IW (v2) - 3000
Iron warrior co + Obliterator (375)
Iron warrior co + Obliterator (375)
Iron warrior co + warsmith + 4rhino + stalker (440) (BTS)
Arm. Assault Co (250)
Dread Assault pack + dreadclaw (250)
Dread Assault pack + dreadclaw (250)
Dread Assault pack + dreadclaw (250)
Dread Assault pack + dreadclaw (250)
Hellblades (200)
Hellblades (200)
Dev. Cruiser (150)
Based on the previous drop list but amended to try and fix some shortcomings. Still a cruiser full of dreadnoughts as the drop element.
Garrison IW formations now have obliterator as AA instead of stalker (to avoid AT sniping out AA). Lack of vehicles means formations now can't be hurt by AT weapons.
Extra formation of hellblades taken to try and get air supremcy. Once acheived will try to use suriving hellblades to place bm or strike at broken formations.
Defilers replaced with another Iron warrior co with Rhinos and Vindicator group. These are both larger (so more resilient) and quicker (so can support dreads quicker).
Had to drop the artillery battery to get points for the new elements. Still have SC in BTS formation which isn't ideal although he's now not garrisoning.
Still planning a turn 2 drop (although concerned at how hard turn 1 is). May try something slightly different with objectives this time.
Not really testing anything apart from how nasty the mass dreadnought drop really is.
Steel Legion (Tournament pack 2013) - 3000
Reg HQ + Hydra (commissar) (550)
Mech Inf + Hellhounds (commissar) (525)
Tank company + Hydra + Hellhounds (commissar) (825) BTS
Inf Company + Fire support (commissar) (350)
Sentinels (commissar) (100)
Sentinels (commissar) (100)
Artillery Battery (Bombards) (250)
Thunderbolt (150)
Thunderbolt (150)
One last outing for the old, dependable army list.
Deployment
Same board board edges as previous game.
IW and SL deploy blitz objs in corners
IW deploy first obj on road towards back of complex.
SL deploy first objective on SL left flank
IW deploy second obj on road towards front of complex. Plan is to push along road towards blitz.
SL placement limited by second IW obj. End up placing it on SL far right to split IW garrisons.
IW don't won't to endure turn 1 heavily outnumbered so declare cruiser arriving turn 1.
Bombardment centred on (60,73) from SL blitz the closet SL objective,
dreadnoughts to arrive (8,15), (15,8), (40,50), (50,65).
Trying to threaten objectives and set up crossfires with advancing ground troops. Gain momentum and keep momentum
Garrisons
IW deploy IW A on IW right objective
SL deploy inf co around front objective
IW deploy IW B in building in front of IW left obj ready to engage SL inf co asap. (its 13cm from objective to back unit). Not seen garrisons this close before!
SL deploy sentinel A in cover surrounding other objective placing ZoC
All garrisons on overwatch
Normal deployment
IW deploy IW SC ready to reinforce where required
SL deploy sent B putting ZOC on blitz
IW deploy vinds ready to push onto objective chain
SL deploy mech inf co on their left hoping to dash towards IW blitz,
SL deploy tank co on thier right ready to push into IW
SL deploy Req Hq centrally ready to reinforce where required
SL deploy bombards centrally
Turn 1
IW win initative
IW call in spaceship (just).
Pinpoint attack wasted as no warmachine present.
Barrage lands killing one stand in the inf co (placing 2 blastmarkers).
Dreadclaws land in sites adjusted to be out of ZoC. Dreadnoughts deploy where possible moving into terrain(passing all dangerous terrain chcks)
SL overwatch. Sentinel A fire at dread C, missing but placing on 1 bm. Inf co declines overwatch at this time.
IW retain (using SC reroll) with IW B engaging SL inf co. 3 stands (including lord make base contact).
SL overwatch at IW B, 3 hits, no kills (placing 1 bm)
IW attacks 7 hits, 4 kills (including commissar)
SL attack 5 hits, 2 kills
IW support fire from dreadnoughts c & D, 5 hits, 3 kills
resolution
IW 5 (dice) + 7 (kills) + 2 (inspiring, opp has more bm)
SL 6 (dice) + 2 (kills) + 1 (outnumbered)
IW win by 5
SL retreat to nearby building, IW B consolidate into building
Rules Q do bm on formations that contributed support fire count? Do units that fired support fire count for outnumbering?
SL tank co advance (with sc reroll) on dread A claiming crossfire with sentinel B, 9 hits, 4 kills breaking them.
SL Reg HQ tries to retain to advance and succeeds (nervous moment here having used reroll on tank co). They move and disembark claiming crossfire with sentinel B firing at dreadnought B, 7 hits! (14 shots needing 6's), killing 3 dreads breaking them
Having done what they can to protect their blitz SL rest.
IW dread D engage sentinel A 2 reaching base contact
IW attack killing 3 sentinels
SL attack missing
resolution
IW 3 (dice) + 3 (kills) + 1 (outnumbering)
SL 3(dice) + 1 (inspiring from commissar)
IW win wiping out remaining sentinel
SL thunderbolt A goes on cap
IW hellblade A attempts to go on cap and fails
SL sentinel B sustain at dread A, no hits, no loss due to fearless.
IW hellblade B go on cap
SL thunderbolt B ground attack B dreadnoughts. Enter from SL left flank, spiral round and fly along baseline so will be under cover from hydra in Reg hq. Helltalons don't intercept. 1 dreadnought killed.
IW dreadnought C double into corner of next building firing at tank co,1 hit no kills, 1bm
SL bombards sustain at dreadnought C to try and protect tank co, 2 hits, 1 kill, 3bm breaking them (did almost shoot at the IW co that engaged the inf co but was concerned about 2 dread formations need tank co).
IW Vinds double towards building to right of objective, firing at inf co. 1 hit, 1 kill 2 more kills due to bm leaving 1 stand
SL mech co march behind wood on SL left ready to press forward next turn.
IW IW SC moves up to support IW A on IW right
End Phase
Thunderbolts leave via their own table edge. Thunderbolts and helltalons stay on CAP
All IW except dread A rally
All SL rally
Analysis
Well that was messy!
Couple of potentially big mistakes by both sides. The inf co should probably have been on the back objective to avoid the early assault that saw them butchered, although it did lure the IW in so may turn out be strategically valid although costly.
The IW probably dropped too soon. Given the bombardment only caught two stands should probably have used the vindicator to prep for the assault. This might have given the dreads a slightly safer landing zone.
Still everything to play for in turn 2.
Turn 2
IW win initative. All or nothing move to try and cripple the tank co.
IW dread D double through building towards tank co (reaching support range) and fire at tank co. 1 hit, 1 hellhound killed, placing 2 bm's
IW dread C engage (with SC reroll) tank co. Expecting to lose dreads here but hoping to do serious damage to tank co.
All 4 dreads reach base contact, no countercharge moves (All SL troops better at FF).
IW 1 hit, 3 MW hits, 1 hellhound, 1 LR killed
SL 4 hits, all saved!
IW support fire, 4 hits killing 1 hellhound, 1 hydra and 1 LR
Resolution
IW 6 (dice) + 5 (kills) = 10
SL 4 (dice) + 0 ( kills) + 2 (outnumbering, commissar) = 6
IW win by 4. Hackdown kills 4 LR.
Tank co falls back towards their board edge near broken dreads (didn't want to fallback towards IW table edge as would have completely unsupported).
That went better than expected! Fortune definitley favoured the bold here. Was prepared to have the dreads wiped out in exchange for gutting the tank co (although the dreads are fearless so can't be hacked down so not quite as risky as it could be).
SL sentinel B sustain at dread B. Not the most exciting move but hoping to wipe out the formation allowing the co hq to do something more interesting. 3 hits, 2kills wiping out formation. (There was the option of engaging the dreads with the bombards but that sounded too foolhardy).
SL co hq retains and advances past building towards dread A firing at them, 4 hits, killing 2 breaking them.
Two reasons for this, first to try and weaken dreads, second to put tank co under hydra cover to discourage any ground attacks
IW vindicators double towards Reg hq, firing at vehicles, 3 hits, 3 saves! placing 1 bm. Wanted to kill transports to reduce mobility and reduce firepower of formation (2 ap shots per dead chim as opposed to 1/2 ap shot from inf stand). Still those dice start to make up for the tank co.
SL thunderbolt B ground attack dread A. fly in from corner and fire from max range.
Hoping to kill more dreads while remain under hydra cover to protect against hellblades.
IW Hellblades on CAP intercept (need those dreadnoughts alive!)
Co HQ hydra fires at hellblades,1 hit, 1kill
thunderbolts fire def aa at hellblades, 1hit, 1 kill
hellblades fire at thunderbolts, 2 hits!, thunderbolts jink but still both die!
IW IW A go back on overwatch
SL bombards ordered to advance to a new firing position but fail taking a bm
IW IW B goes on overwatch covering objective.
SL remains of inf co march up behind vinds to set up crossfire next turn.
IW SC doubles towards bombards firing at them, 2 hits!, 2kills breaking them
This was pure opportunism to deal with bomards before they reload for turn3, as a bonus it extends AA cover
SL mech inf advance further into IW territory. Hellhounds drive throuhg woodlands to ensure they are in range, all pass terrain checks,
IW IW A fire overwatch, ob & havoc fire at vehicles, csm fire at inf, 1 hellhound killed, 1 inf killed
SL fire 5 hits, 1 kill!, 2 bm
IW helltalons ground attack mech co
SL thunderbolts on CAP intercept
oblits flak at thunderbolts, no hits 1 bm
thunderbolts fire at hellblades, 2 hits, hellblades jink, 1 dies
End phase
All surviving planes disengage from their own board edge
Rallies
All IW rally
SL tank co and co hq rally
Turn 3
SL win init
SL Sentinels sustain at surviving dread A claiming crossfire from LR, 2 hits and killed.
SL retain with tank co advancing back away from dreads (outside engage range of back formation) and firing at dread D, 3 hits, 1kill breaking them
IW vindicators sustain at Reg hq, firing at inf 4 hits, 4 kills
IW retain with IW A firing at mech co, oblit shooting AT, others shooting AP, no hits!
SL thunderbolts ground attack unbroken dread D, 2 hits, 0 kills
IW dread D move into building to claim cover
SL Reg hq engage vindicators, chimeras moving into contact with vinds forcing CC
SL 5 hits, 2 kills
IW counterattack 1 hit, 1kill
SL support fire from inf co 1 hit, 1kill!
resolution
SL 3!(dice) + 3 (kills) + 1(comm) + 2 (outnumbering)
IW 5(dice) + 1 (kill) + 2(bm)
SL win by 1
IW vinds fall back (1 failing terrain test)
IW single hellblade stands down (failed roll) removing bm
SL mech co double towards IW blitz, firing at IW inf. 5 hits, 3 kills
IW double hellblade stands down (failed roll)
SL inf co advances towards objective hoping to shoot at dreads and contest obj. However IW inf co fires overwtch (no hits) at them breaking them
IW IW SC doubles towards Reg HQ, inf deploy into building, vehicles behind building. Fire at AP at Reg HQ. No hits
End phase
Check for victory
SL blitz, IW take and hold
Draw so onto turn 4
Thunderbolts disengage from sideboard edge picking up a blast marker
Rallies
IW unbroken dreads rally, IW inf co rallies
SL tank co , co hq, and mech co rally
Turn 4
IW win init
IW sc engages SL co HQ. 4 CSM make base contact. SL countercharges, SC stand (with comm) makes base contact everyone else firefights
IW attacks 7 hits, kill 2 inf, sc and 4 chimera! (failed 5 5+saves and one invulnerable)!
SL counterattacks 3 hits, kill 1 CSM
resolution
IW 3 (dice) + 7 (kills) + 2(bm) + 1 (outnumbering)
SL 6 (dice) + 1 (kill)
IW win by 6. hackdowns kill all except three inf stands.
SL tank co advances down road towards objective firing at dreadnoughts, 3 hits, 1 kill breaking them denying T&H
IW IW A want to sustain at mech inf, however they're out of coherency so have to advance instead, obs fire AT, others AP. 2 hits, 1 inf stand killed
SL thunderbolts try go on cap but fail
IW double hellblade ground attack broken Reg hq, 1 kill plus 2 more for bm wiping them out (petty move with an eye on tiebreaker if we get there, don't think it will get there though as can't contest blitz).
SL mech co advance towards IW blitz, firing on IW killing one havoc.
IW single hellblade tries to gorund attack bombard but fail and stand down
SL sentinels double forwards to screen tank co (in case wen end up on turn 5) firing on western dreads no hits
End phase
Check for victory
SL blitz, IW nothing
1-0 victory to SL!
Thoughts
Well that was close. Almost victory for the IW (currently they're 0 from 3). Another turn would probably have seen the IW win I think.
Suspect the dreads would be better all dropped in the same area, the 2 on the blitz didn't really do anything, although they did soak up SL activations.
Onyx's new option for SC in a dreadnought is interesting as it opens up multi-unit assaults from commander.
felt happier with level of AA cover, not sure whether that was the oblits or the second hellblade formation, either way its my list building rather than a function of the list.
Don't really have any concerns / feedback for the list. Based on the last couple of games cruiser full of dreadnoughts is nasty but not overpowered (someone with more experience than me may disagree).
hoping to get a few more games in over the next few weeks. Will try against different approved lists.