Post by draaen on May 11, 2020 14:09:02 GMT
Just a quick one here I had a pretty awesome game on TTS. My buddy who has been running the Necrons wanted to switch it up so we decided to try the current list vs his LVO Iron Hands list. It has been nerfed since and is still bound by the models he owns but I was excited to see how I would do against it since he had a really good run at our club with it prior to the LVO. He put it down after the LVO until they toned down marines a bit.
Iron Hands
Forgefather
Master Apothecary
Jump Chaplain
Libby in terminator armour
chaplain dread
3 x 5 tacticals 2 with lascannons 1 with heavy bolter
3 x 5 intercessors with heavy bolt rifle variant
Redemptor Dreadnought
Mortis contemptor dread - Whirlwind missiles, Multi Meltas
One more fighty dreadnought he made a character
Sicaran with the heavy bolter load out
Whirlwind Launcher - Forgeworld variant not sure on name does 6d3 shots
Thunderfire Cannon
Tyranids
Swarmlord
2 Broodlords
2 Walkrants - Rending, Venom, Adrenal
1 Walkrant - Rending, Adrenal
6 Ripper Swarms
3 Toxicrenes
3 Exocrines
- 2 Will get the Synapse adaptive Biology
We do one of the new missions with the cards. Being able to remove all the defends is rather nice! There is a big line of impassable rocks in the middle of the table. Otherwise very little terrain.
I choose to be the attacker and deploy aggressively. We got the pointy long table edge deployment and he deployed so he had nice shooting lanes. A lot of my monsters were stuck behind the big rocks so would have to run around them. He seized initiative
His Turn 1:
He moves up with his infantry. 2 toxicrenes die. An exocrine with synapse is reduced to 4 wounds. last exocrine was tremor shelled.
My Turn 1:
Not again! Figured I had to get a little crazy and hope for some luck! All my advances were 1 this round. Most things moved forward. The main thing was the monstrous rending claws hive tyrant was up rather aggressively and within 6" of swarmy. Shooting saw a lot of damage to his redemptor and some dead tacticals but I failed to kill anything. I moved the punchy walkrant who charged the Mortis and the forgefather. I got in on the forgefather fought twice and did 3 wounds! I took a couple back for my troubles. I scored 0 points. All my cards were like secure his objectives.
His Turn 2:
Chaplain moves up to punch my punchy walkrant. Most everything moves up with the redemptor lining up my remaining toxicrene. Shooting sees the exocrine die and one walkrant drop to 4 wounds. The redemptor assaults the last toxicrene and the chaplain assaults the punchy walkrant. His redemptor kills the toxicrene and piles in to swarmy. I interrupt and kill the forgefather! His chaplain does damage to the punchy walkrant but fails to kill him. I finally got a point for killing something!
My Turn 2:
Everything bar the exocrines move forward. Rippers appear for some long bomb charges. Shooting and psychic see a lot of the chaff get brought down. One the right flank swarmy, the broodlord and rippers make it in against some intercessors and the librarian while being danegr close to the two combat dreads. Walkrant and broodlord assault the mortis dread. Mortis dread, librarian, intercessors and the chaplain all die. Chaplain fights after death and kills the punchy walkrant. Goodbye noble prince. I scored good points this round
His Turn 3:
His two dreads line up swarmy and the broodlord. He kills my 4 wound walkrant a broodlord and some rippers in shooting. Melee sees him bounce off of swarmy. The rippers and terrain body blocked the broodlord from getting punched. Swarmy reduced the punchy dread to 3 wounds.
My Turn 3:
Lone walkrant moves forward broodlord lines up chaplain dread. The rippers run on to obvjectives. Punchy dread smitten out of existence. The intercessors and tacticals are reduced to a handful of models. I assault the chaplain dread. Combat sees the chaplain dread and the apothecary fall. The whirlwind is trapped in combat by rippers who are now in synapse range of my walkrant
At this point the game was running into dinner so he looked at his cards and thought he would score nothing that turn and we were tied. Next turn I would have scored 3 and likely destroyed almost his entire capacity to attack me back. So my opponent conceded.
Wrap up:
Boy that was a roller coaster for me. I got lucky at points but at other points I got really unlucky. Getting seized on after being put in a really tough deployment zone was difficult to deal with. BUT I dealt with it. The three walkrants seems to be pretty effective. They were able to stick around. I think there is enough dangerous stuff out there that target priority is difficult. Kill the exocrines and I hit your lines super hard. Go after the tyrants and you are at the mercy of 4++ saves which can be infuriating for either side on a hot/cold streak. One thing I really enjoy is that swarmy normally makes it later into the game pretty well untouched.
Stars:
Punchy Walkrant!
Swarmlord
Broodlord
Dunce Cap - Assault rolls. It was comically bad!
Iron Hands
Forgefather
Master Apothecary
Jump Chaplain
Libby in terminator armour
chaplain dread
3 x 5 tacticals 2 with lascannons 1 with heavy bolter
3 x 5 intercessors with heavy bolt rifle variant
Redemptor Dreadnought
Mortis contemptor dread - Whirlwind missiles, Multi Meltas
One more fighty dreadnought he made a character
Sicaran with the heavy bolter load out
Whirlwind Launcher - Forgeworld variant not sure on name does 6d3 shots
Thunderfire Cannon
Tyranids
Swarmlord
2 Broodlords
2 Walkrants - Rending, Venom, Adrenal
1 Walkrant - Rending, Adrenal
6 Ripper Swarms
3 Toxicrenes
3 Exocrines
- 2 Will get the Synapse adaptive Biology
We do one of the new missions with the cards. Being able to remove all the defends is rather nice! There is a big line of impassable rocks in the middle of the table. Otherwise very little terrain.
I choose to be the attacker and deploy aggressively. We got the pointy long table edge deployment and he deployed so he had nice shooting lanes. A lot of my monsters were stuck behind the big rocks so would have to run around them. He seized initiative
His Turn 1:
He moves up with his infantry. 2 toxicrenes die. An exocrine with synapse is reduced to 4 wounds. last exocrine was tremor shelled.
My Turn 1:
Not again! Figured I had to get a little crazy and hope for some luck! All my advances were 1 this round. Most things moved forward. The main thing was the monstrous rending claws hive tyrant was up rather aggressively and within 6" of swarmy. Shooting saw a lot of damage to his redemptor and some dead tacticals but I failed to kill anything. I moved the punchy walkrant who charged the Mortis and the forgefather. I got in on the forgefather fought twice and did 3 wounds! I took a couple back for my troubles. I scored 0 points. All my cards were like secure his objectives.
His Turn 2:
Chaplain moves up to punch my punchy walkrant. Most everything moves up with the redemptor lining up my remaining toxicrene. Shooting sees the exocrine die and one walkrant drop to 4 wounds. The redemptor assaults the last toxicrene and the chaplain assaults the punchy walkrant. His redemptor kills the toxicrene and piles in to swarmy. I interrupt and kill the forgefather! His chaplain does damage to the punchy walkrant but fails to kill him. I finally got a point for killing something!
My Turn 2:
Everything bar the exocrines move forward. Rippers appear for some long bomb charges. Shooting and psychic see a lot of the chaff get brought down. One the right flank swarmy, the broodlord and rippers make it in against some intercessors and the librarian while being danegr close to the two combat dreads. Walkrant and broodlord assault the mortis dread. Mortis dread, librarian, intercessors and the chaplain all die. Chaplain fights after death and kills the punchy walkrant. Goodbye noble prince. I scored good points this round
His Turn 3:
His two dreads line up swarmy and the broodlord. He kills my 4 wound walkrant a broodlord and some rippers in shooting. Melee sees him bounce off of swarmy. The rippers and terrain body blocked the broodlord from getting punched. Swarmy reduced the punchy dread to 3 wounds.
My Turn 3:
Lone walkrant moves forward broodlord lines up chaplain dread. The rippers run on to obvjectives. Punchy dread smitten out of existence. The intercessors and tacticals are reduced to a handful of models. I assault the chaplain dread. Combat sees the chaplain dread and the apothecary fall. The whirlwind is trapped in combat by rippers who are now in synapse range of my walkrant
At this point the game was running into dinner so he looked at his cards and thought he would score nothing that turn and we were tied. Next turn I would have scored 3 and likely destroyed almost his entire capacity to attack me back. So my opponent conceded.
Wrap up:
Boy that was a roller coaster for me. I got lucky at points but at other points I got really unlucky. Getting seized on after being put in a really tough deployment zone was difficult to deal with. BUT I dealt with it. The three walkrants seems to be pretty effective. They were able to stick around. I think there is enough dangerous stuff out there that target priority is difficult. Kill the exocrines and I hit your lines super hard. Go after the tyrants and you are at the mercy of 4++ saves which can be infuriating for either side on a hot/cold streak. One thing I really enjoy is that swarmy normally makes it later into the game pretty well untouched.
Stars:
Punchy Walkrant!
Swarmlord
Broodlord
Dunce Cap - Assault rolls. It was comically bad!