Post by kazetanade on Nov 18, 2021 12:14:29 GMT
So as the counterpart to my theorycraft thread, I'm gonna try to maintain a batreps page as well. First things I need to apologize for:
- I dont know how to make paint maps, cant rotate the shapes right like stormcoil. So I'm using pictures taken as reference - it's gonna look ugly until I learn to do it systematically, so I apologize.
- It's not formatted as cleanly as stormcoil's. You'll have to use your imagination a bit on how movements happen. As of now, the pictures are haphazard as hell.
- You'll have to look at ugly ass models, as my Nids are horribly neglected; missing heads, proxies, unpainted or differing paint schemes, and other such blemishes. My GSC is slightly better, but Necrons is looking fiiiiine.
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Battle Report: Defensive Leviathan Tyranids vs Dark Eldar
Tyranids:
Tyranid Battalion (Leviathan)
HQ
- AC Flyrant: Bonesword, RLC - Synaptic Hive Blades, ADPT - Murderous Size
- Malanthrope: WLT - Swarm Leader, RLC - Adaptive Neural Lobe
- Neurothrope
Troops
- 1x3 Rippers
- 1x30 Devilgants
- 1x5 Warriors: S.Link - Bioweapon Bond, ScyTal, LWBS
Elites
- 1x Haruspex
- 1x 6 Hive Guard: Impalers
- 1x 4 Zoanthrope: S.link - Psychic Channeling
- 1x Maleceptor: S.Link - Focal Essence
- 2x Lictors
Heavy Support
- 1x Barbed Heirodule: ADPT - Dermic Symbiosis
Black Templars:
++ Battalion Black Templars ++
+ Stratagems +
Revered Repositories [-1CP]
Strategem: Relics of the Chapter [-1CP]: Number of Extra Relics
+ HQ +
Chaplain Grimaldus [7 PL, 140pts]: 1. Litany of Divine Protection, 3. Plea of Deliverance, Epitome of Piety, Litany of Hate, Warlord
High Marshal Helbrecht [8 PL, 160pts]
Primaris Chaplain on Bike [6 PL, -1CP, 115pts]: 6. Canticle of Hate (Aura), Iron Resolve, Litany of Hate, Stratagem: Hero of the Chapter, Tannhauser's Bones
+ Troops +
Assault Intercessor Squad [6 PL, 110pts]: Holy Orb
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol
Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Astartes Chainsword
Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Astartes Chainsword
+ Elites +
Bladeguard Veteran Squad [11 PL, -1CP, 190pts]: Icon of Heinmann
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Champion of the Feast, Heavy Bolt Pistol, Sword of Judgement
Primaris Apothecary [5 PL, -1CP, 115pts]: Chapter Command: Chief Apothecary, Selfless Healer, Stratagem: Hero of the Chapter, The Crusader's Helm
Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon
Terminator Assault Squad [10 PL, 230pts]: The Crux Obsidian
. Assault Terminator Sergeant
. . Thunder Hammer & Storm Shield: Thunder hammer
. 4x Assault Terminator w/THSS: 4x Storm shield, 4x Thunder hammer
Vanguard Veteran Squad [7 PL, 148pts]: Jump Pack
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran: Astartes Chainsword, Storm shield
. Vanguard Veteran: Astartes Chainsword, Storm shield
. Vanguard Veteran: Astartes Chainsword, Storm shield
. Vanguard Veteran Sergeant: Relic blade, Storm shield
+ Fast Attack +
Attack Bike Squad [6 PL, 180pts]
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta
Attack Bike Squad [2 PL, 60pts]
. Attack Bike: Multi-melta
+ Heavy Support +
Hellblaster Squad [8 PL, 165pts]: Plasma incinerator
. 4x Hellblaster: 4x Bolt pistol, 4x Frag & Krak grenades
. Hellblaster Sergeant: Bolt pistol
Map and Mission:
Mission: Scorched Earth; 6 Objectives, Hold 1, Hold 2, Hold More.
Map and rough deployment ideas are HERE
Secondaries:
Nids - Til The Last, Retrieve Octarius Data, Stranglehold
BT - Oath of Moment, No Prisoners, Bring It Down
PREGAME ANALYSIS
So, first game with the new BT - had only a very vague brief idea on what their new book has. Immediately noticeable is a thick brick of Bladeguard; a thick brick of Terminators; a brick of Vanvets. None of these are very fast, so I figure I have 2 turns of guns firing in to whittle them down. However, going through the army with my opponent, I realize immediately that I cannot touch the bricks - Terminators are T4, 2+, Stormshield so +1, and -1D on a guy. It would take me a lot of effort with either HG or Barbed to break through it. Bladeguards are T4, 3+, Stormshields so +1, and ignore ap-1 and 2 on a guy. Our entire army shooting is ap-2, and hence takes too much effort to burn through. The Vanvets are at least normal. So initially, my thoughts was to chew through the edges and thin the army - however, my army is also slow moving, and I would have to sacrifice whichever flank the bricks are on, so it becomes a trading game.
However, as we move through the rest of the list, it gets harder and harder - Grimaldus gives everyone a 3+d3" advance (and BT gets reroll advance/charge as their CT so...), which makes them as fast as Genestealers but x4 tankier; this means they take over NML immediately and will be in my face in 1 turn on such a short map. They have a 5+++ vs MW in built, and Grimaldus gives everyone a 6+++ (and there's an apothecary doing the same), and carried 2 Litanies; 1 gives a flat 5+++ on everything, the other makes them nullify psychic effects like a Culexus. He carried the vow that lets them not benefit from Cover, but gets a 5++ flat and also gets mini-transhuman (wounds of 1s/2s fail). All in all, he had 4 layers of damage reduction; wounds, saves, fnp, and apothecary to bring things back. He could shove a unit in my face and kill my psychic output altogether.
Likewise, anything that gets touched in combat is dead - the 2nd chaplain has reroll hits or reroll wounds. Helbretch gives them all a +1S; there's a lot of attacks involved as well, and I dont have anything that really rebuffs them or seriously threatens them back. The Haruspex' and AC Flyrant, although by right should be the right tool to use vs these thick invuls, wouldnt survive a swing back - the Terminators in particular are completely unaffected by the AC Flyrant, and the BGV rebuff it quite reasonably with a 5+++ still. Realistically I could go after the characters and make a big change - but I'd have to wait for them to get close otherwise I couldnt make it without SL. At this point, I was extremely sorely missing SL and Genestealers, which I could send into either bricks and get good results with the new maths. I'd have to bite down on the Vanvets, kill his guns, and eat his extremities and play from there, since he has barely any guns in hand.
DEPLOYMENT
So, we deploy off against each other. There's two ruins in each deployment - the red ones are considered squares or triangles - a line is drawn from edge to edge, and everything inside is considered within terrain, and hence visible via True LOS. Which is a lot since there are windows in there. The big green ones have an area attached to the wall - everything behind it before touching the area are considered not in terrain, hence obscurred. On deployment I considered deploying my HG behind the green line, but two problems - the first is that it's past my deployment, so I dont get full coverage, and he can then swing around the sides with his melta bikes and get a clear shot on them, which would only benefit from Malanthrope (which would be 0 benefit since he would definitely CM reroll that unit). The second is that if I placed them middle, it would be middle vs middle clash - that would destroy my gameplan of chewing up the sides due to my lack of mobility. I decided to deploy the HG behind the South West Red Ruin, as tightly as I could to force extreme movements to swing around and see them (which I hoped he wouldnt get, if he tried to be safe).
My opponent thought for quite awhile before deciding to play risky and placed the Hellblasters and a single bike on that extreme flank instead of the 3 melta bikes - which I thought meant I was safe, until he reminded me they were assault hellblasters and could advance and shoot. Since he was going to have to shoot through dense anyway, he decided to go all in on it. We reasoned that if I went first, I would just destroy the unit outright and it was risky play - he countered that if he didnt do it, he'd lose anyway since nothing else could get to my HG in time. He probably thought that Transhuman would have stolen the kill from me as well, or wasted so much of my shooting that his other units can still get work done. The rest of the deployment was extremely standard - I played the Flyrant, Haruspex, Maleceptor and Malanthrope within that gap between the red and behind the green ruin, Zoeys stretched further to the east, and warriors right behind the tiny ruins in the east(or the end, in the picture) of the map. He played everything with damage behind the green ruin, then an intercessor in each extra ruin just to sit on or near objectives.
Then the roll off - and he went first.
BATTLE REPORT
Top T1 - BT (0-0)
BT gets the start, and I desperately wished I'd have the WLT for redeploy, because it would have been a game winning redeployment for me. But I didnt, so just accept it. CM gets thrown on the melta bikes instead of the hellblasters, because out of range. Terminators get given 5+++ flat and ignore magic. BT's melta bikes popped their head out on the east flank, VVs move up right behind the containers blocking mid LOS, the two thick bricks make a direct beeline down to my HG, the single bike moves way up, and the Assault Intercessors run 3+d3+6" up to get vision on the HG. Plasma-redemptor lumbers out behind the bikes, characters move up behind the VVs and next to bikes, next to bricks, and give almost army wide buffs in their army-sized deathball.
No Psychic.
Shooting Phase, the Assault Hellblasters opened up into my HG - killing 2, and losing 3 themselves. Take note that this would be the most damage his army takes throughout the entire game. The single bike opens up with melta and kills 1 more. The CM melta bikes open up on my Barbed Heirodule qith 6 shots - I popped Encaphalic Diffusion at the start of phase, he gets all hits from CM rerolls, and an amazing all wounds naturally, much to my chagrin. I fail a few and take 15d after saves and fnp. Luckily, his dice swing back right after with Redemptor getting max shots, but no saves required.
Nothing has advance and charge, so his turn ends. He's on 3 objectives, and has crippled most of my shooting.
Bottom T1 - Nids (0-0)
Nids starts to move. Having lost half my HG squad, I know they wouldnt last another turn and are basically nearly deadweight - they wouldnt get the kill on the Hellblasters, the bike, or do any damage whatsoever to the thick bricks. However, I need to buy a turn for my devilgant drop squad to come down somewhere in their back corner and just steal objectives, somehow. Knowing I needed to steal objectives from him as I cant really interact with his brick properly, I planned for my Warrior squad in the east to double move up, take two objectives themselves, and to throw the Haruspex forward to absorb the charge and cross fingers hopefully survive the encounter somehow. The psykers were facing the stupid culexus brick, so I had to make huge movements on the Zoey (it's the green HG in the pictures, apologies I couldnt find my actual Zoey models...), Neuro (the blue lictor), and Maleceptor to swing around and target the VVs or the Bikes instead. He left a bit of a space between the bikes, VVs, and Helbretch; I thought it was an opportunity for my Flyrant, so I sent him up to try and get that charge. However, BT (Grimaldus) has 2 denies with a +1, and then a 4+ deny after DtW fails; I couldnt bet on Onslaught working, so I couldnt risk advancing the Flyrant. So with the general plan in mind, I placed +1 to hit on the Barbed, reroll damage on the HG, reroll hits on the HG, 3d6 cast on the Flyrant, and moved to plan.
In Psychic phase, my inexperienced with MW generation armies showed - I popped 3d6 on the Flyrant to ensure Onslaught and big Smites, but then realized I needed to cast Paroxysm on the Plasma-redemp that was next to Helbretch and also didnt have enough cp in the plan to spend on cast extra spell. So I wasted a supersmite tool. Other than that the Psychic phase went neutral - Onslaught went off through the deny, and my Zoeys' smite went through with a deny and the 4+ roll. However, the damage was abysmal - I did around 6 MWs before fnp, after fnp I did 4, which killed 1 VV and left 1 bike on 2W. I failed a few smite tries, so that's expected when I waste my 3d6.
In Shooting, I was faced with a predicament. I forgot that after double move, you cant charge, and charging the marines was part of the plan. That meant they couldnt steal the objective unless the unit died, or was brought down to 2 guys at least. That meant my shooting priority had to shift - instead of shooting out the Bike and the 2 Hellblasters, I had to shoot intercessors instead. So I fired 3 HG into the intercessors, getting a Transhuman out of it for my trouble. However, the shooting was abysmal - 6 shots, full rerolls 3+, gets 3 hits and 0 explodes after full reroll. Gets lucky with 3 wounds, 1 saves, 1 damage into 1 damage, so 2 faileds to kill 1 intercessor. Oh dear. I moved to my Barbed Heirodule who shoots into the exposed Melta Bikes - 12 shots, 2+ to hit, ends up dealing only; a 6+++ actually manage to throw off my maths and wasted one fail, which was enough to keep the unit alive. Oh dear me. The apothecary is sitting right there ready to turn 1 bike with 2W into 2 bikes with 4 each. But I also needed to kill the Intercessors for my Warriors to actually steal the objective from them and get my stranglehold. I decided to commit to the plan and double shot my HG into the Intercessors again. Exact same results. So 3cp and 3 buffs, 2 dead intercessors; fantastic value for money. I'm now contesting it instead of owning it. I'm in trouble, because none of the plan has worked.
In Fight, there was only 1 specific fight we're looking at here - I needed to make it into Helbretch. I needed a 8" on the Flyrant with AG - decent odds. I rolled 3. Rerolled - into a 5. So now I had a Flyrant stranded in NML, with Catalyst, but facing Helbretch, VVs, Terminators, BGVs, and a soon to be 2 man bike unit. Oh dearie me.
Top of T2 - BT (10-0)
So top of his turn - I've basically done nothing to him, and execution was swift. Everything moved down; the single melta bike lined up on the HG to charge, and the 2 melta bike lined up on the Barbed. Termis and VVs lined up on the Flyrant, Plasma-dread got anti magic to cleanse Paroxysm and lined up infront of Zoeys/Neuro/Maleceptor for charge and anti-magic. BGV lined up on the Haruspex. CM went on to the meltas, and combat chap went Hatred to give everyone reroll hits in combat.
Shooting was extremely funny - the HG lost 2 more guys, but the last guy absorbed ever single shot thrown at it and either bounced off his armor, or bounced off the leviathan fnp. I meant every single bolter in the game, on its last wound, with no ER. It just saved everything, as if to make up for my somewhat lacklustre T1. Then the Barbed ate Meltas and just died.
Fight phase, Everything other than the plasma-dread made their charge targets - hard to fail with +2 to charge chaplain around. Termis swung first and did something like 20 saves to the Flyrant? He just died with Catalyst on. I spent cp to interrupt with the Haruspex and gave him what buffs I could afford with my cp, smacking with the big claws, and he killed 2 BGV through it. 4++ for the win.
We called the game there because the only tool I had left was a devilgant unit coming in, and 3 psykers stuck infront of anti-magic man. Devilgants bounce off 2+ like water off a poncho, and would have required full buffs from warriors, WLT, and exploding hits to make a dent into that.
--------------------------------------------------------------------------------------------------------------------------------
- I dont know how to make paint maps, cant rotate the shapes right like stormcoil. So I'm using pictures taken as reference - it's gonna look ugly until I learn to do it systematically, so I apologize.
- It's not formatted as cleanly as stormcoil's. You'll have to use your imagination a bit on how movements happen. As of now, the pictures are haphazard as hell.
- You'll have to look at ugly ass models, as my Nids are horribly neglected; missing heads, proxies, unpainted or differing paint schemes, and other such blemishes. My GSC is slightly better, but Necrons is looking fiiiiine.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Battle Report: Defensive Leviathan Tyranids vs Dark Eldar
Tyranids:
Tyranid Battalion (Leviathan)
HQ
- AC Flyrant: Bonesword, RLC - Synaptic Hive Blades, ADPT - Murderous Size
- Malanthrope: WLT - Swarm Leader, RLC - Adaptive Neural Lobe
- Neurothrope
Troops
- 1x3 Rippers
- 1x30 Devilgants
- 1x5 Warriors: S.Link - Bioweapon Bond, ScyTal, LWBS
Elites
- 1x Haruspex
- 1x 6 Hive Guard: Impalers
- 1x 4 Zoanthrope: S.link - Psychic Channeling
- 1x Maleceptor: S.Link - Focal Essence
- 2x Lictors
Heavy Support
- 1x Barbed Heirodule: ADPT - Dermic Symbiosis
Black Templars:
++ Battalion Black Templars ++
+ Stratagems +
Revered Repositories [-1CP]
Strategem: Relics of the Chapter [-1CP]: Number of Extra Relics
+ HQ +
Chaplain Grimaldus [7 PL, 140pts]: 1. Litany of Divine Protection, 3. Plea of Deliverance, Epitome of Piety, Litany of Hate, Warlord
High Marshal Helbrecht [8 PL, 160pts]
Primaris Chaplain on Bike [6 PL, -1CP, 115pts]: 6. Canticle of Hate (Aura), Iron Resolve, Litany of Hate, Stratagem: Hero of the Chapter, Tannhauser's Bones
+ Troops +
Assault Intercessor Squad [6 PL, 110pts]: Holy Orb
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol
Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Astartes Chainsword
Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Astartes Chainsword
+ Elites +
Bladeguard Veteran Squad [11 PL, -1CP, 190pts]: Icon of Heinmann
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Champion of the Feast, Heavy Bolt Pistol, Sword of Judgement
Primaris Apothecary [5 PL, -1CP, 115pts]: Chapter Command: Chief Apothecary, Selfless Healer, Stratagem: Hero of the Chapter, The Crusader's Helm
Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon
Terminator Assault Squad [10 PL, 230pts]: The Crux Obsidian
. Assault Terminator Sergeant
. . Thunder Hammer & Storm Shield: Thunder hammer
. 4x Assault Terminator w/THSS: 4x Storm shield, 4x Thunder hammer
Vanguard Veteran Squad [7 PL, 148pts]: Jump Pack
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran: Astartes Chainsword, Storm shield
. Vanguard Veteran: Astartes Chainsword, Storm shield
. Vanguard Veteran: Astartes Chainsword, Storm shield
. Vanguard Veteran Sergeant: Relic blade, Storm shield
+ Fast Attack +
Attack Bike Squad [6 PL, 180pts]
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta
Attack Bike Squad [2 PL, 60pts]
. Attack Bike: Multi-melta
+ Heavy Support +
Hellblaster Squad [8 PL, 165pts]: Plasma incinerator
. 4x Hellblaster: 4x Bolt pistol, 4x Frag & Krak grenades
. Hellblaster Sergeant: Bolt pistol
Map and Mission:
Mission: Scorched Earth; 6 Objectives, Hold 1, Hold 2, Hold More.
Map and rough deployment ideas are HERE
Secondaries:
Nids - Til The Last, Retrieve Octarius Data, Stranglehold
BT - Oath of Moment, No Prisoners, Bring It Down
PREGAME ANALYSIS
So, first game with the new BT - had only a very vague brief idea on what their new book has. Immediately noticeable is a thick brick of Bladeguard; a thick brick of Terminators; a brick of Vanvets. None of these are very fast, so I figure I have 2 turns of guns firing in to whittle them down. However, going through the army with my opponent, I realize immediately that I cannot touch the bricks - Terminators are T4, 2+, Stormshield so +1, and -1D on a guy. It would take me a lot of effort with either HG or Barbed to break through it. Bladeguards are T4, 3+, Stormshields so +1, and ignore ap-1 and 2 on a guy. Our entire army shooting is ap-2, and hence takes too much effort to burn through. The Vanvets are at least normal. So initially, my thoughts was to chew through the edges and thin the army - however, my army is also slow moving, and I would have to sacrifice whichever flank the bricks are on, so it becomes a trading game.
However, as we move through the rest of the list, it gets harder and harder - Grimaldus gives everyone a 3+d3" advance (and BT gets reroll advance/charge as their CT so...), which makes them as fast as Genestealers but x4 tankier; this means they take over NML immediately and will be in my face in 1 turn on such a short map. They have a 5+++ vs MW in built, and Grimaldus gives everyone a 6+++ (and there's an apothecary doing the same), and carried 2 Litanies; 1 gives a flat 5+++ on everything, the other makes them nullify psychic effects like a Culexus. He carried the vow that lets them not benefit from Cover, but gets a 5++ flat and also gets mini-transhuman (wounds of 1s/2s fail). All in all, he had 4 layers of damage reduction; wounds, saves, fnp, and apothecary to bring things back. He could shove a unit in my face and kill my psychic output altogether.
Likewise, anything that gets touched in combat is dead - the 2nd chaplain has reroll hits or reroll wounds. Helbretch gives them all a +1S; there's a lot of attacks involved as well, and I dont have anything that really rebuffs them or seriously threatens them back. The Haruspex' and AC Flyrant, although by right should be the right tool to use vs these thick invuls, wouldnt survive a swing back - the Terminators in particular are completely unaffected by the AC Flyrant, and the BGV rebuff it quite reasonably with a 5+++ still. Realistically I could go after the characters and make a big change - but I'd have to wait for them to get close otherwise I couldnt make it without SL. At this point, I was extremely sorely missing SL and Genestealers, which I could send into either bricks and get good results with the new maths. I'd have to bite down on the Vanvets, kill his guns, and eat his extremities and play from there, since he has barely any guns in hand.
DEPLOYMENT
So, we deploy off against each other. There's two ruins in each deployment - the red ones are considered squares or triangles - a line is drawn from edge to edge, and everything inside is considered within terrain, and hence visible via True LOS. Which is a lot since there are windows in there. The big green ones have an area attached to the wall - everything behind it before touching the area are considered not in terrain, hence obscurred. On deployment I considered deploying my HG behind the green line, but two problems - the first is that it's past my deployment, so I dont get full coverage, and he can then swing around the sides with his melta bikes and get a clear shot on them, which would only benefit from Malanthrope (which would be 0 benefit since he would definitely CM reroll that unit). The second is that if I placed them middle, it would be middle vs middle clash - that would destroy my gameplan of chewing up the sides due to my lack of mobility. I decided to deploy the HG behind the South West Red Ruin, as tightly as I could to force extreme movements to swing around and see them (which I hoped he wouldnt get, if he tried to be safe).
My opponent thought for quite awhile before deciding to play risky and placed the Hellblasters and a single bike on that extreme flank instead of the 3 melta bikes - which I thought meant I was safe, until he reminded me they were assault hellblasters and could advance and shoot. Since he was going to have to shoot through dense anyway, he decided to go all in on it. We reasoned that if I went first, I would just destroy the unit outright and it was risky play - he countered that if he didnt do it, he'd lose anyway since nothing else could get to my HG in time. He probably thought that Transhuman would have stolen the kill from me as well, or wasted so much of my shooting that his other units can still get work done. The rest of the deployment was extremely standard - I played the Flyrant, Haruspex, Maleceptor and Malanthrope within that gap between the red and behind the green ruin, Zoeys stretched further to the east, and warriors right behind the tiny ruins in the east(or the end, in the picture) of the map. He played everything with damage behind the green ruin, then an intercessor in each extra ruin just to sit on or near objectives.
Then the roll off - and he went first.
BATTLE REPORT
Top T1 - BT (0-0)
BT gets the start, and I desperately wished I'd have the WLT for redeploy, because it would have been a game winning redeployment for me. But I didnt, so just accept it. CM gets thrown on the melta bikes instead of the hellblasters, because out of range. Terminators get given 5+++ flat and ignore magic. BT's melta bikes popped their head out on the east flank, VVs move up right behind the containers blocking mid LOS, the two thick bricks make a direct beeline down to my HG, the single bike moves way up, and the Assault Intercessors run 3+d3+6" up to get vision on the HG. Plasma-redemptor lumbers out behind the bikes, characters move up behind the VVs and next to bikes, next to bricks, and give almost army wide buffs in their army-sized deathball.
No Psychic.
Shooting Phase, the Assault Hellblasters opened up into my HG - killing 2, and losing 3 themselves. Take note that this would be the most damage his army takes throughout the entire game. The single bike opens up with melta and kills 1 more. The CM melta bikes open up on my Barbed Heirodule qith 6 shots - I popped Encaphalic Diffusion at the start of phase, he gets all hits from CM rerolls, and an amazing all wounds naturally, much to my chagrin. I fail a few and take 15d after saves and fnp. Luckily, his dice swing back right after with Redemptor getting max shots, but no saves required.
Nothing has advance and charge, so his turn ends. He's on 3 objectives, and has crippled most of my shooting.
Bottom T1 - Nids (0-0)
Nids starts to move. Having lost half my HG squad, I know they wouldnt last another turn and are basically nearly deadweight - they wouldnt get the kill on the Hellblasters, the bike, or do any damage whatsoever to the thick bricks. However, I need to buy a turn for my devilgant drop squad to come down somewhere in their back corner and just steal objectives, somehow. Knowing I needed to steal objectives from him as I cant really interact with his brick properly, I planned for my Warrior squad in the east to double move up, take two objectives themselves, and to throw the Haruspex forward to absorb the charge and cross fingers hopefully survive the encounter somehow. The psykers were facing the stupid culexus brick, so I had to make huge movements on the Zoey (it's the green HG in the pictures, apologies I couldnt find my actual Zoey models...), Neuro (the blue lictor), and Maleceptor to swing around and target the VVs or the Bikes instead. He left a bit of a space between the bikes, VVs, and Helbretch; I thought it was an opportunity for my Flyrant, so I sent him up to try and get that charge. However, BT (Grimaldus) has 2 denies with a +1, and then a 4+ deny after DtW fails; I couldnt bet on Onslaught working, so I couldnt risk advancing the Flyrant. So with the general plan in mind, I placed +1 to hit on the Barbed, reroll damage on the HG, reroll hits on the HG, 3d6 cast on the Flyrant, and moved to plan.
In Psychic phase, my inexperienced with MW generation armies showed - I popped 3d6 on the Flyrant to ensure Onslaught and big Smites, but then realized I needed to cast Paroxysm on the Plasma-redemp that was next to Helbretch and also didnt have enough cp in the plan to spend on cast extra spell. So I wasted a supersmite tool. Other than that the Psychic phase went neutral - Onslaught went off through the deny, and my Zoeys' smite went through with a deny and the 4+ roll. However, the damage was abysmal - I did around 6 MWs before fnp, after fnp I did 4, which killed 1 VV and left 1 bike on 2W. I failed a few smite tries, so that's expected when I waste my 3d6.
In Shooting, I was faced with a predicament. I forgot that after double move, you cant charge, and charging the marines was part of the plan. That meant they couldnt steal the objective unless the unit died, or was brought down to 2 guys at least. That meant my shooting priority had to shift - instead of shooting out the Bike and the 2 Hellblasters, I had to shoot intercessors instead. So I fired 3 HG into the intercessors, getting a Transhuman out of it for my trouble. However, the shooting was abysmal - 6 shots, full rerolls 3+, gets 3 hits and 0 explodes after full reroll. Gets lucky with 3 wounds, 1 saves, 1 damage into 1 damage, so 2 faileds to kill 1 intercessor. Oh dear. I moved to my Barbed Heirodule who shoots into the exposed Melta Bikes - 12 shots, 2+ to hit, ends up dealing only; a 6+++ actually manage to throw off my maths and wasted one fail, which was enough to keep the unit alive. Oh dear me. The apothecary is sitting right there ready to turn 1 bike with 2W into 2 bikes with 4 each. But I also needed to kill the Intercessors for my Warriors to actually steal the objective from them and get my stranglehold. I decided to commit to the plan and double shot my HG into the Intercessors again. Exact same results. So 3cp and 3 buffs, 2 dead intercessors; fantastic value for money. I'm now contesting it instead of owning it. I'm in trouble, because none of the plan has worked.
In Fight, there was only 1 specific fight we're looking at here - I needed to make it into Helbretch. I needed a 8" on the Flyrant with AG - decent odds. I rolled 3. Rerolled - into a 5. So now I had a Flyrant stranded in NML, with Catalyst, but facing Helbretch, VVs, Terminators, BGVs, and a soon to be 2 man bike unit. Oh dearie me.
Top of T2 - BT (10-0)
So top of his turn - I've basically done nothing to him, and execution was swift. Everything moved down; the single melta bike lined up on the HG to charge, and the 2 melta bike lined up on the Barbed. Termis and VVs lined up on the Flyrant, Plasma-dread got anti magic to cleanse Paroxysm and lined up infront of Zoeys/Neuro/Maleceptor for charge and anti-magic. BGV lined up on the Haruspex. CM went on to the meltas, and combat chap went Hatred to give everyone reroll hits in combat.
Shooting was extremely funny - the HG lost 2 more guys, but the last guy absorbed ever single shot thrown at it and either bounced off his armor, or bounced off the leviathan fnp. I meant every single bolter in the game, on its last wound, with no ER. It just saved everything, as if to make up for my somewhat lacklustre T1. Then the Barbed ate Meltas and just died.
Fight phase, Everything other than the plasma-dread made their charge targets - hard to fail with +2 to charge chaplain around. Termis swung first and did something like 20 saves to the Flyrant? He just died with Catalyst on. I spent cp to interrupt with the Haruspex and gave him what buffs I could afford with my cp, smacking with the big claws, and he killed 2 BGV through it. 4++ for the win.
We called the game there because the only tool I had left was a devilgant unit coming in, and 3 psykers stuck infront of anti-magic man. Devilgants bounce off 2+ like water off a poncho, and would have required full buffs from warriors, WLT, and exploding hits to make a dent into that.
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