Army List for the Trial:
I
decided to build a 1750 pt Tigurius-based Ultramarines list based on my
existing models list:
Tactical squad, 10, CPG, PG, ML, Rhino
Assault squad, 10, PP, FL, PF, CShield, jump packs, veteran sergeant
Devastator squad, 5, 4xML w/ FlakMLs
Tactical Terminators Squad, 10, PW, 9 PF, 10 SB, 2xCML
Contemptor Mortis, 2xKheres Assault Cannons
Stormtalon Gunship with SHM/TLAC
As you
can see from the above, I deliberately included tactical, assault, and dev
units specifically in order to see how they would work with the new Ultramarine
Chapter Tactics. One thing I did do to
prepare was create a “cheat sheet” checklist on which I had spaces to record
the psychic powers obtained for each game, listing of the chapter tactics and
warlord tactic to be used each game, and reminders for all of the special rules
used by the list. This greatly helped
me, and I’ll probably continue to use this as a tool in future events.
I’m also
doing this assessment in two separate blog entries, since it was getting a bit
long as a read.
A few
other notes on the list above that were included in the trial by design:
1. Only
the assault squad included a veteran sergeant.
Reason for this – I wanted the extra PF attack and higher LD for the
squad, but more so for the extra attack PF.
I also found that in writing the list…Assault squad sergeants no longer
get the 3++ storm shield, just the 6++ combat shield. I considered swapping the plasma pistol for
another flamer. Overall, I need to add
some more assault marine models just to give me better options with the new
codex. Points wise, there are clearly
some better choices to me selected, but I need more models to do it!
2. For the tactical and devastator squads, all
are base LD8 with a non-veteran sergeant.
As a reminder, Space Marines can no longer “choose to fail” morale (the
old generic chapter tactic) BUT can still automatically rally via ATSKNF. My thought was that for these units, making
it easier to fail (by not having a LD9 veteran sergeant) would be the better
idea, since Marines with ATSKNF cannot be swept and would automatically
rally. The extra points that could have
been spent on the LD upgrade (10) was instead spent on the combi-plasma
guns. This was one small way to get more
AP2/higher S shots into the game, especially if it could be coupled with the
Ultramarines tactical tactic (rerolling missed hits in a shooting phase). I can tell you that I did not lose a marine
to “Gets Hot” all day.
3. Flak missiles were added to the devastator squad
for 40 points. The idea was I’d likely
have to face flyers like Chaos Helldrakes, or Necron nightscythes or flying
monstrous creatures. The devastators combined
with the Contemptor and Stormtalon would provide a strong anti-flyer
capability, backed up with the Devastator chapter tactic (allowing reroll of
snapshots for a shooting phase).
4. Contemptor Mortis – my FLGS allows Forgeworld
“40K approved” models, and this would be my main source of support versus units
coming in from reserves, or for horde control support. For the points, if I could not take the
Contemptor, I think I’d have added a HB dev squad and more to use up those
points!
5. Terminators – I’ve been using tactical
terminators as a block of 10 for the past few months, and they form a good core
from which to counter enemy deathstar units.
In particular, I planned to use the unit to accompany Tigurius. The expectation was that Tigurius would have
the forewarning psychic power, and with that, Tigurius AND the terminators
would all have 4++ invulnerable saves to make them even better, or largely 5++
saves without them. The major drawback
is that the terminators (except the sergeant) punch with their fists at
I1.
6. Air Support Stormtalon –The Stormtalon was
seen as a “certain” addition to the list, because Tigurius includes rerolling
reserves. The idea was that it would be
likely I’d see flyers or skimmers in every game, and I needed to have a
redundancy to deal with them. This
turned out to be a true assumption, BUT, spoiler alert…the Stormtalon was never
in any aerial combat…
The
following is a summary of the key elements of the first game (games 2 and 3 will be
a separate post), from the standpoint of performance, identifying Tigurius’
powers, OPFOR units and playstyle, mission objectives, etc.
Game 1 – Vs Chaos Marines plus Daemon Allies
This
game was vs Thor of Creative Twilight.
Here is
a picture of his army on the tray:
The
mission (Special Ops v2.1.1) was a complex one written by Thor that you can
download from Creative Twilight.
Essentially it is the normal pitched battle deployment, and each player
“secretly” determines their primary, secondary, and tertiary win conditions,
and a fourth win condition that can yield bonus points. There would be one objective on the table, in
the center, that would be part of the win conditions. IMHO it is a great mission for fun beer and
pretzel games where time does not matter, but bad for tournaments as no two
tables are playing the same thing.
The
OPFOR was about the worse case I was trying to plan for:
2
Flying Monstrous Creatures (Daemon Lords with spells such as Dominate)
Lord/Daemon
of Tzeentch (with spells including puppet master, etc.)Chaos Daemon Spawn, 5 (multiwound, high T, beasts)
Hounds of Khorne, Daemons, 10
10 chaos marines, Rhino, Special Weapons (plasma), Icon
10 chaos marines, Rhino, special weapons (melta), Icon
10 Cultists (reserved)
Bloodletters, 10, Daemons (reserved)
For
Tigurius the dice gods were very friendly, and his Psychic Powers rolled up as
nearly the best you could ask for:
Misfortune
– reroll saves (play on an enemy unit)
Forewarning
– Psyker and unit gets a 4++ saveForeboding – Unit has counterattack AND fires overwatch at full BS
I had
selected my primary mission as table quarters, secondary as kill points, and
tertiary as the center objective. I have
no idea (now) what I was thinking. This
mission showcased how hard it is to play these missions with just 2 scoring
units. This would cause me to combat
squad my two tactical squads into plasma and missile halves.
Ultramarines
won Game 1. Final score of 28-3
OPFOR Assessment
The Chaos
Player was able to select the table we played on, and chose one with the most
line of sight breaking cover. Chaos
chose the deployment edge, and was also able to deploy and go first. The list he brought was clearly strong in the
assault, and in many ways, much stronger than mine, with more scoring units
(4), and 6 really good assault units with that puppetmaster capability that I cared not to see.
The
OPFOR let most of the heavy work in the game be done by the Monstrous Daemons, Spawn,
and Hounds of Khorne. At the end of the
game, the Daemon lords/Lord of Tzeentch, and Hounds were all gone back to the
warp, and I did not yield a single kill point to the enemy in return, although
I was fairly well damaged in places.
The OPFOR
showed the strength of having very fast, high T, high S models and having more
opportunity for psychic spells than I could muster. MVP was the large unit of Spawn, which pretty
much owned/beat up my right flank. At
the end of the game, the Spawn survivors were in my deployment zone, ready to
either assault the terminators or some tactical squad survivors the next
turn.
If
there was any fault in the OPFOR’s battle plan it was keeping the cultists and
Bloodletters in reserve. Considering it
is a tournament, you need as much on the table as possible as follow-up units
or extra targets.
The other
potential failure was the use of the Chaos Marines. They were content to stay out of the fight in
the center and right flank, applying only fire-point shots from their Rhinos at
range, essentially being held to take /meet end of game mission objectives like
table quarters. Had they joined in the
fight in some fashion, the outcome would have been more favorable for the
forces of chaos. At the end, one squad
remained in their transport, which helped me seal the win (table quarters
cannot be controlled by mounted units), and IIRR the other was dismounted when
their Rhino was blown on Turn 3.
The
forces of Chaos ultimately were nerfed quite a bit by the
Bloodletters failing to enter from reserves.
Had we gone to turn 4, they would have come in automatically, and had
the potential to impact several variations of the selected mission objectives, and thus
the outcome. However, where it might
have come in and done the most harm was in the sweet spot of my ready
Contemptor and devastators. Overall, their
failure to enter were 1 kill point for me, and essentially not a game
changer.
3rd Company
Assessment
I
deployed in a manner to try and take advantage of the OPFOR's deployment and the terrain,
but there were no good solutions to getting any good line of sight to the Chaos
lines, except for the flanking hounds on my left. I worked to get the Devs
and Contemptor to locations that also had fire lanes past the
buildings and woods on my right. I deployed one
tactical scoring unit on my right flank, combat squaded, with the plasma half
in the rhino, the missile half liking down a fire lane toward a Chaos rhino. I deployed the second scoring unit as combat
squads, the missile half on a building/balcony in my center, and the plasma
half in a rhino on my left flank. Tiggy
and terminators were deployed in my center, so the most units possible were
within range of Tiggy’s powers/traits.
Overall,
the combination of the three Tigurius spells was near perfect for the
situation; Tigurius was to accompany the terminators, and he and the termies
would be more amazing than normal with a 4++ save, overwatch at full BS, and
counterattack (extra attack when charged based on a LD ckeck, as if
charging). Combining these three things
every turn with the 6 other special abilities of the list (3 chapter tactics,
warlord trait, rerolling reserves, rerolling psychic tests), I was feeling a little more secure that the Ultramarines could get the job done.
The UM
assault tactic was selected turn 1 – in order to try to get the terminators
through terrain (woods) and into assault with the Chaos Spawn (which were in the woods directly in front of my deployment zone). Tiggy failed to pass the test for foreboding,
but got it on the reroll. Forewarning
played on the first roll. Misfortune was played on the Spawn. But when I
rolled the charge distance (3 dice, take the lowest 2), I failed on the attempt
and the assault re-roll! By less than an inch!
That meant the Chaos Spawn would emerge from the woods the next turn,
ignore the terminators, and assault a nearby tactical combat squad instead. On my left, everything else was spent shooting at the Hounds.
Note that at this point the Daemons had failed a key reserve roll (getting only the cultists), but I got the Stormtalon on Turn 2 with the Tiggy re-roll.
The UM
tactical tactic was selected on Turn 2 – to give every unit a better chance in
shooting, as was the one-use warlord trait (played on the devastators). Note that
on the Chaos turn 2, the Khorne dogs assaulted my assault squad (I broke, almost ran
off the table), a Daemon Prince had assaulted my Contemptor (we were stuck
there into my turn), the Spawn had assaulted the nearby combat squad (who broke and almost ran off the
table as well!). I played this hand of buffs in
order to increase /guarantee my firepower so that I had a chance to use them. As it was the turn started bad but ended well. I finished off the Khorne
dogs in shooting, pre-wounded the Tzeentch Prince and then assault it, and killed
off the third unengaged Daemon Prince with other shooting from the Stormtalon and other units. Ultimately,
the terminators ended the turn in assault with the Tzeentch Lord (I declined
challenges to Tigurius right into turn 3), and my rallied assault squad survivors charged the other Daemon Prince to save the Contemptor (and they did in Turn 3, not before the Contemptor had lost 2 hull points).
The UM devastator
tactic was selected Turn 3 - in order to allow the devastators to relocate from
their position and still fire on another unit (the Spawn now deep in my deployment zone), and give snapshots
to other mobile units (plasma guns from the Rhino squad targeted a Chaos Marine Rhino). It worked well, I
did drop another Spawn, but two wounded ones remained.
At this point, the Stormtalon continued to move forward to engage the
Cultists (who went to ground), the Tzeentch Prince was finished off by the terminators (while Tiggy
continued to watch), and I was looking to keep myself well protected for the
next turn.
At that
point, the game clock was down to 10 minutes.
My opponent agreed we would not have time to complete the next turn in that
time, so we tallied the points.
I had
more kill points, I had 2 table quarters to his one, and nobody held the
center. Neither of us earned quaternary
points. Ironically both of us, unprepared for last turn scoring, had scoring units still in Rhinos.
MVP of
the game was Tigurius, even though all I did with him was play powers and attempt
to deny powers, and I was afraid to use him in CC. The big issue was that Tiggy’s staff
was S6 AP4, vs a Daemon with T5+, multiple wounds, and a low++ save. I figured it was better to risk the
terminators and their fists instead. And I did, losing a few terminators each assault phase.
Overall, the game played slow. 3 turns only! I think everything was slowed down by having too many choices – starting with time needed to select your own missions, then time for rolling spells for all the Princes and Tiggy, then Warlord traits and boon, and time during every turn to stop and make rolls, apply results, etc...not to mention selecting the right turn for Tiggy's warlord trait use AND select each moment to use the three Ultramarine Chapter Tactics.
Regardless,
it was a good starting game for the Ultramarines, and I was feeling a bit positive about
the day. Things at that moment were
looking up!
Hoping to get more on the blog soon,
MING
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