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5000 pts Apocalypse Chaos vs Imperial

7K views 17 replies 8 participants last post by  Knights Resolute 
#1 ·
Hi all,
this is the first battle report I've written so bear with me if it rambles a bit, and feel free to give me feedback on the style. Also, please forgive me if it seems a bit spotty in places but I am doing it from memory, 5 days after the game.

I couldn't resist though, as this was the first Apocalypse game I've played. I know I should have played dozens by now, but myself and my fellow gamers have always found it hard to organise them, so we normally stick to 2000 points.

This time though, it's 5000 points a side, and I am the Imperial player, facing down two players on the side of The Great Enemy.

Because of the conflicts between the rules for Apocalypse and 5th Edition, we decided on the following house rules:

Scoring Units were Infantry units only. So not just troops, but they have to be a squad of infantry.

We decided they had to have 50% strength to count as a scoring unit (as in 4th Edition).

Battlefield setup - rather than using the Apocalypse rules, we decided to roll like in 5th Edition, then split the table in the corresponding fashion. We roll for a pitched battle, so split the table in half widthways, then No Man's land was a 12" band centred on this line.

We handled deployment as in 5th Edition - players rolled off, then the winner (Chaos in this case) picked a side, deployed (with a time limit of 30 minutes), and went first, though the other player could attempt to Seize the Initiative! (I failed).

The game would be decided purely on objectives held as per apocalypse rules - Victory Points would not come into it, even in the event of a draw.

These are the armies we picked - obviously mine has more detail as I wrote it and still had it available.



Chaos Forces

Khârn The Betrayer

Khorne Lord with Bloodfeeder

2 Sorcerors in Terminator Armour

3 Daemon Princes

2 5-strong squads of Chosen in Terminator Armour

5 10-strong Thousand Sons squads

2 Squads of Ten Havocs with 4 Lascannons apiece

2 Squads of 9 Berzerkers in Chaos Rhinos

Chaos Predator Annihilator

Chaos Vindicator

Defiler

Renegade Baneblade

Strategic Assets - Despoil Objective, Vital Objective.



Imperial Forces

Marneus Calgar, Lord Macragge
Armour of Antilochus

Chief Librarian Varro Tigurius

Librarian Agiustus
Epistolary, Terminator armour and storm bolter, Null Zone, Gate of Infinity

Terminator Assault Squad II Sanstris
Thunder Hammers and Storm Shields

Land Raider Crusader II "Veneator"
Storm Bolter, Multi-Melta, Extra Armour

Sternguard Veteran Squad IX Belisarius
5 Additional Veterans, Power Fist, Meltabombs, 3 Combi-Meltas, Drop Pod

Ancients Assault Force:

Techmarine Merdius

Dreadnought I Adox
Assault Cannon, Extra Armour

Dreadnought II Durmius
Heavy Flamer, Twin-Linked Lascannon, Extra Armour

Dreadnought III Emphelios
Multi-Melta, Extra Armour

Tactical Squad I Marius
Five Additional Marines, Plasma Gun, Missile Launcher, Power Fist

Tactical Squad II Sentius
Five Additional Marines, Plasma Gun, Heavy Bolter, Power Fist

Tactical Squad III Licinius
Five Additional Marines, Plasma Gun, Lascannon

Tactical Squad IV Vedius
Five Additional Marines, Meltagun, Missile Launcher, Power Fist

Tactical Squad V Solanius
Five Additional Marines, Plasma Gun, Heavy Bolter

2 Devastator Squads - IX Pertacus / X Lurco
5 Additional Marines, 2 Missile Launchers, 2 Lascannons

Predator I "Spatha"
Twin-Linked Lascannon, Lascannon Sponsons, Brother-Sergeant Chronus

Baneblade "Pride of Hera"

Vulture
Twin-Linked Lascannon

"Emperor's Fist" Tank Squadron

3 Leman Russ' - "War Pig" (Command Tank) / "Imperator" / "Gundog"
Lascannon, Heavy Bolters, Smoke Launchers, Extra Armour, Track Guards

Strategic Assets - Hold At All Costs, Orbital Bombardment, Flank March (granted by Ancients Assault Force).

Legend for Maps:



Deplyoment

We rolled for the first turn and Chaos got it. So they picked their board side and started to deploy.

Chaos

The Chaos forces were deployed quite agressively, ready to advance in the first turn. Their deplyoment zone objective were held by Thousand Sons squads, and the two buildings in the centre of their line had Havoc squads on the top floors. Their armour was spaced across the line, the Defiler and Chaos Vindicator guarding the objective on the right of their deployment zone, the Predator in the centre to seek targets of opportunity, and the Renegade Baneblade holding the line on the left side of the board. The Chaos Rhinos full of Berzerkers were on the extreme right flank.

2 Thousand Sons Squads, both Sorcerors and their Chosen, and all 3 Daemon Princes were deployed just outside of No Man's Land, presumably to grab objectives as soon as possible.

Imperial

The Tactical Squads were deployed holding the Objectives in the Imperial deployment zone, a full 10-man squad on each one in the Imperial Deployment zone, and others split into combat squads holding the remaining buildings, with the bolter wielding squads on the ground floor and the ones with heavy weapons on the first floor. Both Devstator squads were deployed onto building roofs in Combat Squads, with one of the combat squads having both lascannons, the other both missile launchers.

I placed the Baneblade on the extreme left flank to avoid the traitor's corrupted one and to help anchor that flank where there were less infantry. I put the Crusader containing Lord Macragge, Agiustus and the Terminators next to it, to counter the Daemon Princes and Thousand Sons Squads.

I put the Leman Russ Tank Squadron in the center, to react to threats as appropriate, and Chronus in the Predator Annihilaor facing the Chaos Rhinos, hoping to take them down early.

Tigurius and the Sternguard in the Drop Pod, The Ancients Assault Force, Vulture, and half of Squad Vedius remained in Strategic Reserve. This would mean that the Drop-Podding Sternguard and Chief Librarian would come on in the first turn (new Drop Pod rules) and then 2 of the remaining 3 in the second, then the last unit in the third turn.

Force disposition after deployment:



Turn 1

Chaos Turn

The Chaos forces started the battle with a cuatious advance. The Sorcerors and their Chosen bodyguard took up residence in the building with the centre objective, and both Chaos Rhinos rushed down the extreme right and popped smoke, and the two forward squads of Thousand Sons advanced down the flanks. The Daemon Princes all moved forward as quickly as their wings could carry them, one of them managing to get to a position to attack the side armour of the 'Pride of Hera' with a Bolt of Change.

Thankfully when the shooting started the result was negligible - a gun crew shaken result, which my opponent assigned to the Baneblade Battle Cannon, which I ignored thanks to the Primary Weapon rule. The Havocs on the left did a little better, destroying the Battlecannon on the 'Imperator'.

The Sorcerors in the centre did better using Lash of Submission to pull both the ten-man Tactical Squad Marius and the deployed Combat Squad of Tactical Squad Vedius out of the building they shared with Devastator Squad Lurco, and into the line of sight of the Traitor's Baneblade - which promptly annihilated them both.

Aside from this a smattering of AP3 fire, the remaining weapons on the Traitor Baneblade and the rest of the Chaos shooting took down a couple of Marines from the Tactical and Devstator Squads on the right flank.

Imperial Turn

A Drop Pod hit towards the traitor line, and obviously sensing the Moral Threat posed by the appearance of 3 Daemon Princes in close proximity, Chief Librarian Tigurius disembarked accompanied by Sternguard Squad Belisarius, who split into Combat Squads, the one containing Sergeant Belisarius accompanying Tigurius, and the other, containing the Squad's 3 Combi-Meltas, moving purposefully to the side of the Chaos vindicator.

The Land Raider Crusader 'Veneator' shot forward and dropped the assault ramp, and the Thousand Sons squad on the left flank were greeted with the sight of Marneus Calgar, Epistolary Agiustus, and Terminator Assault Squad Santris within assault range.

The Leman Russ' edged forwards enough to acquire targets for their weapons.

The shooting phase got off to an inauspicious start, Tigurius suffering a Perils of the Warp attack as he tried to cast Null Zone and promptly taking a wound. Thankfully, Agiustus succeeded where his master had failed, so the Daemon Princes and Thousand Sons would have to reroll and invulnerable saves they passed.

Shooting then began in earnest, with the Combi-Metla armed Sternguard melting through the side armour of the Chaos vindicator and promptly causing it to explode!

Tigurius was unlucky again, with Vortex of Doom scattering away from the Daemon Prince nearest them, while the Sternguard he had joined were a little more successfull, taking it down to 1 wound - the real star was the Machine Spirit of the Drop Pod though, who managed to finish it off with automated Storm Bolter fire!

The other nearby Daemon Prince was killed thanks to a combination of fire from Squad Licius, Imperator and War Pig, whilst the one threatening 'Pride of Hera' was reduced to one wound thanks to the Baneblade's sponson weapons, the Crusader's Hurricane Bolter (love the new Machine Spirit rules) and Tactical Squad Sentius.

Chronus' Annihilator 'Spatha' and the Combat Squad of Squad Pertacus containing 2 Missile Launchers managed to destroy the bolter on one Chaos Rhino but had no more luck. Meanwhile Tactical Squad Vedius below them managed to kill a couple of the Thousand Sons in the building opposite theirs.

The reamining half of Squad Lurco, all of Squad Pertacus and Gundog all targeted the Traitor Baneblade, but even with all that fire only managed a drive damaged result.

In the assault phase, Marneus Calgar, Agiusts and the Terminators crashed into the Thousand Sons on the left flank, making short work of most of them and leaving the Sorceror the only survivor at the end of the phase (and thankfully, preventing the Chaos forces from shooting at them).

Forces at the end of Turn 1:



Turn 2

Chaos Turn

No strategic reserves appeared on the Chaos side. The traitors moved forwards again, The Thousand Sons on the right flank securing the objective whilst the Rhinos rushed forwards again, and the Sorcerors and their Chosen Retinues moving to take up better positions around the centre objective. The remaining Daemon Prince flew over the Baneblade and took up a position to assault it from the left side.

Shooting continued to whittle down a few marines from various squads, the Defiler Battlecannon killing a couple of Sternguard and a Thousand Son with the same shot. The only real casualty was 'Imperator', wrecked through a combination of Sorceror's Bolts of Change and the Chosen's Combi-Meltas. The Baneblade and Crusader survived the shots taken at them by the Havocs, as did War Pig and Imperator.

In the assault phase, the Daemon Prince laid into the Baneblade, knocking off a Structure point and stunning the driver but failing to destroy it. Meanwhile, Agiustus finished off his counterpart from the Thousand Sons, and accompanied the Chapter Master and Squad Sanstris as they consolidated towards the Thousand Sons in the building containing the top-left objective.

Imperial Turn

2 of the 3 Imperial Strategic Reserves arrived this turn - the first, an Ancients Assault Force, Dreadnoughts Adox, Durmius and Emphelios and Techmarine Merdius appearing behind the Chaos lines, threatening the center objective (and the Traitor Baneblade), then more aid appeared in the form of an Imperial Navy Vulture which swept down at speed to the right flank in the Chaos lines.

Marneus Calgar and his retinue moved closer to the building containing the remaining Thousand Sons on the left flank, with the intent of assaulting them if they rolled well on their difficult terrain test. The Crusader followed in their wake, getting lines of sight on the Havocs in the building nearby.

Tigurius called upon the warp again, this time with more success as he cast a protective Force Dome around the Sternguard he was with, though neither squad of Sternguard moved (as I forgot to do it!).

'War Pig' and 'Gundog' only moved to get better shots at their targets.

Agiustus successfully cast Null Zone again, a dire portent for the nearby Thousand Sons. Tigurius unfortunately didn't have anything in range of his attacks (the Defiler was not in line of sight for Machine Curse). 'Pride of Hera' made a good start, killing the remaining Daemon Prince with point blank fire from the heavy bolter sponson, though unfortunately the Baneblade Cannon could still not find a target without risking friendly troops. I was loathe to fire at the Thousand Sons in the building on the left, as I risked preventing Marneus Calgar et al from contacting in the assault phase, leaving them in the open and vulnerable to Chaos fire, so everything that could fired at the Havocs on that side instead, managing to kill half of the squad (none of those with the lascannons though), or the Defiler, which managed to escape unscathed.

The Vulture did a bit better, its opening shot with the Twin-Linked Lascannons knocking a structure point off the Traitor's Baneblade, but unfortunately missing with both Hellstrike Missiles (time to upgrade to 6 Hunter-Killer Missiles I think). Durmius and Emphelios fired their Twin-Linked Lascannon and Multi-Melta at the Traitor Baneblade as well but only managed to get a gun crew shaken on the Demolisher cannon. The Lascanons and Missile Launchers of Squad Lurco, and the Battlecannon of 'Gundog' and 'War Pig' had no more luck. Dreadnought Adox's Assault Cannon managed to stun the chaos Predator Annihilator. Merdius also managed to kill a Thousand Son with his bolter.

On the far right, Chronus' fire and the Krak Missiles from Squad Pertacus finally scored against the Chaos Rhinos, wrecking one and causing the other to explode, though this revealed the less than welcome sight of 2 Squads of Khorne Berzerkers, accompanied by Kharn and a Khorne Lord, within charge range of my lines.

In the Assault phase, Marneus Calgar and his bodyguard made it into assault with the Thousand Sons, though their Sorcerer took advantage of their haste to assault the position, and scored a fatal blow on Agiusts, taking him out of the game. His brothers were quick avenge him though, and again only their Sorceror survived the assault.

Thanks to a miscalculation when infiltrating behind enemy lines (i.e. I didn't think of it) Durmius and Emphelios were out of assault range of the traitor's Baneblade, but Adox was in range to assault the enemy Predator Annihilator, which he promptly destroyed.

Forces at the end of Turn 2:



Turn 3

Chaos Turn

The Traitor Baneblade moved to face the Space Marine Dreadnoughts, and the squads of Berzerkers with the Lord and Kharn moved towards Squad Vedius on the bottom floor of the building and the Predator 'Spatha' respectively. The Thousands Sons in the building in front of the Dreadnoughts moved out away from them.

Chaos shooting consisted mainly of the Baneblade and Havocs in the top right, which managed to destroy Durmius' close combat arm and stun (shake thanks to extra armour) all three Dreadnoughts, and the Baneblade Cannon round killed Techmarine Merdius.

Aside from this a few more marines were killed, the tactical and devstators squads on the right flank starting to lose marines rapdily but hanging on.

In the assault phase, the Khorne Lord and his Berzekers dispatched the first half of squad Solanius with ease, Kharn destroyed Chronus' Predator. Though Chronus himself escaped the explosion, he was left standing between two squads of Berzerkers and 2 of Khorne's chosen champions.

Meanwhile, Marneus Calgar finished off the Thousand Sons' Sorceror, and he and Squad Sanstris consolidated towards the Defiler.

Imperial Turn

(In case you are wondering why I didn't bring on the other half of squad Vedius - I forgot).

The Crusader moved up and around behind the building Marneus and his squad had just left, while the 2 remaining Sternguard from the Combar Squad with the Combi-Meltas moved to hold the Objective therein. Tigurius and the rest of the Sternguard moved towards the centre objective, as did the Baneblade, though it was somewhat hampered by the narrow streets.

The Vulture moved to the marine deployment zone, to be able to shoot at the Traitor Baneblade's side armour. Dreadnoughts Adox, Durmius and Emphelion moved towards the Thousand Sons, Havocs and Baneblade respectively.

In the shooting phase, the Baneblade fired its main cannon at the leftmost Sorceror and retinue in the building, killing 3 of the Terminators. The rest of its weapons reduced them to just the Sorceror, who was finished off by the Sternguard and by Tigurius using Smite. The Vulture and Dreadnought Emphelion at the Baneblade but failed to seriously hurt it, and Chronus fired his bolt pistol at the approaching Berzekers but failed to kill any of them. The Crusader and Squad Veidus and Sentius' heavy weapons finished off the Havocs on the left side.

Sensing victory, Marneus Calgar brought down his Orbital Bombardment, hopeing to rid the galaxy of Kharn, but fate was against him and the strike scattered, tragically killing only the last Marine from the Combat Squad of Squad Pertacus.

In the assault phase, Marneus and his Terminators charged the Defiler, but despite a torrent of attacks only managed to destroy one of it's 3 close combat arms. The Dreadnoughts all charged their targets, Durmius smashing his way up through the building to reach the Havocs on the second floor. Unfortunately, he and Adox made little impact on their respective targets, killing only one or two of each but locking in combats they had little hopes of winning. Emphelios' attack on the Baneblade went much better however, as the interred brother rent the Renegade Super Heavy asunder, reducing it to no structure points and causing it to explode.

Forces at the end of Turn 3:



Turn 4

Chaos Turn

With rapidly dwindling resources to draw upon, the Chaos forces didn't have much left to do. The Berzerkers with Kharn moved towards Chronus, while the other squad worked their way up the ruin towards the remains of squad Solanius.

In the shooting phase, The both the unengaged squads of Thousand Sons fired killed a couple of Marines but still no squads were wiped out. The Sorceror and his retinue did little better.

The assault phase saw Kharn easily take down Chronus and the other squad of Berzekers dispatch the rest of Solanius' squad, though their Lord also suffered a wound at the hands of his bloodfeeder.

At the other side of the board, The Lord Macragge and Squad Sanstris finished off the Defiler, and consolidated towards the building formerly occupied by the Havocs. The combats of the Dreadnoughts ground on but only a couple of Chaos Marines were killed.

Imperial Turn

Marneus Calgar and the Terminators moved in to occupy the building the Havocs had been in, followed as always by the Crusader. The Baneblade 'Pride of Hera' moved further towards the centre of the board to line up a shot on the Thousand Sons on the rightmost objective, and 'War Pig' moved to get a shot on the Bezerkers (Gundog's Battlecannon had been destroyed at some point in the last 2 turns - I forget which).

The bolter / plasma gun combat squad from Squad Licinius moved forwards to rapid fire range of the remaining Sorceror and Chosen Terminators, as did Tigurius' Sternguard, and the Vulture moved to target them as well, while Dreadnought Empehlios moved towards the remaining Thousand Sons on the ground.

Shooting began, with the Pride of Hera firing a cannon round that killed most of the Thousand Sons guarding the objective in the building on the right. In the center, the Vulture, Sternguard, Squad Licinius, Gundog, and the Baneblade's secondary weapons all fired at the Sorceror and Terminators in the middle, wiping them out. War Pig then fired upon the Berzerkers with Kharn, and thanks to some lucky dice rolling, wiped them out, including Kharn!

At this point, my opponents began to pack their models away, and accepted defeat, so I didn't get to complete my fourth turn, but I can't really complain.

Forces at the end of Turn 4:



...and that was prettymuch it.

Result:

Chaos Objectives Held: 1
Imperial Objectives Held: 3


A Victory for the forces of good and awesomeness :) I will post more comments when I can but just writing all of this up has taken it out of me a bit!
 
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#3 ·
I most certainly did not!

I feel I should clear up a few points now, so without further ado, my AAR:

First off, the Strategic Objectives.

Imperial:

Flank March - you can see where I used this to bring the Dreadnoughts on. This very probably won the game for me, as they destroyed the Baneblade and the Predator Annihilator in CC and tied up two enemy squads that were holding an objective that would have forced a draw (see below)...

I was also going to do this with the rest of Squad Vedius, to use the Meltagun and Powerfist against the rear of some of the enemy armour - or at least I would have if I'd remembered to bring them on.

Orbital Bombardment - this never arrived, because I forgot to roll for it in Turn 3, and the game ended before I used it in Turn 4. So nevermind! I think I'll get a Damocles Rhino so that in future I can get this for 60 points as well as the Teleport rerolls that could come in very handy for Terminators / Grey Knights, and have another Strategic Asset to pick. Hopefully I'll remember to use it next time as well!

Hold at all Costs - this was what made my opponents give up... they thought they might have had a chance by reducing scoring units down, but then the realised they would have to wipe out several squads in 2 turns that were at the other end of the board. This definitely came in handy.

Chaos:

Despoil Objective - this never got used - the Chaos players either needed to hold their objectives, or wereen't able to despoil the ones that were in danger of being lost (the defiler couldn't get close enough to the one on the top left, for example.

Vital Objective - my opponents chose the one held by the Havocs and Thousand Sons on the right side of their deplyoment zone. This would probably have made the final score 3-3 if my Dreadnoughts hadn't come rampaging on and contested it and locked the squads, so I was quite lucky!

Post-game thoughts:

Initially I thought I'd only just won this game, then I had another look and though I'd won it easily. But really, there were several points where this game could have gone either way, and it was more down to dice that judgement. Still, The Emperor was with me and I shall chalk up a victory for the Forces of the Ultramarines and the Macragge 85th Armoured!

Key units for me:

Vulture - this was a new addition to my army so gave my opponents cause for concern. It started off brilliantly by knocking off a structure point from the Heretic Baneblade, but after that it was really only harassing the units that were left. I still made a good account of itself though and I wouldn't hesitate to use it again... though I'm fairly certain my opponents are planning on getting some serious AA weapons as soon as possible!

Baneblade - The Pride of Hera didn't do much earlier on, due mainly to my deployment and a lack of targets thanks to the terrain, but it made up for it in Turns 3 and 4 by killing several squads. Baneblade cannon aside, the 3 Twin-Linked Heavy Bolters, Demolisher Cannon, 2 Lascannons and the fact it's nigh-on unkillable have earned it a definite place in future armies.

Marneus Calgar - he and his Terminators minced their way though 2 squads of Thousand Sons and a Defiler, which was very nice. They cleared out the left flank very well.

Dreadnoughts - as I've mentioned above, these guys definitely did their jobs, and well. I love Marine Dreadnoughts and they just prove themselves over and over.

Apart from that, everyone worked prettymuch as expected. I wasn't particularly let down by anyone, though it might have been nice if Chronus' Predator could have done a bit more damage.

Nastiest enemy units:

Baneblade - the Heretic Super-Heavy soaked up a ridiculous amount of fire before finally succumbing to Emphelios' Dreadnought Close Combat weapon. If I hadn't been shooting at it I could probably have killed a lot more traitors!

Sorcerors - they were taken down in the end but were a big cause for concern, especially once I'd witnessed Lash of Submission drag my squads out into the open where they were easy fodder for the traitor's guns!




P.S. - congratulations to anyone who has read all this without falling asleep!
 
#5 ·
Heh cheers - that was what I thought at the time :)

It's always fun to paly but it's always more fun to win!

One thing I forgot to mention is how much I like the new rules for Marine Librarians - they are just so much more useful now - Tigurius especially.
 
#9 ·
I have a 5K apoc battle coming up soon against Eldar. Not sure what he's packing, but I do know he has:

Eldar Revenant Titan
Cobra

My list is going to be nasty. 5000pts of Imperium including:

Legion of the Damned:
Kayvaan Shrike
Tact squad - lascannon, melta
10x TH/SS termies
10x TH/SS termies
10x TH/SS termies

Grey Knight Brother Captain - psycannon, psyhood
5x Scouts - camo cloaks, power weapon, teleport homer
Land Speeder Storm - multi-melta
5x Scouts - camo cloaks, power weapon, teleport homer
Land Speeder Storm - multi-melta
5x Scouts - camo cloaks, power weapon
Land Speeder Storm - multi-melta
5x Inquisitorial Storm Troopers - 2x meltas, teleport homer, Rhino
5x Inquisitorial Storm Troopers - 2x meltas, teleport homer, Rhino
5x Inquisitorial Storm Troopers - 2x meltas, teleport homer, Rhino
5x Inquisitorial Storm Troopers - 2x meltas, teleport homer (in Vendetta)
5x Inquisitorial Storm Troopers - 2x meltas, teleport homer (in Vendetta)

2x Vendettas
3x Vindicators
4x Exorcists

Hellhammer
Shadowsword
 
#11 ·
Cheers I'm glad you enjoyed it :) It was fun to play too! I really want to play another game of Apoc soon, might have to see if I can get one arranged. I have a Shadosword to debut afterall!

jy2, that's quite a nasty list. Shrike and the GKBC will be a bit lonely though, I hope Shrike has Shrike's Wing with him and the GK has a nice big squad of Terminators, that's the kind of thing Apoc is built for!

One thing I would say as advice though, consider IG stormtroopers instead of =I=, their Hellguns are AP3 now and it's all good in Apoc!
 
#12 ·
Shadowswords are awesome...nothing like a Destroyer hit to brighten your opponent's day. Too bad it's only 1 large blast as opposed to my opponent who has 4 large Destroyer blasts and 1 10" one. Nasty.

Shrike is just there to make my terminators fleet. There's nothing quite like 30 2+/3++ termies who are fearless and has Feel No Pain fleeting towards you. The GKBC will be tucked somewhere nice and safe. I just need his unlimited range Psychic Hood against all that Fortune/Doom/Guide crap. And I opted for the cheaper IST's as opposed to the IG ST's for more cheaper scoring bodies.

After my game, I'll probably write up a batrep for it.
 
#13 ·
Shadowswords are awesome...nothing like a Destroyer hit to brighten your opponent's day. Too bad it's only 1 large blast as opposed to my opponent who has 4 large Destroyer blasts and 1 10" one. Nasty.

Shrike is just there to make my terminators fleet. There's nothing quite like 30 2+/3++ termies who are fearless and has Feel No Pain fleeting towards you. The GKBC will be tucked somewhere nice and safe. I just need his unlimited range Psychic Hood against all that Fortune/Doom/Guide crap. And I opted for the cheaper IST's as opposed to the IG ST's for more cheaper scoring bodies.

After my game, I'll probably write up a batrep for it.
a little confused here, how do your Terms get fearless and feel no pain?
 
#16 ·
Legion Terminators are indeed quite harsh, but your opponent may also take issue with you suing TH/SS Termies as the Datasheet says Terminator Squad, not Terminator Assault Squad.

It depends on your opponent of course, I don't think it's totally unreasonable myself but they might. To be honest I'd probably take issue with Shrike being used in a LotD formation, as it says Commander (which is already ambiguous as they are now Captain or Chapter Master, not commander), not Special Characters.

It's a bit of a sticky one so I'd make sure your opponent is going to agree before you field them!
 
#17 ·
I should hope my opponent is not that anal, because nowadays, like you said, there are no commanders in the space marine HQ. RAW-wise, that datasheet is obsolete. Then again, there are so many gray areas in Apoc and without FAQ's, I should be able to argue my case. If not, I shall be forced to be as anal as my opponent and cross-examine his entire list and all its formations. Worst comes to worst, I will swap out that datasheet for 2 more termies and take the Flank March asset (we each get to choose one).
 
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