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==Test games== If you feel an army or a choice is OP/UP you can say so in the discussion page of this article: https://1d4chan.org/wiki/Talk:Codex_-_Angry_Editions. You can say which unit you believe is OP/UP or just post an army, I will either test it out to prove that it is a fair choice or change its cost or rules. While I normally play with a number of house-rules, I will leave those out upon request. ===Games done by Ravenous Eye Wargames=== Our gaming group use a number of house rules. *'''Tactical Objectives''' *'''Intelligent Rhinos:''' Vehicles cannot have Objective Secured. *'''Blood points:''' Score 1 VP for every 100 pts of your opponents stuff you destroy *'''Max 1 flyer''' *Just keep these things in mind when you read how our matches go, our objectives might be a little different than your objectives which might impact the strength of different armies, I try to take this into consideration, I just wanted to make a full disclaimer. ====Angry Crons vs Daemons of Chaos (not angry)==== *Major loss vs Daemons. Many a tactical blunder were made. Changed the monolith to be better against a wider variety of enemies. ====Angry CSM vs Angry DE==== ItĀ“s not alway easy to find opponents who want to play against, and with, fan codices, perhaps I havenĀ“t been looking hard enough? Anyways I got a game in with the angry anarchist CSM vs the angry emo DE. He brought two venoms w. 5 wyches each, a largish unit of mandrakes, 6 incubi + archon in raider + a couple of ravagers with the edge cannons, which has no been renamed twillight annihilators, 7 hellions and a large number of khymera with some beastmasters. I brought an iron warriors detachment with a heldrake w. baleflamer, level 3 nurgle sorcerer, warpsmith, 9 chosen with their new 2+ armour save upgrades w. 2 powerfists and 5 pairs of lightning claws in a rhino, 10 possessed in a rhino, helbrute, 2*10 chaos cultists with shotguns, 7 havocs with 4 of the new missile launchers with all 3 ammo types and ending the list with 2 defilers. Note that I havenĀ“t played chaos in forever, but I didnĀ“t really feel very punished for my unit choices. First off the heldrake was fairly strong but it definately didnĀ“t feel like it was doing too much, I feel the new point cost seems fair. The defilers seem extremely strong with their ability to shoot at mutliple targets + their Strength D close combat attacks, but it wasnĀ“t that much over the top, possibly because of my misplays. Talking of misplays, my 2+ armour save chosen ended up being annihilated by his rending khymera, why did I give them this again..? Sigh. And his incubi, i got all of them back with a formation but they failed to do anything the entire game because they didnĀ“t really have a good matchup against any of his stuff and I was afraid of them being slaughtered once more by his incubi. Speaking of things that got brutally murdered, the 10 possessed were shot down before even rolling on their empowered vessels of chaos table, this was primarily due to poor rolling on my part. The helbrute performed fine, but it didnĀ“t even use its new daemon forge, it did make a daemon save or two though, it seems alright now. Shotgun cultists performed fairly well, I think they need to be tested as spam list with the iron warriors detachment which may be a little too strong. During the game I managed to get 2 extra units of cultists, the 9 chosen and my chaos sorcerer back from the dead, it didnĀ“t really feel overpowered, the powercreep is real. As for the DE, the main guns felt like they automatically got their bonus, which was not entirely the intention on my part, they now need an unsaved wound instead of just a wound. Nothing much to say for the rest of the army, the changes pretty much worked, the mandrakes seemed a little too strong with the constant 2+ cover save from raiders being enough of a buff their strength upgrade and toughness upgrade have both been removed. ====Angry Daemons vs Angry CSM==== 1850 points. I had Lord of Insensate Rage (greater daemon of khorne w. S D), 8+8 Bloodletters, 3+4+4 Skullcrushers, 3+3 Screamers each with Herald of Tzeentch on disk, 7 Fleshhounds, Daemon Prince of Khorne, Soulgrinder of Khorne, Skull Cannon. Against Warpsmith in cultists, Slaanesh Sorcerer in terminators, 10 Cultists with shotguns, 5-10 CS Marines in rhino, 6-10 Thousand Sons in rhino, 7 chosen w. 4 pairs of lightning claws in land raider, 4 Termies w. 1 chain fist and 3 pairs of lightning claws in land raider, Defiler, Maulerfiend, Vindicator they were organised in an Iron Warriors detachment, which he never rolled for. Lord of Insensate Rage started on the board. He flew straight ahead turn one and then landed turn two. He managed to kill the chosen as well as the thousand sons. Bloodletters deepstruck in to the side of the battlefield, which meant they hardly took any damage from ranged attacks, therefore they performed very well. I determined after the battle that they were too gimmicky in the fact that they were too offensive compared to their defensive value. One of the screamer units were reduced to one, even with that it managed to destroy one land raider before getting caught in the explosion it caused. The other unit managed to destroy his other land raider. They were definately way too strong, their attacks have been reduced from 3 to 2. I will keep careful watch over them, they seem strong, but their Initiative of 1 + their relative weakness to shooting means they are really only super good against vehicles. As far as psychic powers went, during the entirety of the game I threw 3 doombolts, 2 of them against the same land raider, which did nothing, then changed its armour value to... 14. The final one destroyed his defiler. The flesh hounds got into a fight with his generic CSMs, they were losing before they got assisted by one of the bloodletter units. The soul grinder got destroyed by a mixture of shooting and the terminator with a chain fist. Nothing really to say here. I think itĀ“s toughness demands its new point value. Skull cannon got shot to pieces and never managed to do anything. Daemon Prince got hacked to pieces by chosen. IĀ“m definitely glad that I paid 100 and not 160 points for it, it seemed fair enough. As stated previously my opponent could have gotten a couple of extra units with his formation which he forgot to roll for. Nothing in his army really seemed unbalanced, stubborn across the board is a really nice change. No chaos warriors fled, which is more or less how it should be. New las-cannons seem fine. No big change against this particular army, it was slightly less powerful against Screamers, which I donĀ“t think he ever used them against. Against the Soul Grinder it is a tad better, definitely not game breaking in any way. I had forgotten to change the point cost of the terminator weapon upgrades. Speaking of terminators I have wanted to give them Toughness 5 for a while, well, now itĀ“s done. It sets terminator armour apart from artificer armour, or flesh armour in this instance, besides from the Deep Strike and 5+ Invulnerable save. It ended in a victory for the Angry Daemons just before I got to my turn 6 (I went last). He had a Vindicator and two rhinos left. I had 1+6 Bloodletters, 2 blood doggies, Lord of Insensate Rage (1 wound), 2 Skullcrushers (one of them had lost 2 wounds). I would have probably tabled him had I done my turn as my units were converged around his remaining vehicles. Really close and fun game overall. ====Angry Robocrons vs angry Emo DEldar==== I had 20 warriors w. ark, 20 warriors w. ark, 20 warriors w. night scythe, 20 warriors, 8 immortals w. gauss, 2 x 5 deathmarks, overlord in barge w. nemesor... But no warscythe, CĀ“tan Shard with restless tail, 2 x 3 tomb blades with particle blasters. I played with reanimation protocols on 4+ instead of 5+. You could say I cheated, or that I tested whether or not it would be op... He had 5 trueborn w. 1/2 blasters and raider, succubus w. ap 2 weapon in said trueborn, 5 bloodbrides w. venom, 2 x 10 kabalite warriors w. raider each, 2 x 5 wracks w. venom each, void bomber w. void pulses (old dark scythe), 2 x ravager w. 3 twillight annihilators (ap 1 krak rockets), 6 reavers w. 1 or 2 blasters. Bloodbrides failed their 6" charge and got shot to pieces. 20 of my warriors were stuck on one side of the board because of a refused flank, my plane teleported them to the action turn 3. 5 deathmarks were stuck with the 20 warriors to the side because I wanted to instantly capture 2 free objectives and couldnĀ“t be bothered to wait for my warriors to do the job. CĀ“tan Shart got shot to pieces, I should have placed him in cover, but I didnĀ“t he felt okay for his points. tomb blades were shot before they did anything noticeable. All of my infantry were at more than 75% strength when my opponent surrendered at the start of my turn 4. Ghost arks were shot dead. His flyer flew away turn 2 as it killed my general with a strength D bomb, my plane flew in turn 2 and shot a bit then teleported some troops close to the enemy turn 3, one unit of wracks were killed turn 4 after deep striking a little too close to a lot of warriors. His trueborn managed to down a number of warriors and immortals, who then promptly got right back up. His venoms did surprisingly little, mainly because of lucky rolling on my part. His void bomber downed an impressive number of warriors, who then shrugged it off with reanimation. How many of my reanimation rolls were 4s I do not remember but I think it had a fairly large impact on the game. All units seemed to have something to do, I definitely felt that all my units were worth taking. The only reason I want to change my army around is because I feel like I should include a monolith or two, just because. I took all the warriors to really push the bucket to check if they were OP, I can tell they definitely shouldnĀ“t have 4+ reanimation, but their huge weakness (no cover saves) still makes up for their manifold strengths. ====Angry Dark Eldar vs Calm Eldar==== - Archon with Incubi, 8 Trueborn in Raider, 2x10 Warriors in raiders, 5 Incubi+klaivex in a raider, Scalpel Squadron with Ossefactors, 5 bloodbrides with Haywire Grenades, 2 Ravagers with Twilight Annihilators, 6 Reaver jetbikes and a Razorwing Jetfighter VS - Avatar, 3 Dire Avenger squads in Wave serpents (In that weird formation which gives them +1 BS), 5 D-scythe dickheads in a Serpent, Wraithknight and a Wraithlord. Early game was devastating for me. I plinged some wounds off the Wraithknight with the Ossefactors, and took out the Wraithlord with my now non-existent splinter cannons on my venoms (Was before the removal of the upgrade). The Serpent Shields prevented my Ravagers from causing too much damage (we actually didn't manage to destroy a single serpent). We ended up meeting up diagonally and I attempted to pull the good ol' "I am going to surround and wreck your vehicle with haywire and automatically whack and kill anyone coming out of it" strategy by disembarking my warriors and charging together with the Bloodbrides. That didn't work as only 2 BB's were able to hit the damn thing. Then the Eldar started disembarking and retaliate and I found my Wracks out of position to counter attack his Avengers when they started their barrage. My Archon and Incubi managed to down the first Wave serpent (and the last I am afraid) and were rewarded with an Avatar charge. Which killed all of them... The Avatar was subsequently killed by focussed fire from my Ravagers (Who at this point had given up on destroying serpents). The deathblow came when D-scythe Wraithguards disembarked and took out a Raider and a Venom, the Wraithknight stomped the remaining bloodbrides and the Wrack countercharge got stomped on by the same Wraithknight. My Razorwing did good, but it was too little too late and I bent my knee to the victor. Overall a good game, but I think my lack of Blasters was a severe issue. Blasters may be short ranged but are necessary in order to take out larger things with the removal of so many poisoned weapons. The new Dark eldar also put more emphasis on close combat and short ranged firepower but as I got across the board all the Serpents were still intact and carrying troops. This left most of my Shard cannons and missiles worthless for a turn which in turn lost me the game - The Ravenous Eye ====Angry Robocrons vs Angry DE==== Overlord w. Phaeon, Wraith Body and Warscythe, 20 Warriors, 20 Warriors, Tomb Citadel w. 1 Ziggurat and 1 Power Crucible, 3 Scarab Swarms, 5 Lychguard, 8 Deathmarks, 2 Monoliths. vs. Archon with Huskblade and 2+ invul inside Trueborn, 5 warriors inside Venom w. Twin-linked cannon, 5 warriors inside Venom w. Twin-linked cannon. Twin-linked cannon, 5 warriors inside Venom w. Twin-linked cannon, 8 Wyches w. champion inside Raider, 5-9 Trueborn w. drugs inside Raider, 6 Reavers w. 2 Blasters and 2 Cluster Caltrops, 6 Reavers w. 2 Blasters and 2 Cluster Caltrops. *I placed my Tomb Citadel to one side of the table. *He deployed his entire army opposite the Tomb Citadel. *I deployed 20 Warriors and 3 Scarab Swarms on the opposite side of the table hiding behind a building. The rest of my army stayed in reserve. Everything arrived turn 2 except one of the monoliths. *My Phaeron killed his Archon and then got into a drawn out fight with his Trueborn, some bikes and some kabalite warriors. I got him in too late, he went unwounded, while extremely resilient and offensively fairly strong, he is a big risk. *20 of my warriors were teleported senselessly into a clump for my opponent to shoot up and then get assaulted. *The other 20 got ground down by his trueborn. *Lychguard horribadly failed their 2+ saves, which was unfortunate. *Deathmarks failed to do anything all game. They did maybe 1 unsaved wound. *Tomb Citadel did jack shit all game, very poor decision to take it at all. DidnĀ“t fit the army what so ever. *3 Scarab Swarms took out a venom. *2 Monoliths looked very scary and teleported guys around. The teleportation was used poorly and was almost worse than it was good. Their weaponĀ“s were mostly saved. They made the DE vehicles dance (jink) though. *Nice game, wasted a lot (350) on a useless fortification and had some unfortunate saving throws, my opponent did neither and it was not a slaughter. I think my army might be OP. ====Angry Daemons vs Angry Dark Eldar==== Wrathspawn, Lord of Change, 2x13 horrors with heralds, 10 Bloodletters that sat at his aegis defence line's Quad-gun, 5 Fiends of Slaanesh, 6 Screamers and a soul grinder. Oh and flamers. VS Archon with Huskblade and Shadowfield, 2x5 warriors inside Venom, 5 Wracks with LQ-gun inside Venom, 8 Wyches w. champion inside Raider, 7 Trueborn w. drugs and Xeriak ammunition inside Raider, 9 Reavers w. 3 Blasters and 2 Cluster Caltrops, Razorwing Jetfighter, 5 Scourges with 2 heatlances and 2 Ravagers to support it all. *Scourges and Razorwing were reserve. Razorwing performed okay, surviving until the end of the game. Scourges didn't do much since their target, the Lord of Change, blessed himself to a 3+ invulnerable save. Had potential but were sub-optimally kitted in order to take out what he brought. Still think I would go heatlance on 'em. *Archon and his trueborn were hit by 3 out of 4 of the warpstorm result and only the archon survived. With an impressive charge roll of 10 he managed to charge and wipe a unit of 8 horrors and a herald before slaughtering the bloodletters manning the Quad-gun. MVP baby. *Wyches assaulted a unit of 8 horrors and with exact failure on daemonic instability managed to kill them. *Wrathspawn was killed by two turns of focussed Ravager fire. He managed to kill the wyches before he went down though due to some unlucky rolling on my part from the agoniser. Well. Sort of unlucky. I may just be a whiny bitch. He only managed to save a single wound with his invul after all out of 5 potentials. *Lord of Change would have devastated my lines had he not failed to cast Storm of Change twice. As it turned out he managed only to cast it once killing a couple of bikers. His 3+ invulnerable save made sure he took alot of firepower before biting the dust. *Fiends were absolute trash. Barely securing an objective they took one turn of fire from 2 venoms and a unit of warriors with a shredder and, failing all possible saves, were reduced to a single fiend with one wound. This brave, or perhaps irredeemably insane monstrosity charged my warriors and stood there for a turn before receiving a counter charge from the Scourges and getting hewn down. *Screamers were tied up in a close combat with 5 wracks and lost it with the wracks taking 3 casualties in return. Wracks should have by all means have lost the combat, but he was incredibly unlucky and lost the combat every turn resulting in a lot of instability tests. *Soul Grinder of Nurgle was down to the wire just a stable firing platform. It provided minuscule supporting fire but we both deemed it wasn't worth it's hefty price tag of 260 points in that role. More testing will be needed before it can be determined if it needs changing. All in all a good game. Both players had terrible dice rolling but right up to the end Dark eldar dice got better and a victory pulled off. Flamers never got down btw. Could have been horrible for me if they had. I think flamers may be a tad overpowered seeing as they produce at least 5 strength d6 ap5 hits, and on bigger units it may be more. They are also rather hard to counterplay since they deep strike and even with scatter have torrent to produce the positioning of the template - TheRavenousEye *Classic Soul Grinder loadout has been reduced by 20 pts from 180 pts (official cost) -> 260 pts -> 240 pts. The initial cost change was a bit of a knee-jerk reaction, to what I believe was one of the most OP units in the game. Triple classic Soul Grinder should be reserved for a themed list/a specific counter list, which I still think 240 does a good job of, I definitely donĀ“t think 240 is too low, Soul GrinderĀ“s points really only could go down from 260 pts, which was in all fairness overpriced. - AngryPirate ====Angry Robocrons vs Angry CSM==== *CAD: Destroyer Lord, 20 Necron Warriors w. Monolith, 20 Necron Warriors w. Monolith, 10 Necron Immortals w. Tesla + Night Scythe, 6 Wraiths, 5 Scarab Swarms, 5 Scarab Swarms, 3 Spyders, 1 Annihilation Barge. vs. *Thousand Sons Warband: Mastery level 3 Mark of Tzeentch Sorcerer in termie armour w. spell familiar, Mastery level 3 MOT Sorcerer in termie armour w. spell familiar, 10-15 Cultists w.out mark, 10-15 Cultists w.out mark, 6 chosen w. 2 pairs of lightning claws + 2 power fists + MOT + Spireguard (mastery level 6 psychic brotherhoood), forgeworld flyer AV 10 HP 4 w. Las cannon + autocannon, 9 Thousand Sons w. rhino w. havoc launcher + warpflame gargoyle, Predator w. 3 las cannons, Predator w. 3 las cannons, Land Raider. + *Summoned spawns: 13+ spawns... *Destroyer Lord killed some cultists and ended the game in a duel against 4 spawns. *Necron Warriors did nothing all game. *Monoliths destroyed a predator and the land raider. They were destroyed early on but didnĀ“t manage to regenerate. *Immortals didnĀ“t do anything *Night Scythe destroyed his flyer *Wraiths destroyed his other predator and got cut down in melee vs thousand sons, should have given them tentacles. *One of the scarab swarms held up an objective denying it for two turns, the other one held up some summoned spawns for a turn. *Spyders summoned scarab swarms and then suicided into a unit of 7 spawns. *Annihilation Barge got busted by las cannons. *13+ spawns were summoned with breath of change, while it was fairly spectacular to look at, it was a tad OP, IĀ“ll reduce the To Wound from 2+ to 4+, it should still be a very powerful spell, although not quite as impactful as it was. *He managed to get doom bolt of 5 or 6 times, missed all but 3 of them, rolled a straight 6 each time he hit, destroying both my monoliths as well as my night scythe. *I managed to kill one of his spireguard, two more blew themselves up. I think it hard a large impact that they were able to generate 5-6 dice each turn. *I had only my destroyer lord left at the end of the game, while he had lost little more than half his army. *The Thousand Sons formation seemed fairly fun, I hadnĀ“t really thought of the breath of change, which was why he hit 8 models the first time he got it off. I think I could have avoided such massive damage, but the other Tzeentch powers are powerful enough to the point where I feel that it is unneeded for such a powerful power to exist. ====Angry Robocrons vs Angry DEldar==== *CAD: Phaeron with scythe and wraith body, 20 Necron Warriors w. Monolith, 20 Necron Warriors w. Monolith, death scythe, 5 lychguard, CĀ“tan w. FMC + gauss slinger + stealth, 1 Annihilation Barge, 1 Annihilation Barge. vs. *CAD: Archon w. 2+ invul + agoniser, 5-7 incubi w. champion, 5 wracks w. liquifier gun + venom, 5 wracks w. liquifier gun + venom, 10 Warriors w. raider, 10 wyches w. raider, Voidraven Bomber w. S D weapon, Ravager w. TL annihilators, Ravager w. TL annihilators, 5 Scourges w. 2 blasters, 6 bikes w. 2 cluster caltrops + 2 blasters. *My Phaeron went killed his Archon as well as the Incubi with the help of one of the warrior squads. This warrior squad got eaten up by his wyches, the game ended with my phaeron and his watches tied in combat. *One monolith teleported the other warriors to counter a refused flank manouver my opponent had attempted. *The other one scattered a lot while trying to deep strike. They both did some damage to some vehicles and units. *The death scythe arrived turn 4 and managed to do fuck all because of its late arrival. *lychguard managed to cause 4-7 wounds with their shields. They failed a lot of saves and were killed. *CĀ“tan did nothing with shooting and was shot down after taking 3 unfortunate wounds during a turn in which it did not fly. It should be noted that I did not intend for the CĀ“tan to have a Strength D weapon, but he ended up having it. The only reason it did nothing was because of lucky saves as well as no 6s on the destroyer table. Heavy gauss cannon will no longer be a destroyer weapon. *Annihilation barges caused some minor damage, not really worth the price tag I feel. - *The incubi did very little damage to the warriors, not at all worth their price tag this game. Very poor matchup, their math suggests they should be very strong against the right target though so no changes will be made, for now. *Since I still havenĀ“t seen an infantry unit with the option to take a transport not do so, I will be increasing the points cost of transports in the hope that it will encourage not taking transports for every unit. Although the battle data is very limited I think the Angry Emos are strong enough to take this without a problem. ====Angry Robocrons vs Angry DEldar and Angry Eldar==== *1750 vs. 1850 against both Angry DEldar and Angry Eldar. *Both games were lost. Not huge losses, but easily identifiable as losses. ItĀ“s pretty hard to extract information out of an imbalanced game. Ugh. *Angry Eldar Wraith Knight had a huge impact, increasing his points cost as a result. ====Angry DEldar vs. Angry Daemons==== Dark Eldar: *9 Jetbikes with Blasters. Killed a unit of Bloodletters, keeping them off a capping point. Afterwards they got charged by a unit of Plaguebearers and got slaughtered to a man. *Archon with a unit of 6 Trueborn with Shredders. Their Raider got blasted by some lucky Soul Grinder shots and got reduced to my Archon and a Trueborn by a Herald of Nurgle casting the Nurgle Nova spell. They subsequently went headfirst into their adversaries and killed them all. Aaaand died to Nurglings the second they got out of the first Combat. *Shadowseer w/Mask of Secrets going with 4 Incubi and a Klaivex. Shadowseer pinged off three wounds on the Daemon Prince who then turned into a Maggot Lord. Wah. The Shadowseer then got a headache and died. Forever in my heart. *Ravager w/Twilight Annihilators. Exploded the moment the Soul Grinder looked at it. *2 Cronos Parasite Engines 1 with Probe and 1 with Vortex. Misunderstood rules and mistakenly thought they had S8. Don't ask. Anyways, charged a unit of Plaguebearers and got stuck in with the Soul grinder. * 7 Wyches with a Hekatrix with an Agonizer. Charged a unit of spawned Plaguebearers along with the Cronos and the Incubi. Afterwards they sacrificed themselves to tie up the Maggot lord. After it had dealt with the Wyches it went to tear apart my poor Cronos. The Maggot Lord ended up having lost 5 out of 6 wounds. *Voidraven Bomber. MVP BABY! Single handedly killed his Grand Maledictor and then... Nothing. For a 200 points model that is excellent however! Daemons: *2 Units of 15 plaguebearers with a herald. *15 Bloodletters with a herald *Grand Maledictor *Skarbrand *Nurgle Grinder with Phlegm Bombardment *Daemon Prince of Nurgle w/Power armour. Mastery Level 3. ====Angry DEldar vs. Angry Space Wolves==== Angry DEldar won. ====Angry Daemons vs. Angry Space Wolves==== Daemons were incredibly unfortunate and as a result lost horribly. ====Angry Necrons vs. Angry Space Wolves with an Angry Knight==== 1780 vs 1850. God I swear, if I forget to bring the full army size once more IĀ“m just gonna quit all of this shit. - Angry Idiot ====Angry Necrons vs. Angry Space Wovles==== I actually brought 1850 pts this time, still got my ass handed to me though. '''Neccrons''' *Warlord: Overlord w. Warscythe on Catacomb Command Barge. I had planned on charging a unit which had dropped podded behind my lines, his unit fled and I got assaulted from the front by a pack of Thunderwolf Cavalry with the Thunderwolf Cavalry special character. My Lord killed his last Thunderwolf before the special character destroyed the Overlord. He chose the target priority command trait. *2*10 Immortals. They did some moderate damage to some space marines and his Thunderwolves, they were brutally murdered by my opponents Knight Crusader. The fact that their max unit size is 10 really hampers their survivability. *2*20 Flayed Ones. One squad came in from my table edge, the other Deep Struck in his backfield. The first squad did nothing because their initial target fled as a result of shooting, they ultimately did nothing and fell to the hands of the Crusader. The other squad beat up some his Grey Hunters with a wolf banner and a champion with a Wolf Claw. The second squad of course also ended at the hands of his Knight Crusader. *10 Deathmarks. Did 0 dmg against my opponentĀ“s thunderwolves the turn they deep struck. Did some minor damage to a unit of Space Wolves and finiished off his wolf priest. They were killed by his... Knight Crusader. *1 Triarch Stalker. Along with the Warlord it gave my immortals BS 10, the old Nemesor Zahndrekh combo. It used itĀ“s flamer to burn some marines, it was severely misused. It was destroyed by a shot from his.... Knight CrusaderĀ“s Thermal Cannon. *2*3 Scarab Swarms. One of the units ate a rhino the other ate his Warlords armour save, the warlord got away with one wound. One squad actually got killed by his warlord, the other got killed by his Knight Crusader. *Doom Scythe... I brought it in the wrong place turn 2, expecting it to fire at the right target turn 3, it got killed by the Knight Crusader. *1 Annihilation Barge. This one got killed by his thunderwolves after it was immobilised by his deep striking Grey Hunters. *Imotekh the Stormlord. Destroyed a Rhino turn 1 with his lightning strike ability '''Knight and Friends''' *Warlord: Harald Deathwolf. *10 Grey Hunters w. 2x Plasma, 10x CCW, Banner, wolfguard w. wolfclaw, Rhino *7 Blood Claws, wolfguard w. wolfclaw, Lukas The Trickstar, Rhino, Rune Priest, Runic Blade, LvL 2 Biomancy + Tempest, Ulrik The Slayer 10 Grey Hunters w. 2x Plasma, Drop Pod 3 Thunderwolf Cavalry, 3x Storm Shield, 1x Power Fist *1 Knight Crusader w. Thermal Cannon, Avenger Gatling Cannon and Twin Icarus Autocannon. It killed my army. I donĀ“t think itĀ“s overpowered though. In hind sight I should have focussed it down and killed it rather than just running around it. This particular one is very pricy and is actually very squishy compared to itĀ“s point cost. '''Conclusion''' The Knight had taken 0 Hull Points Harald Deathwolf had 1 wound remaining. He had completed 2 more objectives than I had. My army was gone. Swept away by a gentle gust of Thermal fury. I think the game highlighted a fatal flaw in the Angry Necrons. I donĀ“t feel like I have any other tactic to go for other than mass infantry. Beyond that I had come entirely unprepared against a Knight and the Knight Crusader is brutal against Necron Infantry. ====Angry Necrons vs Angry Daemons==== *2030 vs 1850. Stomp in Necrons favour. Well at least it almost always produces a victory for the side which brings more points, I will take that as an indication of balance. I was extremely lucky and his psychic powers failed him horribly. ====Angry Necrons vs Angry CSM==== *CAD: Destroyer Lord w. Warscythe (Warlord) in 5 Canoptek Wraiths. 20 Necron Warriors w. Monolith. 10 Necron Warriors w. Night Scythe. 3 Canoptek Scarabs. 3 Canoptek Scarabs. 3 Canoptek Spyders. 1 CĀ“tan Shard of the Deceiver (250 pts). 1 Transcendent CĀ“tan (Knight-like LoW 400 pts) *Wordbearers CAD: Dark Apostle (Warlord) in 20 Chaos Space Marines with close combat weapons 2 plasma guns. Dark Apostle in 20 CSMs w. CC weapons 2 plasma guns. 20 CSMs w. CC weapons 2 plasma guns. 35 Cultists with 2 flamers. 2 Forgefiends both w. 3 ectoplasm cannons. 1 Maulerfiend. *'''Deployment:''' One of the two CSM units with a Dark Apostle got mark of Khorne and 2+ Sv, the other got mark of Khorne and +1 WS and I. Remaining CSM unit got mark of Slaanesh. Cultists got mark of Nurgle. I deployed my army 18" away from his because my units had infiltrate. *'''Turn 1:''' Transcendent CĀ“tan killed 27 MoN Cultists. Rest of my army shot a couple of CSMs and moved closer. My opponent did one wound to my Trans CĀ“tan, killed a very small amount of Warriors and killed a single Wraith. *'''Turn 2:''' Transcendent CĀ“tan exploded his Maulerfiend. Warriors killed some more 2+ Sv CSMs. Wraiths and Destroyer Lord assaulted his 2+ Sv CSMs, killed a bunch and took a little damage in return. 9 Scarabs (6 of which had been produced by Spyders) killed one of his Forgefiends, spyders and the last 3 Scarabs destroyed his other Forgefiend. CSMs with MoS assaulted the 20 Necron Warrior a few of the Necron Warriors died. His remaining cultists killed my 8/9 of my swarms in the big unit. *'''Turn 3:''' Transcendent CĀ“tan did a wound to himself in the shooting phase and assaulted his second unit of CSMs w. MoK and Apostle. Having no real way to damage my CĀ“tan in close combat and only 3 marines engaged with my Destroyer Lord before combat and my Spyders assaulting one of the CSM units. In close combat of my turn he surrendered. *'''Conclusion:''' The CSM list wasnĀ“t capable of abusing the CĀ“tan weakness, they still werenĀ“t too powerful, I was very lucky to destroy so many of his cultists turn 1. The maulerfiend was kind of expected, it should have gotten away since it would have lost close combat as well. The deceiver did very little because itĀ“s so slow and even with Infiltrate it only did shooting, at which point I might as well have brought more ranged units instead. I think both new CĀ“tan types are fun and fairly balanced taking into account I was fairly lucky with the Trans CĀ“tan. Word Bearers tactics seemed pretty cool, about on par with what SMs get with their tactics I think. The Apostles didnĀ“t achieve much with their blessings, but 2+ Sv on 20 models would have been a killer against any army but the Angry Necrons. I think they are worth it against certain armies, but certainly not Angry Necrons. Forgefiends werenĀ“t very effective, but I didnĀ“t bring a lot of models this game and had a huge deployment zone which allowed me to spread out to the point where he could get no more than 3 hits/cannon. Infiltrate certainly also limited their ability to lay down firepower on my Warriors. ====Angry Necrons vs Angry DE==== *CAD: Destroyer Lord in 6 Canoptek Wraiths. 20 Necron Warriors w. a Monolith. 11 Necron Warriors w. a Night Scythe. Transcendent CĀ“tan. 5 Canoptek Scarabs. 3 Canoptek Scarabs. 3 Canoptek Spyders. 5 Deathmarks. 5 Deathmarks. *CAD: Archon in Court of the Archon: 1 Medusae and 8 Lhamaeans in a Raider. 5 Kabalite Warriors w. Shredder in a Venom. 10 Kabalite Warriors w. Shredder in a Raider. 10 Wracks in a Raider. 10 Trueborn w. Xeriak Ammunition in a Raider. Razorwing Jetfighter. ====Angry Necrons vs Angry DE==== *CAD: 5 Crypteks all w. Harbingers of the Storm and Ether Crystals. Transcendent CĀ“tan (Warlord). 20 Necron Warriors. 10 Necron Warriors. 15 Flayed Ones. 1 Monolith. 2 Ghost Arks. 3 Doomsday Arks and a Doomscythe on a Sky Shield w. Ready For Takeoff. *CAD: Archon in Court of the Archon: 1 Medusae and 8 Lhamaeans in a Raider. 10 Wyches in a Raider. 10 Kabalite Warriors w. Shredder in a Raider. 5 Wracks w. ossefactor in a Venom. 5 Wracks w. ossefactor in a Venom. 10 Trueborn w. Xeriak Ammunition and Haywire grenades in a Raider. Razorwing Jetfighter. 5 Scourges w. 2 Blasters. 2 Ravagers w. TL Annihilators. *Transcendent CĀ“tan got to infiltrate for the third time in a row because of its warlord trait. It killed his Scourges and maybe a vehicle and then got killed after a number of vehicles and units shot at it. It didnĀ“t betray me despite having lost 2 wounds one turn and then at 4 wounds the next. *Crypteks and 10 Warriors survived for 3 or 4 rounds of combat against the Court of the Archon. *20 Warriors got locked in combat with Wyches. Stupid placement led to this, I was counting a little too much on my flayed ones counter charging turn 3 rather than turn 4. *15 Flayed Ones arrived turn 3 and then counter charged Wyches turn 4 after all the Warriors were killed. They murdered the Wyches and then murdered the remaining members of the Court of the Archon, ending the game in CC with the Archon. *Monolith got haywired. Woke up again, got haywired again. *Ghost Arks did very little, they arenĀ“t worth it when they donĀ“t have anything to heal. *Doomsday Arks did absolutely jack. Not a single hit was made. DE had turn 1 and destroyed one of them and stunned another. The one snap-firing didnĀ“t do anything and third rolled a 1 to hit. The remaining two were haywired and destroyed turn 2. My 20 Warriors could have shielded the platform from being assaulted by his Trueborn, instead they went into melee with his Wyches... *Doomscythe destroyed one of the Ravagers and chased the other one, without killing it for the rest of the game. *Conclusion: Doomsday Arks do not fit in a mechanized army, they need a meat wall around them to protect them. You need map control in order to protect them. A mechanized army has less map control than a mass infantry one does. I will try fielding the Skyshield Ark army again, but I think more warriors and/or Flayed Ones replacing the Transcendent CĀ“tan will help the army gain map control. Also dice game, losing two Doomsday Arks worth of firepower before I got my first turn was quite devastating. I still cannot comprehend why my Doomsday Arks have done as little as they have the games in which I fielded them. 5 Crypteks was probably overkill as well. ====Angry Necrons vs. Tyranids: /tg/ edition==== *1950 Necrons: CAD: Destroyer Lord w. Warschythe in 6 Wraiths w. Whip Coils and 4 Transdimensional Beamers, 2*20 Necron Warriors, Monoliths, Night Scythe, 3 Wraiths w. Whip Coils and 1 T Beamer, 3 Wraiths w. Whip Coils and 1 T Beamer, Monolith, 7 Deathmarks, 2 Doomsday Arks, Defence Line. The extra 100 pts stemmed from a typo in my Destroyer Lords cost 40 instead of 140. I will probably be using an app to organize my armies from now on... *1850 Tyranids: Without Numbers Detachment (it brougt out additional Hormagaunts whenever he lost Hormagaunts, Termagants and Gargoyles): Trygon Prime which made a hole which allowed for two units to arrive from it each turn, 40 Hormagaunts, 60 Termagaunts, Tervigon which summoned gargoyles instead of Termagaunts, 2 Biovores w. anti vehicle upgrades, 2 Biovores w. anti flyer upgrades, 3 Zoanthropes in a drop pod, 3 Venomthropes, 3 Hive Guard. *Necrons won... Because I once again cheated, also I passed every single save for my wraiths the first three turns of the game (more than 10). Based on the fact that I cheated I cannot gather any information on external balance, on the other hand I did gather some information about Wraiths or more specifically the Transdimensional Beamers and Doomsday Arks. *Despite having 6 Transdimensional Beamers they did not cause a single wound, I failed 5 4+ To Hit rolls and then failed the 3+ To Wound roll. My Wraiths were locked in combat all but one turn, while T Beamers might be good against certain targets, I donĀ“t think I will be taking them again, I prefer my Wraiths to be cheaper and have more of them. Their low BS means a lot to the effectiveness of these weapons. Doomsday Arks once again did almost nothing, this time two Doomsday Arks inflicted a single, a single wound despite shooting 4-7 S D shots. I really like the Doomsday Ark, I just cannot roll To Hit for it. ====Angry Crons vs. Angry Wolves==== *WonĀ“t get into too much detail, I brought a couple of Annihilation Barges to test if they would be OP against Astra Militarum, I played against Wolves instead... They are not OP against Wolves... I made a misplay and his Wolf Lord with Saga of the Warrior born pretty much instantly went up to 10 attacks and tore through my army. I nerfed Saga of the Warrior born a little as a result. ====Angry Crons vs. Tyranids Hungry Swarmhost Edition==== *CAD: Phaeron w. wraith body and warscythe. 3*10 Tesla Immortals. 2 Monoliths. 10 Pariahs. 5 Lychguard. Obelisk. *Won 19/12, would have been a draw if I hadnĀ“t swallowed a Carnifex with a Monolith and if my opponent didnĀ“t also fail a 3" charge. *Pariahs seem very powerful, IĀ“m going to be testing them some more and see if my hunch is right. *Obelisk is really fragile when shot at by anti-armour weaponry, which I geuss is fine. I need to develop a way to protect it for it to be worth it though. ====Many Weeks Later...==== I havenĀ“t been posting battle reports of <s>all</s> any of my battles because IĀ“m lazy, IĀ“m going to try and change that so I can reference this section for future changes. I would like to ask anyone who plays with the angry codices to write which list they played with and if they won or lost. Any more explanation than that is appreciated, but I will probably be skipping it. [[User:Angry Pirate|Angry Pirate]] ([[User talk:Angry Pirate|talk]]) 19:01, 24 March 2016 (UTC) ====Angry Raven Guard vs Angry Red Scorpions==== *Note that neither of the players who played this game are SM players. *We just played a straight up '''Raven Guard''' *CAD: - Kayvaan Shrike - Captain w. '''Rampage''', Swiftstrike and Murder, Sv 2+ and jump pack. - 5 Scouts w. missile launcher (flakk + Krak). - 5 Scouts w. missile launcher (flakk + Krak). - Command Squad w. Champion and 1 marine armed w. power fist and combi-flamer. - 5 Scout Bikers w. 3 astartes grenade launchers. - 3 Bikes w. 2x grav gun, 1 attack bike w. multi-melta - 3 Bikes w. 2x grav gun, 1 attack bike w. multi-melta - Aegis DL + Quad Gun - Chapter Master w. Thunderhammer Stormshield and jump pack. *1st Company Task Force - 5 Sternguard w. 5 combi-meltas - 5 Vanguard Veterans w. 2 Marines each armed armed w. power fist and combi-flamer. - 5 Vanguard Veterans w. 2 Marines each armed armed w. power fist and combi-flamer. '''Red Scorpions:''' *Battle Demi-Company *10 Tactical Marines w. Veteran Sergeant, plasma gun, heavy bolter and rhino *10 Tactical Marines w. Veteran Sergeant, plasma gun, heavy bolter and rhino *10 Tactical Marines w. Veteran Sergeant, plasma gun, heavy bolter and drop pod *7 Devestators w. 4 Lascannons *10 Assault Marines w. 2 Plasma guns *1st Company Task Force - 5 Sternguard in Razorback w. TL-heavy bolter - 5 Sternguard in Razorback w. TL-heavy bolter - 5 Sternguard in Razorback w. TL-heavy bolter *Tank Squadron - Techmarine - Predator w. lascannon sponsons - Sicarian w. lascannon sponsons - Vindicator '''Results and revelations''' *The Raven Guard won. *It felt like the armies were fairly balanced. ====Angry Iron Warriors VS Angry Imperial Guards==== '''Iron Warriors''' *2 Warpsmiths *2 Defilers *1 Predator w. Lascannons + TL-Lascannon *1 Heldrake *2 Squads of CSM w. Plasma guns in Rhinoes *5 Havocs w. 4 Missile Launchers *5 Havocs w. 4 Lascannons *5 Havocs w. 4 Heavy Bolters *16 Cultists VS '''Imperial Guards (Battle Hardened)''' *Company Command Squad in Chimera *Lord Commissar w. Black Plate, Fist of Brockus and Duelist Honours *3 Infantry Squads w. Plasma Guns *Heavy Weapon Team w. Autocannons *Heavy Weapon Team w. Lascannon *30 Conscripts *Leman Russ Battle Tank w. Heavy Bolters *Leman Russ Executioner w. Melta Sponson, Lascannon and Ace Crew *Basilisk *Grenadier Veteran Squad w. Heavy flamer and 2 Flamers in Chimera *Platoon Command *10 Militarum Tempestus Scions w. Plasma Guns *Vendetta Gun Ship '''Results and revelations (TheRavenousEye)''' *Iron Warriors Victory. *While the first Guard shooting phase was devastating, the '''Meatgrinder''' special rule almost completely nullified it, regenerating both the lascannon Squad and CSM squad lost. *It seemed as if the Iron Warrior Tactics were somewhat strong, however looking at the other Space Marine tactics they also seem somewhat more impactful than the detachments presented in the regular rulebooks. While I think it would be great to have detachments be this impactful it is important that we are in total agreement about where the power bar for Detachments and tactics go. I also believe that while tactics are interesting in their own right, most of them should be made into Detachments to replace '''Objective Secured'''(?). I am not completely sure, but I think it is something to be discussed. - Raven *Neither the warband tactics nor chapter tactics are detachments and neither should be compared to the Combined Arms Detachment. Are Iron Warriors OP compared to Iron Hands? I donĀ“t think so, if so then that one tactic might need a nerf. What you are suggesting is making CSM closer to their official codex, which I find to be absurd. Please keep in mind that the angry codices should make a match between the angry codex and an official codex better. What is more likely, a player playing a strong codex being willing to "downgrade" his codex to an angry dex, or a player of a weaker dex being willing to "upgrade" his dex? Most everyone wants a stronger dex, I want to serve CSM players playing against official Eldar, Necrons and Tau more than I want to support a CSM player who is playing against Orks. While the angry codices provide new things such as warband tactics for CSM and Fearless to Necrons, I believe a balanced game is more important than cool options, because the cool options donĀ“t get used in an unfair environment. We know that from things such as CĀ“tan which donĀ“t get used because they are bad and baby carriers which get used because they are OP. So in short. No. But maybe the Iron Warriors tactic or certain elements in the CSM army you played against were OP, or perhabs, just perhabs infantry IG armies are still bad. - Pirate ====Angry Dark Eldar VS Angry Blood Angels==== '''Blood Angels''' *2x5 Jump Pack Vanguards w. 5 Combi Meltas each + 2 powerfists *5 Assault marines w. 2 flamers *5 Terminators w. various irrelevant weapons + Cyclone Missile Launcher *2x5 Scouts *Whirlwind Hyperios Squadron w. 2 Whirlwind Hyperioses *Stormtalon Gunship (You know, the little cute one with 2HP) *2xDeath Company Dreadnoughts w. Claw thingys *Predator Annihilator *Damocles Command Rhino *Aegis Defence Line w. Comms Relay VS '''Dark Eldar''' *Beastmaster w. 2 Khymeraes, 3 RW Flocks and 3 Fiends *Cronos Parasite Engine *2 Ravagers w. Twilight Annihilators *10 Scourges w. 4 Blasters + Solarite w. Blast Pistol *8 Incubi in Raider *2x5 Warriors w. Shredders in Venoms *10 Wracks w. Liquifier guns in Raider *Archon w. Blast Pistol and Shadow Field *Razorwing Jetfighter w. Dark Lances '''Result and Revelations (TheRavenousEye)''' *Close, but ultimately a BA victory. *Combi-meltas are perhaps a bit strong seeing as they are so widely available to entire squads of Veterans. *The Cronos Parasite Engine may be a bit underpowered without the spirit probe. Either it should be given some compensation or the spirit probe should be increased in cost. Perhaps both. *The Death Company Dreadnoughts are perhaps too strong equipped with Claws and their points cost will be re-evaluated. *(TheRavensEye's Personal): Beastmasters are currently a bit awkward as their primary use is abusing the differing Toughnesses in the unit to make them able to soak up ridiculous amounts of firepower. Perhaps the optimal build for the unit should be re-evaluated. *Overall a very good game. The battle could definitely have gone both ways. ====Angry CSM vs Angry Guard==== *CSM Black Legion CAD: Lvl 3 psyker x2 (primarilly rolling on telepathy), lvl 3 psyker x2 (primarilly rolling on telepathy), 5 CSMs w. plasma gun and combi-plasma inside a rhino, 5 CSMs w. plasma gun and combi-plasma inside a rhino, Helldrake w. baleflamer, Hell Blade w. hellstorm cannons, Defiler, 6 Havocs w. 4 lascannons and mark of Tzeentch, 5 havocs w. 4 lascannons and MoT, Knight w. chainsword and rapid fire battle cannon, landing pad. *Guard Kriegian Regiment: - Regimental Command:Company Command Squad w. master of ordnance and officer of the fleet, the winged skull (for the Company Commander) - Infantry Company: Company Command Squad w. master of ordnance and officer of the fleet, the winged skull (for the Company Commander), platoon command, 3 basic squads, heavy weapons squad w. lascannons, platoon command, 3 basic squads, heavy weapons squad w. mortars. - Armoured Company: Tank Commander in Vanquisher w. meltasponsons and a lascannon, LR Battle Tank w. heavy bolters and a lascannon, LR Demolisher w. melta sponsons and a lascannon. - Artillery Company: Company Command Squad w. officer of the Fleet and master of ordnance, 2 basilisks. - All Company Command Squads each had a Chimera. '''Result and Revelations''' *IG won, the Knight was invisible turn 1-2 until the Psyker which had the power was shot down and the Knight was held up by a bunch of infantry and was then killed. If the Knight had two ranged weapons it would have been a much better match, but I feared enemy Knights too much to go for a pure ranged Knight, in hind sight I should have just relied on my lascannons to do what I brought them for and take that second ranged weapon. *The stacking officers of the fleet were not only really powerful, they were super annoying to play against. The -1 to enemy reserves no longer stacks. *It felt like Black Legion was doing serious work, my opponent claims that it wasnĀ“t too much to play against though, I think that might be due to poor use of my army/bad army construction though. The Guard formations might be too good, but IĀ“ll wait and see until June or July with rebalancing them to let things settle. ====Angry CSM with lowered prices vs. Angry Guard==== '''Imperial Guard''' *Cadian Regiment :*Infantry Company - Company Command Squad w. Master of Ordnance, Officer of the Fleet, Astropath and Vox-Caster in Chimera :*Infantry Platoon - Platoon Command 30 - Infantry Squad w. Plasma Gun - Infantry Squad w. Plasma Gun and Vox Caster - 20 Conscripts - Heavy Weapons Team w. Lascannons - Heavy Weapons Team w. Autocannons :*Infantry Platoon - Platoon Command - Infantry Squad w. Plasma Gun - Infantry Squad w. Plasma Gun :*Storm Trooper Company - Militarum Tempestus Command Squad w. Auspex and 4 Plasma Guns in Chimera - 10 Militarum Tempestus Scions w. 2 Plasma Guns and Vox Caster in Chimera - 5 Militarum Tempestus Scions w. 2 Plasma Guns - 5 Militarum Tempestus Scions w. 2 Plasma Guns :*Armoured Company - Tank Commander in Leman Russ Vanquisher w. Multi-meltas and Lascannon - Leman Russ Demolisher w. Multi-melta and Lascannon - Leman Russ Battle Tank w. Heavy Bolter Sponsons and Lascannon '''Chaos Space Marines''' *World Eaters CAD :*HQ - Chaos Lord w. daemonic poweraxe of greed (lots of I 1 S6 AP 1 attacks but a large chance of failing miserably and doing nothing) and 4+ invul on juggernaut of khorne - Dark Apostle :*Troops - 16 Chaos Space Marines w. mark of Khorne (only CCW and pistols) - 30 Cultists :*Elites - 10 Chaos Terminators w. MoK 2 models with chainfist and reaper autocannon - 5 Khorne Berzerkers w. power fist on the champion - 5 Possessed w. MoK :*Fast Attack - 10 Chaos Bikes w. icon of vengeance and power fist on champion - 5 Raptors w. 2 melta guns, MoK and power fist on champion - 5 Raptors w. 2 melta guns, MoK and power fist on champion '''Result and Revelations''' *The World Eaters got absolutely slaughtered and took no more than half of their opponents with them, this is despite the fact that the IG failed all their orders turn 2 AND turn 4 or 5. While the amount of AP 3 might make you think this match should be in favour of the IG, the Apostle gave the big CSM squad a 2+ Sv. So all those plasma guns and all those scions were only truly effective against the Zerkers and then somewhat effective against Bikes (which had a 4+ Jink save) and the Possesed (with their 5+ Invul). *One of the main problems was that even though some units reached my opponent they instantly squished the IG squad(s) and were then made to look like Swiss cheese. *Due to assault marines already being 10 pts per model their cost cannot be lowered any further without making them a horde army. All non-spawn, non-vehicle CSM units will get the '''Eternal Crusade''' special rule, depending on how it works out the SM might get it as well. *'''Eternal Crusade''' Models with this special rule may use their Sweeping Advance move to move within 1" of their enemy during your Assault Phase provided at least one model from the unit moves into base contact with an enemy model. Your unit counts as having made a disordered charge and may not strike in the ensuing combat. Overwatch may be performed against the unit as normal. ====Angry CSM VS Angry Dark Eldar==== '''Objective''': Each objective captured at the end of the game grants 3 VP to its owner. Chaos Lord Daemon Weapon Greedy Mark of Khorne Gift of Mutation Sigil of Corruption Crozius of the Dark Covenant Chaos Sorceror Mark of Nurgle Lvl 3 Gift of Mutation 10 Chaos Space Marines Mark of nurgle 10 Boltguns (Exchange) Rhino 10 Chaos Space Marines Mark of nurgle 10 Boltguns (Exchange) Rhino 7 Possessed Mark of Nurgle 4 Chaos Terminators Mark of Nurgle 3 Power Fists Land Raider Daemonfused Dreadnought Lascannon Missile Launcher (3) 5 Havocs 2 Missile Launchers (1) 2 Lascannons Chaos Hell Talon VS Realspace Raid Kabalite Raiding Party Archon Huskblade Soul Trap Blast Pistol Shadowfield 9 Warriors Shredder Raider Dark Lance Weapon Storage 10 Warriors Shredder Raider Dark Lance Weapon Storag 8 Kabalite Trueborn Haywire Grenades Raider Weapon Storage Dark Lance Kabalite Fire Support Ravager Twilight Annihilators Scarlet Epicureans Haemonculus Shattershard 5 Wracks Ossefactor 5 Wracks Ossefactor 2 Venoms Cronos Parasite Engine Spirit Probe Twisted Mercenaries 10 Hellions Helliarch Splinter Pistol and Stunclaw 5 Scourges 2 Blasters Solarite Blast Pistol 7 Incubi Raider Dark Lance *CSM played defensive after Ravager was destroyed turn 1. Daemonfused Dreadnought strands atop a building. *Land Raider got immobilized and lost a Lascannon DE turn 1 leaving its occupants (The termies) to walk across the table. Post this event CSM switched to offensive tactics. They reached combat turn 4 to shred the incubi. *Hellions outflank, killing the Havoc Squad and placing themselves on an objective. *Switch to offensive tactics saw much of the Dark Eldar army destroyed in turn 4-5 (Wracks + Incubi), trading with the two CSM squads before getting wiped. The rest of the Dark Eldar army avoids confrontation with the Terminator squad surging across the map to secure 4 objectives winning the battle for the DE. '''Revelations''' *The game was played with the Flickerfield giving a 5+ Invul in CC only. This worked out well. FF giving 6+ Invul will be tested next. *No other revolutionary insight was gained. The Termies were almost invulnerable due to Endurance being cast on them every turn, but this was flavourful as the Dark Eldar are not meant to be brutalizing through the Deathstar Space Marine squads.
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