Had a game against Steve54 and his black legion last night, I took:
DEVASTATOR [250] 4 Devastator units plus transport
DEVASTATOR [250] 4 Devastator units plus transport
LAND RAIDERS [325] 4 Land Raider
SCOUTS [150] 4 Scout units plus transport
SCOUTS [150] 4 Scout units plus transport
TACTICAL [450] 6 Tactical units plus transport, Supreme Commander, Hunter
TERMINATORS [375] 4 Terminator units, Chaplain
THUNDERFIRE BATTERY [250] 4 Thunderfire Cannons
VINDICATOR [225]
BASTION [300] 1 Bastion, 4 Tarantulas, 4 Emplacements, 2 Thudd Gun
HYPERIOS PLATFORMS [125] 3 Hyperios Platforms
HYPERIOS PLATFORMS [125] 3 Hyperios Platforms
Steve took something along the lines of: (can't remember exactly)
3x retinues 2x chosen spaceship terminators 2x feral titans hellblades raptors
I chose to take fortifications with the devastators, stuck the marines in bunkers and surrounded the objectives in my half with minefields
I made a bit of a castle on the left flank with my bastions and hyperios and deployed towards that side, hoping the devs on the far right could hold off any assaults with their bunkers and overwatch
This won't be an activation-by-activation report, and nor are there any pics....
Turn 1, I sustained fire with my thunderfire battery on the BL BTS which was garrisoned forwards in range, I scored 4 hits and killed an obliterator and 2 marines, putting 5 blast markers on the formation, I then retained and doubled the vindicators forward, killing two more marines from the BTS and breaking them, Steve began by moving his formations forwards and pushing his raptors out wide to threaten my vindicators, his hellblades shot a tactical marine and survived the hunter missile hit, I pushed my formations forwards towards mid table and there was some tit-for tat shooting, my land raiders blew up 3 of the rhinos from one retinue, while my thudd guns sustained on the broken BTS, reducing it to the daemon prince and a single marine, at the end of turn 1 we were both positioned for some big engagements
Turn 2 came around and we both teleported, I put my terminators in a position to threaten steve's ferals and a retinue, his terminators came down near my thunderfires and land raiders, I won the rolloff and my terminators engaged his retinue, winning the combat (just) but losing a stand of termies to the nearby support fire from a feral, my tacticals did precisely sod-all in support (as usual) steve then activated his spaceship, with the barrage hitting my rightmost scouts, killing one, his pinpint attack exploded the bastion in one go.... the chosen then podded in, summoned daemons and engaged my tacticals, in the end it ended up quite close thanks to some pretty awful support fire from the feral, and my tacticals were broken and withdrew, my bastion broke the terminators with disrupt hits, the thunderfires moved forward and finished them off with more disrupt shots, and the land raiders sustained on a feral titan claiming a crossfire with the terminators, despite needing 3's I only scored 4 hits, neither of which were saved, fortunately one was a critical which sent the beast crashing to the ground anyway, on the left flank, steve engaged and wiped out my second scout formation, and my bunkered devs shot his other retinue up, the vindicators went down to the second feral.... or it may have been the raptors....
turn 2 had left Steve reeling, I'd hurt a lot of his formations and still had much of my force left, I lost the strategy roll for turn 3 and had foolishly moved my thunderfire cannons next to my land raiders, Steve was able to call them intermingled and a brutal assault wiped both formations out, as I still had both T&H objectives and was able to scramble back to contest my blitz (but alas, not break the feral) it would have gone to turn 4 (which steve would almost certainly have won) but we had run out of time so we called it a winning draw to Chaos
thoughts:
thundefire cannons are great, really potent shooting, and their disrupt attacks are great for breaking small formations like terminators, they seem quite powerful, however they're slow, with a 10cm move they're not easily redeployed, if you take two formations then you just slow an already slow force down, they seem okay at 250 points
Bunkers aren't bad, giving RA to the occupants seriously saved my bacon in this game, Steve got 4 hits on the isolated devs with his hellblades, I failed 3 saves (all rolled 1 or 2) but the re-rolls saved all 4 stands
Thudd guns are a good addition to the list, I'd be hesitant adding them to a bastion again as by sustaining to get the indirect fire you give up overwatch on the tarantulas and unless your target is within 60cm then you can't fire your other weapons either
Bastion died horribly vs the pinpoint, not sure whether DC4 would be a good move or make the bastion too good..... opinions?
Vindicators.... again just a bit pants and they die FAR too easily... I'm starting to think they wouldn't be overpowered at 6 for 250......
hyperios platforms.... probably should come with emplacements, 30cm is just not useful enough, Steve remarked that in the 5-6 games he's played against the IF, he's pretty much never been shot at by a hyperios platform unless it was already game over and he was doing silly stuff like throwing planes in all over the shop.... they could do with a range boost, right now they're token AA with limited areas they can deploy and the points would be better spent on a few additional hunters, they don't need to shut the air game down, but as this list works well as an area-denial list, they should be able to cut off parts of the sky too...
Hopefully Steve will be along with his thoughts soon
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