Thursday, 13 June 2019

Rapid Strike Tournament: Game 5- Deathwatch vs T'au

The final game of the day at the Rapid Strike 40k tournament would see my Deathwatch take on Chris' T'au on the top table. 

This mission was Cloak and Shadows. In this mission, we get three cards per turn, but keep your cards secret from your opponent until you score them. 

My army consisted of:
Patrol Detachment (Deathwatch)
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol, Castellan of the Black Vault, The Beacon Angelis
Kill Team- 7 Veterans with Storm Bolters, Chainswords and 2 Storm Shields, Terminator with Storm Bolter and Power Fist, Vanguard Veteran with Storm Shield and Bolt Pistol, Biker with Twin Boltgun. 
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
6 Bikers- Sergeant with Storm Bolter and Storm Shield, Twin Bolters, Chainswords
Razorback- Twin Lascannon, Storm Bolter

I get 6 command points for the army thanks to the tournament special rules.

Chris' army consisted of:
Patrol Detachment (T'au, Viorla)
Coldstar Commander- Airbursting Fragmentation Launcher, 2 Fusion Blasters, Shield Generator
Ethereal- Academic Luminary (warlord trait), Equalisers,
Shield Drone
10 Breachers- Pulse Blasters
10 Kroot- Kroot Rifles
3 Crisis Suits- 4 Plasma Rifles, 2 Shield Generators, 2 Cyclic Ion Blasers, Advancing Targeting System
6 Gun Drones
6 Stealth Suits- 6 Burst Cannons, Advanced Targeting Systems
8 Pathfinders- 5 Markerlights, 3 Rail Rifles, Pulse Carbines
Piranha- Burst Cannons, 2 Gun Drones
Devilfish- Burst Cannons, 2 Gun Drones

A mixed T'au army with a lot of firepower. I was going to have to hope my power armour could keep me safe for long enough to hit the T'au lines hard with my own firepower and combat prowess.

Tuesday, 11 June 2019

Rapid Strike Tournament: Game 4- Deathwatch vs Black Templars Space Marines

The fourth game of the Rapid Strike 40k tournament saw my Deathwatch taking on Alex's Black Templars Space Marines. 

This game was Spoils of War. In this mission, you get three cards per turn. You cannot discard any "Secure Objective X" cards and your opponent can score any of these cards in your hand at the end of the turn. 

My army consisted of:
Patrol Detachment (Deathwatch)
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol, Castellan of the Black Vault, The Beacon Angelis
Kill Team- 7 Veterans with Storm Bolters, Chainswords and 2 Storm Shields, Terminator with Storm Bolter and Power Fist, Vanguard Veteran with Storm Shield and Bolt Pistol, Biker with Twin Boltgun. 
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
6 Bikers- Sergeant with Storm Bolter and Storm Shield, Twin Bolters, Chainswords
Razorback- Twin Lascannon, Storm Bolter

As per the tournament rules, I would have 6 command points to spend.

Alex's army consisted of:
Patrol Detachment (Space Marines, Black Templars)
Chapter Master- Terminator Armour, Thunder Hammer, the Shield Eternal, Iron Resolve
10 Primaris Intercessors- Bolt Rifles, Bolt Pistol, Auxiliary Grenade Launcher
10 Terminators- 3 Thunder Hammers and Storm Shields, Pairs of Lightning Claws
10 Terminators- Storm Bolters, Power Fists, Power Sword

A small, elite force, mostly consisting of Terminators. When was the last time you saw that many Terminators in a tournament army? The Black Templars chapter tactics gave re-rolls to charge moves, which should help the Terminators get into combat. Alex spent 3 of his 6 CP to make a Chapter Master of his Captain, giving him full re-rolls to hit.

Friday, 7 June 2019

Rapid Strike Tournament: Game 3- Deathwatch vs Drukhari

Game 3 of the 40k Rapid Strike tournament saw my Deathwatch take on a tough Drukhari force featuring a ton of Grotesques and Talos engines. 

This game was Tactical Escalation, where you get one card on turn 1, two cards on turn 2, etc. This means you need to keep your army alive for longer in order to grab the objectives later in the game. 

My army consisted of:
Patrol Detachment (Deathwatch)
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol, Castellan of the Black Vault, The Beacon Angelis
Kill Team- 7 Veterans with Storm Bolters, Chainswords and 2 Storm Shields, Terminator with Storm Bolter and Power Fist, Vanguard Veteran with Storm Shield and Bolt Pistol, Biker with Twin Boltgun. 
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
6 Bikers- Sergeant with Storm Bolter and Storm Shield, Twin Bolters, Chainswords
Razorback- Twin Lascannon, Storm Bolter

Joe's army consisted of:
Patrol Detachment (Drukhari, Haemonculus Coven)
Haemonculus- Diabolical Soothsayer, Electrocorrosive whip, Stinger Pistol, The Vexator Mask
7 Wracks- Acothyst, Haemonculus Tools
9 Grotesques- Monstrous Cleavers, Flesh Gauntlet
5 Mandrakes- Baleblast, Glimmersteel Blade
5 Scourges- Haywire Blasters, Shardcarbine
3 Talos- Chain Flails, Macro Scalpels, 2 Haywire Blasters each
Venom- Bladevanes, Flickerfield, Night Shield, 2 Splinter Cannons

A combat-heavy army with a lot of Haywire firepower for taking on my one tank. Much of the army would have a 4+ invulnerable save, so my high AP rounds were of little use in this game. However, the Hellfire Bolts would prove invaluable to taking on the tough Drukhari units. I would need to hope that my superior firepower could make a dent in the enemy army before they get to my lines.

Thursday, 6 June 2019

Rapid Strike Tournament: Game 2- Deathwatch vs Black Legion Chaos Space Marines

Game 2 of Rapid Strike would see my Deathwatch take on Khyl's Black Legion Chaos Space Marine army in the Contact Lost maelstrom of war mission. In this mission, you get one card to start with, then draw one card for each objective you hold (up to 6) from turn 2 onwards. 

My army consisted of:
Patrol Detachment (Deathwatch)
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol, Castellan of the Black Vault, The Beacon Angelis
Kill Team- 7 Veterans with Storm Bolters, Chainswords and 2 Storm Shields, Terminator with Storm Bolter and Power Fist, Vanguard Veteran with Storm Shield and Bolt Pistol, Biker with Twin Boltgun. 
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
6 Bikers- Sergeant with Storm Bolter and Storm Shield, Twin Bolters, Chainswords
Razorback- Twin Lascannon, Storm Bolter

Khyl's army consisted of:
Patrol Detachment (Black Legion)
Lord Discordant- Helstalker, Autocannon, Mark of Tzeentch, Indomitable
Master of Possession- Cursed Earth, Force Stave, Infernal Power, Mark of Tzeentch
10 Cultists- Autoguns
10 Chaos Space Marines- Mark of Slaanesh, Bolters, Autocannon
Greater Possessed- Mark of Slaanesh
Forgefiend- 2 Hades Autocannons, Daemon Jaws, Mark of Tzeentch
2 Obliterators- Mark of Tzeentch

Auxiliary Support Detachment (Chaos Space Marines)
Sorcerer- Terminator Armour, Combi-Bolter, Force Stave, Warptime, Weaver of Fates, Mark of Tzeentch

A Chaos force with a lot of infantry. The army featured a number of units from Vigilus that I had not faced yet. The Lord Discordant could prove to be a tough proposition, as could the Obliterators. It was a great looking Chaos army, and actually came in second in the best painted army competition. 

Wednesday, 5 June 2019

Rapid Strike Tournament: Game 1- Deathwatch vs Astra Militarum

The first 40k battle report from Rapid Strike 3.1 saw my Deathwatch take on James' Astra Militarum army in the Cleanse and Capture maelstrom of war mission. This was the standard 3 cards per turn maelstrom mission. 

My army consisted of:
Patrol Detachment (Deathwatch)
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol, Castellan of the Black Vault, The Beacon Angelis
Kill Team- 7 Veterans with Storm Bolters, Chainswords and 2 Storm Shields, Terminator with Storm Bolter and Power Fist, Vanguard Veteran with Storm Shield and Bolt Pistol, Biker with Twin Boltgun. 
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
6 Bikers- Sergeant with Storm Bolter and Storm Shield, Twin Bolters, Chainswords
Razorback- Twin Lascannon, Storm Bolter

James' army consisted of:
Patrol Detachment (Astra Militarum, Cadian)
Vigilus Defiant Emperor's First Tank Company
Tank Commander- Battle Cannon, 3 Heavy Bolters, Heavy Stubber, Old Grudges (warlord trait), Hammer of Sunderance (Relic)
Tempestor Prime- Chainsword, Command Rod
Infantry Squad- Mortar, Lasguns
Tempestus Scions- 4 Plasma Guns, Hotshot Lasguns
Tempestus Command Squad- 4 Plasma Guns
Hellhound- Heavy Flamer
Leman Russ- Battle Cannon, 3 Heavy Bolters, Heavy Stubber
Wyvern- Stormshard Missile Launcher, Heavy Bolter
Taurox Prime- Taurox Gatling Cannon, 2 Autocannons

A vehicle-heavy army for my first game, not what I was looking for! This could be a tough contest, as I didn't have a lot of firepower to take on the Leman russ tanks. Hopefully, I could hide from their firepower for a while and take on the weaker infantry elements. The Tempestus units could also be a problem, with a lot of Plasma firepower to take out my Marines.

Monday, 3 June 2019

Rapid Strike Tournament- Army Overview and Tournament Format

Welcome to my army overview from the Rapid Strike 3.1 tournament that I recently attended. This was a one-day, 5 games, 1000 pts tournament held in Reading. Each mission would be maelstrom of war, and had some tight restrictions for army selection. 

At Rapid Strike, armies can consists of a single Patrol Detachment, with up to one auxiliary support detachment. The armies were "highlander" format, so each unit selection can only be used once in the army. Unit entries that were allowed multiple units per force organisation slot, such as Leman Russ battle tank squadrons, were only allowed to take a single unit in each case. Marine units were still allowed to combat squad. 

Each army also started with 6 CP instead of 3 to make up for the limited detachment selections. However, players could not use a command re-roll stratagem with their CP. Instead, players received 5 free command point re-rolls that could be used over the course of the 5 games. That was it, only 5 CP re-rolls for the entire day! 

This sounded like a fun format to try. I'm a big fan of maelstrom of war missions, and liked the army choice restrictions. I figured the Deathwatch would be a nice force to take to the event. The additional wargear choices for units and the special issue ammunition should allow me to deal with a wide range of threats I could deal with. That and the fact there would be no Imperial Knights meant I was looking forward to this one. 

My army consisted of:
Patrol Detachment (Deathwatch)
Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol, Castellan of the Black Vault, The Beacon Angelis
Kill Team- 7 Veterans with Storm Bolters, Chainswords and 2 Storm Shields, Terminator with Storm Bolter and Power Fist, Vanguard Veteran with Storm Shield and Bolt Pistol, Biker with Twin Boltgun. 
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
6 Bikers- Sergeant with Storm Bolter and Storm Shield, Twin Bolters, Chainswords
Razorback- Twin Lascannon, Storm Bolter

Wednesday, 29 May 2019

Hobby Update 29/05/19- Genestealer Cults Atalan Jackals Complete

Today's Hobby Update sees my completed Atalan Jackals unit for my Genestealer Cults army. This unit has been armed with Shotguns, a grenade launcher and demolition charges. This should provide a mobile unit for the army, with some decent firepower. 

Here are some WIP shots of the models. 




Saturday, 25 May 2019

Deathwatch Tactics- Special Issue Ammunition vs Bolter Discipline

The recent FAQ removed the ability of Deathwatch units to use Special Issue Ammunition and the new Bolter Discipline rule in combination. This has led many Deathwatch players to ask which is better to use in which situation? I've run the numbers and here is a rough guide to what Bolter type to use against a variety of foes. 

In each of the tables below, the average number of unsaved wounds caused is listed for each ammunition type against a range of common model types. Each example assumes that the shots are being made out of rapid fire range, so single shot for SIA and two shots for Bolter Discipline. In addition, the effects of re-rolls (Watch Master, Watch Captain or Mission Tactics) are not taken into account. It also assumes the unit did not move, in order to gain the benefit of Bolter Discipline.

In the section for Hellfire bolts, the first number is for vehicles, while the second number is for monsters.

EDIT- This information only applies at long range and not at rapid fire range, where Bolter Discipline has no effect. I did not feel the need to spell this out, but a lot of people have been commenting to point this out in other groups that SIA is better at rapid fire range. I didn't feel this was necessary to specifically point out as I thought it was an obvious conclusion, but do so now just in case there was any confusion. 

Deathwatch Veterans
The examples below assumes 5 Deathwatch Veterans armed with Bolters. 
As can be seen from the table, the Bolter Discipline is better or equal to Vengeance Bolts in almost all situations. Only for models that are T5 or above (and not vehicles) are the Hellfire shells a better option. Once you factor in re-rolls, the Bolter Discipline is superior, simply due to a higher number of shots, so more chance of getting to use re-rolls. 

Monday, 20 May 2019

40k Video Battle Report- Deathwatch vs Tau

Today I have another video battle report for you. This warhammer 40k battle report sees my Deathwatch army take on Mike's Farsight Enclaves Tau army. This was a blast of a game, very strategic and tactical. Remember to like and subscribe to the channel if you enjoy the games to keep up to date on all the latest reports. 

Thursday, 9 May 2019

Battle Report 178- Genestealer Cults vs Sisters of Battle

This week's battle report sees my Genestealer Cults take to the field once more to take on Angus' Sisters of Battle and Astra Militarum force. This was a 1750 pts battle, as Angus wanted to practice for Vanquish, a tournament held in Bristol last weekend. 

We randomly rolled for each mission. For the Eternal War mission, we got Vital Intelligence. In this mission, there are 5 objectives. At the start of each battle round, roll a D6. The corresponding number is the active objective (on a 6, all objectives are active). At the end of each battle round, players scored a point for each objective held, getting 2 points for the active objective. In this game, I think we forgot about only having 5 objectives, so scored for objective 6 as well. We also varied the objective placement, different from the places specified in the scenario. 

The maelstrom mission was Disruptive Signals. In this mission, you draw up to four cards per turn. This mission features the Signal Intercept stratagem. For 1CP, you can select a card in your opponent's hand and they cannot score it for that turn. We were also using Dawn of War deployment. 

My army consisted of:
Battalion (Rusted Claw)
Patriarch- Monstrous Rending Claws, Warlord, The Crouchling, Shadow Stalker, Might From Beyond, Mental Onslaught, Mass Hypnosis
Primus- Alien Majesty
Magus- Familiar, Mass Hypnosis, Psionic Blast, Biomorph Adaptation
20 Acolyte Hybrids- 4 Heavy Rock Drills
10 Acolyte Hybrids- 2 Heavy Rock Cutters, 2 Heavy Rock Saws
10 Acolyte Hybrids- 4 Demolition Charges
Clamavus
Nexos

Battalion (Rusted Claw)
Primus
Magus- Mental Onslaught, Might From Beyond
10 Neophyte Hybrids- 2 Mining Lasers, Autoguns
10 Neophyte Hybrids- Heavy Stubber, Grenade Launcher
10 Neophyte Hybrids- Shotguns, 2 Flamers
Goliath Truck- Twin Autocannon, Heavy Stubber
Heavy Weapons Team- Mortars

Vanguard Detachment (Rusted Claw)
Jackal Alphus- Sniper Rifle
8 Genestealers
5 Aberrants- Power Hammers
Clamavus
Nexos
Sanctus- Sniper Rifle, A Gift From Beyond

For my Cult Creed, I tried Rusted Claw for the first time. This gives my infantry +1 save against AP0 and AP-1 weapons. This gives me a 4+ armour save against Bolters and against most infantry in combat. 

I decided to mix up the army now that I have the new characters to add to the army. I went with double Battalion and Vanguard detachment to give me 14 CP to start with. I took the Broodcoven stratagem to give my three characters warlord traits. The Patriarch took -1 to hit, the Primus took the +3" to aura abilities and the Magus took +1 strength and attacks. I also took an extra Relic, taking the sniper rifle relic on the Sanctus and the Crouchling on the Patriarch. 

The new characters were the two Clamavus, the Nexos, Jackal Alphus and Sanctus. These should hopefully provide some nice buffs and abilities to the army. I decided to take a big unit of Aberrants to take on any vehicle threats in the enemy army, along with trying out a big unit of Acolyte Hybrids. 

Wednesday, 8 May 2019

Hobby Update 08/05/19- Genestealer Cult Reinforcements

Today, I have a few models that needed finishing off, namely some Neophyte Hybrids, Acolyte Hybrids and Familiars. 

I had painted up the Neophyte and Acolyte Hybrids a while back, getting up to the first highlight stage with the models before stopping. While painting up the new characters, it was a perfect time to finish off these models. 

The Neophytes are just armed with Autoguns and can be used to expand my squads I already have. 


Tuesday, 7 May 2019

Hobby Update 07/05/19- Genestealer Cults Sanctus

Another hobby update for today sees my completed Sanctus for my Genestealer Cults army. This model is a great Assassin for going after enemy characters, particularly Psykers. 

Again, this model features a pretty simple colour scheme. I decided to go with the blue overalls and a black camo cloak for the Sanctus. I figured that the bright orange overalls would look a bit out of place on a model that was meant to be stealthy.


Monday, 6 May 2019

Hobby Update 06/05/19- Genestealer Cults Jackal Alphus

Today for my hobby update, I have the completed Jackal Alphus for my Genestealer Cults army. This was a great model to paint up, and I am looking forward to getting the other Jackals in my army painted up, not just because they are pretty good on the table, but that doesn't hurt. 

I used the standard scheme, which I think works quite well. The orange breaks up the grey and metal of the miniature as a whole. I think the details on this model mean that a simple colour palette works quite well with it.


Friday, 3 May 2019

Hobby Update 03/05/19- Genestealer Cults Nexos

Today's hobby update sees the completed Nexos for my Genestealer Cults army. The Nexos is a command points farm for the army, his only real purpose is to gain CP back for the army. 

I painted this up in the standard colours for my army; orange clothes and light grey armour. I kept the display panel simple, only a green outline with highlights and picking out the buttons on the console.


Thursday, 2 May 2019

Hobby Update 02/05/19- Genestealer Cults Clamavus

Today, I have the two completed Clamavus (Clamavuses, Clamavusi?!?) for my Genestealer Cults. Much like the Primus and Magnus before, I painted one in orange overalls and one in blue overalls to help distinguish between them on the battlefield. 

These two will provide some nice boosts for the army, giving nearby units +1 to charge and advance moves, as well as +1 Ld to help with morale. They also prevent enemy reserves from deploying within 12". In addition, they can belt out some bangin' tunes with those sound systems! 


Tuesday, 30 April 2019

Hobby Update 30/04/19- Genestealer Cults Characters

I managed to get some more work done on the new Genestealer Cult characters, painting the flesh and adding some of the highlights to the robes and suits. 

I also did some work on a few Familiars, Neophyte Hybrids and Acolyte Hybrids that were waiting around for finishing. 



Monday, 29 April 2019

Hobby Update 29/04/19- Genestealer Cults Characters

This past week, I have been painting up some of my new characters for the Genestealer Cults army. These characters are badly needed in the force to give me some nice buffs to the army and I am looking forward to getting them on the tabletop. 

I have painted up the characters together in a batch to get them done quicker. I've done the basecoats, washes and some of the highlights so far. Hoping to get the rest of them painted this week for a game on Friday. I've also got a few Acolyte and Neophyte hybrids that I wanted to finish off as well. 



Wednesday, 24 April 2019

40k Video battle report- Genestealer Cults vs Space Wolves

Today, I have a new video battle report. This sees my Genestealers Cult take on Chris' Space Wolves army in a maelstrom of war mission. 

Hope you enjoy! 

Thursday, 18 April 2019

40k Battle Report 177- Genestealer Cults vs Space Marines

This week's battle report sees the first outing for my Genestealer Cults army with the new Codex, taking on Chris' Salamanders Space Marine army in a maelstrom of war mission. 

We were playing the Tactical Cascade mission with Search and Destroy deployment. In this mission, you pick the first two maelstrom cards you wish to score. In each subsequent turn, you draw two cards for each maelstrom card you scored in the previous turn, up to 6 cards in total. 

My army consisted of:
Brigade Detachment (Cult of the Four-Armed Emperor)
Patriarch- Monstrous Rending Claws, Shadow Stalker, Might From Beyond, Mental Onslaught
Primus- Sword of the Four-Armed Emperor, Alien Majesty
Primus- Needle Pistol, Bonesword
Magus- Inscrutable Cunning, The Crouchling, Mental Onslaught, Mass Hypnosis
Magus- Psionic Blast, Might From Beyond
10 Acoltye Hybrids- 2 Heavy Rock Drills
10 Acoltye Hybrids- 2 Heavy Rock Saws
10 Acoltye Hybrids- 2 Heavy Rock Cutters
10 Acoltye Hybrids- 4 Demolition Charges
10 Neophyte Hybrids- Autogun, Grenade Launcher, Heavy Stubber
10 Neophyte Hybrids- Autogun, Grenade Launcher, Heavy Stubber
15 Purestrain Genestealers
15 Purestrain Genestealers
5 Aberrants- Heavy Power Hammers
Scout Sentinel- Missile Launcher
Scout Sentinel- Autocannon
Scout Sentinel- Lascannon
Leman Russ- Battle Cannon, Lascannon, Heavy Bolter Sponsons
Goliath Rockgrinder- Clearance Incinerator, Heavy Stubber
Heavy Weapons Team- Mortars

I chose the Cult of the Four-Armed Emperor for the additional charge distance and advance distances, as well as the Vect-type stratagem, "A Plan Generations in the Making". 
It wasn't until I had the army made that it was pointed out that you can only have one of each character in a detachment. I had completely missed this rule when reading the codex, so played with the army I had made. I have no idea why this is a necessary rule. 

For the HQ units I took a Patriarch and two Magus and Primus. I used the Broodcoven stratagem to give three of them warlord traits. The Patriarch got -1 to hit, the Primus got +3" to his aura abilties and the Magus got a free re-roll and a bonus D3 command points (I got three bonus CP in this case). I took a spread of the new psychic powers in the force to try them out. 



For troops, I took four units of Acolyte Hybrids with heavy weapons and two units of Neophyte Hybrids with some heavier firepower. I was keep to try out the Demolition charges on the Acolytes to see what havoc they could wreak. 

For Elites, I went with two units of Genestealers for taking out the enemy forces and a unit of Aberrants with Power Hammers to deal with any armour in the enemy army. I kept the Fast Attack choices cheap with three sentinels, armed to give me a bit more armour-busting potential. 

For Heavy Support, I took the Leman Russ and the Goliath Rockgrinder to try out its boosted combat potential. I also took a Heavy Weapons Team armed with mortars for some good firepower that I could hide out of sight. 

Monday, 15 April 2019

Hobby Update 15/04/19- Genestealer Cult Reinforcements

It's been a while since I've posted one of these! (October last year to be exact). With the release of the Genestealer Cults codex, I picked up a number of new units to add to my force. These were mostly some of the new buffing characters that are available to the army. 

This weekend, I finally got round to assembling the new units, ready for painting. First up, we have two of the new Clamavus models (Clamavuses, Clamavi?!?). These units provide some great buffs for the army, giving you +1 to charge and advance rolls in range, as well as a leadership bonus. Two of these should be a big boost to charging units, especially with the Cult of the Four-Armed Emperor Cult Creed. 

Next up, we have a Sanctus. I wasn't aware that the kit came with the sniper rifle variant, as only the knife variant has been pictured so far, so I was happy to have the rifle, as I think this is the better option. 

Friday, 5 April 2019

North East Open Tournament- Army Review and Tournament Review

Welcome to my review of my Deathwatch army from the recent North East Open tournament. This will look at how the army performed and what changes I could make to the force in order to try and improve my performance. I will also be reviewing the tournament itself, taking a look at what was great about the event and which areas could use improvement. 

Deathwatch Army Review
My Deathwatch army consisted of:

Battalion Detachment
Deathwatch Watch Master- Guardian Spear
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield
10 Intercessors- Bolt Rifles, Bolt Pistols
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher 
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield 
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords 
Rhino- Two Storm Bolters 
Rhino- Two Storm Bolters 
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords 
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords 
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords

The tournament did not allow double detachments, otherwise I would have started with a couple of Battalions to give me access to more command points. As it was, I started with 9 command points, but only 6 really after using the three command points on the Teleportarium stratagem that I need to use to get my reserves set up.

HQ Units
The army featured a Watch Master and two Watch Captains with Jump Packs.

The Watch Captain is still a solid addition to the army. He provides some great re-roll buffs to the force and tends to shadow the Storm Bolter Veterans, and the Meltagun Veterans in this list.

The Smash Watch Captain is also a nice addition to the list. He provides some strong melee support for the army, able to do a lot of damage to an enemy unit in combat and has some decent durability thanks to the Storm Shield.

The final Watch Captain tended to hang back with my firebase. With the Tome of Ectoclades, I could pick the key Mission Tactics re-rolls for my anti-tank firepower each turn, as well as getting re-rolls of 1's to hit in the shooting phase. As my warlord, he was able to stay relatively safe at the back of my deployment zone, but has the mobility with his Jump Pack to move out and threaten the enemy army if necessary.

I would consider making the Smash Captain the warlord and give him the trait that makes his Thunder Hammer 4 damage. Coupled with the +1 to wound stratagem, this may give him some strong combat ability to go after Knights or other enemy vehicles.

Kill Teams
The Storm Bolter Kill Team is a key part of the army. The firepower that this unit can put out is incredible, able to decimate most enemy units with ease. With re-rolls to wound and the +1 to wound stratagem, they can do a lot of damage to an enemy Knight warlord if you can position them right.

I would probably look to add more Storm Shields to the unit. They are cheap enough to equip everyone in the squad and give me some very strong defensive abilities against units such as the Castellan.

In a change from my normal gameplay, I chose to keep the Intercessors on the board in all three of my games. I normally put these in the Teleportarium at the start of the game. However, I decided to have the Meltagun kill team take the second spot in this tournament. The change to the Bolter rules meant that the Intercessors could still put out a lot of strong firepower at ranges up to 36", so there was good use for them in my games. I would consider adding another squad to help me grab objectives and give some strong firepower in the future.

In this list, I added a Kill Team with 4 Meltaguns in order to give me some anti-tank firepower. I thought they would help me to take on Knights and finally do some damage to them. However, this proved to be much less effective than I had hoped for. The ability to easily access a 3+ invulnerable save on a key Knight means that single shot anti-tank weapons are much less effective than they should be. In order to have a decent shot, I would probably need to go for a whole squad of combi-Meltas, which would get ridiculously expensive. Plus, they would only get one turn of shooting before being targeted and eliminated with ease in most cases.

The Missile Launcher Kill Team was also a new variation. With the reduction in points for the Cyclone Missile Launcher Terminator, he is now a good addition to the army, giving the squad four Missile Launcher shots, as well as a 2+ save against small arms fire. The squad performed pretty reasonably, able to take on a number of vehicle threats. However, any invulnerable saves still prove difficult for them to take on.

The Heavy Bolter Kill Team was a new addition. I took these to allow me to use the Hellfire Shells stratagem, giving me the chance to do more mortal wounds to tough enemy targets. This squad was ok, but didn't really do much in my games. The lack of command points in the force meant I couldn't use the mortal wounds stratagems too often, limiting their use in my games.

Monday, 1 April 2019

North East Open Tournament- Armies on Display

Here are photos of some of the armies that were present at the North East Open tournament that I attended a while back. 




Friday, 22 March 2019

North East Open Tournament Battle Report: Game 3- Deathwatch vs Imperial Knights/Astra Militarum

Welcome to my third battle report from the recent North East Open tournament. In this game, my Deathwatch army would be facing off against Connor and his Imperial Knights and Astra Militarum force. 

Ugh, another three Knights at the same tournament! I really hate Imperial Knights. They are no fun for the game and make most mono-Codex armies completely useless. They invalidate so many army builds in the game and are pretty boring to play with or against, in my opinion. With the Castellan in the game, there is little point in taking other vehicles, Knights or monsters in an army. If you don't get the first turn, they are dead. 

The mission was modified Frontline Warfare, but scoring at the end of each turn rather than at the end of the game, and using Hammer and Anvil deployment. The mission would also use kill points. There were one objective in your deployment zone (worth 1 pt), two in the centre of the battlefield (worth 2 pts each) and one in your opponent's deployment zone (worth 3 pts). 

Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

Wednesday, 20 March 2019

North East Open Tournament Battle Report: Game 2- Deathwatch vs Imperial Knights/Adeptus Mechanicus

Welcome to my second battle report from the recent North East Open tournament. In this game, my Deathwatch army would be taking on Adam with his combined force of Imperial Knights. Adeptus Mechanicus and Astra Militarum. 

Mission 2 was Big Guns Never Tire with Vanguard Strike deployment. This gives you points for holding objectives at the end of the game, with extra points for destroying Heavy Support units. 

My army consisted of:
Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

Monday, 18 March 2019

North East Open Tournament Battle Report: Game 1- Deathwatch vs Death Guard

Welcome to my first battle report from the recent North East Open 2019 tournament. I was invited up to Newcastle to take part in this ITC event and was looking forward to testing my Deathwatch with the new Chapter Approved points drops and Beta Bolter rules in effect. 

The first mission was against Luke and his Death Guard army. The mission was Dominate and Destroy with Search and Destroy deployment. This gives you one point for each objective held at the end of the game turn, as well as a point for each enemy unit destroyed. The mission would also use First Strike, Linebreaker and Slay the Warlord. 

My army consisted of:
Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

The tournament restrictions prevented double detachments, otherwise I would have tried to field a couple of Battalions for the extra command points. I had been having some fun with the army with the new beta bolter rules, giving a lot of firepower for the Bikers and other elements of the army.

Monday, 11 March 2019

8th Edition Assassins Codex Review

This month's White Dwarf featured updated rules for the Assassins you can field in an Imperium army. This review will look at the new rules for using the Assassins in your army.  

General
The Assassins can be fielded in any Imperium army, each costing 85 points. You can field them in a Vanguard Detachment, or they can be fielded for the cost of 1CP using a new stratagem called Operative Requisition Sanctioned. In matched play, this costs 1CP and you can choose to field any of the four Assassins, but must pay the reinforcement points for them. 

This is a good stratagem, as you don't need to specify which Assassin you are taking before you use it. For example, you could see your opponent's army and decide which Assassin is best suited to enhance your army during the game. 

Each Assassin has a 4+ invulnerable save and a similar general profile. They have 7" move, BS and WS 2+, strength and toughness 4, 5 or 6 wounds and between 4 and 6 attacks. 

The Assassin cannot be your warlord and can deploy from reserves using the standard rules. 

They also get another stratagem called Priority Threat Neutralised for 1CP. This can be played when an Assassin kills an enemy character. You gain 2CP (or 3CP if it was the enemy warlord). This is a nice way of getting a free command point if you have some left and kill an enemy character. 

Vindicare Assassin
The firepower specialist of the Assassins has gotten better in this new version of the codex. One big boost is that if he remains stationary, he always hits on a 2+ in the shooting phase. This is great for ensuring that he will have a great chance of hitting his target and is a great counter to negative to hit penalties from enemy abilities and stratagems. 

His primary weapon is the Exotus Rifle, which is range 72", Heavy 1, S5, AP-3 and D3 damage. It always wounds infantry on a 2+, giving you good odds of hitting and wounding with his shots. It also ignores invulnerable saves, as well as the Vindicare ignoring cover saves, so you have a good chance of getting through all but the toughest armour with ease. He can also target characters, even if they are not the closest. 

Tuesday, 5 March 2019

8th Edition Genestealer Cult Codex Review: Part 8- Heavy Support and Dedicated Transport

The final part of my 8th Edition Genestealer Cults codex review will take a look at the Heavy Support, Dedicated Transport and Fortifications sections of the book. 

Heavy Support
Cult Leman Russ
The Cult Leman Russ got a 10 pts reduction over the index version, making it slightly cheaper to take it.
The Leman Russ provides a nice weapons platform for the Cult. It also benefits from the Cult Ambush rule, which is great for it. This allows you to deploy it in optimal position after seeing your opponent's deployment, either to go after the best targets or to stay safe from enemy guns or attacks. This gives it a nice bonus to help it stay alive for longer.

It comes with the Battle Cannon, Eradicator Nova Cannon, Exterminator Autocannon or Vanquisher Battle Cannon. With Grinding Advance, this gives you some decent firepower on a fairly durable tank platform.

Another nice bonus is that you can purchase an Augur Array for only 5 pts. This gives you a single re-roll to hit once per game. This is a nice bonus for the Vanquisher Battle Cannon, allowing you to save your CP re-roll on a to wound roll or damage roll.

I like the Russ, it gives some much needed heavy firepower to the Cult, at a pretty reasonable cost. However, one of the problems is that it is a Brood Brothers vehicle, meaning it gains no benefit from Cult Creeds or some of the useful special abilities and stratagems in the codex. It does benefit from the Devoted Crew stratagem, allowing the vehicle to act as if it was in its top wounds bracket, so you can get a turn or two of strong firepower from it if you have the CP to spare.