This week's battle report was another practice game for my White Scars list that I was planning to take to Caledonian Revolution against Innes' Space Marines army. This game was played at my house, the first game I have had there in a long time.
My army consisted of:
Scarblade Strike Force
Hunting Force
Khan- Moondrakken (with CS or K)
Command Squad- Bikes, Apothecary, 4 grav guns, 4 storm shields (CS)
6 Bikers- 2 grav guns, sergeant with meltabombs (BS1)
6 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
Attack Bike- Multimelta (AB)
6 Scout Bikers- 2 Grenades launchers, sergeant with meltabombs and homing beacon (SB)
Stormbringer Squadron
5 Scouts- bolt pistols, combat weapons, sergeant with meltabombs (S1)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS1)
Landspeeder- Multimelta, Typhoon Missile Launcher (L)
Combined Arms Detachment
Librarian- Bike, Hunter's Eye, Meltabombs, Mastery Level 2, Force Sword (with CS or L)
5 Scouts- Camo cloaks, sniper rifles (SS)
5 Scouts- Bolters, sergeant with meltabombs (S2)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS2)
3 Bikers- 2 meltaguns, sergeant with meltabombs (BS3)
3 Centurions- Grav cannons and grav amps, hurricane bolters (C)
Drop Pod (DP)
Stormtalon- TL assault cannon, Skyhammer missile launcher (ST)
My warlord trait was fixed with Khan (giving me re-rolls for morale and pinning tests and Scout moves for my bikes and transports). My Librarian rolled on the Librarius table and got The Emperor's Wrath, Veil of Time and Fury of the Ancients. I'm not wild about Fury, but Veil of Time is a solid power and the Emperor's Wrath can be useful.
Innes' army underwent some modifications since I last played him. The army consisted of:
Dark Angles CAD
Azrael (A)
Ezekiel (E)
5 Scouts- Bolters (S1)
5 Scouts- Bolters (S2)
Librarius Conclave
Tigirius (T)
Librarian 1- Mastery level 2, Bike, Force Axe (L1)
Librarian 2- Mastery level 2, Bike, Force Axe (L2)
Librarian 3- Mastery level 2, Bike, Force Stave (L3)
Librarian 4- Mastery level 2, Jump Pack, Force Axe (L4)
Allied Detachment
Pedro Kantor (PK)
5 Assault Centurions (AC)
5 Scouts- Bolters (S3)
Thunderfire Cannon (TC)
Inquisitor Detachment
Inquisitor Lord Coteaz- 3 servo-skulls (C)
His warlord was Azrael and chose Rapid Manoeuvre (+3" to charge and run moves). His many (many) psychic powers were:
Ezekiel- (Fulmination) Electrosurge, Electroshield, Magnetokinesis, Electrodisplacement
Tigirius- (Librarius) Emperor's Wrath, Veil of Time, Psychic Fortress, Might of Heroes
Librarian 1- (Telepathy) Psychic Shriek, Mental Fortitude, Terrify
Librarian 2- (Telepathy) Psychic Shriek, Dominate, Terrify
Librarian 3- (Telepathy) Psychic Shriek, Dominate, Terrify
Librarian 4- (Telepathy) Psychic Shriek, Dominate, Invisibility
Coteaz- (Telepathy) Psychic Shriek, Mental Fortitude, Hallucination
So Innes' army had lost the Imperial Knight and taken an additional Scout squad and some Dark Angels special characters. Again, the deathstar would be incredibly powerful. I had never played against servo skulls before and was interested to see how they would affect my army.
The psychic powers were incredibly powerful and would make the Deathstar practically invincible.
We rolled for ETC mission and got the Scouring as the Primary Mission and Deadlock as the Secondary mission (starting with 6 maelstrom cards on the first turn, 5 on the second, etc.). We set up the objectives as shown below:
Innes won the roll for deployment zone and chose the side with the Imperial Bunker. I won the roll for deployment and chose to go first.
I set up the Command Squad in the centre to go for the biggest threat first. The large bike unit went on my left flank, while the smaller 4-man squad went on the right flank. The sniper scouts went in the woods in the centre of my deployment zone. I decided to set up both Landspeeder Storms- the servo skulls would prevent me from Infiltrating much of the board, so it was probably best to deploy them on the table. I kept a unit of 6 bikers from the hunting force and the Scout bikers to Outflank (I was running out of space and wanted some units for late in the game objective grabbing).
Innes deployed his Thunderfire cannon on top of the bunker, while the deathstar containing the Centurions and characters went in front of the bunker. He infiltrated three units of scouts in front of my lines and deployed the three servo skulls in front of my battle lines.
For my hunting force, I chose the following targets:
Primary- Jump Pack Librarian
Secondary- Centurions
Tertiary- Thunderfire Cannon
Innes managed to seize the initiative (at +1 to seize with a re-roll he had a good chance of doing so). He used his Scout moves to move one scout unit forward, while the two other units retreated to the objectives. The servo skulls essentially shut down my Scout moves and I had nowhere to go.
TURN 1- SPACE MARINES
In the first game turn, Innes drew Objective 1, Objective 2, Objective 3, Objective 4, Big Game Hunter (destroy an enemy vehicle) and Overwhelming Firepower (destroy an enemy unit in the shooting phase).
One Scout unit moved up towards the White Scars command squad, the other two units moving up on the objectives. The Centurion unit advanced on the White Scars lines.
In the psychic phase, the warp blew strong, giving Innes 17 dice to my 3! He threw Electrodisplacement with 7 dice, which I failed to block. The front Scout unit and the deathstar switched places, practically right on top of my unit. He then cast Invisibility and Veil of Time on the unit.
One Librarian launched a psychic shriek at the attack bike, but he failed to roll high enough to damage it. Tigirius then launched the Emperor's Wrath at the closest Landspeeder Storm, but failed to damage the jinking skimmer.
In the shooting phase, the Inquisitor launched a psych-grenade at the command squad, wounding the Librarian, but the feel no pain roll saved him. The Thunderifre cannon attacked the Landspeeder Storm, glancing it twice and wrecking the vehicle.
In the assault phase, the Centurion unit launched an assault on the Command Squad, Sniper Scouts and the attack bike. The three squads fired at the squad in overwatch and managed to wound a single Librarian (I caused a few wounds, but the 4+ re-rollable invulnerable save blocked a lot of the shots).
The Scouts and attack bike struck at the Centurions, but a combination of Invisibility and re-rollable 2+ armour save kept them safe from harm. The psych-grenades forced Khan, two of the Command Squad and three scouts to target their own unit.
Azrael issued a challenge that Khan accepted. Khan was forced to attack his own squad, but fortunately caused no harm. Azrael struck at Khan, wounding him twice. The Space Marine forces struck, killing all of the Scouts, the attack bike, the Librarian and four of the Command Squad. My attacks back wounded one of the Librarians. I lost the combat and failed my morale test. I remained locked in combat and chose to hit and run towards the centre of the battlefield.
At the end of his turn, Innes chose to score Big Game Hunter and Objective 4 for 2 points and discarded Overwhelming Firepower (ETC missions only allow you to score 2 maelstrom cards per turn). He also scored 5 kill points.
TURN 1- WHITE SCARS
That was a brutal first turn. I would have to be incredibly lucky not to be tabled going up against that Deathstar for the remaining turns. . In my first turn, I drew Objective 2, Objective 5, No Prisoners (kill 3 enemy units), Witchhunter (kill an enemy psyker) and Supremacy (control at least 2 objectives and twice as many as your opponent).
The drop pod carrying the Centurions arrived, crashing to the ground besides the enemy Scouts on objective 4. The unit of bikers on the left flank moved to join them.
Khan led the last surviving member of the Command Squad up on objective 5, while the meltagun bikers moved to the side of the ruins to support them.
The meltagun bikers and the Command Squad opened fire on the scouts in front of them, killing 3 of the unit.
On the other flank, the second bike unit opened fire on the Scouts, killing three of the squad. The Centurions fired at the Thunderfire Cannon, killing the cannon with their grav guns. The hurricane bolters failed to harm the Techmarine. The Landspeeder fired its frag missiles at the third unit of scouts, killing one of the squad.
In the assault phase, the 6-man bike squad charged the two remaining scouts, wiping them out with their hammer of wrath attacks.
Khan and the veteran assaulted the Scout unit in front of them, the hammer of wrath attacks killing the unit once more.
At the end of my turn, I chose to score Supremacy and Objective 5, discarding Witchhunter. I also scored 2 kill points.
VICTORY POINTS:
Space Marines- 2 Maelstrom Points + 4 Kill Points
White Scars- 3 Maelstrom Points + 2 Kill Points
TURN 2- SPACE MARINES
This turn, Innes drew Objective 1, Objective 2, Objective 3, Objective 6 and Blood and Guts (destroy 2 units in the assault phase).
The large unit decided to break up and take on several targets at once. Azrael, Ezekiel and the jump pack librarian moved to engage the meltagun bikers. Kantor, Coteaz and a Librarian went after the scouts besides the woods. while the Centurions moved after the White Scars Centurions.
In the psychic phase, the power of the warp was strong once more as Innes rolled a 6 for the warp charge. He started by casting Invisibility on the Centurions. He then launched a psychic Shriek at Khan, but the single wound was saved.
He then rolled for Electrodisplacement on his Scouts near my Centurions. He succeeded on three dice. I rolled to deny and came up with three 6's. So close to blocking this game winning spell.
He then cast Veil of Time on Tigirius and his unit. Ezekiel then cast Electrosurge on the large biker unit, killing three of them. He then cast the Emperor's Will on the Command Squad, killing the last Veteran.
In the shooting phase, the Scouts fired at Khan, killing him with their bolters. The Assault Centurions fired their flamers at the White Scars Centurions causing one wound. Based on how my luck was going, I of course failed the 2+ armour save and one Centurion was wounded.
Kantor led a charge against the Scouts. The Scouts failed to wound them and were wiped out easily.
Azrael led his unit in a charge against the three bikers, easily wiping them out.
The assault Centurions launched a multiple charge on the Grav Centurions, drop pod and Landspeeder. They wiped out the speeder and Centurions with ease, but left the drop pod on a single hull point.
At the end of his turn, Innes scored Blood and Guts and Objective 3, as well as another 6 kill points. He discarded Objective 6.
TURN 2- WHITE SCARS
This turn, I drew Objective 2, Objective 3, Objective 4, No Prisoners and Behind Enemy lines (have unit in the enemy deployment zone).
The Stormtalon arrived, moving on to engage the Scouts that had killed Khan. I moved a Landspeeder Storm to grab objective 3, knowing it would die the following turn. The other Landspeeder moved after objective 2, turbo-boosting to get into range. The bikers moved away from the Centurions.
In the shooting phase, the Stormtalon fired at the Scouts, killing three of the squad and leaving one left.
At the end of my turn, I scored Objective 2 and Behind Enemy Lines for 2 points.
VICTORY POINTS:
Space Marines- 5 Maelstrom Points + 10 Kill Points
White Scars- 5 Maelstrom Points + 2 Kill Points
TURN 3- SPACE MARINES
This turn, Innes drew Objective 1, Objective 2, Objective 5 and Supremacy.
The Techmarine moved up on the Landspeeder Storm, while the Centurions went after the drop pod.
In the psychic phase, a Librarian launched a psychic shriek at the bikers, wiping the unit out. He then cast Invisibility on Azrael's unit.
Kantor threw a grenade at the Stormtalon, glancing it once (I did not think grenades could be through at zooming flyers, but apparently they can).
The Techmarine fired his flamer at the Landspeeder Storm, killing one scout and immobilising the skimmer. He then charged the vehicle, easily blowing it up and pinning the surviving Scouts.
The Centurions finished off the drop pod.
At the end of his turn, Innes scored Objective 1 and Supremacy for 3 points and gained another 2 kill points.
TURN 3- WHITE SCARS
This turn, I drew Hungry for Glory (issue a challenge), Blood and Guts (kill a unit in assault), Objective 3 and Objective 4.
The Scout Bikers arrived, outflanking to grab objective 3. The third unit of White Scars bikers also arrived, outflanking to go after the Techmarine.
The Scout Bikers fired at the last Scout in front of them, killing him. The bikers fired at the Techmarine, wounding him 4 times with their grav guns, but he passed all his cover saves. Their bolters did manage to wound him once. The Stormtalon fired at the Techmarine, killing him.
I scored objective 3 and discarded Blood and Guts. I also picked up 2 kill points.
VICTORY POINTS:
Space Marines- 8 Maelstrom Points + 12 Kill Points
White Scars- 6 Maelstrom Points + 4 Kill Points
TURN 4- SPACE MARINES
This turn, Innes drew Objective 2, Objective 5 and Assassinate.
Azrael led his unit up to the Scout Bikers, while the Centurions went after the Scouts on the Bunker.
In the psychic phase, a Librarian launched psychic shriek at the Scouts, but I managed to block the attempt. He then cast Electrosurge on the Stormtalon, but failed to hit it. Tigirius cast Invisibility on his unit, but periled in the process and died, wouding Azrael in the process. A Librarian then cast Veil of Time on the Centurion unit.
One of the marines threw a grenade at the Stormtalon, glancing it once more and destroying the flyer.
The Centurions charged the Scouts, wiping them out. Azrael charged the Scout Bikers, wiping them out in combat.
At the end of the turn, he scored objective 2 and Assassinate for 2 points and scored 3 kill points.
TURN 4- WHITE SCARS
This turn, I drew Objective 4, Hungry for Glory and Objective 1.
I turbo-boosted my last unit onto objective 4 and scored it for this turn.
VICTORY POINTS:
Space Marines- 10 Maelstrom Points + 15 Kill Points
White Scars- 7 Maelstrom Points + 5 Kill Points
I decided to call the game there, I had one unit left that would easily die next turn.
AFTER-BATTLE THOUGHTS
I hope Innes won't mind me saying, but that was one of the least enjoyable games of 40k I have ever played.
I would have called it quits after his first turn, but I wanted to get a least a few turns of play to make a decent length battle report and to see if I could pull something back or learn something. As it was, it was just an exercise in futility and didn't really improve any over the course of 4 turns.
There has been a lot of debate online about shifting worldscape being overpowered, but I think Electrodisplacement is just as strong. The ability to charge on the first turn with his deathstar thanks to the psychic power and the Scouts is just too powerful. I felt very much like a spectator in that game, my only job was to remove 2-5 of my units each turn and fail to even touch his invincible deathstar. Without that power, I don't think the army would be as strong as its mobility would be much more limited. As it is, he can use Electrodisplacement to move up to 18", then "conga-line" the unit to stay in coherence and have a threat range of about 4 feet!
On the first turn, it had a 2+ re-rollable armour save, a 4+ re-rollable invulnerable save and was Invisible. I don't think there is a single unit in the game that would have the ability to take that out, outside of a Stomp attack rolling a 6 (though I think the tournament rules comp it so that you can take invulnerable saves against these now). I should probably have conceded as soon as he seized the initiative and made things easier on myself. Given that he gets +1 to seize the initiative and a re-roll automatically, that means over a 50% chance of seizing.
It was a pretty hopeless game, but I may very well come up against something like that at Caledonian Revolution, so let see if there were any lessons to be learnt:
1. Servo-skulls are incredibly powerful. For the cost of 9 pts, his three servo skulls were able to entirely eliminate my Scout and Infiltration. Without the skulls I think I may have had a chance. I could have Scouted my army away from his infiltrating Scouts, possibly stopping a first turn charge. Unfortunately, there is no counter to servo skulls that I am aware of. They can deploy anywhere outside of my deployment zone and prevent Scouting or Infiltrating within 12".
2. My deployment was not ideal. Had I spread my units out a bit more, I would have limited the Deathstar to only charging a single unit and cut the damage down significantly.
3. I should have kept more units in reserve. Deploying only a token unit or two would have helped cut down my losses in the first and second turn. At the very least, reserving my Command Squad would have allowed me to target the non-Invisible units when the Deathstar split up and would have helped me rack up a few more kill points and victory points.
4. Sending the drop pod and Centurions after the Techmarine may have been a better choice. Had I been able to kill him in my first shooting phase, the Deathstar would have been unable to get to me for a couple of turns, where I could maybe had gotten some wounds off of them as they advanced (though difficult with Invisibility).
5. Losing the Stormtalon to grenades was just ridiculous. How they can be thrown at zooming flyers, I do not know. I chose not to Jink with the Stormtalon as I honestly didn't expect it to be taken out. Innes was able to roll a 6 to hit and a 5 or a 6 to damage two turns in a row!
I think that I may drop the Librarian from my list and replace him with a Chaplain. On his own, the Librarian does not really achieve much, especially against psychic heavy armies. The Chaplain would at least give the Command Squad a bit more punch in combat, in addition to another character with an invulnerable save.
Innes army is incredibly strong, but it completely reliant on getting the first turn for it to be successful. Had I been able to take the first turn, I would have almost annihilated his Centurions with my own grav centurions and grav command squad. Fortunately, with Coteaz and his re-rolls, he has a very good chance of getting first turn or seizing from his opponent.
What about the rest of you out there? Anything I could have done after turn 1 to improve my odds of winning?
My warlord trait was fixed with Khan (giving me re-rolls for morale and pinning tests and Scout moves for my bikes and transports). My Librarian rolled on the Librarius table and got The Emperor's Wrath, Veil of Time and Fury of the Ancients. I'm not wild about Fury, but Veil of Time is a solid power and the Emperor's Wrath can be useful.
Innes' army underwent some modifications since I last played him. The army consisted of:
Dark Angles CAD
Azrael (A)
Ezekiel (E)
5 Scouts- Bolters (S1)
5 Scouts- Bolters (S2)
Librarius Conclave
Tigirius (T)
Librarian 1- Mastery level 2, Bike, Force Axe (L1)
Librarian 2- Mastery level 2, Bike, Force Axe (L2)
Librarian 3- Mastery level 2, Bike, Force Stave (L3)
Librarian 4- Mastery level 2, Jump Pack, Force Axe (L4)
Allied Detachment
Pedro Kantor (PK)
5 Assault Centurions (AC)
5 Scouts- Bolters (S3)
Thunderfire Cannon (TC)
Inquisitor Detachment
Inquisitor Lord Coteaz- 3 servo-skulls (C)
His warlord was Azrael and chose Rapid Manoeuvre (+3" to charge and run moves). His many (many) psychic powers were:
Ezekiel- (Fulmination) Electrosurge, Electroshield, Magnetokinesis, Electrodisplacement
Tigirius- (Librarius) Emperor's Wrath, Veil of Time, Psychic Fortress, Might of Heroes
Librarian 1- (Telepathy) Psychic Shriek, Mental Fortitude, Terrify
Librarian 2- (Telepathy) Psychic Shriek, Dominate, Terrify
Librarian 3- (Telepathy) Psychic Shriek, Dominate, Terrify
Librarian 4- (Telepathy) Psychic Shriek, Dominate, Invisibility
Coteaz- (Telepathy) Psychic Shriek, Mental Fortitude, Hallucination
So Innes' army had lost the Imperial Knight and taken an additional Scout squad and some Dark Angels special characters. Again, the deathstar would be incredibly powerful. I had never played against servo skulls before and was interested to see how they would affect my army.
The psychic powers were incredibly powerful and would make the Deathstar practically invincible.
We rolled for ETC mission and got the Scouring as the Primary Mission and Deadlock as the Secondary mission (starting with 6 maelstrom cards on the first turn, 5 on the second, etc.). We set up the objectives as shown below:
Innes won the roll for deployment zone and chose the side with the Imperial Bunker. I won the roll for deployment and chose to go first.
I set up the Command Squad in the centre to go for the biggest threat first. The large bike unit went on my left flank, while the smaller 4-man squad went on the right flank. The sniper scouts went in the woods in the centre of my deployment zone. I decided to set up both Landspeeder Storms- the servo skulls would prevent me from Infiltrating much of the board, so it was probably best to deploy them on the table. I kept a unit of 6 bikers from the hunting force and the Scout bikers to Outflank (I was running out of space and wanted some units for late in the game objective grabbing).
Innes deployed his Thunderfire cannon on top of the bunker, while the deathstar containing the Centurions and characters went in front of the bunker. He infiltrated three units of scouts in front of my lines and deployed the three servo skulls in front of my battle lines.
For my hunting force, I chose the following targets:
Primary- Jump Pack Librarian
Secondary- Centurions
Tertiary- Thunderfire Cannon
Innes managed to seize the initiative (at +1 to seize with a re-roll he had a good chance of doing so). He used his Scout moves to move one scout unit forward, while the two other units retreated to the objectives. The servo skulls essentially shut down my Scout moves and I had nowhere to go.
TURN 1- SPACE MARINES
In the first game turn, Innes drew Objective 1, Objective 2, Objective 3, Objective 4, Big Game Hunter (destroy an enemy vehicle) and Overwhelming Firepower (destroy an enemy unit in the shooting phase).
One Scout unit moved up towards the White Scars command squad, the other two units moving up on the objectives. The Centurion unit advanced on the White Scars lines.
In the psychic phase, the warp blew strong, giving Innes 17 dice to my 3! He threw Electrodisplacement with 7 dice, which I failed to block. The front Scout unit and the deathstar switched places, practically right on top of my unit. He then cast Invisibility and Veil of Time on the unit.
One Librarian launched a psychic shriek at the attack bike, but he failed to roll high enough to damage it. Tigirius then launched the Emperor's Wrath at the closest Landspeeder Storm, but failed to damage the jinking skimmer.
In the shooting phase, the Inquisitor launched a psych-grenade at the command squad, wounding the Librarian, but the feel no pain roll saved him. The Thunderifre cannon attacked the Landspeeder Storm, glancing it twice and wrecking the vehicle.
In the assault phase, the Centurion unit launched an assault on the Command Squad, Sniper Scouts and the attack bike. The three squads fired at the squad in overwatch and managed to wound a single Librarian (I caused a few wounds, but the 4+ re-rollable invulnerable save blocked a lot of the shots).
The Scouts and attack bike struck at the Centurions, but a combination of Invisibility and re-rollable 2+ armour save kept them safe from harm. The psych-grenades forced Khan, two of the Command Squad and three scouts to target their own unit.
Azrael issued a challenge that Khan accepted. Khan was forced to attack his own squad, but fortunately caused no harm. Azrael struck at Khan, wounding him twice. The Space Marine forces struck, killing all of the Scouts, the attack bike, the Librarian and four of the Command Squad. My attacks back wounded one of the Librarians. I lost the combat and failed my morale test. I remained locked in combat and chose to hit and run towards the centre of the battlefield.
At the end of his turn, Innes chose to score Big Game Hunter and Objective 4 for 2 points and discarded Overwhelming Firepower (ETC missions only allow you to score 2 maelstrom cards per turn). He also scored 5 kill points.
TURN 1- WHITE SCARS
That was a brutal first turn. I would have to be incredibly lucky not to be tabled going up against that Deathstar for the remaining turns. . In my first turn, I drew Objective 2, Objective 5, No Prisoners (kill 3 enemy units), Witchhunter (kill an enemy psyker) and Supremacy (control at least 2 objectives and twice as many as your opponent).
The drop pod carrying the Centurions arrived, crashing to the ground besides the enemy Scouts on objective 4. The unit of bikers on the left flank moved to join them.
Khan led the last surviving member of the Command Squad up on objective 5, while the meltagun bikers moved to the side of the ruins to support them.
The meltagun bikers and the Command Squad opened fire on the scouts in front of them, killing 3 of the unit.
On the other flank, the second bike unit opened fire on the Scouts, killing three of the squad. The Centurions fired at the Thunderfire Cannon, killing the cannon with their grav guns. The hurricane bolters failed to harm the Techmarine. The Landspeeder fired its frag missiles at the third unit of scouts, killing one of the squad.
In the assault phase, the 6-man bike squad charged the two remaining scouts, wiping them out with their hammer of wrath attacks.
Khan and the veteran assaulted the Scout unit in front of them, the hammer of wrath attacks killing the unit once more.
At the end of my turn, I chose to score Supremacy and Objective 5, discarding Witchhunter. I also scored 2 kill points.
VICTORY POINTS:
Space Marines- 2 Maelstrom Points + 4 Kill Points
White Scars- 3 Maelstrom Points + 2 Kill Points
TURN 2- SPACE MARINES
This turn, Innes drew Objective 1, Objective 2, Objective 3, Objective 6 and Blood and Guts (destroy 2 units in the assault phase).
The large unit decided to break up and take on several targets at once. Azrael, Ezekiel and the jump pack librarian moved to engage the meltagun bikers. Kantor, Coteaz and a Librarian went after the scouts besides the woods. while the Centurions moved after the White Scars Centurions.
In the psychic phase, the power of the warp was strong once more as Innes rolled a 6 for the warp charge. He started by casting Invisibility on the Centurions. He then launched a psychic Shriek at Khan, but the single wound was saved.
He then rolled for Electrodisplacement on his Scouts near my Centurions. He succeeded on three dice. I rolled to deny and came up with three 6's. So close to blocking this game winning spell.
So close! I almost had a chance to get back in the game. |
He then cast Veil of Time on Tigirius and his unit. Ezekiel then cast Electrosurge on the large biker unit, killing three of them. He then cast the Emperor's Will on the Command Squad, killing the last Veteran.
In the shooting phase, the Scouts fired at Khan, killing him with their bolters. The Assault Centurions fired their flamers at the White Scars Centurions causing one wound. Based on how my luck was going, I of course failed the 2+ armour save and one Centurion was wounded.
Kantor led a charge against the Scouts. The Scouts failed to wound them and were wiped out easily.
Azrael led his unit in a charge against the three bikers, easily wiping them out.
The assault Centurions launched a multiple charge on the Grav Centurions, drop pod and Landspeeder. They wiped out the speeder and Centurions with ease, but left the drop pod on a single hull point.
At the end of his turn, Innes scored Blood and Guts and Objective 3, as well as another 6 kill points. He discarded Objective 6.
TURN 2- WHITE SCARS
This turn, I drew Objective 2, Objective 3, Objective 4, No Prisoners and Behind Enemy lines (have unit in the enemy deployment zone).
The Stormtalon arrived, moving on to engage the Scouts that had killed Khan. I moved a Landspeeder Storm to grab objective 3, knowing it would die the following turn. The other Landspeeder moved after objective 2, turbo-boosting to get into range. The bikers moved away from the Centurions.
In the shooting phase, the Stormtalon fired at the Scouts, killing three of the squad and leaving one left.
At the end of my turn, I scored Objective 2 and Behind Enemy Lines for 2 points.
VICTORY POINTS:
Space Marines- 5 Maelstrom Points + 10 Kill Points
White Scars- 5 Maelstrom Points + 2 Kill Points
TURN 3- SPACE MARINES
This turn, Innes drew Objective 1, Objective 2, Objective 5 and Supremacy.
The Techmarine moved up on the Landspeeder Storm, while the Centurions went after the drop pod.
In the psychic phase, a Librarian launched a psychic shriek at the bikers, wiping the unit out. He then cast Invisibility on Azrael's unit.
Kantor threw a grenade at the Stormtalon, glancing it once (I did not think grenades could be through at zooming flyers, but apparently they can).
The Techmarine fired his flamer at the Landspeeder Storm, killing one scout and immobilising the skimmer. He then charged the vehicle, easily blowing it up and pinning the surviving Scouts.
The Centurions finished off the drop pod.
At the end of his turn, Innes scored Objective 1 and Supremacy for 3 points and gained another 2 kill points.
TURN 3- WHITE SCARS
This turn, I drew Hungry for Glory (issue a challenge), Blood and Guts (kill a unit in assault), Objective 3 and Objective 4.
The Scout Bikers arrived, outflanking to grab objective 3. The third unit of White Scars bikers also arrived, outflanking to go after the Techmarine.
The Scout Bikers fired at the last Scout in front of them, killing him. The bikers fired at the Techmarine, wounding him 4 times with their grav guns, but he passed all his cover saves. Their bolters did manage to wound him once. The Stormtalon fired at the Techmarine, killing him.
I scored objective 3 and discarded Blood and Guts. I also picked up 2 kill points.
VICTORY POINTS:
Space Marines- 8 Maelstrom Points + 12 Kill Points
White Scars- 6 Maelstrom Points + 4 Kill Points
TURN 4- SPACE MARINES
This turn, Innes drew Objective 2, Objective 5 and Assassinate.
Azrael led his unit up to the Scout Bikers, while the Centurions went after the Scouts on the Bunker.
In the psychic phase, a Librarian launched psychic shriek at the Scouts, but I managed to block the attempt. He then cast Electrosurge on the Stormtalon, but failed to hit it. Tigirius cast Invisibility on his unit, but periled in the process and died, wouding Azrael in the process. A Librarian then cast Veil of Time on the Centurion unit.
One of the marines threw a grenade at the Stormtalon, glancing it once more and destroying the flyer.
The Centurions charged the Scouts, wiping them out. Azrael charged the Scout Bikers, wiping them out in combat.
At the end of the turn, he scored objective 2 and Assassinate for 2 points and scored 3 kill points.
TURN 4- WHITE SCARS
This turn, I drew Objective 4, Hungry for Glory and Objective 1.
I turbo-boosted my last unit onto objective 4 and scored it for this turn.
VICTORY POINTS:
Space Marines- 10 Maelstrom Points + 15 Kill Points
White Scars- 7 Maelstrom Points + 5 Kill Points
I decided to call the game there, I had one unit left that would easily die next turn.
End of the game. |
AFTER-BATTLE THOUGHTS
I hope Innes won't mind me saying, but that was one of the least enjoyable games of 40k I have ever played.
I would have called it quits after his first turn, but I wanted to get a least a few turns of play to make a decent length battle report and to see if I could pull something back or learn something. As it was, it was just an exercise in futility and didn't really improve any over the course of 4 turns.
There has been a lot of debate online about shifting worldscape being overpowered, but I think Electrodisplacement is just as strong. The ability to charge on the first turn with his deathstar thanks to the psychic power and the Scouts is just too powerful. I felt very much like a spectator in that game, my only job was to remove 2-5 of my units each turn and fail to even touch his invincible deathstar. Without that power, I don't think the army would be as strong as its mobility would be much more limited. As it is, he can use Electrodisplacement to move up to 18", then "conga-line" the unit to stay in coherence and have a threat range of about 4 feet!
On the first turn, it had a 2+ re-rollable armour save, a 4+ re-rollable invulnerable save and was Invisible. I don't think there is a single unit in the game that would have the ability to take that out, outside of a Stomp attack rolling a 6 (though I think the tournament rules comp it so that you can take invulnerable saves against these now). I should probably have conceded as soon as he seized the initiative and made things easier on myself. Given that he gets +1 to seize the initiative and a re-roll automatically, that means over a 50% chance of seizing.
It was a pretty hopeless game, but I may very well come up against something like that at Caledonian Revolution, so let see if there were any lessons to be learnt:
1. Servo-skulls are incredibly powerful. For the cost of 9 pts, his three servo skulls were able to entirely eliminate my Scout and Infiltration. Without the skulls I think I may have had a chance. I could have Scouted my army away from his infiltrating Scouts, possibly stopping a first turn charge. Unfortunately, there is no counter to servo skulls that I am aware of. They can deploy anywhere outside of my deployment zone and prevent Scouting or Infiltrating within 12".
2. My deployment was not ideal. Had I spread my units out a bit more, I would have limited the Deathstar to only charging a single unit and cut the damage down significantly.
3. I should have kept more units in reserve. Deploying only a token unit or two would have helped cut down my losses in the first and second turn. At the very least, reserving my Command Squad would have allowed me to target the non-Invisible units when the Deathstar split up and would have helped me rack up a few more kill points and victory points.
4. Sending the drop pod and Centurions after the Techmarine may have been a better choice. Had I been able to kill him in my first shooting phase, the Deathstar would have been unable to get to me for a couple of turns, where I could maybe had gotten some wounds off of them as they advanced (though difficult with Invisibility).
5. Losing the Stormtalon to grenades was just ridiculous. How they can be thrown at zooming flyers, I do not know. I chose not to Jink with the Stormtalon as I honestly didn't expect it to be taken out. Innes was able to roll a 6 to hit and a 5 or a 6 to damage two turns in a row!
I think that I may drop the Librarian from my list and replace him with a Chaplain. On his own, the Librarian does not really achieve much, especially against psychic heavy armies. The Chaplain would at least give the Command Squad a bit more punch in combat, in addition to another character with an invulnerable save.
Innes army is incredibly strong, but it completely reliant on getting the first turn for it to be successful. Had I been able to take the first turn, I would have almost annihilated his Centurions with my own grav centurions and grav command squad. Fortunately, with Coteaz and his re-rolls, he has a very good chance of getting first turn or seizing from his opponent.
What about the rest of you out there? Anything I could have done after turn 1 to improve my odds of winning?
Oh wow. Well if Innes was to show you some of the worst cheese you might face then that job was done very well. Grim. I can understand not really enjoying the game.
ReplyDeleteHe actually won a local tournament recently. In all three games he went first, so he won all three games.
DeleteIt was slightly more nuanced than that, one game went to turn 7! Although I did win a game before my opponent could take his turn 1.. I see your point.
DeleteI am not entirely shocked by this. Not the sort of army I would play against.if you know I got a game in...
DeleteI definitely think it is an army that needs first turn Innes. If I had gone first, my grav command squad and grav centurions would most likely have gutted most of the deathstar before you could get Invisibility and Veil of Time up.
DeleteIt's always difficult with two such tournament armies, whoever gets first turn is going to have a distinct advantage. It would not have been a fun game for you if I had gone first (as evidenced by our last game with your previous list).
Any advice for me if I was to face the list again? (other than going first obviously!)
Wow, what a game. I can see how that would not be a lot of fun to play against unless you know how to deal with it and have the tools to do so.
ReplyDeleteIn all fairness, this is a list meant to win a tournament with, so fluff and fun for the opponent is of secondary consideration imo. So, good job on building that list Innes.
If I was to play against it I wouldn't expect to do much better. I'd definitely give the reserves idea a go, something that recently worked well for me against Eldar. You do need to have a strong anchor though, to not get tabled T1. I included a Culexus in Ruins together with 2 Raven Guard Scout squads (2+ cover save in ruins T1) spread out over my deployment zone.
Dropping the Cents on top of the Techmarine would have been a very good idea like you said.
I believe it's also important to wipe out his Scout squads completely to prevent the Electrodisplacement.
Other than that I think you did as well as you could. Next game should be closer simply because now you know how Innes' list works.
PS: If it's any consolation I did enjoy the batrep nonetheless, so thanks!
Oh some more, sorry for spamming:
ReplyDelete- I see you always buy the astartes grenade launchers for your scout bikers - how you like them? They look to lackluster on paper, so I never bought them so far
- I like the chaplain idea, and at the very least would drop a mastery level from your libby to buy something else. Regarding the psychic phase I often read "go big or go home" - and with demons and elder running around, and now the conclave, one might as well not even bother
- and lastly, do you have any batreps Innes? :D What were the armies you faced at the tourney, and who managed to hold you to 7 turns with that abomination? :D
I like the grenade launchers on the scout bikers. The S6 rapid fire shots are great if you can get to the side or rear of a tank, adding another use for them. Four small blasts at rapid fire range can be pretty handy too!
DeleteFor my list, I have removed the Librarian entirely and just gone for the Chaplain. He can further boost the command squad or add to another unit.
Innes was talking about putting together some stuff for Caledonian Revolution, maybe even taking some notes for battle reports. Perhaps I can convince him to do some guest posts for me?
I have a blog, but it's not worth mentioning at the moment. Michael's posts are simultaneously inspiring and daunting, with regards to doing my own. I intend on writing up a sort of tournament report on Eye over Scotland, and I'll link that here if Michael's okay with it
DeleteInnes I'd be really interested in learning how your list has evolved since this time, with all the Psychic Abominations running around
DeleteI would have deployed one or two of the bike squads to mitigate the first turn charge. Had you deployed one unit across your frontline in a:_ _ _ _ _ _ fashion. Bike bases being about 3" long with a small gap between the bases would have given you about a 2' block that he wouldn't have been able to charge through. You'd have lost the squad, but mitigated the damage considerably.
ReplyDeleteOther than that though marine pyschic deathstars are brutal and not an army in looking forward to playing against at cally.
Thanks for the tip, I hadn't considered that!
DeleteIt's a pity I won't have time to play his army again before Cale, would like to have another go at it.
That is really clever, I'll have to remember that
DeleteThe one problem with that is the unit that I'm using can be any one of three squads to swap to, so I have some flexibility in that front, my game 3 opponent at EOS tried something simulator but it's not always the most efficient use of units
DeleteAlso worth noting, with the inclusion of scout moves after seize rolls in the latest ETC faq, you could redeploy after knowing that you lost the initiative to mitigate the damage. If you had moved directly back from the scout squad, he may not have been able to get the charge off.
ReplyDeleteI would have done this, but the servoskulls stopped me from scouting or infiltrating in range.
DeleteBy our understanding, as he was within 12'' of the servo skulls during deployment he couldn't make a scout move 'can't make a scout move within 12'' of the servo skulls' and since he would have been within 12'' during the scout move he couldn't actually declare he was making one
DeleteAh, I couldn't see that he was within 12" during deployment.
DeleteYeah, it's really annoying as there is not really a counter to it. He can deploy them just outside my deployment zone and just shut down the entire army's Scout moves.
DeleteLooking at the rules for servo skulls, it opens a bit of a can of worms from rules as written. As it is, if they are deployed on your deployment line and then you deploy within 6" of them, are they the counted as destroyed before the game starts? As you are within 6". However you haven't moved there. Further to this, there is nothing in the rules preventing a unit within 12" from making a scout move. You cant use a scout move to move within 12", but it states nothing about units deployed within 12". Cant see anything about it on the ETC FAQ.
DeleteHaving never played against servo skulls before, I wasn't too sure about the interpretation of the rules. It would be good if I was still allowed to scout, but not move closer to them.
DeleteOn the first point, they were 6.1 inches away so as not to instantly destroyed, on the second it's an interpretation thing I suppose. Could probably do with a clarification
DeleteA couple of things that trouble me about Coteaz... (unless I'm missing an update).
ReplyDelete1. He can't roll on the Telepathy table.
2. He doesn't have Psychotroke grenades, so in the turn 1 assault Khan wouldn't hit his own unit. Psykout grenades are different.
3. He can't take Servo Skulls.
Innes might need to recheck his list.
1 - Coteaz can roll on telepathy
Delete2 and 3 - The other inquisitor has these
Yeah, I made an error with your list, didn't realise you had the two inquisitors on it.
DeleteWhy would anyone play games like this, this doesn't seem fun. Tournaments seem like fun killers and clearly don't represent the world of 40k, story/fluff wise at all. Totally not my bag, though I'm glad other people enjoy it and I'm not forced to play this way.
ReplyDeleteSome tournaments are not fun at times, when you come up against a list you simply can't beat or in a really bad mission match up. They are not all like that though, some games provide a really good tactical challenge and are a lot of fun to play.
DeleteI wouldn't necessarily say that 'games like this' only happen at tournaments/on a competitive level. If you get a bad matchup say, play with CSM against Tau or Eldar it can just as likely end up un-fun for at least one player. Or if one player is simply more practiced/better. If I go to a tournament I go there to win, and building the best list within the confines of the tournament rule set is part of the fun to me. There are plenty of CAD only/no superheavies tourneys around here at least.
ReplyDeleteLastly, I try to adjust the power level of my lists depending on whom I play outside of tournaments. Because the best games are the ones that are decided in the last turn imo.
Hi, been reading your blog for a few weeks, great stuff. I am going to Cally with a Ravenwing army, went last year with necrons and lost two of my games to centurion death stars (the shooty variety). The other 3 games were fun... I seem to hit the lower mid table in the tournaments I have been to so not the best player ever so take my comments with that in mind!
ReplyDeleteThe psychic death stars are the sole reason that this year I'm taking a culexus - only had a few practice games with him but just having a chance to remove invisibility off a death star is worth it, will see how it turns out. Not all the lists at Cally are uber nasty, but there are quite a few of them.
Regarding the game and your list, I guess I would try reserving everything, apart from maybe a squad of scouts deep in your deployment zone that he can't get to. Then try and stay alive and score maelstrom by spreading out as much as you can, and hope his Libby with invisibility perils himself to death...a small hope! Not sure what else you can do against a list like this, just try to deny him easy kills. There is no way to take on the death star with all its buffs up.
Cheers bumkrak (great name), glad you are enjoying the blog. I hope you do well with your Ravenwing, they are one of my favourite armies.
DeleteI only thought about taking a Culexus after I submitted my list. Will need to keep it in mind for next year!
I think you are right with your suggestions. Reserve a lot of my army and go for the maelstrom points and end of game objectives, there is no point trying to take on a deathstar head on most of the time.
Be sure to say hi at Cally if you happen to see me (or see my army most likely).
By the way I'm just reading the inquisition codex. Doesn't say anywhere that coteaz can take servo skulls
ReplyDeleteYeah, that was my mistake. Innes actually had Coteaz and a second Inquisitor, I copied his army list down wrong.
Delete