Batrep: Space Wolves vs. Hive Fleet Proteus (80 power)

It’s been a month since I’ve played a game of 40k–heck, over that.  It’s not that I don’t have a regular forum to play in, as I have a regular weekly game night, it’s just that there are so many other factors.  Sometimes it’s a matter of not having the right people, or people not bringing armies.  In both of those cases, I don’t want to leave someone out and play 40k without them.  After all, we want to encourage people to come to game nights, so leaving them out is counter-productive.  Other times, there are just other games that are more compelling: new board games, good weather, or ongoing campaigns.

This past week, I had my heart set on 40k, but we wound up playing a game of Small World and a few rounds of Giant Uno (which is far more fun that it sounds, believe me).  But I still wanted to get in my 40k fix, so Sean and I agreed to meet in secret on a Saturday to get a game in…

Space Wolf Battalion

  • HQ:
    • Arjac Rockfist
    • Wolf Lord w/ Master-crafted boltgun & powerfist
  • Elites:
    • 5x Wolfguard Terminators w/ Wolf Claws
    • 5x Wulfen w/ 4x Thunderhammer & Stormshield, & Pack leader w/ Frost Claws
  • Troops:
    • 10x Blood Claws w/ Flamer, & Powersword
  • Heavy Support:
    • 6x Long Fangs w/ 5x Plasma Cannons, Plasma Gun, & Frost Sword
  • Super Heavy:
    • Knight Paladin w/ 2x Heavy Stubber, Rapid-Fire Battle Cannon & Reaper Chainsword

Technically speaking, this was not a battalion and should’ve only earned him +3CP to start the game; however, it’s only his second game of 8th and he was confused.  It didn’t even cross my mind until he sent me a text the next day to tell me that he had “cheated.”

I don’t view misunderstanding the rules as cheating.  He’s not that sort of guy, so no harm.  The list was rather small, and it seemed that the lynchpin was going to be the Knight.  Unlike when I’d faced them in 7th edition, I wasn’t at all scared by him.  Bolstered by the notion that so many Tyranid MC’s can do as much as 6 wounds per hit, I figured I could take out a Knight without too much worry.

He did warn me about the Wulfen, but he also told me that they had been removed from the table during his first game (Against Tyranids) without really doing anything, so I wasn’t real worried.  He gave me an overview of what they could do, and I figured I’d try to avoid them (if possible) but that they’d die under concentrated firepower…

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Batrep: Nurgle Daemons vs. Genestealer Cult (51 power)

Not to be confused with my recent 50 point battles against Mitch’s Chaos models, I played yet another smallish game against the forces of Darkness.  In this instance, I wound up playing against Albert, who fielded a bunch of Nurgle units instead of Khorne, so I got to see how other things functioned.  It was his first game of 8th, so we went through things as slow and methodically as possible.  Technically, it was also a 50 point game, but he didn’t have the right models with him to field exactly that many, so I let him squirt over the top a little.

I also wound up mixing things up a little bit and fielded a cult army…

Forces of Nurgle:

  • HQ:
    • Great Unclean One (Virulent Blessing & Fleshy Abundance)
  • Troops:
    • 10x Plaguebearers w/ Icon & Instrument
    • 10x Plaguebearers w/ Icon & Instrument
    • 10x Plaguebearers w/ Icon & Instrument
    • 6x Nurglings
  • Fast Attack:
    • 2x Beasts of Nurgle (?)
    • 6x Plague Drons w/ Icon & Instrument

No surprise, Albert threw down a bunch of Nurgle demons on the table–pretty much one of every available option (short of Scabeithrax–thank god).

The question marks by the Beasts isn’t because I’m unsure of whether he had them or not, but rather because I’m not quite certain if they’re elites or fast attack.  Probably the latter, but I’m throwing them into the fast attack slot for this battle report.

Genestealer Cult:

  • HQ:
    • Patriarch (Might From Beyond)
  • Elites:
    • 10x Purestrain Genestealers
    • 10x Purestrain Genestealers
  • Troops:
    • 10x Acolyte Hybrids w/ Hand Flamers & Rending Claws
  • Fast Attack:
    • 1x Sentinel w/ Lascannon
    • 1x Sentinel w/ Lascannon
    • 1x Sentinel w/ Lascannon
  • Heavy Support:
    • Leman Russ w/ Battlecannon, Plasma Sponsons, & Hull Mounted H.Flamer

My genestealer cult still suffer from the same list building restrictions as they did in 7th edition: namely that I haven’t painted up any characters still, so I’m forced to lean on my Tyranid units for that.  I also haven’t painted up any heavy weapons, or vehicles (though the latter works because I have a bunch of pre-painted tanks laying around.

I’m pretty convinced that MSU (multiple small units) is still the way to go in this edition.  Sure, it means that I basically never get first turn (which isn’t really something you particularly want with an assault based army), but there are numerous advantages with smaller units.  To test the theory, I figured I’d run my squads bigger this game.

I threw in the lascannons as last minute adds because I didn’t want to run more acolytes and metamorphs (which are practically identical when I read through them).  Plus, it gave me some shooting units that I so sorely lacked when I had faced Mitch earlier. Continue reading

Batrep: Chaos Space Marines vs. Hive Fleet Proteus REVISTED (50 power)

Seeing as our last game was a bit of an atrocity that lasted less than two turns, we pushed the reset button and tried the game again.  We used the same armies and terrain, but mixed up the mission, deployment and, of course, strategies…

Chaos Space Marine Forces (Patrol Detachment)

  • HQ:
    • Kharn the Betrayer
    • Chaos Lord w/ Powermaul & Bolt Pistol
  • Troops: 
    • 10x Khorne Berserkers 2/ Chain Axes, Power Axe & 2x Plasma Pistols
    • 10x Chaos Cultists w/ Autoguns
  • Heavy Support:
    • Chaos Land Raider w/ Combi-plasma

There’s not a lot to say about this list that I haven’t said already.

So I won’t.

Hive Fleet Proteus (Outrider Detachment)

  • HQ:
    • Old One Eye
  • Troops:
    • 10x Hormagaunts
    • 3x Ripper Swarms w/ Spinefists
  • Fast Attack:
    • 3x Shrikes w/ Rending Claws & Spinefists
    • 3x Shrikes w/ Scything Talons & Spinefists
    • 3x Raveners w/ Rending Claws & Spinefists
  • Heavy Support:
    • Trygon Prime w/ Biostatic Rattle & Adrenal Glands
    • 2x Carnifex w/ Scything Talons & Bone Mace

Unlike last game, I actually included my squad of raveners this time on the field.  Everything else was the same mentality… I can’t elaborate too much more on the list because I didn’t tweak anything between the games.

Mission & Deployment:

We opted for another of the Eternal War missions wherein we didn’t mess with cards.  I don’t recall the name of the mission we played, but it was essentially old school Meatgrinder.

You kill me; I kill you.  Who needs rules?

We earned points for each unit killed, plus additional points for the triad (Warlord, Linebreaker, First Blood).  I won the roll for deployment and took the side I was already on (though his side had better cover–I figured I’d already won once, and the difference was negligible.  Plus, that would mean I’d have to move all of the way over there…)  He had fewer units, so finished setting up first and took the first turn.

This time, I opted not to try to seize.  This was because I was unlikely to make charges from where I stood originally, so I let him move towards me to start the game. Continue reading

Batrep: Chaos Space Marines vs. Hive Fleet Proteus (50 power)

For my second game of 8th edition, I built a small list for playtesting things that I hadn’t yet seen on the table.  I managed to include only units that I hadn’t fielded before, which is great–though I won’t be able to keep it up, as I’ve mixed and matched troops too much, so at this point the only troop that I haven’t used yet are Tyranid Warriors.

Still, the hope is to try out some new things and see how they work in this version of the game.  We’re still playing with power level because the guys that come aren’t power gamers, and we can trust people not to abuse the system…

Chaos Space Marine Forces (Patrol Detachment)

  • HQ:
    • Kharn the Betrayer
    • Chaos Lord w/ Powermaul & Bolt Pistol
  • Troops: 
    • 10x Khorne Berserkers 2/ Chain Axes, Power Axe & 2x Plasma Pistols
    • 10x Chaos Cultists w/ Autoguns
  • Heavy Support:
    • Chaos Land Raider w/ Combi-plasma

This was Mitch’s first game of 8th edition, so we went with a small list to get the feel of things.  He had been caught up in the excitement that people have for vehicles–particularly land raiders, so he committed almost half of his points to that unit, and then filled out the rest of the army around it.

Hive Fleet Proteus (Outrider Detachment)

  • HQ:
    • Old One Eye
  • Troops:
    • 10x Hormagaunts
    • 3x Ripper Swarms w/ Spinefists
  • Fast Attack:
    • 3x Shrikes w/ Rending Claws & Spinefists
    • 3x Shrikes w/ Scything Talons & Spinefists
  • Heavy Support:
    • Trygon Prime w/ Biostatic Rattle & Adrenal Glands
    • 2x Carnifex w/ Scything Talons & Bone Mace

My list actually was supposed to include a squad of three raveners as well, to fill out the Outrider detachment, but I forgot to put them on the table.  I realized this in the second turn, but figured it was my mistake so they never made the table.  I guess I could’ve just said I reserved them, but I didn’t bother going that route.

The list itself was just a conglomeration of stuff to try out things in the new edition.  I started with Old One Eye, and threw in the carnies to go with him (because he’s a force multiplier for them), and then determined that I needed to have fast units to keep up with them.  So that basically explains the rest of things.  Shrikes are the fastest synapse I can get without continuously buying flyrants every game, and the Trygon prime serves about the same purpose (though he uses the “burrow” ability more than the speed.

For the Trygon tunnel, the raveners would make a good choice to go into the tunnel, but I opted to go with the hormagaunts (partly because I forgot the raveners entirely).

Mission & Deployment

Neither of us was terribly particular about the mission style, so we opted to go with the classic “Eternal War” missions (as the last game I played used the mission cards).  We rolled up “Big Guns Never Tire,” which doesn’t seem to have changed all that much from the previous edition.

We placed the objectives in fairly generic locations, but as each of us was running what was essentially an assault-only army, we both knew that we’d be meeting in the middle and beating face instead of playing the objective game.

He had setup terrain in a rather sparse fashion so, when he won the choice of sides, it didn’t much matter which side he took.  He deployed everything in the Land Raider over a series of turns (note: this was before the FAQ had come out and indicated that you place all of your units inside a transport when you place the transport) and placed it in the center of the board.  His Chaos Lord, as an afterthought, tended to the cultists in the corner.

My deployment wasn’t anything spectacular either.  I put things into the ruins to give myself cover against his land raiders as best as possible, and then failed to seize the initiative.

Turn 1: Chaos Forces

His land raider deathstar surged forward into the middle of the field, parking itself in a crater and firing it’s lascannons into my lines.  Actually, the Lascannons went into a carnifex and the heavy bolter went into a warrior.  I don’t think that he even fired the plasmagun (likely because he didn’t reference his list and was just going off of the model WYSIWYG.

Those lascannons are terrifying.  Four shots that hit a carnifex on 3’s, wound on 3’s, and do D6 wounds each.  I toyed with the idea of doing the math to see what the odds are of it killing one outright before I had a chance to react, but that’s more complex than I’d care to tackle.  Each one has a 37% chance of doing a wound (Assuming a 6+ armor save), and each wound would be between 1-6 damage.  My math shows it as about a 16% chance that the land raider does no damage at all (well, with just the lascannons), so there’s reasonable odds to peel at least a wound or two off of me.

I’m getting dangerously close to some complex math-hammering.  Suffice it to say, I was scared and had deployed accordingly.  He did manage to do unsaved wounds with one of the guns, to the tune of five damage.

Turn 1: Tyranids

My Trygon and buddies popped out in the backfield, positioned so he could shoot at either the raider or the cultists (he opted for the cultists).  Then, after managing to pluck off a few of them, he managed to successfully roll a charge on the rear of the land raider.

Everything else surged forward and charged the raider as well.  This was based upon me looking up the rules for disembarking and finding that he couldn’t do so if he was within 1″ of me.  So, if you surround the vehicle, they can’t disembark from it.  So, I did a huge series of assaults and managed to make them all (except for a lone carnifex in the back).  They charged in and did a number to it.

The rending claws did a wound here and there, but the big bang came from the carnifexes–especially from old one-eye who just does more damage than his cohorts (and has a higher strength to boot).  I wasn’t able to destroy it outright, but I did knock him down to just one or two wounds before passing the turn.

Turn 2: Chaos Marines

Mitch started off the turn wanting to disembark, but failing there.  Also, despite the fact that he could disengage at will with his raider, the movement rules prevented him from moving through my models, so encircling him meant that he was trapped in combat.  He did manage to shoot at (and charge) my hormagaunts, and killed almost all of them, but when we moved to the other assault, his attacks whiffed and I punked him with Old-One Eye.

That lead to the discovery that when the vehicle explodes, you have to disembark from the vehicle before removing it from the table.  Any models that can’t are destroyed.

Well, since he couldn’t disembark before, he couldn’t at this point, and all of the models inside had died the death.

As a consolation prize, the raider at least blew up and wound up taking out a carnifex with it.  Still, that meant that all of my units were basically in assault range of his chaos lord and my turn was up next.  He wound up conceding the game on the spot.

The Aftermath:

There really isn’t much to say here.  I wound up winning the game with an automatic victory based upon him conceding/being tabled on turn 2.  Technically, he wasn’t actually tabled, but with only one model left against my entire army (who were all basically within charge distance), that seemed like a forgone conclusion.

It was a rough game, but at least it was quick, and we both learned a lot about some nuances of the rules.

What I Learned:

  1. Surrounding a model is bad.  Or good, depending upon your perspective.  The point is, it stops units inside transports from disembarking and it stops them from leaving combat (though I’m sure units with the “Fly” keyword are exceptions to this rule).
  2. Carnifexes are pretty good at anti-tank.  They don’t have a large number of attacks, but multiple damage each makes them decent against multi-wound models.
  3. Rending claws are better than scything talons.  I ran squads of each, and though there wasn’t much experience to go on, they faired better with claws–at least against models with a 2+ armor save.  This probably required further investigation.

 

First Batrep of 8th Edition: Hive Fleet Proteus vs. Salamanders (105 power)

For my first game of 8th edition, I wanted to limit things in a couple of ways:

  • First, for anyone who has tried to create a list with point values, you’ll find that it’s utterly incomprehensible, so I wanted to start off easy and go with power levels.
  • Second, I thought it would be great if we could recreate an older battle that I’ve already played from the blog.
  • Third, I wanted to make the armies vastly different (no marines vs. marines).  Brandon had already played his first 8th game with his Orks and he wanted to play his marines, so that meant I was playing Tyranids.
  • Fourth, I didn’t want to play too huge of a game.  Initially I had tried to come up with a power level (100 points) and just started throwing units into it, but it quickly became overwhelming for a first game.  It made more sense to have a little less diversity for learning purposes.
  • Lastly, with the vast differences between the editions, we wanted to have power levels that were roughly equivalent.   Not all 1,500 point lists convert the same.

We really hunted around for a game that made perfect sense, but never came across it.  There were a few close calls, but we eventually opted to recreate our first battle of 7th edition.  That list was a bit on the point heavy side, and also included some units that just don’t have rules / options for 40k at this time, but I figured the value of the nostalgia alone was enough to justify it’s recreation.

Hive Fleet Proteus (1844 pts)

  • HQ:
    • Flyrant w/ Twin-linked devourers & Adrenal Glands (The Horror & Onslaught)
    • Flyrant w/ Twin-linked devourers & Adrenal Glands (Catalyst & The Horror)
    • Broodlord (Onslaught)
    • Broodlord (The Horror)
    • Tervigon (Onslaught)
  • Elites:
    • 3x Zoanthrope (Catalyst)
    • 3x Venomthrope
  • Troops:
    • 5x Genestealers
    • 5x Genestealers
    • 30x Termagants w/ Spinefists inc. 2 w/ Stranglewebs
  • Fast Attack:
    • Harpy w/ 2x Stranglethorn Cannons
  • Heavy Support:
    • Exocrine
    • 1x Biovore
    • 1x Biovore
    • 1x Biovore

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