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Showing posts with label 2000pts. Show all posts
Showing posts with label 2000pts. Show all posts

Friday, 2 June 2023

League / Tournament list review

 This could be quite a long post as I’m going to go through all the units in the army and talk about how they faired in the tournament and what i learnt about them. I’m not going to go through every single unit individually as going over the same thing for 4 infantry squads would be a little pointless, as i would be writing the same thing over and over again. 

Firstly i want to put a little note about the main rules. These were a little confi=using and i think i got several of them wrong on several occasions. The min thing was that were were only using the Arcs of Omen detachment and not the rest of the rules. This mean that i should have been paying CP to reserve my flyer and not reserving it for nothing as per the AoO rules. Secondly, AoO only give 6CP for detachment building but we were using the full 12 and getting the 1CP at the start of every turn, meaning a total of 22CP available rather than the 16CP from the pure AoO rules. It was all a bit confusing and I’m still not sure i got it right.

As for the actual units, well, there were some winners and some losers and there are a number of changes that i would make to the list if i was to run it again.

Within the HQ section there are a couple of changes to be made. The primary Platoon Command Squad would drop the relic the Finial of the Nemrodesh 1st as this did very little during the whole 5 games. I think i would take the Barbicans Key, but probably on the Militarum Command Squad. I would also change the war gear options for the bullgryn. I would replace the ripper gun with the Maul, as he spent most of his time in combat than shooting and would have done significantly more damage had he had it. The extra points would be recovered from the Priests war gear.

The second Platoon Command Squad And Primaris Psyker would be left as they are. Both these units did what was required of them. The command squad was expendable yet packed quite a short range punch. I had wondered about replacing one of the weapons with a plasma gun it I think it would not have worked as well overall. The psyker worked very well and the two defensive powers did what I wanted and there was only two occasions I can think of where other powers would have been useful but smite did the job anyway. 

The Troops section will not see many changes. The three Cadian Shock Troops would remain as they were, one change that could be made is switching the flamers for plasma guns but I’m not convinced it would gave made much difference. The Infantry Squad’s all worked as i hoped and so would not receive any changes. Both the Cadian squads and infantry squads worked, with the mortar squads doing a very good job holding my home objectives in all the games bar the Knights game, but that was a disaster from the start, so we'll ignore it! The final troop option was the Death Korps of Krieg. Now while i had some success with these, i really don’t think they were worth the extra 20 points over their counter parts. I would replace these with another Cadian squad armed the same as the other 3. The extra 20 points would go towards upgrades on other units.

There are a couple of changes to be made in the Elites section. The Commissar’s would remain the same, I would have liked to out power fists on them but that is unfortunately no longer an option. The Regimental Enginseer would also remain as he did a sterling job keeping the Hellhammer alive in several games. The Regimental Preacher's on the other hand will see some minor changes with both being armed the same with autogun and pistol with chainsword. The maul was useful a couple of times but dropping it pays for the maul on the bullgryn, which would have been far more useful, as the preachers are there mostly to buff the other units. I think all these units earned their place in this list without a doubt, i could probably drop a preacher but i think having two worked very well. 

The Valkyrie would also remain the same but will definitely start every game off the table, as it did much better that way. The Lord of War would see a minor change to it. While the Hellhammer did well in most games and certainly earned back its points most of the time, i think having Knight of Piety on it was a waste of points. I didn’t need the 5++ as i could get that from the Techpriest and i took very little damage from mortal wounds, in fact I’m not sure i actually took any in these games. For 35 points it was expensive for the return i got. I would most likely replace this with either Master of Camouflage or, more likely, Veteran Commander with the Heirloom Weapons doctrine for the 16” flamers, although Industrial Efficiency would also work quite well.  

The Militarum Tempestus Detachment would remain mostly unchanged, with just the Militarum Tempestus Command Squad gaining the Barbican's Key relic. The Tempestus Scions would remain the same, although I would try and remember that I'd armed the tempestors with plasma pistols and not HS laspistols!

Overall with these changes I would have 25 points to spend and I'm not sure quite where I'd spend them. One possibility would be to split the second Scion squad in to two squads of 6 men with a melta and grenade in each and drop them in the Valkyrie but I liked the twin melta unit as it gives some redundancy. Another option would be to swap the DKoK squad for another Scion squad and not a Cadian squad. Tool this one up with flamers and grenade launchers and put this in the Valkyrie, although I would only have enough points for an 8 man unit with just two special weapons. Dropping the door heavy bolters on the Valkyrie would make up the points and I forgot I had these most of the time anyway! This would enable me to drop in the squad using the grav-cute insertion rule to get up close and personal with their weapons. 

Overall I think the base list worked very well but with a few little tweaks here and there I think it could do better. I really did miss the bullgryn maul in melee, that extra strength and damage would have gone a long way and this was probably my biggest mistake in the list. I do wonder what this list will look like in 10th? We will hopefully be running a similar league / tournament in 10th, which i am looking forward to. Over all my biggest take away from this whole thing is that I remembered just how much I enjoy playing games. 



Tuesday, 30 May 2023

Game 5 Recap - Orks

 So, i had my final game of the league the other week against Orks. It was a fun game even though we only managed to get to the end of turn 4, although turn 5 would have done nothing to the overall score, apart from give both of us a extra few victory points.

This game was one of the games i was hopeful of winning. There were a few big models, such as the deffdread, kill rig and the 40 wounds stompa!! There were lots of other orks but i was confident that if I could remove all these smaller orks, i could just ignore the really big models and just concentrate on objectives. This was slightly complicated by the fact i lost first turn. This was really big and i was worried I would have another repeat of the Eldar game and I would be hemmed in first turn and then not be able to get out of my deployment zone and get going. 

Guard deployment

One thing to note is the split deployment, i had castled up on the left of the board but i places two infantry units and a command squad, supported by a priest and commissar on the right to either move forward and take the objective or to draw some of the ork units across that side of the board and away from my main castle. 

The ork deployment
The orks went all in on their right flank and i though were going to ignore the guard on my right flank. However, with first turn the orks surged forward, pushing up across the board. The Deffkoptas went to take on the guards right flank, as i had hoped but the kill rig and wartrike came streaming down my left flank. All in all the ork turn went as expected, lots of firing but not that much dead. My opponent also made, what I consider to be his first mistake of the game, razing one of his objectives (we were playing “Burn and Raze), top left of the photo below. This netted him 5 points and let him move off the objective but also denied him more points in subsequent turns. 


In my turn I concentrated on the wartrike and kill rig, figuring that these were the most dangerous to me right now. Both were well up the field and the kill rig was loaded with orks. Unfortunately my hellhammer bounced some what, it did damage but not nearly as much as it should. The idea was to crack open the kill rig and then gun down the beast snagga’s inside. However by the end of the shooting phase, the rig was on 2 wounds but at least the trike was dead. So at this point i went for a bit of a Hail Mary and charge with everything i had, hoping to. E able to take the last two wounds in combat and with some good positioning, wrap and trap the model, thus killing the boyz inside. It didn’t quite go to plan however, as I only managed to take it down a single wound! I had to hope that it couldn’t kill enough of my models to form a gap big enough to disembark all the models inside. 

The failed wrap and trap!

Turn 2 started as expected for the orks, lots of noise but not many casualties on my side. There was some luck on my side of things as well. My opponent tried to bring in his deffdread by my castle but with where my models had ended up, there was just not enough space for him to drop in anywhere useful, so he ended up dropping in on the far side of the board, on my right flank to deal with the models there, this i think was his second mistake of the game, as it took the deffdread out of the game. If he had waited a turn longer to bring it in, he probably could have dropped it by my castle and done some damage. 

The three guardsmen in the centre that held up a stompa for TWO turns!

The other lucky break was the remaining guardsmen in the centre blocking the stompa from running through and challenging my hellhammer to a one on one fist fight. They died in a literal blaze of glory when the burna boyz got out of the stompa and toasted them, but they did their job and died gloriously for the emperor. Unfortunately in the fight phase, several addition units were able to get in to combat around the kill rig and with the combined might of the orks, they were able to clear space down one side, which would be big enough for the vast majority of the orks in the kill rig. I was however able top take the last wound off the kill rig in combat and the embarked boyz all managed to scrabble out unharmed in to a space that was literally just the right size! 

Loaded Dice!

At this point in the game i was getting seriously worried about where the dice gods were placing their favours, i was having a pretty terrible time with rolls, not horrendous but not great, my opponent on the other had was having a great time, rolling above (or below when needed) average on pretty much all his dice rolls!
My turn was spent trying to hold on to the castle with the limited models i had left. My hellhammer was down to just 6 wounds at the beginning of the turn and was not going to survive another turn of shooting, the stompa was going to i get it next turn if the deffkopters didn’t. I had lost my right flank by this point, with just a company commander and commissar left, but they moved up to block the stompa again. The hellhammer focused on all the orks directly in front of itself, and alongside the infantry that remained and could destroyed the majority of them. The scions dropped in on the back field, taking my opponent undefended home objective and destroying the boyz sitting on the centre objective. My plane also dropped in this turn, heaving been kept off the board turn 1. 

End of turn 2

The Castle holds

And a new castle is built

Turn 3 and this is the turn that my opponent, in my opinion made his biggest mistake, he turned the stompa around to go after the scions and flyer in his deployment zone, leaving my hellhammer alone. The stompa did do some damage to the scions but not wiping out any single unit and he wasted a lot of firepower on the flyer. The deffkoptas bounced on the hellhammer, chipping a few wounds off, but after the techpriest had repaired it last turn was not destroyed. Choosing to wipe out the commander and commissar in combat rather than charge the hellhammer, also left them open and vulnerable. Although this probably was the better option in terms of gaining victory points from blood and guts. 
In my turn 3 i moved up on to the central objective and positioned myself to take out as much of the remaining orks as i could, taking down the last of the boyz, all but one deffkopta, the deffdread and the stompa, who was still on 36 wounds at this point!

End of turn 3

The remnants of the castle

The new castle digging in!

Turn 4 and due to time it was our last turn. There was not much for my opponent to do by now, the stompa decimated the units in the centre, and the deffkopta moved up to add its firepower and also charged in to try and finish off the unit of DKoK that had dropped out the flyer. At the end of the turn, 4 guardsmen remained out of the 16 or so that had started the turn stood on the objective. The scions 4+ save and take cover order helping to keep them alive a lot longer than they should have. The deffdread by now had moved up on to the objective on my right flank but was completely out of the game now. There was a little scuffle that had been going on for a while between a single ork and some guardsmen and an ogryn at the other end of the table. It had lasted a full turn already and was still going on!

Turn 4 finish

In my turn, i played only to the objectives and cards, pulling back to allow me too finish the deffkopta and claim the objective for the end game, i also raze the objective in my opponent deployment zone, as i wouldn’t need it for turn 5. The final boyz was killed off in combat, it only took 3 rounds of combat for a model to die!

End game

At the end game, the orks had a stompa on around 30 wounds (the dice got knocked and we couldn’t remember) and a deffdread on full wounds hiding in a corner, i had a hellhammer on just 5 wounds, a flyer down just a couple of wounds and about 25 infantry.  While it might look like i had a significant advantage in numbers i really didn’t have the firepower or durability to take the stompa down next turn but given the ork shooting there was little chance of him being able to take out all of my remaining forces. Even though we had to call the game at the end of turn 4, looking a head to turn 5, there would have been little change in the situation. My opponent would have struggled to score many more points, gaining 5 for the primary for holding one objective and looking at they cards he would have drawn, may have managed 5 more from secondaries. However, the complete lack of infantry was hampering him, as i had hoped it would when i targeted them over his other units. In my turn 5 i would have scored 10 for the primary and looking at the cards I would have definitely scored 5 more secondaries, maybe even 10 if i had been lucky with my dice rolls. This would have left the scores about 85 to 60 or there about, not changing the overall result or within the tournament results.


As it was the game finished as a victory to the guard after a hard fought battle. I really did think that i was going to loose this one after turn 1 and the orks charge and even after turn 2 i was not convinced that i was going to be able to pull out a win. I had a really enjoyable game and it was really nice to finish on a high. Ill write up a review of the army list and lesssons i learned, just in time to forget all of them for 10th!



Friday, 19 May 2023

A game against my son

 Im on a roll with games at the moment and while I had my board set up and ready to go, my son asked if we could have a game. We went for a tempest of war game as I'm getting quite familiar with them now and I also decided to stick with my guard list as I had it all to hand. He was keen to play his new tau models, even though he's still waiting for me to sort out magnetising the various weapon options. 

Guard deployment

Tau deployment

As with previous games the 4 buildings in the middle are obscuring, so while the ghostkeel on the tau left might look exposed, it's actually hidden behind the building. The tau deployed very aggressive with said ghostkeel on one flank and stealth suits on the midfield objectives. The pathfinder squad also moved up pregame. I played fairly aggressive with the guard, mostly the Hellhammer, as I pushed it right up as I feared that it would take a lot of punishment turn 1 and needed to try and get something out of it. 

As it turned out I was very lucky and got to go first, moving my Hellhammer right up and hitting as.mucj stuff as I could including taking the ghostkeel down to.just a couple of wounds which I them removed by charging in the tank. Luckily I rolled high enough to go around the ruins as I couldn't fit between them! This did however leave my tank very exposed to return shooting.


The return shooting however was a bit of a washout. The hammerhead Railgun fired, missed, rerolled, missed. It's speaker missile then missed, as did the devilfish seeker missiles. Lastly the broadsides took their turn and promptly missed with both seeker missiles. The rail rifles did hit and wound, as did a couple of the pathfinder rail rifles, kicking the tank down to less than half wounds. 


The tau also went aggressive on the other flank, with the crisis suits and commander dropping in, using the stealth suits homing beacons. The tau started to push hard right from the off.  


The guard Countered by dropping in behind the tau and doing damage to the tau castle, removing a number of units and characters. However, not all the "big" units were dealt with. The hammerhead, although crippled survived, as did the devilfish and a broadside. Enough firepower to be worrying. 


The guard reserves drop

The wording was justified and the Hellhammer was destroyed with relative ease. Unfortunately it didn't explode, as I would have loved it to go nova right Infront of the tau! Apparently it only does that when in its own lines though.
At the end of turn 2 things were still quite tight and we were actually even on scores, with the tau holding the majority of the board, but only loosely, as their deployment zone was mostly devoid tau units. They still had some bite left but I was confident I could handle what was left.


We took a break at the end of turn 2, as it was getting late. One advantage of the new dinning room is that I can leave the game up overnight and play again the next day.


As we moved towards the end game I took some calculated risks, which did actually pay off this time around. Rather than go for quick points I went for the long game, advancing up to claim objectives rather than shooting, with a lack of firepower on the tau side, especially in the back field, I was certain it would pay off. 

The tau responded in pretty much the only way they could, and kept pushing, hoping to keep chewing through my castle and they did a pretty good job, the firepower of the Breachers, crisis suits and commander taking down pretty much everything they looked at. That broadside that I failed to destroy and the hammerhead also crippled my flyer, just about managing to take it out but only with the additional mortal wounds caused by the railguns, something we initially forgot about! With the flyer now gone, my scions way out of position in the rear, I was actually starting to wonder if I had enough firepower to drop all the crisis suits and the commander. 


The guard turn 4 was basically taken up shooting the commander and crisis suits trying desperately to chip off wounds. I did finally manage to kill the suits but failed to kill the commander, so everything that could charged did charge but even that wasn't enough to destroy it.



By this point it was obvious that the tau had lost, and we were running out of time as well, so we decided to call it here. The tau had only a few units remaining and not enough firepower to really kill off the remaining guard before they too would have been destroyed, so the tau commander sounded the retreat, hit the power button on the jet pack and jumped away to safety. 


Despite the board being quite devoid of tau units, the score was actually a lot closer that you'd think. I did look at the cards for turn 5 if we had of played and we theory hammered out the turn and we recon that it would have ended at about 90 to 80, as I would have been able to get a couple of cards but no more objectives and Thomas would have only been able to get a single card but gained another objective.  


I really enjoyed this game and I think it's one of the best things about the tempest cards, you never know what your going to get and so it really levels the playing field. My son made a few mistakes but nothing that cost him to dearly, I also made some but mostly as I was playing quite freely, more so than I would have in a tournament game. After four games of thinking every move through, it was nice to just relax a bit and play for fun. I've really got to get that last tournament game sorted!

Friday, 12 May 2023

Game 4 recap - Eldar

 So after a win against the Sisters i was feeling confident about playing the Eldar, another T3 army. With most of the Eldar setting up in reserves however, i was a little bit more nervous, as it could mean that turn 2 i was just overwhelmed by a vast horde of Eldar. However, i need not have worried, as I was pretty much overwhelmed turn 1!

Turn 1 and right from the off things went down hill. I lost the roll for first turn and the Eldar did there pregame stratagem move and moved their units right up to my lines and applied pressure right from the off.

Turn 1 assault

The guard castle

I was castled up quite nicely and i thought i had plenty of defence in depth to keep my tank safe, which did actually work out in the end. However, i did loose pretty much all of my screening units and more crucially i lost my flyer to the Shining spears. In the previous games i have started with my flyer off the table because under the Arcs of Omen rules, flyers have to start off the table, however, as it was pointed out to me, we were only playing the AoO detachment and not the rest of the rules, which is actually true, hence why were still started with 12 CP and not just 6. So, i decided to start the flyer on the table and i payed the price for bad placement and not thinking about the fact that the shining spears are flyers and can charge other flyers! Anyway, lessons learnt, start with flyers off the table!

Turn 2 and while i had cleared the last of the Eldar out of my pained last turn, i had left myself open to the turn 2 advances of the Eldar. And advance they did, right up in to my lines again. Some of the reserves dropped in, mainly swooping hawks and warp spiders but the big blob of guardians stayed off the table for now. 

Turn 2 carnage

It was at the end of my turn 2 that things really took a nose dive for me. The avatar had come wheeling in to combat in my opponents turn but had somehow manage to bounce against the Hellhammer. Don't get me wrong, it did damage but it didn't manage to destroy it. However, in my fight phase things went a little more explosive, and by little I mean big, very big. The avatar struck at the tank and took it out and they thing went supernova, big style. 

Before the Big Bang

I can't remember the exact role but basically every unit in the picture got hit when the tank brewed up. The psyker was only on one wound, thanks to perils of the warp turn 1, but I then managed to roll 4 or higher for the priest, techpriest and commissar and not much lower for anything else! In total I think about 30 mortal wounds were dished out!

After the big bang

The only good point of the whole thing was that the avatar was hit for 6 mortal wounds, just enough to take the beast out. Had he survived it would have been very hard to take him down, probably requiring all my firepower to the exculusion of all else. Writing this up I realise I made a mistake here as I played vengeful salute to hit the warp spiders. I shouldn't have done this as you can't use it when a vehicle explodes. I don't think it would have made much difference, as the warp spiders didn't have a huge impact on the game as they were holding an objective for the next two turns.


In response to all this I dropped my scions and tried a risky play that didn't work out. I had their chance to take two objectives, one in no mans land and one in my opponents deployment zone. I managed to get to the one on the centre of the board but failed the charge for the one on the deployment zone, despite a re-roll. This left me both units open and with the guardians coming in next turn, highly likely to be destroyed in reply. By this point in the game i was really on the back foot and it was going to be a serious up hill struggle to win.


In Turn 3 the guardians dropped in and did what i expected them to do, however, it did have an upside. In order to get range on the three different scion squads, they needed to drop quite far back and even with an advance next turn they would still not be in range of my castle until turn 5, if I didn’t move back from my current position. My turn three was basically taken up up shooting at everything i could shoot at, which wasn’t much!


Turn 4 and 5 were very quick, as there really wasn’t a lot on the board by this point. I cleared out the last of the elder on the centre objectives but i was unable to do anything to the guardians or the swooping hawks hiding at the back. On his side he was unable to do anything to the remaining units in my castle as they were out of range of the majority of their weapons. 

Survivors

At the end of turn five, I had managed to survive and even though i had lost the battle, i hand managed to avoid a major defeat. In terms of overall points scored the primary points scored by both sides was fairly even, at 26 to 22. It was the secondary points that really tell the tell, as 45 to 20. My opponent could have actually scored more on his secondary, at least 5 more, possibly even 10 more (we stopped checking) as he had maxed out his score before he started turn 5. I on the other hand struggled to get out of my deployment zone to be able to score points. It all stems from the first turn charge of the elder and the destruction of my hellhammer. After this point i just didn’t have the bodies or firepower to both hold my line and move up to claim objectives. 


It was a really close game though, as at the end of the game i had a command squad and half a infantry squad left but my opponent only had his guardians (17 left) and 4 swooping hawks. He did have the numerical advantage over me but i had the range and also had a greater close combat ability, with my command squad and bullgryn. I think that if we had played another round or two he would have eventually tabled me though., there were a few meistakes that i made, the biggest was with my flyer, i should have kept it off the board, secondly was with the scions, i should have gone conservative, dropping them on the far midfield objective,, all together and not have tried to go for the two charges turn two, or i should have kept them off until turn 3 and used them to counter the large blob of guardians when they dropped in and played the long game rather than rick it all for a few points in one turn. 

Again lessons were learned and i will look to take these forward too my last game against the orks. This could be a fun game as I’m going up against a Stomper!


Friday, 5 May 2023

Games 3 recap - Sisters of Battle

 So after a bit of a break, mostly due to our family holiday, i got my third league game in. This was the first game where i though i might have a good chance of actually winning, as although the sister are a power armoured army, they are only T3 and so my lasguns would actually have a good chance of wounding them. However, being a game of both dice and cards, you can never be to sure about the result.

The game started well for me though, with a good draw on the mission and the deployment, being hammer and anvil, so keeping the sisters at range for the first turn or two. The fact that i also got to go first made a big difference as it meant i could get the first blows in. 

Guard deployment.

Sisters deployment

The table

As you can see the table was nice and symmetrical, so no side could claim an advantage early game. The big building in the centre, formed from the pair of building ruins, are obscuring terrain, blocking line of sight for everything but my Hellhammer. 

Priority targets

My first turn, and first turn of the game, was focused on taking out some of the main threats to my army. In this case it was the Sisters predator (Castigator??) and the rhino containing the Repetia. I would have liked to hit the paragon warsuits with their multi meltas, but I couldn’t see them. With some lucky shooting from the hellhammer and some supporting fire from other units, i managed to take down both these targets but targeted little else.

Sisters push early

In response to my tentative start, the sisters pushed up hard, with the repentia advancing and charging all the way in to my forward lines. The big damage however was done by the sisters with their melta guns (celestians??), who scored only two wounds but did a massive 12 damage. With all the chip damage down by the other squads, the hellhammer was crippled. The Paragon warsuits only managed to do a couple of wounds luckily, otherwise the big lad would have been gone turn 1 again. 

Sisters turn 1

The repentia slicing and dicing guardsmen

Turn 2 and the hellhammer took some modicum of revenge on the sisters, throwing out shots left right and centre to take as much down as it could before its inevitable demise. Unfortunately it wasn’t as effective as i would have liked, as the paragon warsuits managed to survive with very little damage done. As it was, it was the “not penitent engines” engines that killed the hellhammer in combat.

Sisters eyeing up their target

By this point, the bottom of turn 2, i was starting to get a little worried. I had done damage but the sisters were not getting up into my lines and i was in damage of being folded up from one side to the other. My big anti armour unit was gone and others were not in a position to take on many targets, so the last sisters vehicle, the Immolator, was pretty much free to just go round burning stuff at will, which it pretty much did until the end of the game. 

Sisters in my lines

By this point, Turn 3, i was slightly worried, however, i had one advantage i could play. The Scions had dropped in the back last turn and now i had units to the front and back of the sisters, meaning there were few places they could hide and i could advance on their home objectives. The scions really came in to their own in this game, with ap-2 against T3 units they were actually killing sisters at a significant rate. 

The trap closes.

However, i had a minor problem i had to deal with. A paragon warsuit was right up in my line, slicing guardsmen to bits with impunity and so it had to die and die it didn’t! It took 2 turns of throwing several squads and my warlords command squad at it to kill it off and it was only on one wound for most of that time!

Necrons appear on the flank! 
Ignore these, they are my youngest child’s, he just wanted to join in.

By now we're in to turn 3 and were trying to put the squeeze on the sisters. Unfortunately, they were not going to roll over without a fight. The immolator was busy toasting characters over in the corner but I had managed to take out a chunk of the other models. It was at this point that Morvenn Vahl stepped up to the plate and started munching squads. 

End of turn 3

In turn 4 the flyer finally died, taken out by Morvenn Vahl's missiles and bolter, in-between munching squads with her blade. I did manage to put a few wounds on her but not nearly enough to kill her. However, by this point I don't think it really mattered, I had the advantage and was doing what I could to keep it, even if that meant feeding units to be munched.

Morgen Vahl ripping through the scions

End of turn 4

At the end of turn 4 it was clear that I had won but there were still points to play for. The paragon warsuit was still causing me bother in the backfield, refusing to die no matter how much I hit it! In turn 5 there was little for me to do, I finally managed to take out the immolator, just! And I finally took down the paragon warsuit! This one model and Morvenn Vahl were responsible for the majority of my infantry deaths I think, with Vahl claiming two Scion squads,a Scion command squad and a character (plus the flyer) all by herself and the paragon warsuit killing off at least a squad and a half of infantry as well. There was little for the sisters to do in turn 5, with just one model remaining. However, Morvenn Vahl claimed the last of her vistims, a priest before moving into take on a platoon commander. Unfortunately for her the battle ended before she could claim his scalp.

The battlefield

In the end, there was very little left on the table for either side. The Sisters were the worse off but the guard didn’t exactly come through  unscathed. 

The survivors

The sisters ended the battle with just Morann Vahl and the guard ended with less than 3 guard squads and a command squad. Points wise I don’t think there was much in it. 

The guard castle still holding firm!

In the end 


In the end the game was really good fun and I’m so happy that i managed to pull out a win. The guard were just able to keep pushing and the cards came out in my favour this time. I think that i was lucky to win by such a margin but I’m glad that it wasn’t a major win (winner has twice the VP of the looser) as i think that wouldn’t have been a true representation of the game. Again, the Hellhammer did a sterling job and really shined with the T3 enemy models. Next up were the Eldar and i was hopeful that i could pull out another win.