Post by hivefleetkerrigan on Feb 3, 2020 22:04:39 GMT
Hi all,
I’m currently participating in a 1.5k league at my LGS that uses the new chapter approved maelstrom missions. This league lets the participants swap out their lists between games, unless you reach the top 8, at which point your list is locked. I’m joining midway through the league so I doubt I’ll make the top 8, but should be able to play 4 out of 6 games.
As I haven’t had a chance to test out the new Blood of Baal strategems, I chose to run a list centered around making the most out of the strategems. While I can swap out lists, I’m intending to run the same list, just to see how all the new strategems perform. I also chose to go with a build a bug fleet to see how effective build-a-bug can be.
Here’s my list:
Brigade +12 CP
Hive fleet traits:
Synaptic Augmentation
Metamorphic regrowth
HQ:
Neurothrope - warlord, resonance barb, onslaught
Neurothrope - psychic scream
2x Primes
Troops:
Rippers (3)
5x Warriors: 2 BS + DS, 1 BS + VC
Elites:
Maleceptor - the horror
Venomthropes(4)
Lichtor
Fast attack:
3x mucolid spores
Heavy support
Exocrine
2x mawloc
My first game was against a friend who is running ad mech. His army consists of six shooty castellan robots, three servitors, snipers, three onagers, the new admech tank, and support characters. He was playing the ad mech world that gives a -1 to hit outside of 12”. We were playing mission 3 on a balanced map with sparse terrain. Mission three has an attacker and a defender. The defender deploys first, but the attacker gets to go first unless the defender ceases initiative. I lost the rolloff and became the defender.
Deployment:
I deployed my army trying to hide the exocrine behind some cliffs. I also deployed my HQ out of line of sight. The maleceptor was deployed on my right flank to hopefully charge up the field to do some psychic damage and add some turn 1 pressure. Note: the ad mech force had guns that would largely not be impacted by the maleceptor’s diffusion strategem, so I didn’t center my deployment around the maleceptor. My venomthropes were deployed to provide cover to my entire force. My warriors were spread out with some close to cover out of line of sight and others deployed on objectives.
My opponent castled on my left flank around objective 1. The servitors were in the front, followed by the robots with the onagers in the back. The snipers were on the far left in some cover.
After deployment, I seized initiative. My game plan was to try to kill the servitors for first strike. If I got a good advance roll on the maleceptor, I would use the double move strategem to get the maleceptor into a close threat range for smites and the horror.
Turn 1:
I put seize and defend some of the objectives in my deployment zone into play, as well as master the warp. I advanced the maleceptor, and got a 6. With double move, that put me at about 3” from the servitors. I moved up the exocrine and the warriors. I advanced one squad of warriors to get them into a better position. I get a super smite off and do 5 wounds on the servitors, I pop the horror on the kastellans, and onslaught my advanced warriors. With my shooting, I take down the servitors.
My opponent shoots all of his castellan robots as well as some other units into my maleceptor. I burn 1 CP for a clutch re-roll, but it still goes down. He pops two venomthropes and damages a couple of warrior squads.
Score is 5-2 me after turn 1.
Turn 2:
I put seize and defend the opposite objectives in my deployment zone into play and destroy units during the shooting phase. I continue to move up my warriors, advancing one squad, as well as advancing both neurothropes. My venoms move behind line of sight block and try to protect as many squads as they can. I pop up my mawloc by his two sniper squads and use the new strategem, but only do two mortals to each squad. I pop up the lichtor as close as possible to the kastellans. I smite and psychic scream the kastellans. I shoot at the kastellans as well as the sniper a sniper squad, killing one sniper squad and a robot or two. I use the lichtor’s strategem and hunter’s drive and the lichtor makes the charge with ease (no need for any re-rolls). As the robots had anchored themselves to double their shots, they can’t fall back. The robots save the lichtor’s attacks and swing back, bringing him to 2 wounds.
My opponent shoots and kills the mawloc with some onagers. He charges and kills the lichtor.
Points are sitting at 9-4 in my favor.
Turn 3:
Warriors move forward with the front most squad advancing and getting onslaughted. My second mawloc pops up and damages the characters, tank, and kastellans. My rippers pop up hoping to tie up an onager or two. I smite, and psychic scream and finish off two of his characters in front of the kastellans. I shoot and kill the last sniper squad and two kastellans, one of which explodes damaging his last character, the tank, and an onager. My warriors charge in with hunters drive and make an 8” charge, at which point my opponent concedes the game, as I was up on points and he didn’t have enough on the board to come back.
Conclusion:
My gameplan went off almost flawlessly. The new strategems definitely give us new tactics and builds. I was surprised by how helpful hunter’s drive was and how many times I could use it. My opponent suffered terrible luck for the whole game, which definitely did not help him out.
For the future, I’m looking forward to trying out encaphalic diffusion against marines.
Thanks for reading!
I’m currently participating in a 1.5k league at my LGS that uses the new chapter approved maelstrom missions. This league lets the participants swap out their lists between games, unless you reach the top 8, at which point your list is locked. I’m joining midway through the league so I doubt I’ll make the top 8, but should be able to play 4 out of 6 games.
As I haven’t had a chance to test out the new Blood of Baal strategems, I chose to run a list centered around making the most out of the strategems. While I can swap out lists, I’m intending to run the same list, just to see how all the new strategems perform. I also chose to go with a build a bug fleet to see how effective build-a-bug can be.
Here’s my list:
Brigade +12 CP
Hive fleet traits:
Synaptic Augmentation
Metamorphic regrowth
HQ:
Neurothrope - warlord, resonance barb, onslaught
Neurothrope - psychic scream
2x Primes
Troops:
Rippers (3)
5x Warriors: 2 BS + DS, 1 BS + VC
Elites:
Maleceptor - the horror
Venomthropes(4)
Lichtor
Fast attack:
3x mucolid spores
Heavy support
Exocrine
2x mawloc
My first game was against a friend who is running ad mech. His army consists of six shooty castellan robots, three servitors, snipers, three onagers, the new admech tank, and support characters. He was playing the ad mech world that gives a -1 to hit outside of 12”. We were playing mission 3 on a balanced map with sparse terrain. Mission three has an attacker and a defender. The defender deploys first, but the attacker gets to go first unless the defender ceases initiative. I lost the rolloff and became the defender.
Deployment:
I deployed my army trying to hide the exocrine behind some cliffs. I also deployed my HQ out of line of sight. The maleceptor was deployed on my right flank to hopefully charge up the field to do some psychic damage and add some turn 1 pressure. Note: the ad mech force had guns that would largely not be impacted by the maleceptor’s diffusion strategem, so I didn’t center my deployment around the maleceptor. My venomthropes were deployed to provide cover to my entire force. My warriors were spread out with some close to cover out of line of sight and others deployed on objectives.
My opponent castled on my left flank around objective 1. The servitors were in the front, followed by the robots with the onagers in the back. The snipers were on the far left in some cover.
After deployment, I seized initiative. My game plan was to try to kill the servitors for first strike. If I got a good advance roll on the maleceptor, I would use the double move strategem to get the maleceptor into a close threat range for smites and the horror.
Turn 1:
I put seize and defend some of the objectives in my deployment zone into play, as well as master the warp. I advanced the maleceptor, and got a 6. With double move, that put me at about 3” from the servitors. I moved up the exocrine and the warriors. I advanced one squad of warriors to get them into a better position. I get a super smite off and do 5 wounds on the servitors, I pop the horror on the kastellans, and onslaught my advanced warriors. With my shooting, I take down the servitors.
My opponent shoots all of his castellan robots as well as some other units into my maleceptor. I burn 1 CP for a clutch re-roll, but it still goes down. He pops two venomthropes and damages a couple of warrior squads.
Score is 5-2 me after turn 1.
Turn 2:
I put seize and defend the opposite objectives in my deployment zone into play and destroy units during the shooting phase. I continue to move up my warriors, advancing one squad, as well as advancing both neurothropes. My venoms move behind line of sight block and try to protect as many squads as they can. I pop up my mawloc by his two sniper squads and use the new strategem, but only do two mortals to each squad. I pop up the lichtor as close as possible to the kastellans. I smite and psychic scream the kastellans. I shoot at the kastellans as well as the sniper a sniper squad, killing one sniper squad and a robot or two. I use the lichtor’s strategem and hunter’s drive and the lichtor makes the charge with ease (no need for any re-rolls). As the robots had anchored themselves to double their shots, they can’t fall back. The robots save the lichtor’s attacks and swing back, bringing him to 2 wounds.
My opponent shoots and kills the mawloc with some onagers. He charges and kills the lichtor.
Points are sitting at 9-4 in my favor.
Turn 3:
Warriors move forward with the front most squad advancing and getting onslaughted. My second mawloc pops up and damages the characters, tank, and kastellans. My rippers pop up hoping to tie up an onager or two. I smite, and psychic scream and finish off two of his characters in front of the kastellans. I shoot and kill the last sniper squad and two kastellans, one of which explodes damaging his last character, the tank, and an onager. My warriors charge in with hunters drive and make an 8” charge, at which point my opponent concedes the game, as I was up on points and he didn’t have enough on the board to come back.
Conclusion:
My gameplan went off almost flawlessly. The new strategems definitely give us new tactics and builds. I was surprised by how helpful hunter’s drive was and how many times I could use it. My opponent suffered terrible luck for the whole game, which definitely did not help him out.
For the future, I’m looking forward to trying out encaphalic diffusion against marines.
Thanks for reading!