It's time!
New rules, new detachments, new missions, but it's the same middle aged blokes throwing dice at each other as it ever was. Kraken here, ringing in the new with Kasfunatu. He hosted and picked the teams, trying out the Daemons under Belakor; I'm trying to shoot them before they reach me with Ultramarine-themed Crypt Angels.
I have to admit, I'm kind of excited!
Crypts Lorraine
Kas has given me an Armoured Spearhead, so I'm starting the new edition as I finished the old. 2000 points of ceramite-clad, gun-toting, tournament-ready Astartes, and I even kind of know what to do with them!
- Marneus Calgar - to earn command points and look good doing it
- The Wardens of Ultramar - a miscellany of marines and marine-adjacent do-gooders, quite a brick of wounds to add as a command option to help out a squad somewhere (here, the Intercessors)
- Biologis Apothecary - Beefs up the Aggressors with a relic granting them sustained hits on top of the lethals he already gives them
- Justiciar - here to lead the Bladeguard as usual, and giving them and their Land Raider a scout move with Tip of the Spear
- 5 Intercessors - hold objectives and shoot surprisingly hard
- 6 Aggressors - the bolter ones, shooty and punchy, camping in the Land Raider Redeemer
- 6 Bladeguard Veterans - bodyguarding the Justiciar
- 6 Eradicators - can and will do hideous things to large targets, flying around in the Stormraven today
- A Brutalis Dreadnaught - also in the Stormraven, can punch anything the Eradicators can't finish off
- A Land Raider - big steel death box
- A Land Raider Redeemer - big steel death box, extra hot flavour
- A Stormraven Gunship - big steel death box, now with wings
- 5 Scouts - I guess there were points left over, or maybe they can do an action at some point?
The detachment lets the troops spring out of the transports extra far. It's caught a couple of sensible nerfs since last I saw it, but coupled with Oath of Moment, it can put angry men with guns where they need to go at a rate of knots. It's a Take and Hold disposition, it wants to run out there and grab objectives.
Shadow Hax
Kas is trying out a blended detachment. This is a combo of Shadow Legion (Belakor's lot, lets you take Chaos Space Marines although he hasn't, gives all the daemons a god-appropriate bonus) and Cavalcade of Chaos (lets daemon Cavalry assault, shoot and charge).
- Belakor - the shadow boss himself, a huge melee beatstick with some nasty psychic shooting
- A Bloodthirster - yikes, you know what these can do
- A Fateskimmer on Screamer Chariot - leading a unit of 3 Screamers, it's got a bit of flexible anti-armour shooting and is fast
- A Rendmaster on Skull Throne - a Khorne chariot that can super-enhance one nearby Khorne unit's melee to appallingly violent levels
- A Skullmaster - a bigger-than-average Bloodletter on a Juggernaut, leading a big pack of his chunky pals
- A Bloodmaster - the foot soldier version, leading Bloodletters this time
- 10 Bloodletters - daemon infantry, fast and capable in melee but pretty frail
- 6 Bloodcrushers - very fast and very capable in melee, not remotely frail
- 3 Bloodcrushers - jeez there's more of them
- 3 Screamers - manta daemons with nasty bites
- 3 Screamers - more of the same
- 5 Flesh Hounds - Khorne dogs to go
- 5 Seekers - Slaaneshi cavalry daemons, here to represent their faction and hold objectives while other stuff does the killing
- 3 Nurglings - something had to make the Scouts look good
Mission
Kas has availed himself of some nice new footprints for the terrain. They look great! (coughcoughpaintyourruinsKas)
FIGHT
We set up, all hiding behind ruins as you'd expect. The Daemons got turn one and after that it was just all blood everywhere all the time.
The Bloodthirster sat in the main ruins, taunting me, with Belakor nearby to provide assistance. The Bloodletters managed an assault and charge to scrag the Scouts, who'd been hoping to grab the middle building - my silly fault, I could have left them in the backline and snuck them in later with their uppy-downy sneaking.
My turn saw everyone pile out of transports and try and fix this mess. And I did pretty well, Oath of Momenting the Bloodcrushers into bolognese and then clobbering the Nurglings too for good measure. But in the middle, the Bladeguard bit off more than they could chew.
Despite some good shooting, the Bloodthirster wasn't quite dead, so I'd rammed the Land Raider into it, chucked grenades from the Bladeguard and then charged. Belakor promptly counter-charged me and made it in, and then I whiffed the combat a bit to leave the Bloodthirster alive. It killed the Land Raider without apparently trying, Belakor wiped the Bladeguard, and then Marneus tried to lift the Bloodletters by himself and died as well.
That left me with a lot of problems - I wasn't on the middle like I needed to be, I was stuck down in a corner and missing a lot of valuable units. Kas made sure I stayed where I was, zipping more Daemons in from all directions and then smashing through the frontline with Belakor and the Bloodthirster, who pureed the Aggressors, Intercessors and Brutalis in short order.
Turn three, and I at least managed to Eradicate Belakor, but it was already too little, too late. Various Daemonic riders converged on my position, and we called it halfway through round three. Oof!Takeaways
It was pretty one-sided! So much so, there wasn't a lot of time to take in new rules and missions. What I saw, I liked, I have to say. Little tweaks to cover are a bit niggly but mostly common sense; several over-used strats like Overwatch and Tank shock feel more like useful options rather than essentials.
Fighting over scenery feels much nicer! I do have reservations about the mission system, though, I think some of them might be a bit uneven. This is apparently one such, according to online gurus of strategic wisdom, but I took such a beating in round one I didn't really get a chance to find out. Nothing to do with the mission at all, that, just the speed and ferocity of the Juggernaut cavalry.
My daughter came and rolled the dice for me for a bit (a mean insect was infesting her room, she couldn't sleep). The destruction of the Bloodcrushers was all her doing, and once she'd gone, my usual tepid dicing re-established itself pretty quickly. Plus ca change.
I will definitely be playing more. Trying to do it over the net didn't help me, I think, I misjudged distances a bit. Sticking the Scouts in the middle was silly too, but that's a matter of experience. Hats off to Kas, he certainly has a handle on the game already and explained changes and tactics admirably throughout. I already dread to think what he'll do with the Thousand Sons I'm painting for him!
More soon!










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