Thursday, 27 February 2014

Battle report 2 - Tyranids vs Night lords

So I managed to get a battle in last night and test out the revised list against Tyranids, I have to admit I went in to this battle somewhat nervous since my army is a close ranged force and I was not sure if I would be able to do enough damage with the shooting to be able to survive the inevitable combat with the big monsters.
The battle had a standard set up in a mainly ruinous terrain with two objectives in the middle of the battlefield in the open – my theory here was to draw the Tyranids in to the open where I could blow them apart with shooting and then charge them to mop up the survivors.
I won the choice for table edge and for first turn and we also got night fighting on the first turn so there was no chance there to use the rite of war special rules sadly.
I did not have that much to deploy with only the raptors, dreadnoughts and jet bikes turning up at the start. I went for a pretty cautious deployment since I really did not want to get up close and personal with the monstrous creatures unless it was on my terms. My opponent deployed in a massive blob in the centre of the battlefield with most of his big guys in a ruin and under the effects of his venomthropes. He opted to not roll to seize the initiative since he really wanted to jump on to the objectives on the last turn, also because he is the dark eldar player who has been wrecked consistently by being seized whenever he plays them which generates something of a dislike of the rule.
 Quick view of the Night Lord drop pods waiting to come on with their proxied passengers
 Deployment of the Night Raptors, the dreadnought in this image is representing my assault cannon contemptor
 Deployment of the lascannon contemptor and the jet bikes, sadly all proxied but one day they will be real
 A portion of the gribbly Tyranid horde waiting to be deployed, the Tyrgons are actually Mawlocs in this battle

 The Tyranid left flank (from my point of view) after deployment, the black monster is representing a dakkafex, the pink horrors are hormugaunts in disguise

Night lord turn one – I am happy with my initial deployment but deathleaper has turned up and I am worried about his effect on the Mawlocs so I assign a terror squad in drop pod to go after him – this was a mistake since it simply put a nice squad of expensive marines within 6 inches of him to guide a mawloc on to. The deathstorm drop pod also came down and I put it quite close the enemy lines which again was a mistake – not used to this drop pod thing and it is showing I feel.
The praetor and his unit move up to bring their heavy bolters to bear while the assault cannon contemptor clambered over ruin walls to get in to range. The raptors pulled back a little more to try and avoid anything nasty until it was appropriate to charge in to the fray.
Shooting saw me go after the tyrant, this guy had a 24” synapse range due to a combination of biomorph and warlord trait and I figured with him out of the way I would be well positioned to wreck the Nid force. Now I should have started with the deathstorm trying to take out the venomtropes, as it was it fire 4 missiles, caused three wounds and my opponent managed to roll 1’s for all of his cover saves so against the venomthropes this would have removed his shrouding bubble completely. Instead I opted to take a wound off the tyrant and two off a dakka-fex which was useful but by no means effective enough.
My terror squad who had dropped in unloaded on deathleaper but the combination of only being able to snap fire on him combined with him going to ground in ruins with stealth meant I only got two wounds through. The rest of my shooting put two more wounds on the hive tyrant leaving him extremely close to death but failing to get me first blood which was more than a little annoying.
Tyranid turn 1 – the majority of the Nid lesser critters swarmed forward while the bigger guys rolled consistent 6’s for their move through cover, it was a general swarm towards the objectives while positioning to unleash what heavy fire power they had. Catalyst was employed to protect the hive tyrant who for the remainder of the game refused to come out of the ruins where he enjoyed his 2+ save.
The Nid shooting saw the deathstorm glanced to death by the dakka-fex giving the nids first blood. The assault cannon contemptor had an arm blown off by the heavy venom cannon held by the tyrant in some revenge for the wounds the beast had suffered. And finally the exocrine managed to melt one of the command squad with his bio-plasma attack, this also put a wound on the praetor. A massive swarm of termagaunts dasahed forward to block the charge on deathleaper, 30 critters is not going to be easy to shift.
The Tyranid right flank (from my point of view) at the end of their first turn

Night Lords turn 2 – well already on the back foot but I am sure I can turn this around… well I may have been able to if any of my reserves actually wanted to come in to the battle this turn, sadly they did not so this was already not looking great. My terror squad moved through cover the full 6 inches to threaten a disordered charge against the termagaunts and deathleaper. The Praetor and his men moved to a position to charge the hormugants who were claiming one of the objectives.
My shooting saw me decide to unloaded with the terror squad in what was a really stupid move, but it did demonstrate how obscene they are against lightly armoured infantry in the open. 20 shots with preferred enemy saw 16 hits, 15 wounds non of which could be saved, then deflagrate generated another 15 strength 5 hits and suddenly I had done 30 wounds, butchered the unit and left my terror squad completely unable to charge. Instead they were stood nicely grouped up for a mawloc to come and saw hello and even better they were in 6 inches of deathleaper so there was no chance of a scatter – brilliantly bad play by me there although seeing someone have to remove 30 guys like that was somewhat fun.
The rest of my shooting went after the hive tyrant and despite causing about a dozen wounds my opponent stubbornly refused to roll any ones on his cover saves and thus denied me the chance to get back in to the game.
My praetor and his lads charged the hormagaunts figuring it was better to be tied up in combat than be constantly shot at by something with BS4, 6 shots, strength 7 and AP2 – exocrines are nasty when you have no immediate answer for them (it has a 2+ cover save and full allocation of wounds so it was not going down any time soon). The hormies managed to get a wound on my unit and I opted to take it on my praetor and promptly failed my 2+ armour save. My lads mauled about 8 of the hormies in return but they were fearless so not going to shift.
Tyranid turn 2 – one of the mawlocs turns up and eats 8 of the terror squad sending the survivors running for their lives. The nids generally consolidate their position, maintain catalyst on the extremely nervous tyrant and enjoy life since they are in control of the battle and both of the objectives at the moment.
Their shooting takes the second arm off the contemptor but does nothing else. Close combat see another wound go on to my praetors unit, again I put it on the standard bearer since my praetor is already on his last wound and I promptly fail that 2+ armour save, joy! I do kill a few more hormies dropping the number of incoming attacks but that does not seem to be stopping my unit from slowly dying.
The terror squad members who are not eaten by the mawloc decide to stick true to the legion principals and get the hell out of there.

Night lords turn 3 – the second drop pod arrives and delivers its terror squad next close to the wounded dakkafex in the hopes of polishing it off with volkite fire. The final outflanking terror squad seem to have forgotten to take a map with them and remain in reserve.
The armless contemptor decides to go and stand on some gargoyles and for some reason I decide he needs the support of the raptors and throw them forward, no idea what I was thinking there since they will clearly win and end up standing in the open in front of the entire nid army and somewhat close to deathleaper. The ravaged terror squad rally and contemplate a short life as the mawloc looms over them.
My shooting is minimal, I fail to do anything to the dakkafex or in fact to anything I shoot at expect for the raptors killing one gargoyle. Assault phase sees the raptors get 3 attacks for charging due to their onslaught rule rather than the normal one and they then absolutely butcher every single gargoyle within range leaving them nicely out in the open, and then they only consolidate 1 inch meaning they cannot get out of mawloc munching position. The dreadnought steps on one gargoyle and holds the three remaining in combat with him. My preator and his lads suffer three wounds from 14 attacks this turn despite the enemy needing 4’s to hit and 6’s to wound but somehow I actually pass all of the saves and my attacks reduce the hormies to 4 models.
Tyranid turn 3 – the nids close the pincers, the last mawloc arrives and eats 5 of the raptors although it does take a wound to interceptor fire from the contemptor. My ravaged terror squad is charged by a mawloc while the other terror squad is shot heavily down to 4 guys and then charged by a dakkafex.
Close combat sees the praetor’s unit emerge from combat without any further damage, the carnifex steps on two marines but takes a wound back but my stubborn lads hold in there. The dreadnought fails to hit with his attacks and the gargoyles cannot damage him. Some hormies charge the raptors and cause 9 wounds, I start rolling against the sarge’s artificer armour and he dies from the first attack, then the last surviving marine dies from the first hit on him – I am really not rolling well for armour saves in this battle. The second undamaged dakkafex charges my armless contemptor, causes three impact hits all of which penetrate and he does not even have the decency to explode the dreadnought which might kill some of the nids….
Night lords turn 4 – the last terror squad arrives and decides to walk on the battlefield on the flank furthest from the fight which is going to limit their involvement.  My praetor decides to go tyrant hunting since I want to get something from the battle.
Shooting sees the heavy bolters from the bikes cause several wounds on the tyrant, one gets through and he fails he feel no pain and finally I finish the job I started on the first turn. It does not help really since his army is still within synapse from the tervigon (which spawned 9 guys on the second turn and rolled a double doing so) and the Zoanthrope.
In the assault phase the terror squad and the dakkafex they are fighting both fail to achieve anything to each other.
Tyranid turn 4 – Both Mawlocs burrow with the hopes of finding new prey. The exocrine melts one of the command squad and then the unengaged dakka fex puts 9 wounds on the unit, my opponent comments that to balance my armour save luck I should pass all of them – I roll two 1 on the first two dice and that takes the final wound from the standard bearer and the praetor.
Nothing else happens except in the assault phase my terror squad headsman finally remembers he has a chainglaive and uses it to decapitate the dakkafex giving him a nice trophy to carry around but at that point I concede as there is no way I am going to achieve anything in this fight.

Overall the fight was really relaxed and good fun although by the end I will admit to getting somewhat annoying with failing something like half the 2+ armour saves I needed to take. Obviously I am too used to playing imperial guard where armour is meaningless.
I learned a lot about the army, the contemptor with lascannons I am sure has his place but compared to the assault cannon build there seems to be no choice, not in the least because the assault cannon build is actually cheaper – rolling lots of dice is good since it means the luck should balance out. I also realise I have to be a lot more on the ball with target prioritisation than I was in this battle, more experience is needed to remember what the big issues for the army are. I do not think it was helped by the fact that I was getting this edition of the nids mixed up with the previous edition and for some reason though venomthropes gave 5+ cover instead of shrouding, this is obviously a massive difference and lead to some major mistakes in the first turn with the use of the deathstorm and lascannon contemptor. If I had gotten rid of the venomthropes I feel I would have been potentially able to gun down one of the big monsters every turn, well at least the ones with 4 wounds any way and that could have made a lot of difference. On top of that there was absolutely no reason to go after deathleaper, he was doing nothing to me until I put some troops near him to be eaten by a mawloc.
Terror squads I have to say are insanely good at slaughtering infantry units, with preferred enemy infantry and deflagrate weapons they are just devastating and I am they are going to have fun whenever they get a chance to go after eldar guardians, dark eldar of any type or even imperial guardsman and I reckon tau fire warriors are going to be somewhat nervous if they might be targeted by a terror squad.

Monday, 24 February 2014

Revised Army List

So as mentioned at the end of the battle report my base line 2000 point army list has been adjusted based on what my gaming group garnered as experience from the battle.
It was felt the Praetor was an extremely powerful option even though he was taken out very early, his mobility and threat was something lacking from the rest of the force so it was felt he needed some support.
This is therefore what we came up with....

HQ - Praetor -  jet bike, thunder hammer, boarding shield, trophies of judgement
         Command Squad - standard bearer - jet bike, combat shield, chainglaive
                                        2 x chosen - jet bike, combat shield, chainglaive

Elite - Contemptor-Mortis dreadnought - two Kheres pattern assault cannon

Elite - Contemptor-Mortis dreadnought - two twin-linked lascannon

Troop - Terror squad (10 men) - 10 x volkite charger, artificer armour, chainglaive, drop pod
Troop - Terror squad (10 men) - 10 x volkite charger, artificer armour, chainglaive, drop pod
Troop - Terror squad (10 men) - 10 x boltgun, artificer armour, chainglaive, outflanking

Fast Attack - Night Raptors (7 men) - 1 x meltagun, artificer armour, chainglaive

Heavy Support - Deathstorm drop pod - krak missile launchers

So the army dropped the flamestorm dreadnought in favour of the command squad, it also dropped the volkite chargers from the last terror squad to save points, this also serves another purpose in that the outflanking unit is more likely to be further away from the enemy so the slightly longer range of the boltgun compared to the volkite charger makes some sense.

The Praetor and his command squad are going to be quite the conversion and painting challenge but if I can pull them off i will have something really potent to serve as the centerpiece of the army, well at least until Curze is released and then I will have to get him for the centerpiece, he might never get used but I will not be able to turn down the Primarch of the legion especially with the amazing quality of the Primarchs already released by Forge World, they have set the bar very high and I am anticipating something amazing for Curze.

I will be able to test this new army build reasonably soon, I have a game arranged with one of my group for Wednesday in which this list will be facing off against Tyranids, now i know their codex is not the most powerful but they are going to be commanded by a good player and I am worried about the monstrous creatures simply because they can opt to smash to get rid of the dreadnoughts and cause instant death on the jet bikers. I have the firepower to cause them issues and I think the assault cannon dreadnought is going to be the focal point in the battle, if he stays active for a while and is able to dish out some punishment then I feel I will have a good chance. If it is dropped to early shooting or gets tied up in a fight with some of the chaff in the Tyranid army then I am sure I will have issues.
Main thing is going to be remaining focused on removing the synapse creatures, I have seen from a previous battle using this codex that when the synapse has been taken out the Nid horde simply seems to fade away.

Battle report will be going up for that fight later this week along with the pictures of the second drop pod, I am aiming to have this drop pod complete for the battle but I doubt I will have time to get the pictures sorted out prior to the battle. Once that is done it will be on to the deathstorm, I am already doing some work on it magnetisingthe missile pods in to place, I feel it is going to be essential to be able to remove them when it suffers weapon destroyed results just to be able to track where it can and cannot fire.

Sunday, 23 February 2014

Battle report

I know i have not posted for a while, things have been pretty busy recently but I should have the second drop pod completed within the next week.
But this post is about a battle my social group and I staged yesterday, in this battle the grey knights (1k) teamed up with the eldar (2k) against the dark eldar (2k) and the night lords (1k)

So with 1000 points I had some options, I decided to not use the terror assault rite of war simply because the three terror squads would have taken up almost all of my 1000 points and to be honest I have tried using them before. This time round I brought my praetor on jet bike and a couple of contemptor mortis dreadnoughts (all proxied) just so I could get a better idea of how they actually work beyond the theoretical.
A couple of tactical squads in rhino's gave me my troops choices.

I did not bother with the camera since every single model in my army was proxied.

The night lord alliance won the roll off for table edge in a battle featuring the dawn of war set up and the scouring mission. We also won the roll to set up first and then go first. With the objectives down there was a significant collection of objectives on our left flank which were generally the most valuable of them so we opted to run a refused flank and really focus our forces.
Things went drastically down hill when the opposition seized the initiative continuing a 100% record of this happening to our dark eldar player which generally results in massive damage to his force and a frustrating fight and this battle was no exception.
The dark reapers managed to take two hull points off my contemptor mortis with two kheres assault cannons, two raiders and a venom were obliterated with one of the raiders exploding taking out 7 of the kabalite warriors on board with the survivors fleeing the battle (one troop down).  On top of that one of my rhino's was blown to pieces by psicannon fire, the explosion killing one of the night lords and further fire from the eldar alliance killing one more night lord.

So we started our first turn with a massively mauled force but we were not going to give up immediately. My contemptor mortis with lascannons took a couple of shots at a wave serpent but could only roll two glances both of which were jinked. The grey knight army consisted of 16 terminators and a dreadknight, dark eldar fire this turn managed to drop 4 of them which was excellent (although lucky when the grey knight commander managed to fail 3 2+ armour saves out of 5). The dark eldar were able to also mauled the dark reapers killing a couple of them, they then failed their morale check which probably saved my contemptor for another turn.
The big action of the turn was my praetor making a 13 inch charge to attack the wave serpent, 4 attacks hit with his thunderhammer, this resulted in 4 penetrating hits which wrecked the vehicle but sadly failed to explode it. 

Eldar turn 2 was not that exceptional, the main thing that happened was one of the venoms being taken on and my praetor getting mauled by shuriken catapult fire, they caused 6 wounds of which 2 were rending, I promptly failed two of his 2+ armour saves as well as both of his 5+ cover saves so the praetor was banished back to the battle barge in disgrace - this was generally agreed as unlucky and it was felt if he had not been taken out he was going to prove to be a massive thorn in this side of the eldar alliance.The dark reapers fled off the battle field adding a level of ignomity to their performance. The Mandrakes were absolutely destroyed by being doomed by the farseer and then flamered by the dreadknight.

Night lord turn 2 and i was determined to make the eldar pay for their attack on my praetor (who I remain convinced survived and was simply teleported out) and the damaged and dismounted tactical squad decided to try and unleash fury of the legion, this worked really well and resulted in 18 wounds to the eldar guardian unit. The weapon platform absorbed a couple of hits but after the smoke cleared there was only one guardian standing and he was picked off by the twin linked bolter on the remaining rhino. The other tactical squad dismounted and targetted the harlequins who had failed to utilise their shadowseers psychic power, their firepower dropped about 5 of the unit included the seer teaching him an important lesson. My lascannon mortis again tried to take down a wave serpent and again only managed to glance it, this time I actually managed to get a hull point off it.
The dark eldar managed to get a couple of charges in on a couple of grey knight terminator units, the dark eldar commander Drazhar managed to whiff somewhat missing three of his attacks and only killed 1 terminator. In an adjacent fight he was able to see how it should be done when a wycth character managed to score three wounds on two terminators, the armour saves came up as triple one and she got to gloat at the master swordsman and point out that is how it is done.
My contemptor mortis with assault cannons finally got in to a position to do something and unloaded on the squadron of two war walkers, the end effect of my shooting was one glancing hit and 5 penetrating hits. After invulnerable saves one of the war walkers had been taken down, 5 of the hits had been saves on 5+ which somewhat took to proverbial but confirmed my feeling that the assault cannon build can put out some exceptional scary firepower.

Eldar turn 3 mainly saw my untouched tactical squad butchered by grey knight terminators with hammerhand and force halberds which kind of hurt, the assault cannon contemptor was destroyed by the wave serpent when it shot and hit with absolutely everything including getting 7 shield attacks, this resulted in 4 glancing/penetrating hits and I only managed to save off 3 of them with my 5+ invulnerable.

Night lord turn 3, my surviving tactical squad dived in to the available rhino to try and protect themselves a little. My contemptor with lascannons managed to take another hull point off the wave serpent, this time with a stunning penetrating hit.
Then the game ended when Drazhar charged a blod of 20 storm guardians who had two flamers, they scored 5 hits, Drazhar failed his first two 2+ armour saves and 5+ feel no pain rolls, then he proceeded to fail 2 more look out sir rolls, the associated armour checks and the feel no pain rolls and as such died in complete ignominity. So that was 4 failed 2+ armour saves, 2 failed 2+ look out sir rolls and 4 failed 5+ feel no pain rolls (I know he only had 3 wound but we rolled out the whole batch just to marvel at how attrocious the rolling was)
At that point we did not have too long until the store closed and the night lord alliance was about to lose all of its remaining troops and we were basically going to be virtually tabled if things continued.

It should be noted that this was deliberately a social game and the two 2000 point forces took some sub par choices just to get some use out of them, the mandrakes and harlequins were really disappointing

So the general consensus on the night lords from the battle was while they were not utterly amazing they did perform well, the praetor was very popular simply due to the additional mobility he provided. The contemptor mortis with assault cannons was raved about and while he only has 24" range he is more than capable of contributing a lot in that bubble and with the front armour of 13 and the 5+ invulnerable they can attract a hell of a lot of firepower which will protect the rest of my force which is a good thing. The tactical squads were we decided strictly better than the terror sqauds if for nothing else than the reduction in costs but the terror squads are too thematic to be ignored, since I am going for a themed force we all felt I have to stick with the terror assault rite of war and the terror squads.
We did come up with some redesigns for the base 2000 points army which will be posted shortly, the force plan continues to evolve.
I am going to have to get some more test battles in to test some of the ideas we have come up with prior to spending money on buying the models but I think the evolution of the force plan is coming along and I feel we are getting close to a truly effective night lord force which will play in the appropriate style for them.

Saturday, 1 February 2014

Complete Cataphractii

Well I have finally gotten round to completing the painting of the terminators and I am extremely happy with the results.
While not going to be an immediate addition to the force I am planning to bring the terminators in as part of the first expansion beyond the initial plan. So here is the Sergeant of the unit along with some pictures of the whole unit standing in front of the drop pod.

 
 
 
 



Next up on the list is the second drop pod, I have also received my deathstorm drop pod which I am going to do my best to resist working on until such a time as I have completed the normal drop pod. This is one of the occasions where my resolve to paint my models in the order of purchase as much as possible.
Looking forward to getting the drop pods sorted out, these are one of those things we simply do not have too many of in our gaming group so until I have them it will be extremely difficult to proxy field my army and get some real testing in. Since the guys in my group have been testing for comparative play and I have been able to witness things like the demon flying circus in action I am not sure how effective this army is going to be - I think it will be suitable for social play but it is certainly not a tournament list, not even close to it but a competitive list is only part of the reason for collecting and painting this force, the main reason is a simple desire to have a good looking evocative force which is really distinct in its style and atmosphere which I feel i am on route to achieving.

Additional naming and background details will be forthcoming, I am not going to name every marine in the force but the terminators are significant enough to deserve names. I will also name and detail the praetor, the dreadnoughts and the sergeants of the other units.