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First serious game with new Codex

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Constantine
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Dark Bjoern
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First serious game with new Codex Empty First serious game with new Codex

Post by Dark Bjoern Sat Sep 24, 2011 12:47 pm

Hi Folks!
Today had have my first serious game with the new Codex. I was sitting at my LGS and was building some more GK for my Interceptor Squads. While i was modelling i was watching a game at the neighbor table. Two kiddies against two older guys. The two older one had nothing else in mind to rip some unexperienced childs. Very funny. Evil or Very Mad
After their game they ask for another two vs. two, but noone wanted to play. So i made the offer that they can play together against me. They agreed; big mistake Twisted Evil Twisted Evil

So here what happens:

Size: 2000 Points per side
Mission: Captur and Control
Deployment: Pitched Battle

Their list:
Player 1:
Shadow Captain Shrike
Chaplain with Jumppack
2x 10 Assault Marines
5 Scouts
5 Marines
Land Speeder

Player Two:
Librarian with TDA
5 Terminators
5 Scouts
Dreadnought
Predator
10 Tactical Marines (devided in combat squads) with Rhino
Player Two deployed his force on the table while player one kept his force in reserve with the intention for flanking

My list:
Librarian: Halbert, Might of Titan and Sanctuary
GM Mordrak
5 Ghostknights: 1 Hammer, 4 Halberts
10 Purifiers: 10 Halberts and psybolt ammo
ven. Dreadnought with DCCW/HF and TLLC
2x5 Terminators: Justicar with Hammer, 4 Halberts and Psycannon
5-men Strike Squad with Hammer (Justicar) and Psycannon
Stornraven: TLMM, TLAC
NDK with HI, NGS and PT

They won the throw for first turn but i sized the Initiative. lol! Had been their doom! Twisted Evil

Deployment:
I positioned all three Troop choises and the NDK at my mission target. The Stormraven with the Purifiers and the dread will take the opponents mission object.
My opponents positioned the Rhino with one combat squad far away from his own object clearly with the intention to rush for my object to support the units kept in reserve. At their object the placed two small SM units and nearby the Libby with his Terminators and the dreadnought.
To my right Player Two deployed his Scouts.

1st Turn GK:
GM Mordrak and his Ghostknights deep striked near my opponent´s object and opened fire at one of the combat squads and killed two of them. My Stormraven moved 24" forward toward my target. Thanks to the Grand Strategy of Mordrak, the Purifiers became my Unyielding Anvil. The PotMS of the Stormraven opened fire at the other combat squad and killed 4 of them. One of my Terminator squads opened fire at the scouts at my right flank and killed all but the sergeant.

1st Turn SM:
Taken by surprise by the appearance of Mordrakand the fast move of the SR the dread and the Terminators moved closer to their own object. The Predator opened fire at my SR but didn´t penetrate the armour of it. The Dread was equal successful. The combat squads opened fire at Mordrak with no success at all.

2nd Turn GK:
My SR moved another 12" forward and opend the storm ramp and the Purifiers disembarked to start their bloody business. The dread aimed at the enemy dreadnought and but destroyed only the DCCW. The SR finished the dreadnought with his AC.
Meanwhile Mordrak and his Ghostknights beat the hell out of the combat squad they had shot at last turn. The Purifiers lay a hail of boltershells at the last marine of the other combat squad and finished him of.

2nd turn SM:
Player One made his reserve rolls but got only his scouts and the Land Speeder. The Speeder tried to shoot at the rear of my SR but missed. The Scouts tried to disturbe Mordrak but with no effect. The Predator immobilised my SR. The Terminators and the Libby moved closer to his object. Their stormbolter fire killed one of the Ghostknights.

3rd Turn GK:
Everything went well for me (too well i feared). The enemy´s object under my control and my own object secured, i waited for his next move. Mordrak fired at the incoming terminators and killed two of them. The SR kille another one. The my ven dread started his hunt for the Land Speeder. His fire ripped of the MM of the fraguile vehicle.

3rd Turn SM:
Player One got all remaining units from reserve into play. Shrike, together with the Chaplain and one of the Assault Squads started their assault on Mordrak and his Ghosts, while the other Assault squad took aim on the Purifiers and killed one of them. The Pred fired his three Lascannons into the back of my ven. Dread and killed the mighty hero of our Chapter. The CC was a brutal bloody mess. Thanks to my Halberts and Cleansing Flame the Purifiers killed the complete Assault Squad without any looses. At the other Hand Shrike and the Chaplain each lost one wound and 1 Marine to the Ghostknights with Halberts before Shrike and the Rest killed 2 of the Ghosts and took one wound of Mordrak. I tested for Mordrak and got in return one Ghost back. The two Hammers of Squad Mordrak inflicted 4 more casualty at the Assault squad.

4th Turn GK:
With no treat for my own object the NDK activated his TP and headed for the Rhino. The Purifiers brought themself into position to support the CC between Mordrak and Shrike.
The NDK released a burst of holy Promethium at the Rhino but with no effect. Mordrak, his Ghosts and the Purifiers tried to finish Shrike and his men but killed only the last normal Assault Marines. Only the Sergeant, the Chaplain and Shrike (with one wound left) survived.

4th Turn SM:
The Libby and his last Terminator reached the CC. The Pred Crew became panic and opened fire at the NDK but he passed his two Inv saves. In CC The Purifiers finished Shrike and the Chaplain. Mordrak and the other Hammer Ghost killed the Libby and the last Terminator. The Purifiers held the object.

5th Turn GK:
The NDK turned his attention toward the Pred and jumped in the back of the vehicle. The heavy Incinerator roared into life and turned the vehicle into a burning wreck. At this point the two guys gave up.

All i lost had been my ven Dread, 5 Purifiers and 3 Ghostknights. It was a furious victory for my GK and the two loosers learned an important lesson. There is always some who is better then you. Razz

I must say Mordrak and his Ghostknights are funny to play and are exellent to high the pressure on your opponent. The Purifiers are also hard as nails and they have the potential to rip even larger hordes into peaces. The only mistake i had made was to forget the Mindstrike Missiles. I think they possible had killed the Libby earlier in the game.
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Post by Rivan Tue Oct 18, 2011 5:08 pm

Good game DB Smile That was a nasty beating you gave them Razz
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Post by Aubec le noir Wed Oct 19, 2011 3:33 am

lessons learned from a loss are good lessons : the 2 guys won't forget that ! Wink
happy for your win... one question though : i thought that the flying vehicles were destroyed when immobilized : does it still work with V5 or was it a V4 rule only ?? scratch
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Last edited by Aubec le noir on Sun Nov 20, 2011 11:29 am; edited 1 time in total
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Post by Chaplain Thrace Wed Oct 19, 2011 4:06 am

IIRC it's only destoried, by being immobilized, when either,
A) it moved flat-out in it's last turn, or
B) is part of a squadron (this is also for all vehicles).

He only moved 12, not 24, in the turn before it was immobilized.

At least that's the rules I can remember. Haven't played or read the rules in over 6 months, so I'm a little rusty.
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Post by Dark Bjoern Wed Oct 19, 2011 7:28 am

Chaplain Thrace is right. I moved the SR only 12" so he was only immobilized.
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Post by Aubec le noir Wed Oct 19, 2011 9:08 am

ok thanks
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Post by Constantine Sat Nov 19, 2011 3:27 pm

Awesome Battle report!
Two on one and you still owned them cheers
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Post by Klauzer Sun Nov 20, 2011 11:25 am

So, wait...Mordrak can take his ghost knights right away? The rules for him are so confusing!
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Post by Dark Bjoern Sun Nov 20, 2011 11:53 am

What is so confusing? Yes, that´s what is written in the rules:
An army that includes Mordrak can also include a unit of Ghost Knights.....
Mordrak and the Ghost Knights form a unit, with Mordrak acting as an upgrade character......
I think he´s one of the best HQs. Hard as nails and not targetable in CC cause he´s an upgrade character and not an IC. Perfect!
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Post by Klauzer Sun Nov 20, 2011 11:59 am

wow, and here I am wondering why anyone would ever use him! thanks for clearing that up.
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Post by Dark Bjoern Sun Nov 20, 2011 12:05 pm

If you´re interrested Brother Constantine and I are smalltalking about Mordrak here: 2000 Points Mordrak Lists
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Post by Corennus Wed Nov 23, 2011 3:46 am

Only time Mordrak is a liability is if he deepstrikes in on turn 1 and gets a whole army firing at him. No matter how good his saves or how many ghost knights he takes with him he will die.

I'm just wondering. were the SM players playing at 1000 points and combined together, or 2 2000 point armies against yours???
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Post by Constantine Wed Nov 23, 2011 9:00 am

Corennus wrote:Only time Mordrak is a liability is if he deepstrikes in on turn 1 and gets a whole army firing at him. No matter how good his saves or how many ghost knights he takes with him he will die.

True enough. That is why you need to be strategic about where you drop him in. He doesn't scatter, so drop him close to cover that you can run him and his squad to and you will take a lot of fire but you have the better save AND your opponent is only focusing on one of your units Twisted Evil
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Post by Souba Wed Nov 23, 2011 10:18 am

you can also just deepstrike right into the cover without scatter its safe so you have at least one turn of shooting (even though stormbolters are not "the" heaviest weapon they can still deal some damage.

you only misshap on impassable terrain, ontop of friendly models and within 1" of enemy models.
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Post by Rivan Wed Nov 23, 2011 11:23 am

Souba wrote:you can also just deepstrike right into the cover without scatter its safe so you have at least one turn of shooting (even though stormbolters are not "the" heaviest weapon they can still deal some damage.

you only misshap on impassable terrain, ontop of friendly models and within 1" of enemy models.

Hmmm, I thought units deep striking unto difficult terrain treat it as dangerous terrain? I could be wrong but thought I read that somewhere (don't have the rulebook in front of me) scratch
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Post by bigbri Wed Nov 23, 2011 1:48 pm

Souba wrote:you can also just deepstrike right into the cover without scatter its safe so you have at least one turn of shooting (even though stormbolters are not "the" heaviest weapon they can still deal some damage.

you only misshap on impassable terrain, ontop of friendly models and within 1" of enemy models.
You might not mishap, but as Brother Rivan pointed out you treat it as dangerous terrain, personally I'd prefer to drop outside terrain and sacrifice the shooting 9/10 times, since stormbolters aren't amazing, and losing guys to terrain is a PITA, although having them drop into terrain, Mordrak take a wound and then summon another Knight would be pretty epic Laughing

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Post by Chaplain Thrace Thu Nov 24, 2011 5:00 pm

Master Riven is right.
"Models arriving via deep strike treat all difficult terrain as dangerous terrain."
However, Souba is right that deep striking into difficult terrain (or dangerous terrain for that matter) does not cause a Deep Strike Mishap.

So if you have dice that never roll 1's, it is safe. Otherwise it's only as safe as dangerous terrain.
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Post by Souba Sat Nov 26, 2011 11:43 am

ah yeah totally missed that, but well. my magnetized dice never fail me Very Happy
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