Showing posts with label Renegades. Show all posts
Showing posts with label Renegades. Show all posts

Wednesday, December 16, 2015

1250 points of Renegades, Daemons, and Cypher VS Astra Militarum

General Baites challenged me to a game last week. I happily obliged. This is the first game I've had in about half a year that didn't include a whiteboard, so I was a bit nervous.

The armies:
R&H, Daemons, and Cyper:
Purge detachment. (No required troops, instead I'm required 2 elites)
HQ: 
Renegade command squad 45
Ordnance tyrant 30 (allows me to have field artillery as non-required troops)
Autocannon team 10
85 for unit
Elites:
Disciples 35
Autocannon team 10
45X2=90 for two units
Troop:
2 units of 3 field artillery batteries each with a heavy quad mortar (thudd gun) and 3 crewmen
90X2=180
Heavy:
Renegade support squads 25
Autocannon upgrades on each team 30(10 each)
Militia traing (upgrades BS to 3) 10
65X2=130 for 2 units of 3 weapons teams

Daemons:
HQ:
Herald or Tzeentch: 45
Mastery level 3 50
Disc of Tzeentch 25
2X115=230 for two of the same Heralds
Troops:
Nurglings 45

Cypher's Formation:
Cypher 190
Chosen 90
X4 melta guns 40
Combi-Melta gun on champion 10
2X140=280 for 2 units of 5 marines

Asrra Militarum:
Now, i don't exactly remember what he had and he didn't write it down, so please bear with me.
HQ:
Company command squad in a chimera
3 commissars
Troops:
2 platoons wity the following:
Platoon command squad in a chimera
2 units of regular guardsmen
In separate units there were 3 units of 3 heavy weapons teams. 2 units had heavy bolters and the other unit had mortars.
Heavy support:
1 manticore

We rolled to be playing the maelstrom mission: contact lost and objectives were placed with two in my deployment, one in his and the other three scatrered in the midfield. Night fighting was in place.
I won the roll off to go first and I chose to deploy first.
Artillery squads were deployed in corners behind what cover existed. The Autocannon support units were placed on the inward side of the artillery and desciple teams were scattered around as well.
For his deployment, he set up a line of chimeras. His company command Chimera was directly in front of the manticore (side armor facing me) and his infantry blobs were behind the chimeras with heavy weapons teams bubble wrapped by the basic infantry.
Infiltrators:
Cypher and both chosen squads went into reserves and the Nurglings took an objective in the midfield.
Renegades turn 1:
Movement/psychic:
Everything stayed put except the heralds of Tzeentch. They moved up to center field and attempted to summon stuff in the psychic phase. One succeeded in bringing out some horrors but that was it.
Shooting phase: my first unit of Autocannons fired at the company command Chimera and popped it. The other unit tried to take out the manticore, only took one hull point off BUT managed to shake the crew so it wouldn't fire on me next turn. My Desciples plinked a hull point off of one of the platoon command chimeras, but nothing else.
Now the thudd guns:
The first cannkn dropped its template over one of the heavy weapons teams unit. When the dust settled and all 3 guns had shot, half of Baites' army was gone. An entire weapons unit, an infantry unit and the platoon command chimera took a couple hull points.
He looked up to me and extended a hand with a "good game, I lose."
I felt bad that he didn't even get to move his models or even have a turn, but he explained his position: that at best, if the manticore hadn't been shaken that it would've only been able to take out maybe one unit of my artillery, which left another one, which hadn't even shot at this point. But my artillery wasn't his only concern, he also had daemons spawning and breathing down his neck and a possible Cypher attack the next turn which would definitely take out the manticore leaving him with one Chimera and a handful of guardsmen against pretty much an entire army that would just keep getting bigger.

One of the big reasons I accepted his request to play, ither than just to play, was to prove myself to myself. For months, I have been scared to play against Crispy Crusader for fear of continuing my losing streak to him. I told myself i would play against Baites to see if I had really grown. He assures me that I have.

How my army works

This analysis is going off of my previous list with a few tweaks. Here, I'll be going over my general mindset when playing this list and what strategies I roll out with it.
The list involves Renegades from Imperial armor 5. Siege of Vraks reprint, Orks, Chaos Daemons, and Cypher's dataslate.

Okay, to start this off, I'm using The Purge detachment which forces me take elites instead of compulsory troops, i have no fast atrack slots, 4 heavy, 6 elite and 8 troop. This particular detachment also affects all of my barrage weapons with the blast special rule, and makes it so the blast templates stay on the field for a turn and count as dangerous terrain. I also took the Ordnance Tyrant devotion on my Arch Demagogue to allow me to take Renegade field artillery as non-compulsory troops and a whole bunch of other options from my heavy section gets moved to elites. As an additional bonus, my field artillery can fire onto my own dudes as long as the hole in the blast marker is in an enemy. AND i can fire into close combat (so it says. Im unsure if that means I can target enemy units in close combat, or it just means I can graze my own guys even if they are in combat.)
For HQs I have:
Renegade command squad with the ordnance tyrant upgrade and an Autocannon. Pretty strait forward on this part.
Elites:
Two units of Desciples, each with just an Autocannon leaving 3 bodies to just sit in front and soak bullets for the gunners, also not unusual.
In troops I have five units of field artillery with two guns ,each being the heavy quad mortars. Giving me a total of 10 of my favorite guns ever. The reason being is that even though I "can" fire into my own guys in close combat, I don't want a large group of my guns tied up in combat, getting slaughtered, when I can just spread them out in smaller chunks and keep everyone else shooting, thus, negating what I call the back line cascade, where all the important stuff is tied in close combat getting mulched, with the rest of my army just watching in horror unable to do anything because a key asset was in that assaulted squad.
That about sums it up for my Primary detachment, now onto Daemons:
For HQ I have Two heralds of Tzeentch on discs at mastery level 3. Their entire purpose in life is to cruise around the midfield summoning a bunch of dudes to just flood that area, give me support where needed, and grabbing midfield objectives.
For the mandatory troops, i just bring a unit of Nurglings. They're cheap, and with their infiltrate and shrouded rules, i just park them in a pices of terrain near an objective and just have them glom onto it and never let go.
This brings me to orks. I bring two ork detachments that are exactly alike so ill just go over what is brought and just apply things to both.
For HQ, I just bring the cheap little mek boy. He doesn't do much, but he doesn't need to.
Orky Troops get me a unit of minimum grots. Surprisingly, they actually help me out. They give me more bodies to flood the field with, block shots into my more important stuff, and can speed bump a unit for a turn or two.
The main reason I brought orks, however, is for tue lootas. I bring in a squad of 6.
Why go to all the troubke of bringing orks just for the lootas? Because with 6 lootas I'm having the same amount of shots from a support squad, 1/3 of the time and more often than not, twice or three times as many shots for roughly the same price as 6 guaranteed Autocannon shots. Plus the grots give me more wounds on the table that my opponent has to mop up.
Cypher's dataslate gives me my infiltrating chosen that have worked so well for me. I load them up with 4 Meltaguns and a combi melta on the champion, and have them go to town popping heavy transports and critical tanks that my Autocannons or lootas can't touch easily. Anything to slow the roll of my opponent.
To put it all together:
When placing objectives, I will generally place two, if not all three of them somewhere inside my deployment area, with maybe the one I don't, being put somewhere in cover for the Nurglings to grab and hold forever. This gives me the pesce of mind to know that half of the objectives are already secured by me and I won't have to worry too much about them going anywhere.
I deploy all of my artillery units kind of spaced out, with some of the spare crew bodies covering my Desciples in case my opponent is going first or steals the initiative. They are generally placed next to my backfield objectives because T7 makes it very hard for them to go away from anything other than close combat or Destroyer weapons. Desciple heavy weapons teams and my renegade command squad, are put where you would expect them to be: in cover with line of sight to something on the enemy side of the board.
The Arch Demagogue joins a unit of artillery that is in the middle of my field, so he benefits from majority toughness 7 and because his special rule that lets me fire with the template covering my own guys, is a bubble of 12 inches all around him, this positioning gives him the most bang for his buck and goes that extra mile.
Lootas set up in cover and fire away at light transports or high toughness models that pose a threat. I usually like to keep them on some kind of leveled ruin or something similar so they have the clearest line of sight. The gretchin mobs are set up directly in front of my artillery lines so they actually have a save of some sort in the form of shooting through a unit for a 5+. Mek boys just hang out in front of the lootas for an extra wound.
The heralds of Tzeentch deploy on either side of my board side, to maximize coverage, and roll every power possible on Maelific Daemonology. On my first psychic phase, they usually try to bring iut a unit of horrors, who also roll on maelific, to add to the warp charge pool, and in very lucky cases, turn into a keeper of secrets. If one of my heralds was lucky enough to roll the "sacrifice" power, which lets me bring out another herald for the price of a wound, I will either plbring iut another herald of Tzeentch with a mastery level 2 upgrade, Iraq a herald of Slaanesh for the charriot that does d6 hammer of wrath hits for each hull point left. Summoning daemons is all about using them like a proverbial scalpel: to precisely use this tool to carry out a specific purpose. If you try to use them just to make more things without an end goal in mind, then you're just wasting everyone's time, including your own.
Cypher and his chosen buddies infiltrate as close as possible to key vehicles, so when they pop the metal boxes, my artillery has more targets to shoot at. Sometimes it's best to not infiltrate everything and to maybe leave a squad of chosen in reserves because of imminent drop pods or something similar. In that case, if my opponent has at least something on their side of the field, I will infiltrate cypher with a unit if chosen into some kind of cover because he gives them all shrouded. As an added bonus, if the chosen and Cypher get tarpitted before being able to bring anything down, hit and run with initiative 8 helps my guys run away to take care of more important stuff.

(It's been mentioned to me that I should consider taking out a few the field artillery units and see how the rest of my army performs without them. I feel that that would probably be good, so i can actually see how my army does in late game since, every time I field this, the battle is over before the end of turn 2.)

Basically, my army three has pieces to itself: the backfield gunline, the midfield reinforcements, and the infiltrating tank murderers. In the few games ive played with this flavor of list, I have found that my opponents get tunnel vision on my artillery and forget about literally everything else I have on the board.
To that effect, I chew up my opponent as much as possible on my turns to make their resistance as futile as possible, which actually turns out fairly well with all the shelling going on. The heralds dump out more models, and in the case of a large assault unit making its way towards my back lines, I make some new daemons to bubble wrap my opponent. For this, I usually summon some daemonettes because of their running d6+3 inches to get into place. This one time, I had an ork warboss with a bunch of bikers barreling down onto me. I summoned two units of daemonettes, and each unit ran and spread out completely encircling the orks so in their turn, they could only shoot at one unit and be forced to charge it instead of going anywhere near my back lines, buying me an extra turn to retaliate. All the while my horrors were sitting on an objective scoring me some points, my gunline finished off the other orks, and my heralds kept summoning out more tarpit.

Friday, December 4, 2015

My Renegades

General Baites came up with the back story for his Imperial Guard army a while back, and I hopped onto it when I started getting into my Renegades.
The gist of it is, on Hastia III (the planet under observation from my Iron Host), there was a rebellion of sorts and the planet ended up in turmoil and the higher ups were following Chaos. Somehow all imperial distress calls were denied, and the planet went unnoticed. So while most of the planet is dedicated to Khorne, there are some followers for the other gods.
Upon making contact with the Iron Host, the leaders struck a deal: any worshippers of Nurgle on Hastia III may be shipped to the Iron Host's planet and attached to them. Along with the Nurglites, cowards and the like were thrown in as well, an effective way to get rid of the weak. In exchange for taking care if the human trash and whatever research available to the Devourer Plague, Anthrallis and his men were given access to the 3rd planet's forgeworld moon, for tanks, guns, and armor.
The Nurgle worshippers brought to Hastia V, Newly renamed 'Poxvidrae' by it's inhabitants, were given halfway-decent armor (read 6+ if they were lucky) and advanced respirator masks, the better to serve as the willing chaff, meatshields, and artillery operators for the Host.
The others, were not so fortunate. They were exposed to the planet's atmosphere without any form of protection and became trees in the grand forest, or were experimented on by the warpsmiths.

From a modeling standpoint, I used cadian bodies and, to represent the rebreathers of the mortals serving the  Iron Host, I had to look around the interwebs to find something that would make the models all uniform. I didn't want any exposed faces, even the higher ranking ones. After scouring, i came across Pig Iron Productions in the U.K. and they had the perfect ones (see below).
They even have slits in the face shield that look almost like the insignia of the Iron Warriors. And they're even big enough that I could try my hand at some free hand to add some uniqueness to my dudes.
Pig Iron has a ton of alternative heads to choose from all for pretty cheap.
I haven't gotten the chance to actually order the parts, but I am anxious to get them.
I hope you find something on their site to spruce up your own collection!

Thursday, December 3, 2015

R&H, Daemons, and Cypher VS. Grey Knights 1250

Okay, so remember how i said i play games against myself on a whiteboard to test stuff out? Well... My results lead me to believe that grey knights shouldn't play against me... Also, this is my first battle report so it may be a bit rough of a narrative so please bear with me.

Also, included is the board i was playing on, im not sure how well you'll be able to see it but know that green is grey knights, red is chaos and brown is terrain and objectives. If you have questions about the map feel free to ask away.

The armies:
R&H, Daemons, and Cyper:
Purge detachment. (No required troops, instead I'm required 2 elites)
HQ:
Renegade command squad 45
Ordnance tyrant 30 (allows me to have field artillery as non-required troops)
Autocannon team 10
85 for unit
Elites:
Disciples 35
Autocannon team 10
45X2=90 for two units
Troop:
2 units of 3 field artillery batteries each with a heavy quad mortar (thudd gun) and 3 crewmen
90X2=180
Heavy:
Renegade support squads 25
Autocannon upgrades on each team 30(10 each)
Militia traing (upgrades BS to 3) 10
65X2=130 for 2 units of 3 weapons teams

Daemons:
HQ:
Herald or Tzeentch: 45
Mastery level 3 50
Disc of Tzeentch 25
2X115=230 for two of the same Heralds
Troops:
Nurglings 45

Cypher's Formation:
Cypher 190
Chosen 90
X4 melta guns 40
Combi-Melta gun on champion 10
2X140=280 for 2 units of 5 marines

Grey Knights:
HQ:
Lirbarian 110
Mastery Level 3 25
135
Elites:
Paladins 165
+2 dudes 110
Apothecary 20
Brotherhood banner 25
320 fpr a unit of 5
Troops:
Strike squad 110
Razorback 55
Twin-Linked assault cannon 20
185X2=330 for two units of 5
Heavy Support:
Dreadknight 130
Teleporter 30
Heavy Incinerator 20
Sword 10
210X2=420

Okay, so disclaimer: Grey Knights aren't my primary army and I sort of just threw this together just to see how it worked, whereas my army of Chaos is well tuned and produced through trial and error.

Grey Knights won the roll-off for deploying first and decided to go first. The Paladins were kept in reserves. The rest of the force was split in half, a dreadknight and a razorback on both sides of deployment behind some cover.
Chaos deployed with the artillery and heavy weapons teams way in the back, with the heralds of Tzeentch around them, also all behind cover. Cypher and the two squads of chosen set up camp on the central hill, infiltrated, in a very precarious situation that would've gone horribly wrong had Chaos not STOLEN THE INITIATIVE.
That's right, Cypher pulled something and got the jump on the Grey Knights.

Turn 1: the heralds of tzeentch moved up to midfield, and both units of chosen manage to roll a 5 for their move through cover to get off the hill, each splitting off to take on a half of the Knights.
In the Psychic phase, one herald failed to bring in some horrors, and the other brought in another Tzeentch herald with 2 mastery levels.
Shoosting face: Melta guns on the left are shot at the dreadknight over there, reducing it to 2 wounds. The chosen squad on the right had Cypher with them, so naturally they outright killed the Dreadknight on their side. Autocannons completely failed to do anything except take 1 hull point off the razorback on the right
Now the fun part: Thudd guns.
Not having a clear target, the first unit targeted the left side of the field. Specifically the Razorback, to get to that juicy rear armor with the hope that some blasts will go wide and strike the dreadknight. After the barrage, the Razorback had been wrecked and the dreadknight dropped another wound. Thudd guns Part 2 wiped out the recently evacuated strike squad completely.
At the end of Chaos turn 1, the grey knights had been reduced to a 3/4 dead dreadknight. And a 1/3 dead razorback.

Now, on the bottom of turn one, they grey knights were left with a bit of a dilemma: where should the dreadknight teleport to? To stay in place and charge the chosen... Well shit, now i realize that might've been the better thing to do. Damn.
Instead of the smart thing, apparently, the dreadknight teleported behind the gunlines of the renegades and tried to torch one of the artillery crews.... And then remembered that all shooting towards artillery crew count as the toughness of the gun... Which is 7. So with one blast, the dreadknight ended up putting a single wound on one of the thudd guns. The razorback moved towards and objective and shot the assault cannon at Cypher's group and ended up taking 3 cbosen out. Not bad. And then ended the turn.
Chaos turn 2 was simple: move Cypher's group toward the razorback and explode it, Autocannon the dreadknight to death, and pelt the 5 remaining grey knights to dust with 12 small blasts. Tabled, end of story.

Now since this game was so short, i didn't have the opportunity to try out everything all the way, but a couple of notes i took were
That i liked how Cypher really bumped up the initial mobility of the chosen. Too many games in the past I've spent the first half of the game driving up the board in rhinos hoping to blast something along the way.
Which brings me to another thing: repeating melta guns. In the same lists that I used rhinos horribly in, I would instead have a 5 man marine squad, with 1 true melta, a combi-melta on the champion and a combi-melta strapped to the rhino and hope for the best.*sigh* if only I could send my hand back through time and slap myslef into doing this sooner.
Another fun thing was having 2 groups of thudd guns. 1 group of 4 can devastate an entire unit, but it can be overkill. 2 groups of 3 makes it so i don't have to commit all of that power in the unit to just one target; it gives me options.
Running the 3 pronged atrack of artillery with 9 Autocannons supporting them, melta right in the face turn 1 and daemon summoning has a lot of potential. Setting up the grey knights, i had to think even more carefully about my placement. As it happened it didn't really matter, but it still helped and I wish i hadn't alpha struck as well as i had had.
And my final point: I have finally witnessed a true alpha strike, and have felt the pain of removing half my army before getting the chance to do anything at all... Quite the powerful manoeuvre and yet another thing I wish I could've learned much sooner.

Well, that about does it for this one. I hope you enjoyed it and want to read more.
Please, comment and ask questions, I am open to constructive criticism and would greatly appreciate any advice.