Keeping an eye in with the rules of the tournament 1850 points with no Forge World. Looks like a certain Gunship will be staying in its box for now and alternative means will be needed. Now I don't mean to be a hater but yes, I am kind of hating Chaos Marines at the moment, as the only place for power armour seems to be in the hands of standard Marines. Yey! So now that all my 100 Power armoured models are really no use to be besides expensive fodder. I am now bagging myself in with the baby cultist squads and hoping for them not to run away as the alternative stinks in every way.
Now onto the bigger picture. With my list now all wrong and needing a good change or two I will have to get up to something. First off I shall become a hypocrite and admit I am going to be using the Crimson Slaughter CSM Supplement Codex. Yep the one I don't like, with the 40K army I am having a falling out with at every corner. So whats changed? Well with the Fire Raptor gone there is no need for the Warpsmith so he's gone too. There replacement is a Terminator Sorcerer, level 3 with access to Divination. This is the only reason I am using the CS-CSM book, no possessed marines, no other little toys, just this. Seems legit yes? Now with that level 3 Divination I can give my fire power a friendly boost, although I cannot lend a helping hand to the blob squad because of 'Allies' rules forbidding it, which in my eyes is stupid in both fluff and competitive points of view.
So, who gets the benefits? well the single havoc squad will, along side its twin havoc squad that is replacing the Fire Raptor Gunship giving me 8 lascannon shots a turn backed with a prescience and hopefully an ignore cover. As I have said before, I am trading the two 5 man marine squads in for two 10 man cultist squads, 50 points cheaper with 10 extra bodies and deck chair galore for them. They are my changes for my primary detachment, my secondary received a bit more tweaking too.
Firstly after a few play tests I noticed that the Commissar lord holds the blob in check fine, too fine to be exact and I have noticed that a standard Commissar can do the same job for cheaper (and -1LD, but I still get re-roles so I am fine) And it allows me room for a Primarus Psyker, probably spelt wrong however... I recieve a 5+ Deny the witch which comes in as a nice bit of protection from any unwanted de-buffs of painful psychic shooting, and I get 2 powers to role for, and I pray for at least an endurance or something to keep my blob afloat in the sea of meta running around.
As for the blob itself it has received a few sparkly new weapons and some new recruits. I decided to give them 4 Plasma guns and a Vox Caster twinned up with one on the Platoon Commands side to ensure I get my 1st rank 2nd rank when I need it. Also the blob now holds 40 bodies (42 with commissar and Primarus) which I believe is enough to hold my own with.
As for the rest of the army, the rattlings have gone, the Bastion, Manticore, Chimera, Vets, Vendetta, Drakey 1 + 2 and Platoon Command are still there so here is the list in its entirety.
HQ
Sorcerer - Terminator Armour, Mastery 3, Divination toy, Spell Familiar - 170
Troops
10 Cultists - 50
10 Cultists - 50
Fast Attack
Heldrake - Bale - 170
Heldrake - Bale - 170
Heavy Support
5 Havocs - 4 Lascannons - 155
5 Havocs - 4 Lascannons - 155
Allies
HQ
Primarus Psyker - 70
Troops
Platoon Command Squad - Chimera, Vox caster - 90
10 Infantry - Commissar, Plasma gun - 100
10 Infantry - Plasma gun - 65
10 Infantry - Plasma gun - 65
10 Infantry - Plasma gun, Vox Caster - 70
Veterans - 3 flamers - 85
Fast Attack
Vendetta - 130
Heavy Support
Manticore - 160
Bastion - Comms - 95
Total: 1850
So now with the list sorted all I need to do is some prep work, which luckily I have been doing already. I have worked out everything I must do in a turn to make sure I do not forget anything about this army, which I am very prone to doing. So heres the list:
Turn Start
Psyker Tests (if needed)
Reserves
Movement and Psyker Tests
Claim and resolve Vector Strikes
IG Commands
Resolve commands
Shooting + Running
Assaults
It will not die Roles
Soul Blaze Roles
Turn End
1: Beast Pack-- Well lets start hard shall we? With a beast pack the challenge is to kill enough of it before it gets to you, however with a Baron standing at the front with a 2+ re-role and 25 Khimera rolling up behind its not going to be easy. Also with this pack there is always a Eldar Wraith Knight or two dancing about. So I can deal with the Knights with my lascannons, the beast pack can recieve a small whittling down from the Manticore in the turn or two I have to shoot it before it gets to me and the flyers can join in if I got first turn. Now obviously I cannot wipe it out in 2 turns of shooting, so what I am thinking of is hiding my 2 cultist squads within my Blob, and when the Khimera get close throw them out as a screen for them and the blob can move back and hopefully receive an extra turn of shooting against it. This is obviously not full proof as he could just shoot through them and then get the charge anyway, but I will have scuppered my opponents movement and given myself a chance of killing it off, if this backfires I am basically dead within the next two turns. Yey!
2: Seer Council-- Now I honestly don't know much about the council, only that it has a thing of 2++/2++ for a turn before it charges you and its very maneuverable I think it might be a cover save, so again if my drakes get in there I can eat face. But beyond that I don't have much. Obviously shoot them as I am not great in combat but I can hold them there with my blob if need be. The main problem with this list will be the 3 man capturing jet biker squads. These will have to be dealt with by my drakes if they are still alive by the time you Eldar units arrive on board. Other than that kill bits there and there. Other than that I have nothing.
3: Screamer Council-- Yippee one I know about. Lots of S6 shots with a 2++/2++ Invulnerable save that are jet infantry. Sounds hard doesn't it, but there are two weaknesses with this. 1. The Grimore. This artifact can easily not work for a turn by the user failing the roll and giving the unit a reduction in their Invuns, so I can jump on the change to slay them then. If not, the Grimore holder can be snipped with my Manticore, So that will knock there protection out completely. Then I just have to deal with it normally.
4: Farsight Bomb-- Erm, probably go down in a blaze of "wow that really hurt" GG WP. If I get a chance at revenge for the losses then I will do what I can, but I am not counting on anything. Go for troops, stop the blatant defeat.
5 Tau/Dar-- Not knowing what to get out of this category, but likely it is something awful that I cannot really defeat, but I am forever an optimist when it comes to these things. Perhaps I cannot defeat it, but I can out snipe it. With enough of the opposing enemies important things dead, then I do have a very nice chance at hauling in the win.
Myself and Tom have been battling it out over vassal in our first practice match against each other with our new lists. I will not give away what he is planning to take, but we have had a very good match and will probably have a lot more in the future before the Tournament day. Here is a small snap shot of the finish of our game.

As you can see there is a lot of blood, a few mistakes were made on both sides (most on mine) which lost me the game in the end, but it was a brilliant game over all!
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