More than 8 months after deciding to retry 40k (after a very brief unsuccessful stint in 7th Edition), i’ve finally lined up my first game of 8th edition against one of the club committee members, Nick.
He knows it’s my first game so said he will not bring one of his nastier lists (which would probably have involved some form of Imperial Knight!) and would use the models from the dark imperium set. Being a glutton for punishment, I of course said bring whatever you like, so we shall see what appears.
I’ve said it many times before on the blog, I’m sure and I’ll say it again (I’m getting older and so repeating myself is not only allowed but to be expected). I suffer from perennial list tinkerer syndrome. It’s a real thing, look it up. I just can’t help myself, I’m sure my laptop is slowly filling up with variation upon variation of lists, most of which never see the light of day but exist just for my theory/list hammer pleasure.
Phew, now I have that heavy burden off my chest, I feel I can safely post my latest creation and chosen list for the game.
The Crusade of the Stalking Tiger
Raven Guard Chapter Tactics
The Light that Guides – Captain – 77pts
Master-crafted Boltgun, Chainsword
The Mind Awakes – Librarian – 120pts
Force Sword, Boltgun, Jet Pack, Armour Indominus
Red Runs the Flesh – Techmarine – 57pts
The Mist Convalesces – Scout Squad – 65pts
5 Scouts, Boltguns, Heavy Bolter
The Wind It Whispers – Scout Squad – 84pts
5 Scouts, Sniper rifles, Missile launcher
Moons Rise Together – Intercessor Squad – 91pts
5 Primaris Marines, Bolt Rifle, Auxillary grenade launcher
The Storm Gathers – Aggressor Squad – 111pts
3 Aggressors, Auto Boltstorm Gauntlets, Fragstorm Grenade Launchers
The Tranquil Garden – Sternguard Veteran Squad – 180pts
10 Sternguard, Special issue boltguns
The Emperor Draws Breath – Redemptor Dreadnought – 202pts
2 Stormbolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, Icarus Rocket Pod
The Enduring Rock – Venerable Dreadnought – 165pts
Missile Launcher, Twin Lascannon
The Ground Trembles – Ironclad Dreadnought – 145pts
Chainfist with Meltagun, CCW with Storm Bolter
The Mountain Comes – Ironclad Dreadnought – 145pts
Chainfist with Meltagun, CCW with Storm Bolter
Swift Strikes the Thunder- Inceptors – 135pts
3 Inceptors, assault bolters
The Light Should Burn – Devastator Squad – 170pts
5 Marines, 4 * Lascannons, Armorium Cherub
The Fires they Cleanse – Hellblaster Squad – 165pts
5 Primaris Marines, Plasma Incinerators
The Sky Must Fall – Drop Pod – 85pts
Total – 1997pts
The list has 1 Battalion and 1 Vanguard detachment so with it also being battleforged, will have 7 Command points to use. This seems like a reasonable number.
I have no idea how the list will play but I did have a couple of over-arching thoughts.
The main one was that I had to include all my dreadnoughts. The second was that I wanted to try out as many things as possible.
I feel a bit gamey using Raven Guard tactics (-1 to hit them when 12″ away) but I feel they are the most complementary of the list. If I weren’t using them, I’d probably use Iron Hands (due to the 6+++ save and the specific dreadnought stratagem) or Imperial Fists (due to fire ignoring cover). The advantage of these 3 are the consistent benefits, meaning I’m unlikely to forget them!
With my first few lists, I realised that I had little or no deep striking units so I revised it so that I had 3 distinct elements to the force.
The Pillar Endures
The first is the fire base. This group should do very little movement and camp any deployment zone objectives.
It will be led by the Venerable dreadnought who can, if necessary, burn a stratagem to act as a captain. He will be supported by the Devastator Marines, Intercessor Squad and sniper scouts.
This will give me 5 Lascannons (with one being a twin and one additional one time shot from the cherub) and 2 missile launchers with which to take out heavy armour. The 4 sniper shots will target characters (probably support characters as they usually have fewer wounds). The Intercessors will be used to help protect the fire base from deep strikers and will be the mobile element of the group.
The Blade is Poised
The Assault group will be led by one of the Chapter Captains. He will start within range of much of the fire base to buff them with his aura and will either stay with them or advance as needed to assist the Hellblaster squad, as their ability to overcharge will benefit most from the reroll to hit of 1’s he provides. I also like the idea of a Captain advancing to cleanse the enemy rather than hanging back. I’m contemplating spending an additional command point before I begin to give the captain an addition relic (the teeth of terra) as I do feel that bar the Dreadnoughts, the list lacks combat punch but it may be a wasted point. The other thing I’m unsure on is what warlord trait to give him. At the moment I’m gravitating towards Storm of Fire to give nearby Chapter units a chance to get an additional -1 save modifier.
The Hellblasters will be the mobile ranged hard hitters. I’ve taken the standard gun over the assault version due to the extra pip of strength.
In some ways the Captain, Hellblasters and Intercessors are fluid option, able to move between the fire base and assault groups as required.
The boltgun scouts are there to provide the second part of the deep strike area denial and if possible to capture mid-field objectives at the same time.
This group will have their own fire support in the form of the Redemptor Dreadnought who will advance with the Captain and Hellblasters. The Captains buff should again help with its damage output as moving will impede its hit rate.
The final element of the group will be made up of the units that will be barrelling forward at all due speed. The 2 Ironclads will be advancing towards the enemy as fast as possible. Their smoke launchers and Chapter tactics will infer a one turn -2 to enemy shooting, that should mitigate a lot of hits. The Techmarine will run with them to try and heal as much damage as possible (or he will help with the Redemptor if required). They will be supported by the Aggressors who have the ability to both advance and shoot and should be able to help thin out any potential horde style units that try to chaff up the ironclads. I’m hoping the 2 Dreads will present a greater threat and deflect attention from the more vulnerable Aggressors.
It is tempting to leave a deliberate backfield space near the Aggressors to entice a deep strike but I somehow doubt Nick would fall for that tactic but would capitalise on it if I moved later on.
The Crushing Blow
The final group is the strike force and is made up of those starting from reserve.
The Sternguard will be deployed in the drop pod to allow them the flexibility to go where needed and drop into short range where their special issue guns combined with sternguard stratagem should cause some decent damage and be a distraction. The increased range of their guns also means they can still benefit from the Chapter tactic when in rapid fire range.
The strike force will be led by the Librarian who will jump in with the Sternguard using his powers either as an offensive force or to help buff the unit. As a bonus, jumping in might mean he starts in range to get a deny the witch boost. I’ve given him the armour relic to boost his save and give a one time 3++ ward. It should make him more survivable, especially in combat.
The Inceptors are very much a distraction. They are to drop in to try and thin out any hordes but I’m happy to make them sacrificial and as a fly unit, they are able to fallback and still shoot.
If you are still reading after that wall of text then I’m impressed. If any of you have played many games then please feel free to off any tips you may have.