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Taking Beta units to a tourney


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#1
shanewatts

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I am working a new list with a bunch of FW beta units to take to an RTT this weekend to get some testing in. I don't have any of the grav tanks sadly, so no testing those. I'll pop some updates when I have solidified a list.


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#2
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What do you think of the Pallas on paper? I think they could be really useful. Are you going to invest in any Grav tanks in the near future?

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#3
shanewatts

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I like the Pallas, it is super cheap for what it does. I kind of favor the Calladius with Iliastus I think vs the Pallas, but I haven't gotten to play with either yet. I am looking forward to doing so though and will probably pick some up eventually (budget willing.)

 

I think I have the list I am going to use, still subject to change:

 

Spearhead (1CP)     (For a whole 4CP total haha)

Trajann

Vexilla w/ magnifica, misercordia

3 Sagittarum Guard

3 Sagittarum Guard

Telemon w/ 2x storm cannon

6 Aquilon w/ lastrum, fist

5 Venetari w/ spears

5 Venetari w/ spears

 

8pts left over, so 2 misercordias to throw around somewhere.


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#4
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Oh wow seems super cool and far from an initial idea of a competitive custode list.

I’d be curious to know why you have gone for spears on the venatari over the blaster/buckler combo given its benefits of range plus situationally better save vs slightly better combat?

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#5
shanewatts

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I’d be curious to know why you have gone for spears on the venatari over the blaster/buckler combo given its benefits of range plus situationally better save vs slightly better combat?

 

Twofold, they are cheaper on points, and with the telemon + sagittarum I was worried I might need a little better melee (since they aren't great at it.)

 

 

I am sure the 4CP total is a mistake, but I usually like to learn the hard way haha.


Edited by shanewatts, 15 February 2019 - 05:11 PM.

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#6
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How did the RTT go? What worked/didn’t work etc.... did you crush them allllll? 👍👍

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#7
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Alrighty, I went 3-0 and took 2nd place. (20 man RTT)

 

I will give my initial unit impressions at the end.

 

Round 1: My opponent was playing Kraken Tyranids. His list was 2x20 genestealers, swarmy, flyrant w/2xdevourers, 17 hormagaunts, 10 termagaunts, 2x3 hive guard, neurothrope, malenthrope, 2 exocrine, 2x3 rippers.

 

Mission - Cut to the Heart, Deployment  - Hammer and Anvil

My Vexilla took the Champion of Humanity warlord trait, hoping to heroic extra squads into combat, and the eagle eye relic.

My secondaries were Recon, Reaper, Marked for death (2x genstealers, 1x hormagaunts, flyrant)

His secondaries were Marked for death (2x Venetari, 2x Sagittarum), Old school, and Recon

 

I deployed mostly out of LoS near my placed objective, 1 squad of Venetari up front in cover out of LoS, 1 Sagittarum squad behind them, vexilla and trajann behind them, telemon within 6" of vex/trajann behind them, last sagittarum setup out of LoS within 6" of vex in a building.

He deployed the stealers up front, exocrines in one corner behind a ruin, hive guard in the same ruin out of LoS, gaunts screening his other corner and holding his placed objective, other hive guard out of LoS in a central building in his deployment, characters centrally placed.

He won the roll off and elected to go first.

 

His turn 1 - Stealers zerg forward down the same side as the exocrines, gaunts shuffle, swarmy and flyrant move up with the stealers, exocrine move out from behind the ruin to get range/LoS. His psychic phase drops a catalyst on the front stealer squad, horror on front venetari. His shooting phase, both hive guard and 1 exocrine shoot into the Venetari and wasn't very effective, kills 1, wounds another. He charges the stealers into the venetari and isn't able to get out of heroic range of the vexilla and the sagittarum, but the sagittarum didn't have a path. Stealers swing and kill 2 venetari, leaving 2 left, one wounded. I fight with the vexilla and kill a few genestealers. Then I pop avenge the fallen on the venetari and swing with the 2 remaining, taking the unit down to 8 models remaining (He pulls the vexilla out of combat when he pulls casualties.) He pops the strat to fight again, and kills the last 2 venetari.

His turn 1 - Kill 1, Hold 1, Old school 1, Marked for Death 1

 

My turn 1 - I push both sagittarum squads towards the stealers, trajann and the vexilla shuffle near the genestealers keeping the telemon in range of auras. My shooting phase, the sagittarum squads can draw LoS to the back stealers and lights them up, killing 10. The telemon shoots the flyrant with the adrathic profile and the nearest genestealers with the spiculus, takes 6 wounds off the flyrant and kills 5 stealers. The sagittarum charge the stealers, and the first squad kills them.

My turn 1 - Kill 1, Hold 1, Reaper 1, Marked for Death 1

End of turn - We kill the same and hold the same - score is 4/4

 

His turn 2 - He pushes the stealers, swarmy, and the flyrant forward (Flyrant is still mostly hanging back.) His backfield shuffles for range and deepstrike denial, exocrines stay still, rippers drop into my corners out of LoS. His psychic phase he fails catalyst on the flyrant, tosses a smite into the vexilla for 1 mortal. His shoot phase, the exocrines and hive guard combine to kill a sagittarum squad. He moves swarmy up with hive commander, putting the stealers and swarmy in charge range. The stealers make the charge on the sagittarum (lose 1 in overwatch, reducing the squad to 9 before they fight wooo,) Swarmy charges the vexilla, trajann heroics into swarmy. He swings with the stealers first, does 2 wounds, but fails to kill a model. Then he swings with swarmy, taking the vexilla down to 1 wound. I swing with trajann into swarmy and fail to do any damage. The sagittarum and vexilla manage to kill the genestealers. Swarmy fights again and kills the vexilla. I pop the moment shackle to fight again with trajann, swarmy fails 2 saves, but I only deal 2 damage (I hate d3 damage ><.)

His turn 2 - Kill 1, Hold 1, Recon 1, Marked for Death 1, Old school 1

 

My turn 2 - Trajann falls back (into aura range of the telemon,) sagittarum shuffle on terrain to block LoS from the exocrine, I drop the venetari from reserve onto the center objective, closest to the exocrine pile, Aquilon drop near the center close to his deployment 9 away from center hive guard, termagaunts, 11 from the neurothrope, 4/6 within 12 of the hormagaunts. My shooting phase the venetari shave 6 wounds of the nearest exocrine, the telemon deletes swarmy and does a few wounds to the flyrant, the sagittarum finish off the flyrant, the aquilon kill 11 hormagaunts, and 2 hive guard. The aquilon land their charge, I put 1 in range to strike the last hive guard, and the other 5 in range to bash the neurothrope. The venetari make their charge into the exocrine with a reroll (one dies to overwatch.) I swing with the venetari first, pile into the other hive guard and exocrine, I split the venetari's attacks between the exocrine (a mistake) and fail to do any damage to the wounded exocrine, deal 3 damage to the fresh one. The aquilon smash the last hive guard, and only manage to do 4 wounds to the neurothrope, I reroll a 1 damage d3 with my last cp, into 1 damage again. The neurothrope and termagaunts fail to hurt the aquilon. The two exocrine, hive guard, and malenthrope (heroic-ed in) manage to kill 3 venetari in combat.

My turn 2 - Kill 1, Hold 1, Recon, Marked for Death 2, Reaper 1

End of turn 2 - I kill more - 11/9

 

His turn 3 - Neurothrope falls back, termagaunts fall back, hormagaunts shift towards termies, exocrines and hive guard fall back from solo venetari. Psychic phase sees the neurothrope blast an aquilon termie. He had no shooting this turn from all my combats. He charges everything back in, the guants charge in a way to surround my aquilon (and keep the neurothrope safe.) In combat the exocrines/hive guard/malenthrope kill the last venetari. The aquilon kill 4/6 hormaguants and 7/10 termagaunts.

His turn 3 - Kill 1, Hold 1, Recon, Marked for Death 1

 

My turn 3 - The sagittarum use LoS to hide from 1 of the exocrine, the aquilon stay in combat with the gaunts, trajann hangs out in aura range of the telemon and sagittarum. The sagittarum shoot at the exocrine with 9 wounds remaining and deal 1 wound. I split the shots of the telemon on the two exocrine (almost a mistake, one has 6 wounds remaining, the other has 8,) I deal no damage to the 6 wound one, but kill the 8 wound remaining one. The aquilon clean up both the gaunt squads easily, pile into the neurothrope on the objective to steal it.

My turn 3 - Kill 1, Hold 1, Marked for death 1, Reaper 1

End of turn 3 - I kill more and hold more - 16/13

 

His turn 4 - Neurothrope moves a little away, exocrine and hive guard stay put. He kills the sagittarum with shooting, kills a couple aquilon.

His turn 4 - Kill 1, Recon

 

My turn 4 - Aquilon shift on objective, trajann hangs out with the telemon. The telemon executes the exocrine, the aqulion kill the neurothrope.

My turn 4- Kill 1, Hold 1

End of turn 4 - I kill more and hold more - 20/15

 

Somehow I am missing points here going into turn 5 haha, game ends 26/22 in my favor. Basically its just a few models cleaning each other up the last 2 turns.

 

 

Unit impressions.

 

Venetari - In this game they were mostly a liability, I think that was most due to mis-playing them. The genestealers swinging on a unit before I could use them hurt, simply because of 3+ armor.

 

Sagiattarum - Boy these are fun, I really like them personally, just that they are heavy support makes them nigh useless really.

 

Telemon - Tried and true, it was good in the original beta release and still good now.

 

Aquilon - Again a great unit, I think I misplayed them a little, but they worked similar to my bikes. Killed a ton of chaff with shooting, murdered bigger things in melee (hive guard lol.) (Maybe I should have sent them after the exocrine instead of the other way around.)

 

I'll have Round 2 and 3 up later.


Edited by shanewatts, 17 February 2019 - 10:59 PM.

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#8
Mr. Funktastic

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Good battle report! Putting bucklers on the Venatari would've mitigated the AP -1 on the Genestealer Rending Claws and against Genestealers, the Lances are the exact same against them as the Buckler's melee. Worth considering to put on them next time!


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#9
Black Blow Fly

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One thing I’d like to point out is the Praetor can take an axe which is a big deal imo. Did your Sag have Misericordia ?

Very well played game... /thumbsup

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#10
shanewatts

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One thing I’d like to point out is the Praetor can take an axe which is a big deal imo. Did your Sag have Misericordia ?

Very well played game... /thumbsup

Thanks, I did realize I had just enough points for the axe on the vexilla and I did exactly that. I didn't give the Sagittarum any misercordias.


Good battle report! Putting bucklers on the Venatari would've mitigated the AP -1 on the Genestealer Rending Claws and against Genestealers, the Lances are the exact same against them as the Buckler's melee. Worth considering to put on them next time!

Ya the bucklers would have been just as good vs the stealers and better defensively, but vs any larger target they are going to suffer in melee. (Spoiler alert: It mattered in later games.)


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#11
shanewatts

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Round 2: My opponent was playing Tau, almost entirely Tau sept (had firesight marksmen and ethereal as Sa'cea for the marker rerolls and strat.) He had 3 riptides, 2 ghostkeels, 20ish drones, a coldstar, shadowsun, ethereal, fireblade, 3 marksmen, and a bunch of fire warriors.

 

Mission - Crucible of Champions, Deployment - Spearhead Assault

Vexilla took the radiant mantle warlord trait (in case of coldstar sniping) and eagle eye again.

My secondaries were - Recon, Big game hunter, Headhunter

His secondaries were - Marked for death (2x sagittarum, 2x venatari), Recon, Old school

 

I deployed as far forward as possible while still staying mostly out of sight, aquilon and one venetari in reserve again, the telemon farther back in my deployment (hoping to outrange the riptides,) and trajann and the vexilla making their aura bubbles known. He deployed his fire warriors to zone out his deployment, marksmen and fireblade on top of buildings to try and draw LoS, riptides in his center with drones, both ghostkeels forward deployed with their drones onto the side center objectives.

I won the roll off to and elected to go second.

 

His turn 1 - Drone advance forward, riptides swing around LoS blockers near his deployment to draw LoS to my Telemon, commanders and etheral keep pace with the tides, ghostkeel nearest the riptides shuffles into range but stays on the objective, the other ghostkeel is unable to draw LoS without leaving its objective so it stays put, Fire warriors space out more with the absence of riptides etc. His shooting phase, the riptides are unable to see any units besides trajann, the vexilla, and the telemon, so can only shoot the telemon, fortunately only 2 can get into range. The tides are able to shave 2 wounds off the telemon and the smart missiles combined with the one ghostkeel kill 1 sagittarum guard.

His turn 1 - Hold 1, Recon

 

My turn 1 - I check the distance from the hiding venetari squad to the ghostkeel that is on its own, seeing that I would only need a 6 inch charge (4 to the drones in a ruin nearby,) so I push them over there alone, the sagittarum bury themselves further (forward ironically enough) into terrain to LoS riptides, the vexilla and trajann move up to keep them in auras, the telemon moves to hold my objective and stay in auras. My shooting phase, the sagittarum kill a bunch of drones, the telemon deletes the now droneless ghostkeel (that was holding an objective,) the venatari deal 2 wounds to the other ghostkeel. The venatari charge the ghostkeel and drones, take 2 wounds in overwatch, and I do my swings into the drones first to kill them, then my swings into the ghostkeel and kill it (I have to reroll one of the damage rolls of 1 to the ghostkeel to kill it, so the d3 damage made the difference here.) With the charge I steal the objective here as well.

My turn 1 - Kill 1, Hold 1, Big Game 2

End of turn 1 - I kill more and hold more - 6/2

 

His turn 2 - Riptides spread a little here, which I think ended up being a mistake, one moves onto the center objective, one moves close to the open side objective (but not on it,) the third stays in between the two but a little father back (within 6" of the other 2,) drones move up with tides, commanders shuffle behind them, fire warriors shuffle to maintain his backfield protection. His shooting phase, he gets 5 markers on the venatari, and deletes them with tides, the rest of the tide shooting kills another sagittarum guard and deals 4 more wounds to the telemon.

His turn 2 - Kill 1, Hold 1, Recon, Marked for Death 1

 

My turn 2 - I push the vexilla forward (still behind sagittarum,) sagittarum move to the edge of the terrain to draw LoS, trajann moves slightly forward, keeping aura on telemon and sagittarum, I use the teleport homer strat on the aquilon to bring them in out of LoS from the center tide but as close as possible, I decide to keep the 2nd venatari in reserve. My shooting phase, the aquilon and sagittarum murder nearly all the drones, the telemon fire everything into the riptide on the side objective, dealing 6 wounds to it and killing the remaining drones nearby (still 5 remaining out of LoS by the back riptide.) The aquilon need a 6" charge to the riptide (I declare the riptide and coldstar nearby) from needing to swing around terrain, and make it to the tide, the only overwatch he gets is from smart missiles and the coldstar which fail to deal damage. Unable to get to the coldstar I put all the swings into the riptide and delete it, again the charge put me onto an objective (I also hung 1 aquilon back within the vexilla aura.)

My turn 2 - Kill 1, Hold 1, Big game

End of turn 2 - I kill more and hold more - 10/6

 

His turn 3 - He moves the coldstar to the far side objective (where the ghostkeel and venatari were,) shadowsun postures between the remaining riptides, ethereal moves out to other side objective next to the wounded riptide, marksmen stay put (one on his deployment objective), fire warriors move forward a little, but maintain denial. His shooting kills 2 aquilon, and 3 sagittarum (1 sagittarum model remaining.)

His turn 3 - Kill 1, Hold 1, Marked for death 1, Recon, Bonus

 

My turn 3 - The solo sagittarum moves within 12" of the damaged riptide, aquilon move closer to shadowsun and the mostly fresh riptide, trajann hangs out with the telemon, vexilla moves up to support aquilon (and soon to be venatari,) the venatari drop on the center objective 9" away from the coldstar. My shooting, the venatari delete the coldstar with shooting surprisingly, the aquilon deal some wounds to the fresh riptide, the sagittarum fails to wound with the death beam much to my sadness, but the telemon deletes the wounded riptide anyway. The aquilon charge shadowsun and the fresh riptide, killing the remaining drones with protocols (couldn't see em to shoot em first sadly) and putting the hurt on the last riptide.

My turn 3 - Kill 1, Hold 1, Recon, Big game, Headhunter

End of turn 3 - I kill more - 15/12

 

At this point we call it, end score of 35/12

 

 

Unit impressions.

 

Venetari - Well vs Tau they did significantly better, at least in this game. I noticed they were easier to hide LoS wise which was nice, and the 2 damage shooting deleting a coldstar was something I didn't expect. They deleted the ghostkeel in melee as I would have expected, much like a bike squad would have.

 

Sagiattarum - They killed a bunch of drones, which was needed, not wounding with my one chance at the death beam made me sad haha. Damn S5.

 

Telemon - Again was a workhorse in this game, killing a riptide and a ghostkeel.

 

Aquilon - I think I did much better with them this game, it was so nice to finally charge a riptide and not worry about the damn overwatch, I never get that chance with bikes haha.


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#12
Danarc

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So, you said twice that venetarii are quite similar to the bikes. Do you think that bikes would be better for their resistance or will you keep venetarii instead them?



#13
shanewatts

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So, you said twice that venetarii are quite similar to the bikes. Do you think that bikes would be better for their resistance or will you keep venetarii instead them?


I am pretty certain the bikes are still better because of resilience, hurricane bolters, rerolling wounds on the charge, and stoop. But damn if I am not trying the Venatari until I figure it out haha.
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#14
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So, you said twice that venetarii are quite similar to the bikes. Do you think that bikes would be better for their resistance or will you keep venetarii instead them?


I am pretty certain the bikes are still better because of resilience, hurricane bolters, rerolling wounds on the charge, and stoop. But damn if I am not trying the Venatari until I figure it out haha.

 

 

And praise to you for doing the emperors work, I had a game using a single squad(3) with destroyer/buckler on sunday they did ok. mostly because after my opponent failed to get first strike on them turn one he left them all game so i was able to add a little support to other units throughout the game and get them on objectives.

 

definitely need more games tho and i think trying to compete with the bikes is going to be dificult.


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#15
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Round 3: My opponent was running a full Ravenwing army, 2 large black knight squads (7 I think each,) 1 bike squad with 2 plasma gun a combi plas and an attack bike with multi melta, 1 bike squad with 2 melta gun and combi melta, a talonmaster, sammael, techmarine on bike, 3x5 scouts, a dark talon, and a Nephilim.

 

Mission - What's Yours is Mine, Deployment - Frontline Assault

My Secondaries were - Marked for Death (2x black knights, bike squad with attack bike, talonmaster), Recon, Big Game Hunter

His Secondaries were - Marked for Death (2x sagittarum, 1 venatari squad, telemon,) Kinglayer (vexilla), Ground Control

 

I placed my first objective just over 12" away from the center objective closer to my side of the table next to terrain, he placed his first to a ruin in his deployment zone (opposite side from my placed,) I placed my second in his deployment roughly 20" away from my first placed objective (now both mine are on one side of the board,) he places his second objective next to a ruin in my deployment (same side as his first, both fairly far apart.)

 

I deployed in a bubble close to my first placed objective, hugging terrain where possible, one venatari and the aquilon in reserve. He deployed all the bikes as close as possible, black knights in front, planes near his first placed objective, Sammy and talonmaster between bikes and planes, 1 scouts on his first placed objective, 1 scouts on center objective, 1 scouts in terrain 12-ish" away from his second placed objective in my deployment.

I win the roll off and choose to go first (looking at all these multi damage weapons that will be in range turn 1, I know I have to do as much damage as possible.) He fails to seize.

 

My turn 1 - I realize that all these bikes only have a channel in the center to come at my sagittarum/telemon and otherwise have to go around the center terrain pieces, so I push the venatari up the middle (close to the scout squad holding the center objective,) The sagittarum shuffle to draw LoS to bikes (although in order to be on my placed objective one has to remain out of LoS to bikes,) trajann and vexilla shuffle to maintain auras. I shoot both black knight squads, taking one down to 4 and the other to 3 (I split my fire intentionally to limit the productivity of weapons of the dark age,) I kill 3/5 scouts near his objective in my deployment zone (the lone sagittarum's work.) The venatari charge the scout squad on the center objective and kill them.

My turn 1 - Kill 1, Hold 1

 

His turn 1 - He guns the bikes forward up to my venatari, the Nephilim swings wide (close to my placed objective in his deployment,) the dark talon moves close to the telemon and bombs my venatari for 2 mortals, 2 man scouts tries to advance and doesn't roll far enough so they stay put, Sammy and talonmaster move to support bikes. His shooting phase kills both sagittarum squads (I didn't stay far enough back/push the venatari enough forward) and takes the venatari down to 1 model (thankfully 1 black knight from each squad blows himself up as well as 1 plasma from the normal bikers, thanks vexilla.) He charges the last venatari with 3 black knights and kills it.

His turn 1 - Kill 1, Hold 1, Marked for death 2 (sagittarum, marked venatari still in reserve.)

End of turn 1 - He gets kill more and hold more - 2/6

 

My turn 2 - Reeling from losing all my infantry (even after killing a bunch of black knights,) I know I have to bring both of my reserves. I push the vexilla 1" away from the black knights on the center objective, trajann moves up as well, telemon shuffles into auras, I pop teleport homer and drop the aquilon danger close to Sammy talonmaster and black knights, I drop the venatari near the dark talon. My shooting phase, the telemon deletes the back black knight squad, the venatari shoot the dark talon and deal 6 wounds, the aquilon split their shots, they kill the 2 man scout squad and kill another member of the plasma bike squad. The aquilon charge into the plasma bike squad, Sammy, and the talonmaster, dealing 2 wounds to Sammy and killing the talonmaster. The venatari charge the dark talon and make it, they kill the dark talon and consolidate into the last quarter I am not in and strung out to hold my first placed objective as well. The vexilla and trajann charge the center black knight squad, killing them.

My turn 2 - Kill 1, Hold 1, Recon, Big game 1, Marked for death 3

 

His turn 2 - He falls Sammy back out of combat, close to the venatari, the remaining plasma bike and the attached attack bike fall back towards his board edge, melta bike squad and techmarine moves to support Sammy, Nephilim moves close to telemon. His shooting kills 4 of the venatari, deals 2 wounds to aquilon. The bikes and techmarine charge the last venatari and kills it.

His turn 2 - Kill 1, Hold 1, Marked for death 1

End of turn 2 - I kill more - 10/9

 

My turn 3 - The aquilon chase the last marked bike squad, trajann shuffles on center objective while maintaining aura on telemon, vexilla shuffles to draw LoS on melta bikes (and hold a quarter,) telemon stays to maintain full BS. My shooting deletes the bike squad and deals some wounds to the nephilim, the aquilon shoot the scout squad holding his objective in his deployment and kill 2. The aquilon charge the marked bike squad and kills them.

My turn 3 - Kill 1, Hold 1, Marked for death 1, Recon (trajann is holding a quarter solo from positioning on the center objective) 

 

His turn 3 - The techmarine and Sammy move up to the telemon, the Nephilim moves just far enough to still shoot the telemon. His shooting phase, all 3 dump into the telemon but only manage to deal 4 wounds, the scouts return fire at the aquilon and do a wound. Sammy and the techmarine charge the telemon, take it down to 5 wounds remaining. The telemon swings back onto Sammy, dealing taking him down to 2 wounds remaining.

His turn 3 - Hold 1

End of turn 3 - I kill more - 14/10

 

My turn 4 - Aquilon move to my second placed objective (in his deployment,) trajann and vexilla move up to the telemon combat, telemon stays in combat. The aquilon shoot at the scouts and only manage to kill 2 more, leaving 1 remaining. Trajann and the vexilla shoot the Nephilim and deal a few wounds (think it has 3 remaining at this point.) The vexilla charges into the combat and makes it, trajann fails his charge. The vexilla piles in and swings on Sammy, who makes all his saves, I consolidate into scoring range of my first placed objective. The telemon swings and kills Sammy, who would have thought? The techmarine shaves 2 more wounds off the telemon.

My turn 4 - Kill 1, Hold 1, Big Game, Bonus

 

His turn 4 - The Nephilim moves to get LoS on the aquilon, scout hides in ruin, techmarine stays in combat. The Nephilim kills 1 aquilon. The techmarine fails to do damage. The vexilla and telemon deal a couple wounds to techmarine.

His turn 4 - Hold 1

End of turn 4 - I kill more, hold more - 20/11

 

My turn 5 - telemon falls back (to score some recon,) trajann shifts back to center objective and holding a quarter, aquilon stay in cover on objective, vexilla stays in combat. I shoot at the Nephilim and fail to do any damage. The vexilla kills the techmarine in combat.

My turn 5 - Kill 1, Hold 1, Recon, Bonus

 

His turn 5 - Nephilim mandatory moves, scout hides on objective. Nephilim shoots at telemon and fails to do damage.

His turn 5 - Hold 1

End of turn 5 - I kill more and hold more - 26/12

 

My turn 6 - Everything stays still, telemon kills the Nephilim.

My turn 6 - Kill 1, Hold 1, Recon, Big Game, Bonus

 

His turn 6 - Scout stays on objective.

His turn 6 - Hold 1

End of turn 6 - I kill more and hold more - 32/13

 

This game was extra bloody and very fun.

 

 

Unit Impressions

 

Venatari - Man those 2 damage guns were awesome shooting at bikes haha. Also killing planes in melee is prolly my favorite part of the game. Still not sure of this unit, but at least it was fun.

 

Sagittarum - I messed up by putting them in threat range going into this match, I think if I had positioned them better the death beams would have been awesome shooting bikers. Oh well.

 

Telemon - Probably the MVP of this match, all of his S6 and S8 shooting was just bouncing off. Also consistently deleting units is always good.

 

Aquilon - Being able to drop them in, basically to melee snipe the talonmaster was strong (I probably would have killed Sammy as well, but I rolled 6 1s to wound him,) and they held my objective in his deployment netting me multiple points.  


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#16
shanewatts

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Got another RTT coming up at a different store this weekend, going to run a couple Caladius this time and pistols on the Venatari. This is what I am looking at right now:

 

Trajann

Vexilla w/ misercordia

Caladius (iliastus)

Caladius (iliastus)

Telemon w/2x storm cannon

5 Sagittarum w/ misercordias

5 Sagittarum w/ misercordias

5 Venatari w/ pistol, buckler, 1x misercordia

 

Culexus (Figured I mess with an assassin pending the new rules next month, why not?)

 

Rocking a whole 3CP this time haha.


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#17
Danarc

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Why iliastus and not heavy arachnus on the caladius?  


Edited by Danarc, 20 February 2019 - 02:33 PM.


#18
TheFinisher4Ever

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Why iliastus and not heavy arachnus on the caladius?


The Arachnus heavy blaze Cannon is straight up worse than the Arachnus Storm Cannon on the Telemon. It has worse range, less shots and costs more. It's best to leave the Arachnus to the Telemon.

In addition, the Iliastus on the Caladius out wounds the Heavy Arachnus against virtually all targets. Even against a leman Russ, the perfect target for the heavy Arachnus, the Iliastus averages 6 damage. Against lighter vehicles like rhinos, the Iliastus is better. It's also better against any infantry that isn't T3 and within 24".

Ad Mech - 5,000 points

Blood Angels - 12,000 points

Dark Angels - 6,500 points

Deathwatch - 3,000 points

Eldar - 18,500 points

Imperial Fists - 5,000 points

Imperial Guard - 1,000 points

Grey Knights - 6,500 points

Sisters of Battle - 4,000 points

 


#19
swordofmandulis

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Why iliastus and not heavy arachnus on the caladius?


It's better and cheaper
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#20
shanewatts

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The Iliastus on the Caladius is better if not simply because of the range, but it is cheaper as well. And better vs vehicles sadly.


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#21
shocker3800

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I’m taking three Telemon dreadnoughts with Arachnus storm cannons. I’m expecting a good amount of hoard, and I’m hoping the Telemons can pound out the pain.

#22
.Torch.

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Thanks for writing all this up, its good to read about the performance of the units under the command of an established player. They are not only expensive in points, but also in real world cash, so its nice to have a top opinion before I part with my coin.

 

I'm really liking what I am reading in regards to the Venatari, the models look amazing so I really wanted them to be usable. 

 

Will be interested to see how you get on with the battle tank, as that is another gorgeous looking model in my opinion.


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#23
swordofmandulis

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I’m taking three Telemon dreadnoughts with Arachnus storm cannons. I’m expecting a good amount of hoard, and I’m hoping the Telemons can pound out the pain.


Nice, I'm also looking a 3 telemon list, one with 2 arachnus and 2 with arachnus and fist. I think it could be a really good combo

Edited by swordofmandulis, 22 February 2019 - 05:59 PM.


#24
Rinion

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How is it with so few CP for the games? Thats always my worry when trying to fit all the cool new stuff in lists!

#25
Matt_149

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Are these 1750 point lists or 2k? With more than one telemon are you mainly going foot? :)




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