This might be the last post of my 2015-2016 gaming year (long time readers know I go from August 15 to August 15, aligned with the old Ard' Boyz' cycle). Deliberately, I spent maybe the first third of the gaming year playing Blood Angels, and the remaining two thirds playing Astra Militarum.
The gaming year, compared to last year, was a disaster. Look at the record - over in the right margin of the screen. 7 Wins 5 draws 20 Losses.
Almost the opposite of last year - where I played Ultramarines with a splash of Blood Angels.
Now, arguably, my experience may not be too different from the other Astra Militarum (Imperial Guard) players out there. Overall, did I learn anything?
Am I ready to give up on playing the Astra Militarum? Meh, maybe not yet. I am a glutton for punishment!
So - here is my last game of the year in pictures with comments:
1850 Points, Astra Militarum vs Demons and Zombies
The 555th Regiment, still much reduced, returned to the front lines. Rumors swirled of the dead walking, demons ever present, and the taint of chaos bringing ruin everywhere.
We were playing Maestrom Mission #1, or so. Corner deployment zones, objectives, 3 cards max per turn. I was playing my new variant, where the CAD's company commander had an Astropath as an advisor, and the Artillery company commander had a master of ordnance. The Astropath shows promise - with the primaris of Psychic Shriek. My CAD company commander was the warlord, and he had the Zealot (Cadian) warlord trait. In turn 1, the AM moved forward, looking to whittle down the enemy with the firepower of both companies. The enemy lost several Khorne dogs and some zombies, but again, this demon led army is very resilient.
In the psychic phase of the Demon Turn 1 the Keeper of Secrets summons another blob of plague zombies. and the entire mass keeps shuffling forward.
BERP, the Enginseer of the Artillery Company needs more experience. Never ever stand at the back end of a missile launching artillery piece...considering the demons had no real shooting weapons, I have no idea what BERP is hiding from...
By turn 3, the AM front lines were breached. Remannat (soon wiped out) Khorne Dogs (and Herald) assaulted the AM left. The Keeper in the center. Zombies to the right. Overall, the Demons were doing great on objective cards. The AM was vapor locked with cards it could not score on.
Soon, the CAD company commander was gone. So were the Khorne Dogs, and some other demon units. But the mobility of the AM was gutted.
When you are a zombie, you just keep shuffling forward...
Eventually, due to store hours, the game was called. Zombies win, 15 to 5.
Overall, it was a fun game. This is not the first time the 555th have run into a Demon horde army. It is always a great challenge to see if you can wreck them before they wreck you.
Overall, some takeaways:
1. Once the demon player deployed, the AM should have worked turn 1 to redeploy towards the left and focused everything on the Khorne Dogs first - instead, the target priorities were spread all over the place. The Khorne Dogs are a key linchpin of this army - they - and the Herald, need to get removed first.
2. The Astropath periled again, second game in a row. Not a big deal. In this game he tried to put wounds on the Keeper - did not work. If I'd concentrated on the dogs, I'd have faired better in the points exchange.
3. One of the guys I work with - a Marine turned Geotechnical Engineer - used to play AM. He suggests that spending points on Veterans is a waste. He wants me to instead try a IG Platoon, regular squads, mechanized, and use the saved points for something else (like more Wyverns), or at least convert from Grenadiers to demolition specialists. Hmmmm....
4. Change the warlord to the AM Artillery commander and roll on the strategic table instead.
5. Practice more.
So, what thoughts do you have?
Even in this game, I though about starting totally dismounted, just to have more lascarbines and laspistols shooting at the blob leading edges. I probably would still have run into problems with board control and actually wounding the horde. IIRR the demon player had four sources or so for spells - his favorite being cursed earth - to make his army even tougher, and he had the grimouire (sp) on the Keeper, making things even nastier. I was outclassed in warp charges like 13:1.
All for now. And remember, comments are always appreciated.