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Wow, so its been a while since I have been able to sit and breathe. Sadly I have neglected the blog, partly because of work but also because I didn’t want to comment too much on 8th Ed 40k without trying it first. Spoiler season was just crazy so whatever I had wrote would probably have been lost to the warp the very next day.

Alas, I managed to get two games in over the weekend (using modified ITC) with my Craftworld Eldar. The event was Save vs Summer at Camp Zama, Japan. The restrictions were 1250 pts using only 1 detachment. Also models had to be as close to WYSIWYG as possible. I had a patrol detachment (3 command points, CP) and my list was as follows;

Avatar of Khaine
Autarch with Warp jump generator and Death Spinner
Guardians (10) with Shuriken Cannon platform
Wraithguard (5) with D-Scythes
Wave Serpent with Twin Bright Lance
Warp Spiders (6)
Vyper with two Shuriken Cannons
2 War Walkers each with a Scatter Laser and Star Cannon

Not very powerful or efficient but I wanted to try out things. I had never used Wraithguard or a Wave Serpent so I was interested in their resilience. The Avatar was an experiment also, mobility hurt him last edition so I wanted to see if this still existed. I knew this list was better in midrange distances, and I didnt have much high strength weaponry as I would like. S6 is ok, but not vs many T7 vehicles. Overall, my aim was to have fun, try new units and get to grips with the rules- these were my first games of 8th!

I won’t go into too many details of the games but I played vs Tau (Longstrike) and codex Marines. I lost vs Tau and table the Marine player (who I think was fairly new to 40k). A word about CPs, I only had 3. I would have loved more especially in a tight game. So I clearly made an error choosing the patrol detachment instead of the Fast Attack detachment for an extra 2 CP (duh!). The CP’s I used didn’t change a huge amount, but they at least gave me or my opponent a chance to change the odds. For example I needed a 3+ to kill a crisis suit but rolled a 2 then a 1. Or a hammerhead doing an extra 3 damage. Having the chance is better than not having the chance at all.

So I lost vs Tau. Now I can accept losing, however I made things difficult for myself by not taking the chance to move the 1 piece of LOS blocking terrain we had before the game started. Therefore, my opponent (Julian) could castle up at the back with a large killing field in front of him. This really affected how I deployed and acted in turns 1 and 2 as I didn’t know how deadly things were- I was too conservative and didn’t put pressure on when I should have. Even then I had a couple chances to steal it had a couple rolls went my way. The final score was 5-11 mission points which was perhaps a fair reflection of my naivety, but overall an enjoyable game given how close it was.

Game two was a bit of a blow out. I played vs Bruce who had a Marine army consisting of two Rhinos filled with dudes, a Dreadnought, then a large assault squad and terminator squad to Deep Strike. Now there is nothing wrong with Deep Strike, but you have to be sure that it will pay off otherwise the counterstrike will be hard as your army is now split. Unfortunately for Bruce he only succeeded in heavily damaging the Wave Serpent. In my turn I deleted both his deep strike units, was fortunate with the maelstrom to go ahead. It didn’t get better for Bruce as by turn 5 he was table and I had only lost a couple Wraithguard and a Vyper. I am certain we was new to 40k so I chatted with him at the end about little things he could have done differently to break up my army better. This game we had LOS blocking terrain and it made a huge difference to me- crucial part of 8th Ed I feel.

This comes to my first unit review. The Avatar of Khaine. This guy is a bruiser. He chops stuff up easily in combat, has a meltagun, a 12″ fearless bubble and is extra resilient. However, he is still slow. Vs Bruce I couldn’t get him where I wanted because I cannot Advance and Charge meaning he can only move 7″ plus 2d6 if you want to charge (re-rollable). Therefore for him to work well the enemy has to come to you. Is this a guarantee in a tournament setting? No, as he got blasted off the table vs Tau thanks to my poor positioning and bad saving dice. If a tournament had a side board then I would consider taking him but otherwise he will be relegated to casual games vs an army I know.

The Autarch was great, he flew across the table thanks to the jump generator (so did the Warp Spiders), and the re-rolls of 1 was an excellent bonus. The Wave Serpent was tough, and Twin bright lances are good, the S8 -4 AP did a lot of good work. The Wraighguard were great, so tough, great weapons (unless you roll a 1 or 2), but underwhelming in combat with only 1 A. The Vyper and War Walkers were solid as they are fast, but the mass S6 weapons wasn’t that good. On the Vyper 2 Shuriken Cannons was good as there are no penalties to moving and advancing thanks to Battle Focus, and the -3 AP on a 6 to wound is nice. The War Walkers can be a little tricky, -1 to hit if they move, and with S6 weapons they are suited to killing infantry/T6 vehicles. Maybe I will try Missile Launchers or more Bright Lances.

Overall Craftworld Eldar are solid and fun to use. The army list should be built to take advantage of Battle Focus. I will try to get a couple more games in with a similar list to really get the hang of Eldar- and use the correct detachment!

Thanks for stopping by, and I will try to get all the painting updates on here in the next few days.

 

Floorhammer 40k fans, we are back with two short battle reports for you! Actually, these battles took place on the tables of GW Ikebukuro, Tokyo, rather than the floors of a suburban Tokyo home in true Floorhammer battle style. Alas, games were played, models were picked up from the table- blood for the blood god, right?

My opponent was Kyle, a fairly new arrival to Tokyo and has thrown himself into the wargaming community around Tokyo. I have a huge amount of respect for him considering I know how tough it can be moving to Tokyo. Kyle has settled with Thousand Sons, and I had played him before- Rubric marines are scary as hell with a 3+/4++ and AP3 bolters. However, several constraints have meant Kyle hasn’t had the chance to expand his force yet. I knew  roughly what models his force would be comprised of, and perhaps I had this in the back of mind when I made my lists. I didn’t specifically tailor my lists against him to counter what he could do, but I’m saying a bias could exist. Alas, Kyle said he had a great time and thats the main thing.

I decided to take my Space Marines out for their first battle. Named the Sunbreakers, akin to the Salamanders chapter, they use flamecraft to purge the enemies of the Emperor. If you have seen any of the blog before you can see how they look.

We played two games, Purge the Alien and the Relic on a 4′ x 4′ table as it was only 500 pts. Sadly I didn’t take pictures, I will do better next time. Kyle took first turn in both games, which was perhaps a slight advantage for my Pod coming down to pick off an isolated unit.

My lists were as follows;

Purge the Alien

Techmarine; Servo-harness (with Centurions)

Tactical squad; Combi-flamer, flamer, Drop pod

Tactical squad; Combi-flamer, flamer

Centurion Devastators; Twin-linked lascannons, Hurricane bolters

The Relic

Techmarine; Servo-harness (with Pod unit)

Tactical squad; Combi-flamer, flamer, Powerfist, Drop pod

Tactical squad; Combi-flamer, flamer

Land Speeder; Multi-melta

Dreadnought; Assault cannon, heavy flamer

Game 1; Purge the Alien

Kyle had roughly a Chaos lord with Mark of Tzeentch plus some wargear, Rubric marines, Cultists and a Helbrute. These units are solid and caused plenty of problems, however the lack of mobility and heavy weapons are issues that can be exploited. Something like Obliterators and Warp Talons would go a long way to resolving these problems. Alas, onto the games!

Purge the Alien started with me Podding in close to the Cultists and burning them off the board to score 1st Blood and a kill point. The Centurions and the Rubrics+Lord were doing a Waltz around the main line of sight blocking terrain in the middle to avoid each others line of site. Turn 2 saw the Hellbrute kill a Marine from the Podded squad, and the Lord jumped close to  assault the Pod. In the assault phase the Lord’s melta bomb immobilized the Pod again to reduce it to 1 HP. On my turn the Centurions blew up the Helbrute.

In Kyle’s Turn 3, the Lord failed to finished the Pod- the 1st of about 4/5 snake eyes Kyle rolled over the course of the afternoon. Horrendous luck. The Rubrics took out a couple more marines from the Podded squad but they held morale. At this stage, the second Tactical squad were in support of the first squad and hid in cover to get in better position for next turn. The Lord finally wrecked the Pod scoring Kyle a kill point.

The next turn saw the Lord reduced to 1 wound from Lascannons (he had Eternal warrior) and rapid firing bolters. Another flamer killed 3 Rubrics in a crazy combo of Salamander chapter tactics rerolls, and some awful armour save rolling. The coup de grace was on turn 5; the Chaos Lord was killed in overwatch to more flamer fire. At this point we called the game with the final score 5-1 to the Sunbreakers.

Game 2; The Relic

With a changed list, I wanted to mix up the tactics a little to see what worked and what didn’t. 1 of my marines was killed by the Cultists heavy stubber. Kyle jumped the Rubrics onto the Relic, however the Pod came down with the Techmarine and deleted them off the board. Between 3 flamers and a few rapid firing boltguns the squad caused about 15 wounds. The Land speeder jinked from the Helbrute’s multi-melta.

Turn 2 saw the Cultists managing to take down the Powerfist Sarge and the Lord charged the Dreadnought. The Dreadnought caused 2 wounds that would instant kill the Lord, however both were saved thanks to the Lord’s 3++. The Lord’s meltabomb penetrated the Dreadnought but Kyle rolled a 1 on the damage table, taken to 3 thanks to AP1.

On my turn 2 the Tactical squad targeted the Helbrute missed 2 Krak grenades (shooting and assault phase), and the Techmarine’s plasma cutter, and powerfist attacks all did nothing. The Hellbrute squished a guy and the squad fell back. The other tactical squad charged the Lord to support the Dreadnought. The Lord has to issue challenges so it meant the Dreadnought was safe for a turn. The Lord cut up two marines, and the Dreadnought missed all its attacks. The remaining two marines failed morale and ran.

Turn 3 was a turning point. Having the momentum turn favourably for the Thousand Sons, the screw was there to be turned. In hindsight, Kyle could have moved the Cultists out of the fortification to try to close down the Relic and at least try to down my Marines in volume of fire. However, the Helbrute missed with its Multi-melta. This was extremely crucial as when it charged the Hellbrute caused 3 wounds- enough to kill the remaining Marines with the Techmarine but leaving the Techmarine alive. If the Multi-melta had hit, and likely killed, then the Techmarine would have been dead too. In response, the Techmarine proceeded to wreck the Hellbrute with its Servo-harness. To compound the misery, my Dreadnought instant killed the Lord. In my turn, the Techmarine moved onto the Relic.

The next couple of turns were a forgone conclusion, and with the Sunbreakers scoring Linebreaker, Slay the warlord, 1st blood and the Relic for a final score of 6-0.

Redux

Both games were a lot of fun, and had a plenty of tough tactical decisions. The balance of luck was definitely in my favour. Kyle was a great sport about it and a pleasure to play him. Once his army takes on a couple more units, the games will get tougher and more interesting. The scores belie how both games were on a knife-edge during the middle turns. Also in such small points games, the effect of luck becomes more pronounced. We each have so few units that the loss of a couple means the game can completely swing against you.

Some specific learning points. I learnt that Space marines are really quite average at combat, especially vs a Chaos lord who prefers combat (whoops). In this case, they saved the Dreadnought but its something to keep in mind. On the other hand, the Salamanders chapter tactics are awesome, and a lot of fun. The rerolls are definitely nice, and catch people out- its turns the humble flamer into a devastating force. But I can imagine against higher toughness units, or units with Feel no Pain the effectiveness will drop significantly.

Moving forward, I really want to get some WIP for a bunch of models I’ve been working on. Also I want to get my Dark Angels showcase up too as there are some cool models in there. If time permits I will try to get one of these up by the end of the week.

For now, I’m signing out, and happy wargaming.

 

 

Floorhammer 40k fans, we are back with another battle report! This past Saturday saw me take the forces of the Ynnari vs the Dark Eldar under the control of my good friend Will. I have probably mentioned before that Will is a good player, and so I needed to be at my best. I didn’t go into the details last time, but his Tau whooped me 8-0 on the maelstrom two weekends ago on my first outing with the Ynnari. Though I came close to tabling him, the maelstrom points is what counted on that day.

Thus, I wanted to try the Ynnari again, and Will wanted to give his Dark Eldar a spin so the game had a nice little fluff thing going on. We upped the points a little to 1500pts to give our lists a little more flexibility. Will’s army consisted of a CAD and a Real Space raiders detachments; comprised of something like 3 raiders filled with Kabalites and Wyches, Archon, Succubus, 3 units of Scourges, a unit of mandrakes and a heaps of MSUs of Reaver jetbikes. A mobile, close quarters army.

I had predicted something like this so went with a shooty Reborn Warhost with an Aspect host. Pretty dirty as they all fall under the Ynnari faction, benefitting from Strength from Death. Furthermore, I wanted plenty of units to benefit from Strength from Death.

Reborn Warhost;

Autarch; Shard of Anaris, Lost Shroud, Hawk wings and Banshee mask.

Farseer; Singing spear, Spirit stone relic (powers; guide, prescience and psychic shriek)

Guardians (10); Shuriken Cannon platform

Kabalites (5); Blaster, Venom with Splinter cannon upgrade

Vyper; 2 Shuriken cannons

Falcon; Pulse laser, Scatter laser, Shuriken cannon

War-walker squadron (2 walkers); 2 Scatter lasers

Avatar of Ynnead (Rolled on Revenant; Spirit hook, Word of the Phoenix, plus two others I didn’t use)

Aspect host; +1 BS selected (of course)

Dire avengers (7);  Exarch with diresword and pistol

Warp spiders (7); Exarch with Spinnert rifle

Dark reapers (5); Exarch. Starswarm and starshot missiles

Two crucial things went my way; 1 deployment was Hammer and Anvil, and 2, I had first turn (if Will didn’t seize the initiative). I deployed deep in my zone knowing Will would want to bomb up the board on the first turn to get his combat units into range. Alas, Will failed to seize so the Ynnari went first. The scenario was tactical escalation.

The main thing I had to was eliminate any fast threats; the Reapers and Falcon exploded a Raider each, a huge result. The war walkers softened up a unit of scourges (4/5 dead). This meant Will’s mobility was crippled and could only advance in pieces to my castled up force. However, I only scored 1st blood with my maelstrom card being useless. Even though the Dark Eldar took a beating in turn 1, they were not out of the fight with so many jetbikes that could get into my face. Will was a little shocked at losing his transports so quickly, and could only harass a couple units on his turn. However he managed to score his maelstrom card, 1-1.

Turn two saw more of the same pain with scores of Dark Eldar being felled from all the heavy weapons I had. The amount of S6 shots was frightening, but this turn Will saved tons of models thanks to being in cover and going to ground with Mandrakes, Scourges and Warriors. Again the maelstrom wasn’t kind to me so the score remained 1-1, but I Deep struck the Avatar into my lines to give me a Feel no Pain bubble. On his turn Will changed his tactics a little by turbo-boosting some jetbikes to get in close to me. We was also able to score two more maelstrom cards taking the score to 1-3 in favour of the Dark Eldar.

On my turn 3 the Autarch moved into assault range of one jetbike unit, the avatar and kabalites closed in on another, and the Falcon took on the final jetbike unit in my lines. Two bikes squads were reduced to 1 bike, with one holding morale, and the other falling back. The last jetbike unit lost 1 member to assault with the Autarch. The Autarch wiffed a huge amount of rolls. The bikes hit and run closer to the Venom. Will decided to charge the Falcon with the Caltrops biker, charge the Venom with the other unit (still had caltrops) and fell back with the final biker. The Falcon lost 2 hull points, and was very lucky not to have been wrecked. However, the venom was wrecked (only wrecked) and the Kabalites shot at the aggressors for their Soulburst action. The Avatar tried to charge but rolled 1 short of what was needed. The score after turn 3 was 6-3 in favour of the Dark Eldar. Will kept drawing objectives in his deployment zone.

image1

At this stage the flow of the game was clear. The Ynnari were blasting anything off the board that came close. I had only lost a Venom at this point whereas Will was reduced to 1/3 or less of his whole army. The best thing about the game was that Will was still winning the maelstrom and playing tactically given how a lot went against him in the early turns.

Turn 4 for me was about trying to get maelstrom points. I wrecked the Raider with the Archon in it, the remaining bikers in my lines were cleaned up (he still had another unit plus the 1 biker in his deployment zone). The Autarch was in a position to finish off the Mandrakes. In the shooting phase I wiped some scourges allowing the Avatar to pop up beside the Autarch. In assault the Autarch wiffed again so was locked in combat for the turn. On Will turn he could only shuffle a few units around to capture some objectives, including Hold the Line. He was set to achieve this until we resolved the combat, and Soulburst action from the Autarch prevented him from doing so. Dirty. The end of the turn the score was now about 6-6.

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Turn 5 was crucial. I scored two more points (including Linebreaker and First blood) to take my total to 8. In my turn, the Farseer suffered a Perils on a 1, but past her leadership test to only suffer a wound. Will turbo boosted his last bike unit to get Linebreaker for himself. Now if the game ended, it would have been a draw. However, luck truly had deserted Will and the game continued. At that point if the game had ended, I would not have been disappointed. Given how the game went, Will gave himself a fighting chance to win the game given both the Linebreaker and Perils situations). It was a huge effort by him.

The cards I drew on turn 6 was the god draw I had been waiting for all game. I could get 6 points minimum, putting the game well out of the Dark Eldar’s reach. At this point Will had only killed the Venom, the Vyper and a Kabalite warrior so he conceded the game to me. The final score was 15-8 to the Ynnari.

We felt the game scenario, deployment and first turn all went against the Dark Eldar. Will couldn’t get close enough with all his combat units to trouble my lines, and I had castled up in the event he did manage to break through. I had Dire Avengers and Warp Spiders on hand in case he did. Alas they did nothing all game. My strategy was to keep my distance from his units, and chain my units along so that I could always Soulburst. This definitely affected the way Will thought out his moves. Having actions on my opponents turn is truly dirty. My list wasn’t exactly OP, but I can imagine Windriders and Wraithknights would be oppressive. Going forward as I add more to the army, I have to be careful not to ruin my opponents day with some Soulburst shenanigans. Else, they play much more powerful armies.

Will said that he wanted to try a CC DE army to shut me down, but on this showing we both felt that the shooty version of DE are much better. Ravagers are decent, lots of shots with the extra bit of armour makes them much more appealing than the paper boat Raiders. Will didn’t get the best out of the Reavers in this game, but when used well they are so hard to deal with. I’m sure once Will has regrouped, he will be handing me a kicking again!

Some specific points about my army. The Avatar of Ynnead was good, but acted more as a buffing/Soulburst unit than a combat monster. I was able to perform at least 3 more Soulburst actions thanks to the Word of the Phoenix psychic power. Given that the Autarch can move 18″, it was silly. Plus the ability to pop up is powerful, but has to performed with care. Like any monster, it could go down in a volume of fire. A word on the Autarch, the Lost Shroud proved again to be amazing, with the Autarch growing back 2 wounds. At this stage the Autarch has consistently been one of my best units.

I had mentioned the Ulthwe strike force last time, but I hadn’t built the models I needed to be able to run a Reborn warhost with an Ulthwe strike force. As a separate detachment they  don’t get Strength from Death, but Battle Focus. Its an interesting choice to make but with the correct support, they can compliment the Ynnari very well.

In the future I will try to take a photo of the armies before the battle, just helps the readers understanding a little more. But until next time, happy wargaming!

I said I was back, but that was now some ago. Life continues to prevent me from spending too much time in the grim dark future. That said I’ve got a small written report today. Also as I am more about the hobby, writing my thoughts/summary will help me improve as a player.

Alas, the date was 25/3/2017 at Ikebukuro GW, Tokyo, Japan. I turned up without an opponent but the store manager, Sven, is a total hero so I thought I’d go anyway to pick up  Gathering Storm 2 and some hobby supplies. On arrival Sven informs me that somebody needs a game, Bryan, so I accepted. I took about 1000 points of Dark Angels so I was ready in the event a pick up game could be found. Bryan is also more into the hobby but wants to get into the gaming side more. He had Cult Mech/Skitarii from the Start Collecting box. I had about 10 minutes to get my army sorted :/

Mission type; Purge the Alien

Dark Angels; 590pts

Interrogator Chaplain; bike, auspex

Tactical squad (5); veteran, plasma gun, Razorback with twin linked lascannon

Tactical squad (5); plasma cannon

Black knights (3); no upgrades

Darkshroud

Cult Mech; 590pts

Techpriest Dominus; Power axe, data spike, a bunch of other crap

Skitarii rangers (10); sniper rifle, some other stuff on the squad leader

Kataphron Destroyers (3); Heavy Grav cannons, flamers

Onager Dunecrawler (1); Neutron gun, heavy stubber.

_________

I win the roll-off and get him to deploy first. Bryan splits his force up with the rangers alone on the right and the rest of his army in the middle. So I castle up on the left with the plan to send the bikes and Darkshroud to flank his slow but dangerous units. Razorback is in ruins with the plasma gun squad, and the plasma cannon squad in sitting above in the ruins too. Bryan decides to go first.

Turn 1;

Bryan moves the skitarii down from the right and runs them as they are a bit far from anything. The Dunecrawler blows up a couple of the plasma cannon marines but they make their moral check. The Destroyers shuffle around a bit but their cannons are still out of range.

On my turn, I turbo boost the bikes, Chaplain and Darkshroud behind cover on the left. The plasma cannon tries to hurt the Crawler but nothing happened. The Razorback missed to hit completely.

Turn 2;

Bryan continues to march forward and the strength of the Cult Mech/Skitarii becomes more apparent. Good guns and relentless, but slow. He snips the Razorback with the sniper rifle but I make my cover save. His Destroyers are a bit scared and distracted by the Bikes on the left so pulls them back. Plus he didn’t have line of sight to bring the Grav pain train. The Dunecrawler tries to blast more marines away but scatters onto the razorback, and it gets stunned. He was unlucky to only stun the vehicle.

My turn I move the bikes into a threatening flanking position and just out range of the Dunecrawler side arc. The plasma cannon does a wound to the Destroyers. The stunned Razorback pulls magic out of the bag and destroys the Dunecrawler! A series of lucky 6’s and a failed save from Bryan saw the Dunecrawler blown up. This scored me first blood and a kill point. 2-0 to the Dark Angels.. The tactical squad inside got out in case anything worse happened to the transport.

Turn 3;

Bryan’s is now on the backfoot having lost his big gun and with the bikes looming he acts defensively. The Grav Destroyers kill a Biker with a huge volley of grav. Another marine is downed by the Skitarii rangers.. The rangers again plod up and take pot shots at the marines that just got out, killing 2.

The bikes moved up and tried to plasma stuff but the only thing they did was kill themselves and kill off the first Destroyer. 1 bike down to plasma is sad. The plasma cannon did another wound to the Destroyers. The tactical squad continued to move up through the middle beside the Skyshield landing pad. The remaining biker and Chaplain make it into combat with the Destroyers and the Chaplain wipes them away without any damage back. 3-0. The Razorback could move now so it went to support with weakened tactical squad.

Turn 4;

The Skitarii continue to try to remove the tactical squad in the middle but no damage was done. The Techpriest Dominus charges the Chaplain and Biker to reclaim the data from the Destroyers. He tanks a bunch of wounds thanks to his 2+ save, and then does two wounds on the Chaplain as I fail two 4+ rosarius saves. I then fail hit and run so they are resigned to their fate.

My turn I kill a couple skitarii from a combination of Darkshroud heavy bolter and twin linked lascannon fire. The combat goes well for me doing two wounds on the Dominus. In return he does only 1 wound and I decide to risk it on the Chaplain. He fails again and that gives him Slay the Warlord and an extra kill point. 3-2. The last biker was successful at hit and run.

Turn 5;

The Techpriest Dominus pursues the biker and almost dies to overwatch from the plasma talon. He made his refractor field save. The bike is killed by the data spike. Meh. Score now 3-3. The Skitarii are unlucky again not to finish the tactical squad.

My turn is looking bleak after a flurry of fail saves. I pour everything I have into the Techpriest. But he tanks 3 or 4 2+ saves and then fails a refractor field save but make the feel no pain. Squeaky bum time for the Dark Angels.

The game continues…

Turn 6;

The invincible Techpriest manages to put a hull point on the poorly positioned Darkshroud. The Skitarii wipe the rest of the tactical squad putting the score 3-4 in favour of the Cult Mech.

My turn I tubro boost the Darkshroud miles away from the Techpriest, but it didnt matter as the plasma cannon guy finally killed him! Giving me two kill points the score swung back in my favour at 5-4. The Darkshroud had secured linebreaker if the game ended.

We decided to call the game there there was only a few rangers left on the Cult Mech side.

The final score was 6-4 to the Dark Angels.

This was a close win. It certainly gave me plenty of food for thought. I had to take the cheesiest combo in the Darkshroud and Blackknights in order to compete. The Darkshroud was new in the army and I wanted to try it. At first I felt bad, especially once the Dunecrawler and Destroyers were killed off. But the Techpriest completely turned the game around. I perhaps positioned the bike unit poorly, but I didn’t realise the killing power in combat of the Dominus. Dark Angels have an old codex and its shows. I thought I had enough AP2 weapons, but plasma talons are either excellent or they kill you. I can see why at competitive levels Blackknights are often run as the command squad for the Feel no Pain. Still, it was a fun and tense game.

Cult Mech/Skitarii are cool, and the first time I have played against them. I can only imagine it becomes more difficult as more units are added giving even more sweet benefits, as well as Bryan’s experience grows. I want to say how cool Bryan was, and say how awesome his models looked. The Cult Mech will be back and better than before. A scary prospect, but one i’ll meet head-on.

Thanks for tuning in.

Chris