Thanks very much again for the warm welcome.
Well I managed to get my first game in with the new codex. I won't be very detailed about it since again I am simply using most of what I own at the present and otherwise I'm going to experiment with less than optimal units for my own research.
I puled out all the old GK stuff I had, put in the stuff from the Hexfire Box, and proxied some minor stuff... like Dreadnoughts. Did you know Dreadnoughts aren't really part of the main line anymore? And further it means if you want a classic dread from GW, it looks like you have to order it through mail order.
Anyway, I decided to start off with Swordbearers simply because I like Dreadnoughts, and it looks like there's some edge here for vehicles with this Brotherhood, and vehicles. Obviously the trait for the WC5 action for a 4++ dread is very cool, while allowing another (less aggressive) Dread/NDK to rely on the potential 2+.
So that was the premise for the list, and I'll keep it short by saying I ended up playing against Blood Angels. My opponent is a long time player, but his list is not optimal either. He knew I would be bringing out GK, and was somewhat limited in my options. His list still had strong elements but mostly based around tons of Death Company, Astrorath, Chappy on Bike, new MM ATV's, lots of speed, and a Macroplasma Redemptor with lots of troops.
As I pulled out what I owned I thought it would be funny to pull out new Crowe and put him next to good old 'Finecast' Crowe (limp sword and all...)
They've come a long way!
Anyway the game was very tight the first two turns. I went second, and my list was a Battalion and Patrol because of all the HQ's I wanted to try:
- Crowe/Libby/GMNDK/ Techpriest
- A Culexus !!
- Lots of strikes (3 squads)/ Termies w/Hammers
- Rhino 5 Interceptors
- Purgation squad w/4 Psycannons (these really should be assault weapons)
- 2 MM Dreads
- squad of action monkeys (Thralls?)
My list was built on the premise of infantry / Rhino pushing for quarters with dual Dreads/NDK to bully mid.
The game was very tight going into T3, but that's when we went from the GK being one point below the Blood Angels to completely flipping the table. Where he was the aggressor and had me pinned for a while with a ton of Death Company, somehow I managed to fight that line off.
It was a crazy good smite I got off from a Dread who was stuck in Close combat with his Astrorath. Then Crowe gets out of his Rhino and hits the Chappy on Bike (who was also in CC with my last Dread) with Purifying Flame, and kills him as well.
That big psychic phase saved my back line. This allowed me to keep the Techpriest safe who buffed the Dread up to a 4++, then proceeded to heal him. Finally a squad of Hammerhanded Strikes finished off the remaining 8 or so Death Company.
Unfortunately on the opposite side was a very overly aggressive NDK getting sucker punched in the batteries by 2 x 10 man jump pack Death Company Squads and Jump Pack Chappy buffing them up. I think he over committed, and I fought on death to get the Chappy down.
With my NDK dead, his Jump Company was somewhat stuck... my Purgation squad came in, sucked up a bunch of CP and just really didn't do much....
On the far end of his table edge (which if you know Blood Angels, you know they have trouble retaining a true block of Deep Strike denial) was pretty wide open. He had troops and Supressors guarding his rear flank..... But the Libby and Termies were really good here. A true rock.
I know Termies get a lot of flak but this was the best role I could find for them. +1 to hit strat w/hammers and Libby changing the tide/improving their save.
By the end of bottom of T3, the game was swinging towards GK in a big way. We were within 10 points of each other but the board control was huge at this point in favour of the GK.
So the BA wanted to concede at this point. As my opponent pointed out there was just no way he could gain points with one squad of jump company and 10 classic marines.
And that's how we wrapped up game 1! The GK are certainly different from Thousand Sons. They are more straight forward, a lot less... jank, but a very strong CC presence.
- Purgation squads need a serious tweak. The weapons for sure are just not quite right.
- Too many CP got sucked up by my dual detachment. I have to pinch off an HQ.
- The psychic action secondary is tough to pull off and be aggressive. This army wants to smash face, and I tried to be more ranged with it. Casting actions on Objectives slows all that down a bit. (Plus we played a 5 objective map).
- You fail a LOT more tests than Thousand Sons do. That +1 to cast is certainly missed.
- Dreads work. I think they really were decent. The odd thing is Thousand Sons help them a lot too, but GK in this brotherhood and a Techpriest are a fun/decent combo.
Thanks for checking this out. I'm working on a ton of models right now. Lots of experimenting in the base armour colours, etc.