Vraks 2 Emperor's Children 0
This game was to test the Manticores as an Artillery Company choice. In the original Vraks 1.06, there was a complaint that the Artillery company was too good.
Originally I was going to field 2 all Manticore Artillery Companies. The idea was to break the list. 2 would break the social contract. My opponent was nice enough to assist with testing. There was no point to wasting his free time completely. Only one Artillery Company was taken.
Vraksian Traitors (NetEA v1.08)
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ARTILLERY COMPANY [650]
9 Manticores
ARTILLERY BATTERY [250]
3 Bombards
ARTILLERY BATTERY [250]
3 Bombards
MALCADOR TANK COMPANY [700]
10 Malcador, Flak (1 Hydra)
DISCIPLES OF XAPHAN [300]
8 Disciples of Xaphan, 4 Chimeras
REGIMENTAL HQ PLATOON [400]
Supreme Commander, 12 Infantry, 1 Hell hound
TANK HUNTER SQUADRON [200]
3 Leman Russ Destroyer Tank Hunters
FLAK BATTERY [150]
3 Hydra
SENTINEL SQUADRON [100]
4 Sentinels
Kal got 2995 on his list. When entered in ArmyForge I got 2905. Kal will have to enlighten me on what I missed.
Emperor's Children (4.1 - Approved)
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DAEMON POOL [90]
6 Lesser Daemon
RETINUE [330]
6 Chaos Marine units, Chaos Warlord (Supreme Commander), 3 Rhino, Daemonic Pact
RETINUE [280]
6 Chaos Marine units, Chaos Lord, 3 Rhino, Daemonic Pact
RETINUE [330]
6 Chaos Marine units, Sorcerer Lord, 3 Rhino, Replace 4 chaos marine units with 4 Havok units, Daemonic Pact
NOISE MARINE RETINUE [515]
7 Noise Marine, Sorcerer Lord, Daemonic Pact, Dreadclaws, 3 Emperors Children Dreadnought
NOISE MARINE RETINUE [485]
9 Noise Marine, Sorcerer Lord, Daemonic Pact, Dreadclaws, Emperors Children Dreadnought
DEVASTATION CLASS CRUISER [150]
QUESTOR TITAN [300]
HELLBLADE SQUADRON [200]
3 Hellblade Interceptors
HELLTALON SQUADRON [225]
2 Helltalon Fighter Bombers
Game On
Kal plots drops. No Garrisons

Malcadors garrison on over watch off left flank objective
Inf Co with SC garrison on overwatch off Blitz in terrain.
With no teleporters to worry about and only the drop to predict. I buried the Artillery Co in the corner deep in the Flak bubble.


Turn 1
EC wins strategy Roll
EC Hell Talons GA Disciples 2 KIA 3BM, Bombs hit the Tank hunter 1BM
V Art Co failed initiative, SC reroll used. Sustain on Tactical 1KIA 7BM, Titan 5BM Broken, Havocs 3KIA 8BM Broken


EC Hell Blades GA Disciples 1BM

V Hydras Fail Hold remove BM
EC Tactical Marshal remove 4BM advance

V Dsiciples Marshal remove 4BM advance

EC Tactical with SC Doubles targets Disciples BM

V Bombards sustain Tacticals with SC 4KIA 6BM

Retain
V Tank hunters Overwatch
EC Spacecraft orbital misses and Drop 1

Drop 2 is pushed out. Disciples are scouts


Overwatch on unload Inf Co Drop 1 BM

EC Retains with Drop 1 and fails. SC reroll fails.

V Bombards sustain Drop 2 2KIA 4BM


Retain
V Sentinels March ZOC Drop 2

EC Drop 2 engage Sentials 4KIA eliminated

V Malcadors double Drop 1 6KIA 7BM Broken

End of Turn 1
Planes leave Talons 1 KIA 2BM, Blades BM
EC Drop 1 rallies
EC Drop 2 broken
EC Havocs broken
EC titan rallies
EC tactical with SC broken
V remove all BMs, none broken
The Artillery Co alone put the EC in a terrible spot. The nine manticores landing 18 BP with disrupt. It’s too much. The three pie plates cover enough area to engage multiple detachments. The 5BMs just from getting hit breaks units to easy. This gives you an activation advantage in the first turn.
Manticore should be limited to artillery support only. Your Artillery company should only have access to Basilisk. The Artillery Co should be a 0-1 core choice. Manticores in the detachment of three offer 6BP with disrupt and two templates. They will perform the design function of breaking a unit. And only one unit.