Tuesday, 18 July 2017

The Relic, Hjaltland LI Vs Ultramarines (7th ed)

Having reviewed the main armies of mine and the changed that 8th brings, I thought I would slot in a couple of battle reports. These where the last games I played under 7th Ed rules a few weeks ago. While 7th is probably long forgotten by most people out there, there hasn't been a chance to post these up and so I though that I would still do it anyway. 

For this game I was playing an opponent who hadn't played in a while and wanted to try a few units before they disappeared forever, at least in their current form. His list therefore consisted of a librarian conclave including Tiggy and  a drop pod full of grav-Dev's, also in the list were 3 tac squads, two razorbacks and a squad of TH/SS termies. Nothing too challenging apart from two of the libby's managed to role invisibility! 

The battlefield 

The guard lines

The ultramarines lines

We were playing the relic, placed in the center of the square buildings in the center of the board.

Turn 1

Turn one started quite badly for me.

Clear shots on the razorback and tic squad on the roof

Not so clear shot

The drop pod of doom landed smack in front of my lines. It had scattered forward a bit so the grav Dev's had to sot beside rather than infront ofthe pod, but it made little difference, with a whole hostofhits reducing one wyvern to a smoldering wreck and taking a hull point and immobilizing the other. Later in the game it transpired that I had inadvertently cheated, when asked about saves I had stated that everything was a 5+ when in fact the command squad was a 4+. Had I remembered this has would have targeted the command squad and not the wyvern. But in truth, he actually removed the bigger threat, as even one wyvern managed to kill off a 5 man tac squad to earn me first blood. I also put every single other shot in to killing off the Dev's, even the quad gun joined in. Nothing else really happened as the terminator's went invisible and ran for the relic.

 
End of turn one, not a pleasent sight for the guardsmen 

Turn 2

Again, my opponent played itfairly safe. Invisibly was cast on the termies who collected the relic this turn. The rest of the units mostly shuffled around bit, but did little to my army. On my side the vendetta came on and fluffed its shots at the second razorback, getting only one glance from 3 twin linked lascannon shots that auto glance on side armour!

Target sighted........target missed!

Other than that all the happened was that my squads moved forward, looking to try and overrun the marines with there greater numbers.

End of turn 2 and its looking a little shaky for the guard.

Turn 3

This turn my opponent did exactly what he needed to do. He withdrew back away from my advancing hordes. He took a few potshots but nothing of note. In reply my guard did little as well. What it did do was take out tiggy, dropping the psykic powers down a bit and i also got a few marines holding the enemies left flank. The vendetta finally killed of the second razorback, but only just, a glance and a pen. 6 twin linked strength 9 ap2 shots should do a lot more than 2 glances and 1 pen to an armour 10 rhino, I'm looking forward to seeing what damage the vendetta is capable of doing in 8th.

Finally killed off.

More aerial reinforcements

Turn 4

At this point things were getting a bit precarious for my opponent, having just a razorback, two libby's, a captain and half a tactical squad, along side his termies. Now, at this critical point his psychic dice failed him, failing to cast invisibility. I want really in a place to take full advantage of it, but I did mange to take down one of the termies, alongside the captain for slay the warlord. In total I whittled down his forces to just a few tactical marines, a libby, a razorback and a handful of tactical marines. I was quietly confident at this point that I could force a draw, or at least a very narrow defeat, but without invisibility the terminator's were now at least possible to kill.

The remaining ultramarine forces

The table

The guard forces swarming forward. The drop pod is just out of range for line breaker.

Turn 5

This turn started off with the Ultramarines pulling back, trying desperately to keep hold of the relic. With 4 termies, 4 tactical marines and a Libby left it was going to be close. The ultramarines did little else but move around, including boosting the last razorback in to.my deployment zone. The left me with 2 options, destroy the rhino and force the draw or go for the relic and hope I kill of the termies. I chose the latter and it didn't quite make it. With the termies hiding in a ruin I shot what I could at it and everything else shot the tactical marines. The tactical marines were wiped out but the termies proved a little bit harder to remove. 4 rapid fire plasma guns and a plasma pistol, resulting in 4 hits and 2 dead guardsmen!, 3 twin linked lascannon, 4 flames, hitting a total of 14 times, and a multilaser for good measure resulted in just 3 dead termies. Leaving 1 holding the relic and nothing left for me to shoot at. It was also out of sight of anything that could charge.

End of turn 5, the last remaining termie pulls back in to the ruin

Balanced on a knife edge

So turn 5 was over and done, the score was sitting at 4 to 3 against me and there was just one dice roll to go. That dice roll turned out to be a 4 and we moved on to turn 6

Turn 6

So game went in to turn 6, much to my opponents disappointment. by going in to turn 6 it gave me the upper hand and the chance to win. As it was, all I had to do was take out 1 terminator, and with 2 plasma guns and a plasma pistol, 3 twinlinked lascannons plus some flamers and multilaser, things were looking grim for the lone terminator. Needless to say, it was dispatched in short order, although I was unable to claim the objective.

As the dust settles, the Relic is left, laying out in the open.

The last remaining forces of the Ultramarines.

So, with the last terminator dispatched, my turn ended and we rolled to see if we went to turn 7 but unfortunately we didn't. A roll of a 2 meant the game ended as a 3 to 1 victory to me. While the game may have seemed onesided it wasn't quite so much. My opposition had a few very expensive units, the termies at near 500 points and the grav-devs over 200 (I think). Combined with tiggy and that pod, that accounts for around 1000 points. In a 1500 point match its a lot of points for not very many models and facing my horde, they were very much out numbered from the off.

I think he played the game well, but I would have been far more aggressive withthe rest of the army, charging up the field to support the drop pod and put pressure on my lines. This may have given him more space at the back or even in the big ruins in the center to hide from my flyers and the plasma command squad. Using the termies to hold the relic and casting invisibility on them effectively made them invincible, hitting on 6's and always gaining a 3+ meant my only 2 real options, the plasma and lascannons, were about as useful as the massed lasgun fire. Although, you should never underestimate the effect of massed lasgun fire!

I have one last batrep for 7th coming up and then its on to 8th. By the time you've read this I will have played a couple of games already and have some idea about the new game but that's for another post.

Friday, 14 July 2017

8th ed Eagle Knights list - blood angels

So following on for the other lists, here is the Eagle Knights list. This list is probably less set in stone than either of the other two lists as there have been quite a few changes from 7th to 8th, but I shall go into them more afterwards. So here is the list;


Preist    w/ bolt Pistol + Crown Angelic + Jump pack

Command Squad w/ jumppack + 4x lighting claws + power sword + Champion + Novitiate

Captian w/Power sword + Auspex + Jump pack
               
Command Squad w/Jump pack + 3x power weapon + melta bomb + Champion + Novitiate
               
Dreadnought    
               
Devistators w/3x Heavy Bolter

tactical  squad w/Hand flamer + Heavy flamer
               
tactical  squad w/Hand flamer + Heavy flamer
               
tactical  squad w/Hand flamer + Flamer
               
Assault squad w/10 marines

Death Company Chaplin w/Angel wings
               
Dreadnought    
               
Death company w/ jumppack + 3x power maul + 3x Plasma pistol
               
Death company w/jumppack + 2x thunder hammer + 2x boltguns
               
Death company w/Jumppack


1991
Preist    w/ bolt Pistol + Jump pack

vanguard vets w/jumppacks + 4x lighting claws + 2x power sword + power axe
               
Captian w/ Power sword + Jump pack
               
Command Squad w/ Jump pack + 3x power weapon + melta bomb

Champion w/Powersword
               
Novitiate
               
Devistators w/3x Heavy Bolter

tactical  squad w/Hand flamer + Heavy flamer
               
tactical  squad w/Hand flamer + Heavy flamer
               
tactical  squad w/Hand flamer + Flamer
               
Assault squad Sgt w/powerfist + 9x marines

Chaplin w/ jump pack
               
Death company w/jumppack + 3x power maul + 3x Plasma pistol
               
Death company w/jumppack + 2x thunder hammer
               
Death company w/Jumppack





1528

The first and most obvious thing, and one I've mentioned previously, is that the Dreadnoughts are gone. This instantly saves over 200 points, and when added to the other points savings, this leads to a massive points saving of over 450 points. Now, this is partly down some wargear disappearing, but some is just down to points drops. I'll run through from top to bottom.

One thing that is common across pretty much all the lists is the loss of relic items, in this case, the Crown Angelic. Not a major problem, as Fear seems not to be a thing anymore. The first big change is the changing of the command squad to the vanguard squad, turning this units in to a pretty good combat unit. Generally these boys will get used to counter charge or to pick off some weaker units, after the tactical squads have done their thing.

The nest units, the captain and command squad haven't changed much, just the command squad has split down into its core components, squad, champion and Novitiate. Not much has changed with the squads in terms of weapons or even models, all that has happened is the splitting up of the unit to conform with 8th edition. The rest of the core squads, the devastators and Tactical squads have not changed at all and the assault squad has gained a powerfist due to the reorganisation of the vanguard vets.

As for the death company, the Death Company Chaplin has become a normal Chaplin as the option for the DC Chaplin has disappeared. This again saves a few points, but i'm hopeful that the DC version will return with the codex. Now there rest of the DC have not changed either, they remain exactly as they were.

So in reality not a lot has changed, but in terms of points, things have changed quite a bit. Now, the DC squads alone were nearly 500 points under the old system, now however they are significantly cheaper, about 125 points. Now, I thought that this must be a mistake on my part, but its seems not, my pen and paper workings match Battlescribe. Now, this is probably due to the numerous power weapons and plasma pistols, but there has also bee a base cost drop as well.

This can be said for most of the units, although for many squads, such as the Tactical squads, this points difference has meant that overall the squads cost pretty much the same at 265 (7th) to 301 (8th), about 10 points per squad more expensive.

The next real question is what do I spend the extra points on? I have a few extra characters knocking around, another Captain, which will be useful for the tactical squads. But there is a whole other command squad. So a Champion and Novitiate plus 3 vets. Now the champion and novitiate are not a problem. Another Novitiate is always useful and a champion can always be used and as all these are non jump pack units, they will accompany the tactical squads and add some extra support and durability. The other three vets are a bit of a problem, they are armed with storm shields, pistols and power weapons. Now, in their current configuration, the closest I can come is Wolf Guard for the Stone Dragons. I could take a scalpel to the models and hack them to bits, but if I can I would prefer not to, so I think that moving them to the Dragons is the best option.

Tuesday, 11 July 2017

Eagle Knights in 8th edition- blood angels

As with the Scions of the Drag Ormr, the Knights army. list revolved around formations, either the angels blade strike force (at 2000pts) or the lost brotherhood strike force (at 1500pts), both of which are now defunct. So this means that there are going to be significant number of changes to the forces for the Eagle Knights.

To start with I'll just focus on the angels blade strike force as there is quite a bit of overlap overlap, such as both forces contained the "leaders of the angelic host" formation, consisting of a sanguinary priest and a command squad. Now, the priest hasn't changed all that much and will probably be run as he is but the command squad has changed quite a bit. The company champion and the novitiate are now separate units. This means I would end up with a priest, champion, novitiate and a 3 man company vet squad. I could also potentially upgrade one to a company ancient, leaving me with just 2 company vets but I will have to see what happens points wise and also look at wargear.

Next up is the demi-company, consisting of a captain, command squad, 3 tac squads, a dev squad and assault squad, along with a dread. Now, ill start with the easy one, the dread. So while dreads have got a lot better this edition, its still out. I just don't like them and they don't fit with the force, so its gone. The captain will remain pretty much unchanged, however, I believe that auspex's are now not available, so that's had to go. His command squad however will see a lot of changes. I could have just amended it in a similar fashion to the previous command squad, but this squad was originally supposed to be a Vanguard Vets squad, but was changed when the Demi-company came out to be a command squad, now with the rules changes it going back to a vanguard squad, which will involve a bit of rejigging of models, but nothing to hard.

The vanguard vets post build.

The tactical squads will also remain as they are, as although the flamers have gone up in price, they are still useful and they are part of the fluff, both in terms of the BA's and the EK's. The same can be said for the assault marines, although as part of the vanguard vets reshuffle, the Sgt with power sword will return to the vets and the bloke with the powerfist will be promoted and actually get a powerfist in game, rather than just for show. The last squad in the demi- company is the devastators. As mentioned in previous posts, these guys only came about to fill this role but will remain due to the new rules and will hopefully gain an extra heavy bolter, if points allow
.
The devastators 

As with most of these formations, it required an auxiliary section. Now for the demi-company I chose the death company strike force. Now this also formed to core for the Lost Brotherhood strike force, with only minor additions to fill the requirements for this formation. Ill go in to them after, but for the momenymt we'll look at the death company auxiliary units.

The force was lead by a death company chaplain, something that now doesn't exist. I can replace him with a normal chaplain and tool him up the same, but he looses some of the rules specific to the death company. The dreadnought is ditched again, which is good because I wad struggling to figure out how to model this up from my current collection. The final element for this formation is formed of three death company squads. All of these squads will remain as they are, with the exception of one model. this model is one of the thunderhammer wielding boys. In the previous edition, you could take a hammer and bolter, now however you cannot, its either two weapons or the hammer now. One bloke is wielding his hammer 2 handed, ready to strike, the other is shooting and holding his hammer down. Now I have to think about redoing this model, but not sure how to, as his holding his hammer one handed and there's no real way of changing that. I may just leave it but ill see.

The hammer and mauls

So all in all the Angels Blade strike force only has a handful of changes, nothing to worry about. The other formation, the Lost Brotherhood strike force also doesn't have many changes, sharing the Leaders of the Angelic Host and Death company strike force with the Angels Blade, only the inclusion of Lemartes is new. Lemartes will be in the new army somehow, was yet I'm not sure how ill lay everything out, as there are problems with getting everything in to the new detachments (far to many elites) so ill have to work on that.

There is also one other issue with the knights, is that I changed my mind halfway through building the list, so I have an alternative captain and command squad, the captain is armed with a stormshield, pistol and sword and the command squad are similarly armed with shields, power weapons and pistols, none of which is allowed these days.

The problem squad

I possibly could get around it by using the command squad models as company champions, but how many company champions do I want to field? I think 4, or even 5 with the captain, is probably a few to many. I'll have to try and figure something out, but at the moment i'm not sure what, although they may find themselves redeployed to another chapter.

Friday, 7 July 2017

8th Ed Dagr Ormr list - Militarum Tempestus

So, i'll follow the same pattern as for the Hjaltland LI. Here are the two lists side by side, trying to keep them as similar as possible until I get to grips with what's changed and what's better/worse, although having said that, my lists are pretty fluffy and so not a lot will probably change with this list. Anyway the two lists currently look like this;


MTCS 1 Commander w/bolt pistol
              w/Vox
                3x HS Volley
                               
MTS 1    Sgt w/ bolt pistol
              7x Scion w/ vox + 2x Plasma       
                               
MTS 2    Sgt w/Bolt pistol
              7x Scion w/ vox + 2x Plasma       
                                               
MTS 3    sgt w/ bolt pistol
              8x Scion w/ vox + 2x HS Volley   
               
Ground assault formation                           
               
Commissar         
                               
MTCS 2 Command w/Bolt Pistol
                 w/ medic + Standard +  vox +                     flamer
                Taurox w/Missile launcher
                               
MTS4     Sgt w/bolt pistol              
                8x Scion w/2x Melta + vox         
                Taurox  w/missile launcher         
                               
MTS5     Sgt w/bolt pistol              
                8x scions w 2x melta + vox
                Taurox  w/ gatling cannon           
                               
MTS6     Sgt w/ bolt pistol             
                9x Scion w/ 2x HS Volley + vox   
                Taurox  w/ gatling cannon           




1496
Commander w/ bolt pistol + power sword

CS1         w/ vox + 3x HS Volley
               
MTS1     Sgt w/ bolt pistol
              7x Scions w/ Vox + 2x plasma
                               
MTS2     Sgt w/ Bolt pistol8
                7x scions w/ Vox + 2x plasma
                               
MTS3     Sgt w/ Bolt pistol
                8x scions w/ Vox + 2x melta
               
Command w/ Bolt Pistol + power maul

CS2         w/ medic + Standard + vox + flamer
                Taurox w/missile launcher +       autocannon
               
MTS4     Sgt w/ bolt pistol
              8x Scions w/ Vox + 2x Melta
                Taurox w/ gatling cannon + autocannon
               
MTS5     Sgt w/ bolt pistol
              8x Scions w/ Vox + 2x HS Volley
                Taurox w/ gatling cannon + autocannon
               
MTS6     Sgt w/ bolt pistol
              9x Scions w/ Vox + 2x HS Volley
                Taurox w/ gatling cannon + autocannon




1408


So, a few changes but on the whole not many. Most of the squads have remained unchanged, although at the reduced points cost, the squads will gain a member each. I've lost the commissar for the moment, as these squads will most likely be deep striking, something the commissar can't do and so hes not going to be much use.

 After I had written out the list I realised that I had misread a few of the entries. Firstly, I had misread  the entry for the Tempestor Prime, I had assumed that they got the command rod as standard, however you have to chop in your pistol for it. So in the lists above, both commanders will be handing over their pistols for a command rod. The second thing I had missed was that you can now take up to 4 special weapons in a 10 man squad. I don't have the option for adding in extra special weapons, as I don't have extra special weapons and I would have to remodel some scions as well. I could however move models around to enable 4 special weapons in a couple of squads, but I currently don't think it is with it. Time will tell and I maybe doing some remodeling.

The vehicles, the Taurox's, may also see some changes. At the moment they have kept their wargear as it was, however, with the cost of the missile launchers there maybe some changes. Granted the missiles look quite good, but for half the cost the battle cannons aren't to bad. I'm still unsure about what I will do with these yet, hopefully I'll make my mind up before I have to model up some for real.

Another point to not is that the list has dropped in price, not masses, just a bit and with loosing the commissar as well, there are some extra points around. These will be spent on more bodies for the squad, to try and add some more firepower and resilience.

Talking of points, I've always wanted to push this force up to 2000 points but have never been able to, as both cost and model availability haunt been there. Now, with the new setup, I can bring its up to the 2000 mark fairly easily. For starters ill add more scions to the squads, maxing out at 3x10 and 3x9 man squads, as that's all the guys (and girls) I have. Ill also add in some heavy weapons teams, probably a lascannon squad and 2 mortar squads at least, if points allow I might also add in a heavy bolter team or two. All these squads will be supported by at least 1 company commander, more if I add in  more units. I would want at least enough orders for 2 out of every 3 squads, every squad would be nice but 2/3 is good enough. I'm not sure how many points this would add but it would add a lot of extra support. If I did change the Taurox missile launchers for battle cannons, I would also try to add in a second lascannon squad, even if it meant dropping a heavy bolter  squad.

Ill have a play with the squads over the next few weeks and see what I can come up with.