This was my first warm up game, played against the current, NI23 champion. His list was slightly different this year, bringing some of the same units but also bringing something a lot more fun, at least for him. His list consisted of a squad of Jakhals, two 5 man berzerker squads, two helbrutes, two maulerfiends, a defiler, Angron and a Lord of Skulls. Not a meta list for sure but still very scary and a lot of armour.
We played the new Pariah Nexus missions, using Take and Hold, Tipping points and Raise banners. This was the first time using the new deck for me, although it really isn't much different to the old leviathan one.
For this game I had decided to run the Inquisitorial Agents, as I really liked the idea of these boys. I was really hoping they could do some work in combat and to that end I had made sure to put them somewhere they could get some action. In this case, opposite a squad of Berserkers.
Deployment and board.
The arch enemy
The forces of the imperium
Deployment was simple, stay away from the big scary stuff, although I was keen to try out some of the new units and see how they got on.
The plan was pretty simple, push up early on to the midfield objectives and try and hold them. The Kreig have proved pretty good at this in the past, so even though the centre was open, they pushed up. Details are a little hazey now, given the time since the game occured, but I do remember that my first turn of shoot was rubbish, basically everything went on to the defiler and I only just managed to take it out! The only other wounds were put on one of the maulerfiends by a rhino. The 2+ to hit for the rhinos HK missiles Vs the 4+ for the guard makes a huge difference to the hit rate!
Turn 2 saw the WE advance and charge, with maulerfiend taking on the DKoK on my left and Angron charging up the centre. The Kreig proved their metal again, just taking the punishment, even as their numbers were whittled down. Angron tried to demolish the Deathwatch vets but after splitting attacks between the vets and the Armiger, failed to take out either, although the vets were somewhat diminished. In return everything that could shot Angron before charging in and ultimately killing Angron, but only when one of the armigers went BANG! Many mortal wounds were dispensed, from both the Armiger and Angron!
This destruction in the centre allowed the Lord of Skulls to charge in and alongside a helbrute or two, they took down the last Armiger and deathwatch vets plys my LRBT. The maulerfiend on my left was finally destroyed after taking down my DKoK but the vets came to the rescue after dealing with the Berserkers.
Overall, even though we only got to turn 3, it was a good game. Part of the reason we only got to turn 3 was because we had a lot of discussions about options, possibilities and issues around our lists.
So what did I learn? Inquisitorial Agents are not that good, especially against power armour. They just don't have enough attacks, even with the -1ap to really damage MEQ units. Even against a depleted unit of Berserkers they didn't make much of a dent. Additionally the armigers didn't do as well as I had hoped but they did alright. Some terrible dice rolling on my part didn't help at all.
Positives were that the lost worked as I had hoped for most part. It's the last couple of hundred points that still need adjusting.
I had a couple more games lined up at this point but they were against my son and his friend, so we're going to be more of teaching games then anything else.
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