour the Skies (1), Blood and Guts (1)
Thousand Sons 19: 13 Raven Guard
Well, Psychic Supremacy is doubly redundant now (I really should have cleared it out of my hand), but there's plenty of fighting to claim Blood and Guts.
The Mutalith, Spawn and smaller Tzaangor unit start rampaging around the Raven Guard's deployment zone - they may have no further role to play, but Linebreaker is a dead cert.
Mildred abandons the fight in the tower and tags in the larger unit of Tzaangor to replace her. She flies down to face the Lieutenant, backed up by my last Rubric Marine - the Aspiring Sorcerer who leaped onto Objective 1.
Everyone else stays put - the Helbrute are rooted to the spot, and the Scarab Occult Terminators are very happy where they are.
In the Psychic Phase, I have to be careful about not killing things I want dead in melee, so most powers are spent buffing and healing - including bringing back the fallen Scarab Occult Terminator when I do the Time Flux again. Mildred does risk a Smite against the Lieutenant, bringing him down to a manageable two wounds, and the Aspiring Sorcerer Smites away the last Intercessor, leaving him with no backup.
Shooting is also limited - my Tzaangors in the tower have to hold onto their arrows for the time being, but the Helbrutes are cleared to open up on the Impulsor. The shield generator finally wears our, and it only takes four hits to destroy the transport (getting me Scour the Skies). That leaves a whole Helbrute free to bombard the full squad of Incursors, taking away two of them.
And for the final attack - all four Tzaangor Enlightened charge into the Helix Adept. Even he can't beat those odds, and the hero who held the tower since Turn 1 finally surrenders it to the Thousand Sons!
That gives me a total of three units killed in melee, which equals D3 VPs - I only roll 1, but it helps to consolidate my lead (and leave very few loyalists left on the table).
Objectives scored: Scour the Skies (1), Blood and Guts (1)
Thousand Sons 19: 13 Raven Guard
Raven Guard - Turn 5
Objectives drawn: Area Denial, Overwhelming Firepower, Clip Their Wings
There are two D3 cards drawn, so victory is still mathematically possible. Clip Their Wings involves destroying either Fast Attack or Transport, so less chance of that.
The last Impulsor flies over to take down Mildred (erroneously believing Tzaangor Shaman are Fast Attack - the problem with hidden objectives: had I known, I would have corrected the mistake), while the Incursors take out the last Aspiring Sorcerer that was screening her.
That frees up the Impulsor to unload all its stormbolters on Mildred - who survives on one wound. The Impulsor then runs her over, which is ungallant, but effective.
The Captain and Scarab Occult still continue to batter away at each other, and he actually manages to bring down a few terminators (they'll be back), but that's the end of the turn.
I roll to see if the game ends - and it does!
Objectives scored: Overwhelming Firepower (1), Linebreaker (1)
Objectives scored (Thousand Sons): Linebreaker (1)
There are two D3 cards drawn, so victory is still mathematically possible. Clip Their Wings involves destroying either Fast Attack or Transport, so less chance of that.
The last Impulsor flies over to take down Mildred (erroneously believing Tzaangor Shaman are Fast Attack - the problem with hidden objectives: had I known, I would have corrected the mistake), while the Incursors take out the last Aspiring Sorcerer that was screening her.
That frees up the Impulsor to unload all its stormbolters on Mildred - who survives on one wound. The Impulsor then runs her over, which is ungallant, but effective.
The Captain and Scarab Occult still continue to batter away at each other, and he actually manages to bring down a few terminators (they'll be back), but that's the end of the turn.
I roll to see if the game ends - and it does!
Objectives scored: Overwhelming Firepower (1), Linebreaker (1)
Objectives scored (Thousand Sons): Linebreaker (1)
Result: 20 : 15 - Victory to the Thousand Sons!
Locker Room
Well, that narrative forged itself! What great fun to set two of the most secretive and duplicitous legions against each other (sorry Alpha Legion, maybe next time). All the pre-game shenanigans, combined with the in-game redeployments and resurrections, as well as the mission itself - and it all ended up hinging on possession of the central tower, just as it should do! Fantastic game.
ErgonJon shared some of his post-battle thoughts as follows:
1) Whilst deploying in the tower was tempting perhaps a mistake. Especially after ceding first turn. Perhaps I should have gone first.
I was secretly overjoyed at having so many units within range of my small-arms fire in the first turn. Some snipers holding back out of range would have caused me more problems. And going second when you have so much coming in from deepstrike does mean weathering two turns of being outnumbered.
2) You racing into the lead (after the redeploy caught me out) put me under pressure from turn 1. I never really able to catch up despite coming back into it.
Agree totally about the early pressure. Though a lucky draw (and that new mechanic of drawing five cards), I was able to rack up a lot of early points. It's always harder to chase the game (although if I were lagging behind in points, I might not have been so carefree with my Daemon Princes).
3) I feel my big chance in the game was to kill Mildred with the Libby and claim Area Denial. Not saying would have won but would have brought me right back into it.
I think just it just fell short by a squad or two, to lend a bit of firepower (or remove some of my mobile units - I was surprised the Tzaangor Enlightened made it to the end of the game, as they were still grabbing points). Those squads could have been the ones in the tower, if they had been held back.
Oh and obviously your psychic phase is nasty on Primaris. But I basically had to start taking risks from early on. There's a lot to be said for pressure.
I think that Thousand Sons psychic phase is nasty for anyone. Unless you have the tools to mix it up in the psychic phase, like Craftworld Eldar or Tyranids, I wouldn't even bother bringing a psyker to face Thousand Sons. Better to spend those points on things they don't like, such as heavy guns, or something that can't be blocked, like a Chaplain.
The other thing we spoke about was the different story on either flank. I had weighted my attack on the left flank, and swept through. Jon's big push came on the right flank, but got held up, first by a Spawn that wouldn't die, and then by a Daemon Prince that took an extra turn to kill. By the time his attack made it thorough, supported by the deepstrikes, I had the rest of my army unengaged and ready to punch back.
It was great playing against Jon's army. They're beautifully painted and hold a really strong theme, all Primaris, in a style that's perfect for Raven Guard. Definitely not to be taken lightly - as no space marines are - which is brilliant to face.
For myself, I'm loving these new Cults. The Rubric Marines are now so manoeuvrable that small squads of them have real utility. Scarab Occult Terminators were always good and now they're better. I can also fling forward my Daemon Prince and not have to worry about losing my warlord (previously he'd need a trait to be really effective, so you have to take the gamble).
Much as I want to try out the other Cults, these three have captured my imagination. Cult of Time gives so much durability, and Cult of Duplicity is brilliant for throwing your enemy off-balance, and seizing board control. And - though not as flashy as the other two - Cult of Prophecy has given me a new dimension to the army: devastating long range firepower.
I'm very excited to play more with Thousand Sons. Looking back over last year, I was trying to master one style of attack: essentially throw the army forward and pressure the enemy. These new Cults open up a lot of new options.
It's a year of Change!
Blimey. That was quite a first turn to face down, and a very respectable amount of catching up! Go team cult...
ReplyDeleteSince the Space Marines got their new codex, I've found full throttle is the best way to go at them.
DeleteYikes. Very, very interesting to see what the new Thousand Sons can do - I think the Cult of Prophecy is a good addition to the other two: who needs The Scourged now you can do that? As we discussed after our game with the Space Wolves, those individual rerolls for Helbrutes are really good. And I love the deployment shenanigans and the un-killable DP! I wonder how I'll feel about all this in about 6 days time... :-)
ReplyDeleteYes, I think I've hit upon the three Cults that fit my playstyle the best.
DeleteAs for how they're fare against your lot. Well, my Thousand Sons have never beaten Death Guard...
That was a nice game. Interesting the pull back from the Raven guard after the hard hit first turn! Nice work to both!
ReplyDeleteThanks. This method of selecting three cards really helps you maximise VP when and where you need it. It also prevents having a turn where you get nothing at all. I'm in favour of it!
DeleteDid you build custom decks (down to 21 cards) or use the whole 36?
ReplyDeleteAlso if forced to pick, which cult would you go with?
We used the whole 36, but agreed we would discard any card that could have been scored from the start (if there were any) and auto-discard Domination and Priority Orders Received. I like the random element of not knowing what High Command are going to tell you, and I think reducing it down to just 21 cards takes away some of the fun.
DeleteGood question about the Cults. If I had to pick just one, it would be the Cult of Duplicity. The warlord trait and relic are solid, and the psychic power is the one that directly translates into VPs, and that's what wins games (it's also a lot of fun!)