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

Continue reading

BatRep: Hive Fleet Proteus vs. Orks w/ Empyric Storm Cards (1487pts)

My goal has been to get in twelve games per year for basically as long as I’ve had this blog.  It’s not exactly an exciting goal, but it takes an extra level of effort above and beyond just casual gaming.  Well, this year I have been keeping up with the goal–at least so far, so with the end of March approaching, I scrambled to get in another game.  As luck would have it, we have a State holiday in March.

Not that I’m a state employee, or that I even get the day off, but I had some extra “use it or lose it” time accumulating, and opted to take off a day that coincided with Brandon’s day off.  We managed to throw down with a game of Silver Tower, and also a game of 40k.

Rabbit trail: I’m not sure why I never write about Silver Tower on the blog…  But this entry certainly isn’t going to be about that, it’s going to be about the battle report..

Hive Fleet Proteus

  • HQ:
    • Tervigon (Domininon, The Horror)
  • Elites:
    • 1x Hive Guard
    • 1x Hive Guard
    • 1x Pyrovore
  • Troops:
    • 15x Hormagaunts
    • 15x Hormagaunts
    • 1x Mucolid Spore
    • 1x Mucolid Spore
    • 1x Mucolid Spore
  • Heavy Support:
    • 1x Biovore
  • Fortifications
    • 2x Vengeance Weapon Batteries w/ Battle Cannons
  • Formations:
    • Neural Node:
      • Maleceptor (Dominion, Psychic Overload, Psychic Scream)
      • 3x Zoanthropes w/ Neurothrope (Dominion, Warp Blast, Spirit Leech, & the Horror)
      • 3x Zoanthropes w/ Neurothrope (Dominion, Warp Blast, Spirit Leech, & Psychic Scream)
      • 3x Zoanthropes w/ Neurothrope (Dominion, Warp Blast, Spirit Leech, & Onslaught)

We had decided in advance that we were going to play a game with the Battlezone: Empyric Storm cards as I had recently picked them up.  When we thumbed through them days earlier, it was pretty clear that the cards were pretty heavily psyker focused, so I had joked about making an army consisting entirely of Tyrants, Tervigons, Maleceptors, Zoanthropes, and Broodlords (running triple CAD, of course).    While that seemed like an interesting army that I would like to try sometime, I figured it wasn’t something I wanted to run this game.

So, the day before the game, I found myself flipping through the formations that I had never run before and came across the Neural Node.  It had a bunch of Zoanthropes (which I like), and they were all in squads of three (which Brandon also seems to like to convince me to play), so why not go with that?   Sadly, that ate up about half of my available points, so my actual CAD was fairly limited.

I knew I didn’t want to go with a flyrant, because that’s a crutch to ‘nid players.  Frankly speaking, Tervigons are the only halfway decent viable alternative (of course, I’ve run all of the other options, and will continue to do so, but Tervigon is the most solid secondary choice).   I included my now necessary Pyrovore (if anything, I’ll at least be the world’s foremost authority on why they suck), and some Hive Guard to help handle vehicles.  Well, that was after I decided not to include any Genestealers, so my troops were all fairly small and frail.   The Vengeance Weapons were based upon a quick search on my blog which seemed to indicate that the last time I’d used them was in late 2014–can that be right?

In the end, I had 85 points left, so I threw in a few mucolids and a biovore (always well worth his 40 points) and called it a day. Continue reading

Batrep: Hive Fleet Proteus vs. Nurgle Themed Chaos

I’m a little behind on my goal to get 12 games in per year (which, for the particularly astute of you out there averages out to one game per month).  So, when I had a day off that coincided with a friend, and we were able to sneak in a game of 40k, I was delighted.

Hive Fleet Proteus:

  • HQ:
    • Deathleaper
    • Tyranid Prime w/ Lashwhip, Bonesword, & Scything Talons
  • Elites:
    • 3x Zoanthropes w/ Neurothrope (Dominion, Catalyst, Warp Blast, & Spirit Leech)
    • 2x Lictors
    • 2x Hive Guard
    • 2x Hive Guard
    • 3x Pyrovores
  • Troops:
    • 3x Tyranid Warriors w/ 2x Deathspitters & 1x Venom Cannon
    • 3x Tyranid Warriors w/ 2x Deathspitters & 1x Venom Cannon
    • 3x Tyranid Warriors w/ 2x Deathspitters & 1x Devourer
    • 10x Hormagaunts
    • 6x Genestealers w/ Broodlord (Dominion, The Horror)
  • Fast Attack:
    • 3x Raveners w/ Rending Claws
    • 3x Raveners w/ Rending Claws
    • 4x Raveners w/ Rending Claws plus The Red Terror
  • Heavy Support:
    • 1x Biovore
    • 1x Biovore
    • 1x Biovore
  • Fortifications:
    • Promethium Relay Pipes

Continue reading

Batrep: Genestealer Cult vs. Nurgle Demons (2000 pts)

I haven’t gotten many games in this year.

Ok, that statement has a superfluous “M” in it.  It should ready: I haven’t gotten any games in this year.  We’ve been pretty regular as a gaming group, but most of the time we’ve been playing board games.  In particular, we’re playing campaigns of Star Wars Imperial Assault and of Silver Tower.  So, basically when the guys show up in any quantity, we generally play those instead of 40k.

That’s fine, but I do have to get my 12 games in per year, and I’ve been making a lot of progress on my cult, so I wanted to dust them off.

Actually, I was supposed to get two games in this particular day, as I had the day off and had scheduled another game in advance–but things didn’t work out and my first game had to cancel due to illness.  But at least I got this one in, right?

My Genestealer Cult:

  • Command:
    • The First Curse (20x Genestealers & Patriarch – 4+ Armor save (Mass Hypnosis, Telepathic Summons, & Mental Onslaught)
  • Core:
    • batrepcultvmitch-1Neophyte Cavalcade
      • 10x Neophytes w/ Grenade Launcher & Autocannon in Chimera w/ Heavy Stubber
      • 10x Neophytes w/ Grenade Launcher & Autocannon in Chimera w/ Heavy Stubber
      • 1x Leman Russ
      • 1x Scout Sentinel w/ Lascannon
  • Axillary:
    • Subterranean Uprising
      • 5x Hybrid Metamorphs w/ claws
      • 5x Hybrid Metamorphs w/ claws
      • 5x Hybrid Metamorphs w/ claws
      • 5x Acolyte Hybrids
      • 5x Acolyte Hybrids
    • Subterranean Uprising
      • 5x Hybrid Metamorphs w/ claws
      • 5x Hybrid Metamorphs w/ claws
      • 5x Hybrid Metamorphs w/ claws
      • 5x Acolyte Hybrids
      • 5x Acolyte Hybrids
    • Subterranean Uprising
      • 5x Hybrid Metamorphs w/ claws
      • 5x Hybrid Metamorphs w/ claws
      • 5x Hybrid Metamorphs w/ claws
      • 5x Acolyte Hybrids
      • 5x Acolyte Hybrids
    • Shadow Skulkers:
      • 5x Genestealers
      • 5x Genestealers
      • 5x Genestealers
      • 5x Genestealers
      • 5x Genestealers
      • 5x Genestealers
      • 5x Genestealers

Mitch doesn’t have a great win/loss record, so this list is clearly too powerful to play against him.  I knew that going into it.  I justified it because I have all of these newly painted models that I’m itching to have see the table and because he did say that his list was pretty powerful.  I also justified it by leaving about 60 unused points on my list (because that wasn’t enough to throw another squad of genestealers in, so I had no idea what I’d do to fill those points).

This is really just an evolution of the only other game I played with my cult, wherein I used nothing but the required minimums and some patriarchs (cheating) and as many genestealers as I could squeeze in the list.

In hindsight, this list is too nasty for casual games (though I specifically bought/made/painted all of those metamorphs for this purpose, so they’re sure to see the table again).  I also would’ve liked to have replaced the core formation for other option, but I don’t have a banner bearer painted up, so that’s something I should likely be working on–along with the other characters, and getting some real paint on those tanks… Continue reading