Battle report: Crimson Slaughter versus Astra Militarum and Grey Knights, 2.500 points

I had two games against Astra Militarum yesterday. We played 2.500 each. I brought a variant of my Crimson Slaughter list using two Primary Detachments and Frédéric, my opponent, used two Primaries and an Allied Grey Knights detachment.

My list was:

Detachment 1:

Chaos Lord of Nurgle: Bike, Power fist, Lightning Claw, Sigil of Corruption, Blight Grenades, Daemonheart

Chaos Sorcerer: Mastery Level 3, Bike, Force Stave, Spell Familiar (that I forgot at least once, damnit)

5 Plague Marines: 2 Meltaguns, Combi-Melta, Rhino

5 Plague Marines: 2 Meltaguns, Combi-Melta, Rhino

5 Plague Marines: 2 Plasma guns, Combi-Plasma, Rhino

5 Nurgle Bikers: 2 Meltaguns

5 Nurgle Bikers: 2 Meltaguns

Heldrake: Baleflamer

Forgefiend: 2 Hades Autocannons

Vindicator

Maulerfiend

 

Detachment 2:

Be’Lakor

10 Cultists

10 Cultists

1 Obliterator of Nurgle

1 Obliterator of Nurgle

1 Obliterator of Nurgle

 

–> This army combines a strong firepower element to provide counterbattery fire or remove troublesome units with the traditional assault element I like to run. Be’Lakor was an experiment, I knew he was quite strong, but I wanted to know how strong he really was. Very strong is probably the best way to describe it. The Forgefiend is there to open Chimeras and the Vindicator can either pound a unit flat or stun tank squadrons to take them out of the game for a turn until someone can deal with them. The Maulerfiend eats a tank per turn, so either he is dealt with early on or he gets his points back many times over. The 3 Obliterators are a risk in Big Guns Never Tire, but they are an amazing tool box to have. In the game, I mostly alternated between Plasma Cannons and Lascannons.

The Bikers form the horns of my flanking assaults, with the new Jink and Shrouded on the psykers (or Warlord), they have a 2+ cover save, so they can soak it up old school. Granted, their meltaguns lose efficiency that way but they can still charge normally and that’s where they do their job.

The Rhino squads bring two and a half special weapons each at a reasonable price, as well as being the toughest ‘Objective Secured’ scoring unit this side of a Tervigon. I used to run them in 7-men units, but at the moment I like the set-up with a cheap Champion with a combi-weapon and two special weapons better.

 

 

Frédéric ran, off the top of my head

Astra Militarum: (2 Primaries, but I don’t know how he split it)

Knight Commander Pask (Warlord) in a Punisher with 3 Heavy Bolters with an Executioner with Plasma sponsons

Tank Ace in Vanquisher with Lascannon and Plasma sponsons (yes, that guy should have had a friend but we didn’t notice until game two)

Commissar Yarrick

Platoon Command Squad with 4 Flamers in Vendetta Gun Ship

30-men blob with 3 Lascannons, 3 Grenade Launchers, 3 Power Axes, Ministorum Priest and Level 2 Primaris Psyker

Veteran Squad with 3 Plasma guns and Lascannon (Yarrick went here)

Veteran Squad with 3 Plasma guns in Chimera

Veteran Squad with 3 Meltaguns in Chimera

Manticore Missile Tank

Aegis Defense Line with Quad Gun

 

Grey Knights Allies:

Coteaz

6 Grey Knight Terminators: 3 Halberds, 2 Daemonhammers, 1 Warding Stave, 1 Psycannon, Psybolt Ammunition (he thought it would work on the Psycannon, but it was never the less useful as it let him glance a Rhino to death at one point)

Nemesis Dreadknight: Sword, Heavy Incinerator, Heavy Psilencer

–> his plan was the usual guard ploy of standing back and shooting the enemy to bits, with the Grey Knights acting as a counterattack element. After the second turn, the Chimeras can start advancing and grab objectives, with the Vendetta Command Squad also being able to get somewhere fast if need be.

 

In game 1, we got The Emperor’s Will, ie the tie mission. Each person holds one objective, the usual secondary objectives are also in place. Here are some pictures to tell the story.

2014-06-23 15.51.00

My deployment in total

2014-06-23 15.51.17

Forgefiend, Maulerfiend and Rhino with 2 1/2 Meltaguns

2014-06-23 15.51.58

Obliterator in the building, bikers and Be’Lakor below with my objective. Vindicator and Rhino with 2 1/2 Plasma guns

2014-06-23 15.52.09

The other two Obliterators are in the central ruin. Bikers with Lord and Sorcerer hide behind a Rhino with 2 1/2 Meltaguns.

 

The left flank of the Guard army. A Vanquisher in a forest. Note the Chimeras as they are also on the next picture. So there were only 2 in total, not 4.

The left flank of the Guard army. A Vanquisher in a forest. Note the Chimeras as they are also on the next picture. So there were only 2 in total, not 4.

 

2014-06-23 16.07.45

Centre of the Guard Deployment. The Chimeras are full of Vets and there are more Vets plus Yarrick in the building.

2014-06-23 16.08.04

The right flank with a blob behind an Aegis Line with Coteaz, the Primaris and the Priest. The Manticore is located behind that. Next to the Aegis are Pask and his friend and the 6 Grey Knight Terminators. The Dreadknight hides behind the building, where his objective is also located.

I had first turn and Coteaz failed to Seize the Initiative twice. My Warlord got 1d6 S3 hits on each model in base to base at Ini 10, he had Pask who gives Preferred Enemy (Crimson Slaughter), he rolled up a couple of Divination powers, my Sorcerer had Shrouding, Scream and two pointless ones, Be’Lakor had all the powers as usual. I wanted Nightfighting and got it.

 

2014-06-23 16.23.05

I push heroically forward and turboboost again in the shooting phase. Be’Lakor manages a casual 3 on his 2d6 roll to fly further.

2014-06-23 16.23.07

The central Rhino immobilizes itself when moving flat out. It did that again game two.

2014-06-23 16.23.10

The Rhino and Bikers surge forward, covered by the Sorcerer’s Shrouding that he failed to dispel.

2014-06-23 16.23.12

Same thing different angle

2014-06-23 16.54.31

The Forgefiend wrecked the left Chimera with the Melta Veterans, then the Vindicator dropped four of them with a Demolisher shell. The Maulerfiend rushes forward.

In my first turn, I also manage to kill 3 Grey Knights with a Plasma Cannon even though they had a 3+ cover save due to Night Fighting. The other three are scared and run off the table. This is where his right flank collapses.

2014-06-23 16.54.34

In his turn, he kills most of the left Bikers and the last one runs off the table in two moves. He also wrecks the Maulerfiend with a single shot from the Vanquisher.

2014-06-23 16.54.37

The Bikers weather a firestorm thanks to Shrouding and jinking. This is key as they are able to charge virtually unscathed. The Rhino is wrecked by the Veterans in the building who get Tank Hunter thanks to Yarrick.

2014-06-23 16.54.39

Note the absence of Grey Knights here. The Manticore gets one rocket that doesn’t amount to much. The two Leman Russes split fire, Pask kills one Shrouded Bikers, the Executioner kills 4 Bikers in the other unit.

2014-06-23 17.18.07

The Maulerfiend is wrecked and the Forgefiend takes potshots at the second Chimera. The Plasma Plague Marines disembark and manage to kill the Dreadknight that had leapt out to help kill the Bikes, after the Obliterators have softened him up with Lascannons and Assault Cannons first.

2014-06-23 17.18.13

The Melta Plague Marines disembark and put their meltaguns to good use, killing Pask. The Heldrake came in and torched some of the guys behind the Aegis. Be’Lakor landed behind the Executioner (running another 2 inches) to charge next turn. The Bikers fail to shoot much given that they jink, but they charge in and manage to murder most of the blob.

This is where he throws the towel. His right flank has collapsed as the Bikers will kill the rest of the blob next turn and then sweep into the Manticore to finish it too. The Executioner was stunned and would have been dead next turn due to the Plague Marines with Meltaguns next to it. The Heldrake could have killed Yarrick and his dudes in hover mode. On the left, he still had his Vanquisher and a few Veterans left, but I still had a Forgefiend, some Melta Plague Marines in a working transport and two Obliterators with clear line of sight to the Vanquisher, so there was not much left he could do at this junction.

 

Game two (The Scouring) was remarkably similar, I rushed him again and got stuck in, though I lost all my Rhinos the first turn this time. Be’Lakor also lost 2 wounds to the blob with Ignore Cover and Prescience (this could have ended much worse for him), but didn’t get wounded when he was grounded and then preceded to murder the blob (which my Plague Marines and Vindicator sofened up first) in melee thanks to being Invisible, then kicked over a Manticore and a Vanquisher as an encore. The Bikers actually took a pounding from the Terminators, but still managed to grind them down to one guy eventually who then proceeded to roll an insane amount of 2s for his armour saves and lived to tell the tale

Admittedly, I got first turn both times without Coteaz seizing on me, which was a huge advantage for me, though the fact that I can now jink even before moving would have made his fire less efficient than before.

Be’Lakor mainly assured I had supremacy in the number of Warp Charge dice, though he did manage to show how much of a beater he is in game 2.

In conclusion, I think that Astra Militarum is definitely a strong army, but needs to be built taking the new missions and the need for fast scorers into account. It is also worth noting that his high quality anti-tank fire (Vanquisher, Lascannons) failed to make much of an impression on my Rhinos, so a shift towards volume of fire might be in order.
 

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