Episode 76: Tournament Games Lead to the Best Conclusions

Yesterday I was able to make it out to my RTT as planned and get some practice games in for the much larger event I'll be traveling for in a few weeks. While not all our local heavy hitters were there a few did attend as well as some faces I wasn't familiar with. Sadly we only had ten players but this worked out as the venue only had six tables and barely enough terrain for five. I'm not sure why the local TOs keep using that store when the other options are better but it could have been worse.

As expected I took my Imperium army that I've been work-shopping for a few months now. I also decided to make some last minute changes to it, although not very big ones. For this event I had the following:

Battalion - Imperial Guard (Cadian)

Company Commander w/ Shotgun, Chainsword, Kurov's Aquila [Warlord w/ Grand Strategist]
Primaris Psyker
Primaris Psyker

Infantry Squad
Infantry Squad w/ Mortar
Infantry Squad w/ Mortar

Heavy Weapon Squad w/ 3 Mortars
Heavy Weapon Squad w/ 3 Mortars


Battalion - Blood Angels

Captain w/ Jump Pack, Thunder Hammer, Storm Shield [The Angel's Wings]
Captain w/ Jump Pack, Thunder Hammer, Storm Shield
 Captain on Bike w/ Thunder Hammer, Storm Shield

5 Scouts w/ Bolters
5 Scouts w/ Bolters
5 Scouts w/ Bolters

8 Death Company w/ Jump Packs, 1 Boltgun, 8 Chainswords, 7 Powerfists

Battalion - Deathwatch

Librarian w/ Jump Pack, Force Stave, Stormbolter
Captain w/ Jump Pack, Thunder Hammer, Stormbolter
Captain w/ Jump Pack, Thunder Hammer, Storm Shield

6 Intercessors, 1 Hellblaster
7 Intercessors, 1 Hellblaster
7 Intercessors, 1 Hellblaster



My hope was to test a few key things with this list:

1. Are the Hellblasters worth it? Do I want more, or none?
2. Is the second Watch Captain worth it, which load out works best?
3. Does a Bike Captain have any place in this army or am I better off with all Jump Packs?
4. Should the Death Company be split up or one big group?

Fortunately I was able to get answers to all these questions, and more, which I'll go over after the individual games. Because these are tournament games I'm not going to be going into exhaustive detail as I would with a normal report but instead giving an overview of the game and my thoughts on it.
Round 1 - vs. Dark Mechanicum

For this game I was up against Derek, the TO for the event and someone I'd played before at my last tournament when I was spamming Plagueburst Crawlers. He was running the same list with a few small tweaks, featuring three small Cultist units, a Fire Raptor, a unit of Obliterators, Chaos Lord/Sorcerer w/ Jump Packs, two Quad Heavy Bolter Rapier Batteries, a Hellwright, and a Knight Porphyrion.

From experience I knew that ignoring the Knight is the way to win, it doesn't hurt that bad unless you have a lot of Tanks/Monsters for it to blow away but my army is primarily infantry with a lot of ObSec. This made the Fire Raptor the primary target. For the Mission we pulled What's Yours Is Mine, not only the worst Mission in the ITC Packet but also the worst possible Mission for me in this matchup. Derek's list is horrible on Objectives but gives up very few kills, this Mission makes ObSec do nothing and only forces him to be in one place at a time.

Deployment was Hammer & Anvil, again probably the worst outcome for me as everything can bunch up but move out at a lower opportunity cost and I can't use terrain to my advantage as much due to how the table was set. During Deployment I hid as much as I could, putting the Infantry Squads a bit more up front and using them to bubble out a possible Obliterator drop. With Mark of Slaanesh the last thing I wanted was them dropping in, double tapping my Mortars, and then opening up a Charge on the Company Commander. One unit of Scouts went very forward in a building just to try and handle some Cultists, everything else stayed back or was in Deep Strike.

Derek castled up as expected with Cultists in the left, right, and center but the rest of his army except the Chaos Lord, Sorcerer, and Obliterators in the left corner. Immediately I saw an opening on the Fire Raptor where my Relic Captain could drop in, beat up a Rapier, and then Consolidate into the Fire Raptor and fight again. While the odds are bad that I'll kill it I would take it down 1-2 profiles usually which makes it easier to finish off and reduces some of the output. In an error to start the game I didn't use Death Visions of Sanguinius on that Captain to improve my odds.

For Secondaries I took The Reaper, which I could only get 3 Points for, Old School, and Recon. My reasoning was The Reaper can't be maxed but is easy to get, Old School shouldn't be too bad, and I have the units to keep Recon going while I need to get upfield anyways. Titan Slayer is a trap against this list as the Knight is just too hard to kill for me, Toughness 9 ruins all my math. Derek took Headhunter, Old School, and Death By a Thousand Cuts. I won the roll for turn one and Derek failed to seize.

Unfortunately this game was decided pretty much from the get go. I moved my Scouts up to Charge the Cultists near them and pounded the unit with my Mortars but rolled incredibly badly, averaging about 5 shots over the two Heavy Weapon Teams on top of them being Alpha Legion. I also used Upon Wings of Fire to drop the Captain in and follow through on my plan. That wasn't to be though as he failed both Charge rolls on 3d6, rolling something like a 4 for the initial and a 6 for the followup. The Scouts made it in but couldn't kill the Cultists with yet more poor dice and Derek made them immune to Morale via Stratagem, denying me First Strike as well as Kill Something.

From here I mentally quit in the game. I've never rolled so poorly for a turn that I could remember and everything failed, I couldn't even kill 10 Cultists. The Captain was easily killed and the Fire Raptor started going to work, killing a few things. On Turn 2 I dropped everything in, killing all the Cultists, the Sorcerer, and one Rapier. However it didn't matter as the Fire Raptor was still unhurt and my Death Company was easily killed off along with the accompanying Captain. This left me no way to kill the Fire Raptor as I couldn't get a Watch Captain within range and I wouldn't be able to protect the Psykers for long enough to Mortal Wound it down. I also made a further mental error on Derek's turn where I used a re-roll to keep a Hellblaster alive but then lost my Bike Captain to Obliterator shooting where the re-roll may have saved him.

We played through Turn 3 and then I called it quits as I continued to roll badly for everything such as a last ditch effort to kill the Fire Raptor with my Deathwatch and Psykers. In a bigger event I'd have kept playing for points but Derek was a good sport and we talked the game through, reasoning I'd max out Recon and always get Hold an Objective. This gave me like a 15 Point loss and I assumed put me at the bottom of the bracket but a few other games barely went to Turn 3 and ended with weird scores like 12-10. Fortunately we broke for lunch after Round 1 so I was able to shake the loss off and try to at least go 2-1 for the day.








Round 2 - vs. Tyranids

My belly full of Subway I was ready to play Matthew, a local at my store and someone I've played many times. I was also in a good mood as I love playing against Tyranids no matter the outcome, they're one of the few armies that actually play the game in that they move, shoot, fight, etc.

This rounds Mission was Nexus Control, which I like a lot and I felt was pretty even for the matchup. Matthew was packing Kraken with 3 Flyrants with Dakka Devourers and Rending Claws, a Malanthrope, 19 Genestealers, 19 Termagaunts, 6 Hive Guard, 4 units of Rippers, and a Genestealer Cult Detachment of two Magus, 19 Purestrain Genestealers, and a Primus. Our Deployment was Dawn of War which I again felt was pretty neutral.

During Deployment I made an error where I dropped the Mortar Teams too soon, this allowed the Hive Guard to go across from them. Matthew had a ton of Deep Strike, although the Flyrants start on the board, so I was either forced to castle early or waste some drops on diversions. In hindsight I should have bundled into a corner and gave up the Objectives early and made a Turn 2-3 push with my Deep Strike, using the Scouts to feign towards the middle/flank. Matthew's army is more telegraphed than mine as he wants to keep most everything in range of the Malanthrope to start with. In any case Matthew ended up very central with a castle of Termagaunts around his Hive Guard and Malanthrope. I spread out very, very far so that the Purestrains would have to wait a turn or come in and do very little. My hope was that the Hive Tyrants would have to come forward and clear the way and I could pick up 2-3 of them in turn. From there the Genestealers would eat something but they can't be everywhere at once and they aren't very durable.

Secondaries for me were Old School as I expected to be able to pick up a Hive Tyrant if I went second or the Hive Guard via Captain if I went first. I also took Headhunter as there's a lot of Characters and Recon. Big Game Hunter and The Reaper would only afford me 3/4 and I felt like Recon was very doable. Matthew took Recon, Old School, and Headhunter as well.

In a twist on what I'd planned for Matthew gave me first turn. This meant I had the Deep Strike advantage and also got to shoot first. Immediately the new plan was to crack a hole in the Termagaunts and then toss my Relic Captain in and take out the Hive Guard. With that I'd have shooting supremacy and also throw the Tyranid backfield into disarray, I also had a vertical piece of terrain which meant the Captain's charge would be at worst 5".

On Turn 1 I put that plan into effect, dropping Mortars on the Termagaunts and killing around 10 of them which is average. The Captain hopped up on the tower and then came down, getting +3 Attacks from Red Fury and leaving two Hive Guard left. He then fought again after taking no wounds, finishing the unit and killing a few Termagaunts to boot while tying them up.

Answering back the Flyrants moved out and the Genestealers shuffled over to eat the Captain. What was left of the Gaunts fell back and circled the Malanthrope to try and keep him safe. All the Genestealer Cult stuff also came in, getting a 6 on the chart thanks to their Stratagem, popping up on my right flank. This struck me as a huge mistake because they could only charge an Infantry Squad and Scout unit there but then would be subject to reprisal from my Deathwatch.

Shooting and combat wiped out two Infantry Squads except a Sergeant and Mortar as well an a Scout unit. I also lost the Captain to the Genestealers, fighting with him as he went down but Matthew made all the Invulnerables. I also managed to stop Catalyst on the Purestrains which was a pretty crucial moment.

On my turn all the Reserves came in with a Captain and Death Company eyeing the Tyrant on the left and the Intercessors focusing on the Purestrains, although two units could throw shots into the Hive Tyrants on the right. My Librarian also moved up to try and get a few of the Genestealer Cult characters down and setup a trade for the far right Hive Tyrant. At this moment I felt very advantaged so I was happy to trade off some Secondaries to secure my own.

Shooting and Psychic wiped out the Purestrains, put a few wounds on a Flyrant, and killed the Primus. I also shot a Hive Tyrant to death with one unit of Intercessors as Matthew rolled some truly terrible saves, I had two Captains nearby to finish it off as I expected it to easily live. Combat saw the Death Company drop the left Hive Tyrant, which did a few wounds to their Captain before perishing, and my Scouts killed a few of the normal Genestealers who'd been ravaged by Mortars and only left with two models at the end of the turn. I also finished off both Magus with the Librarian thanks to fighting twice and my Mission Tactic being for HQs.

From here the game was all but over. Matthew played to get some points and brought the Rippers in for Recon. The Malathrope and Gaunts moved to finish the Scouts off as the Genestealers fell back, the remaining Flyrant also prepared to eat the Librarian. I ended up losing the Scouts and Librarian as expected.

On my Turn 3 I killed all but one Ripper unit, the Malanthrope, the Gaunts, and left the Hive Tyrant half-dead as he was sandwiched between two Deathwatch Captains. Matthew dropped one of them on his turn and brought the last Rippers in to hold an Objective. I then tabled him on Turn 4, maxing out all my Secondaries and getting points for the remaining turns.

Unfortunately Matthew made some big mistakes, giving me Turn 1 was huge and bringing the Purestrains in immediately combined to seal the game. Without that I think I would have won but it would have been harder, I likely lose all my Mortar Teams if I don't go first but I still could have gotten to the Hive Guard as the castle had holes if I killed even one model, failing that I could have just bagged a few Tyrants. My army is very hard on Tyranids because of all the Intercessors, they just shred everything the army can bring with wounding on 2's and a built in AP1. ~14 Intercessors in Rapid Fire will kill a Hive Tyrant if their Mission Tactic is HQs, that's just not something the army can handle.























Round 3 - vs. Dark Eldar

I wasn't able to check the scores for the round but once again a lot of games were pretty low on scores, including a tie in one game. I figured if I could get another blow out win I might place in the Top 3 but when I saw that I was going against Dark Eldar that fantasy quickly drifted away. Dark Eldar is the army I'm worst against on paper so I was grateful for the practice but figured at best I'd pull out a narrow win.

My opponent, Korey, was packing two Battalions, one Flayed Skulls and one Kabal of the Black Heart. Flayed Skulls was 5 Venoms with Blaster Kabalites, an Archon, and Drazhar. Black Hearts comprised of two Archons, three Raiders with Disintegrators and 9 Kabalites with a Splinter Cannon, and three Ravagers with Dark Lances. While this is a far below optimal composition it still preys on my inability to deal with Flying Vehicles en masse and has enough big guns to threaten my Captains and Intercessors.

Our Mission was Cut to the Heart which I felt was a bit better for me as my ObSec is more durable and can hold Objectives at less opportunity cost. Again I played Dawn of War which was pretty neutral, Dark Eldar can re-deploy as they want. For Deployment the Dark Eldar spread out the Venoms and Raiders, keeping two Ravagers on the left flank and one on the right, their Objective went in the center. I castled up a bit on the right with my Objective, unfortunately the terrain on this table was terrible so I had to spread out a bit more and hope to deny some Line of Sight. All my Scouts started on the Center Objective which was on a big rock, we agreed to play it as no vertical distance for controlling that Objective rather than move the terrain piece.

For Secondaries I took Headhunter, Old School, and Big Game Hunter. In hindsight Headhunter was very optimistic and I should have gone with Recon, I was going to be all over the board chasing stuff down and with an important center Objective I'd likely always be able to get that one troublesome corner. Korey went with Recon, Headhunter, and Old School.

I lost the roll to go first and failed to Seize, my hope for going first was just to take less shooting before my Reserves came in. Either way I expected to lose most of what started on the board and have to win on the back of my Deep Strikers.

Round 1 saw almost all my Infantry Squads get chewed up by Splinter weapons while a unit of Scouts also went down. Korey didn't move as far up as he could have which I felt was odd, this meant a good amount of his shooting had no targets. On my Turn the Relic Captain moved out to try for a long charge and kill some Vehicles, I shifted my remaining Characters to the center as there was no way to get them into anything. Between Psychic and Shooting I dropped one Venom and half killed another, however my Primaris Psykers were out in the open and likely to die. My Captain easily bonked down a Raider and attempted to fight again into a Venom but Agents of Vect stopped me. Drazhar and the Kabalites weren't able to do damage to my Captain. For the Turn I got Hold More while Korey got Kill More.

Round 2 Korey played more for the center, swinging around the left flank which was his stronger side, and hoping to shoot me off of the Objective. The Kabalites and Drazhar stayed in Combat while one Venom went on the extreme right and one went for the Primaris Psykers. A Ravager moved near Korey's Objective while a Venom unloaded some Kabalites onto it.

Shooting wiped out my Guardsmen except the Mortar Teams who were still hiding, the Librarian and one Primaris Psyker while the other managed to live with a Blaster doing 1 Damage even through a re-roll. All the Scouts were gunned down but my Captains held tough, taking no damage. Charges went out from the Venom into the Mortar Teams and Primaris Psyker. My Psyker managed to kill the Venom which Exploded, killing him and one of the Mortar Teams while the other Venom did nothing. My Captain killed Drazhar but took a few wounds back from Kabalites.

On my Turn I brought everything in, needing a big turn. My Death Company abused some multi-level terrain to eye up a Ravager or two while the Bike and non-Relic Captain prepared to go after the center. I put one Intercessor unit on the center Objective but on Korey's side of the terrain, a Deathwatch Captain joined them. The other Deathwatch Captain dropped in on my very tall building where my castle was and the last two Intercessors grabbed some cover in my center Deployment Zone.

I was able to get one Mortar Team out of Combat thanks to the Venom Explosion, they wiped out the recently dropped off Kabalites. I then killed off most of the Kabalites on the Korey's Objective with the Intercessors, also damaging the Ravager some. The remaining shooting did some wounds to a Venom but couldn't kill it. 

Combat went better as I popped the Venom in my castle and Consolidated into the unit, I also managed to drop another Venom and a Raider in the center, also consolidating into Combat. My Relic Captain bashed a few more Kabalites but went down to one wound. The Deathwatch Captin also made it onto Korey's Objective and started smashing Kabalites there but didn't clear it yet. In a disastrous mistake I didn't Charge with the Death Company at all, they were far away and unpainted/primed so I just missed them with the stress of the turn. That left at least one Ravager alive that shouldn't have been, two unless Korey spent more CP to stop them. I also hadn't gotten some of the Charge distances I wanted to fight twice and maybe open another Transport. Once again we split Kill More and Hold More, more salt in the wound as I should have easily dropped the Ravager which would have put me over on that.

Round 3 Korey kept moving along the left flank, trying to leave the Death Company behind. The Ravager in the center also took off to the right, not wanting to deal with the Captain there. A Venom moved up towards Korey's Objective to reinforce it while the Kabalites in the center Fell Back. At this moment we also noticed that the Archon in the Raider I killed on Turn 1 had never been placed, I let him put the model down into Combat.

Shooting killed my Bike Captain but left the Blood Angels Captain with a few wounds. My Intercessors soaked a lot of shots as most of the Flayed Skull stuff was dead by now meaning I retained my Cover. One Death Company died to Dark Lances but they were largely ignored. The Venom near Korye's Objective used Fire and Fade to get onto it. In Combat I finished off the Kabalites on Korey's Objective, denying it with the Captain. I killed a few more Kabalites near my Objective and my Relic Captain died, finishing off the Kabalites there via Stratagem.

On my Turn I tried to re-establish control over the center with my Intercessors, however the terrain piece was really wonky so I was only able to get one model within 3". The Death Company moved down to finally end a Ravager and the last Blood Angels Captain moved to open the last of the Transports. On Korey's Objective I moved behind a wall to Charge the Venom and avoid Overwatch.

Shooting got most of the remaining Vehicles down a few wounds so that I'd have an easier time opening them, I also killed off all the Kabalites in the center. With Combat I popped the last of the Venoms and a Ravager, leaving two Raiders and two Ravagers. I finished the Kabalites in Combat with the Watch Captain and Consolidated into the Kabalites on Kroey's Objective, fighting twice to kill some of them.

Round 4 was largely mop up. Korey moved some but wasn't able to score any kills in the shooting phase, he also wasn't able to control the Center Objective. One of the last Raiders got into Combat with my remaining Mortars and Watch Captain, I was able to kill it off but that gave Korey my Objective as ObSec models fell out of it. I then finished off the Kabalites on Korey's Objective, taking control of that.

My Turn 4 was the last we got to play, I finished off everything but one Ravager, the Raider with the remaining Characters, the Archon on foot, and the Kabalites on my Objective. I also had firm control of the center which netted me a Bonus Point, Hold More, and Kill More. We tallied our Secondaries with both of us 3/4 on Old School, Korey getting 3/4 on Recon and maxing Headhunter while I got one for Headhunter and maxed out Big Game Hunter. In the end I won 22-19 and probably would have crept up to 30 if we played the whole game out. My Intercessors had lost almost no models and I still had three Captains plus the Deathwatch left, Command Points would have enabled me to chase down the Archon or Ravager, or both, with the Death Company while I opened the last Raider and then get everyone ready for the firing line.










 
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Event Wrap-Up And Post Game Thoughts

In the end I took 4th Place with 1st, 2nd, and 3rd going to Tau, Raven Guard + Imperial Guard, and Harlequins respectively. I missed out on 3rd by 6pts but had a very high Strength of Schedule. With better Secondary decisions in Game Three and my dice not completely failing in Game One I would have been able to pull that out, which I'm happy with. I was hoping I'd have gotten to play Harlequins as I feel like I do better against them than Dark Eldar, I also know I beat the Raven Guard army as it was piloted by one of my regulars. The Tau list was very sub-optimal, only two Riptides with an Ethereal and way too many Drones, he had a very easy road playing against Death Guard, Custodes/Imperial Guard, and something else that I don't recall.

Overall the event was very low scoring, I had one of three blow out wins for the whole event. I attribute this to only three players being familiar with tournament speeds, in the future I hope Death Clock gets used more. Locally it's in all of our GTs but hasn't quite spread to the RTTs yet.

Overall I was largely happy with my play. The first game I just lost to dice, nothing I can do about that, and that's why it was so tilting. If I make mistakes that I can learn from I don't really get angry but when the game just straight up says I lose I get salty. In the big picture I think I rarely lose to that list, it was the perfect Mission/Deployment for that army on top of all the dice flubs.Once the Fire Raptor goes down the army can't stop me from holding stuff and the Knight can't be everywhere at once. I had a good game plan but just wasn't able to see it through.

My second game was just bad play on Matthew's part combined with a lot of really bad dice from him. Genestealer Cults are very scary for gunlines but my list can take the hit and then clean up while threatening things with Characters. We both agreed that the Genestealers need to go as they don't Deep Strike like the Purestrains, they just die because there's nothing else to throw anti-Infantry shots at. He's going to look into running DakkaFexes instead and it's very likely you'll see that list featured on this very blog in the near future.

The last game had a bit of a sour taste to it at times. Apparently Korey is a bit newer, which I did not know, and I was very hard on him with Line of Sight and Stratagems. Twice he tried to use a Stratagem after the opportunity had passed which I disallowed, he also frequently tried to shoot things that he couldn't see. I would stick to those things regardless but I chalk it up more to inexperience than any malice. We also had a few issues where our Command Point totals for his army were mismatched in his favor, I feel I had the right count but in the future I'll be much clearer about that. Finally we had a rules issue with the interaction for Agents of Vect and Labyrinthine Cunning on if he is allowed to roll for a "negated" Stratagem, having read it I think he's allowed to roll for enemy Stratagems but we didn't play it that way.

With regards to the game itself his list was very sub-optimal, there's no reason to run Dark Lances ever with their current cost against Disintegrators and there's no reason to run Raiders. Every Venom had an upgraded gun which barely gives out more offense but really adds the cost up, all that could have gone to Fliers or another Battalion. The fact that I would have won against that list doesn't make me feel better about my Dark Eldar matchup.



Army Changes

With all that said, how did my questions about the army before the tournament come out?

1. Are the Hellblasters worth it? Do I want more, or none?

I've found that Hellblasters are not worth it for my list. Plasma doesn't help any matchups that I feel I have an issue with right now as almost every viable Monster/Vehicle has an Invulnerable. Hellblasters also force your Watch Captains to be around if you want to get mileage out of them but my list thrives in free movement. I will be cutting them all after having experimented with 1-3 per Intercessor unit.

2. Is the second Watch Captain worth it, which load out works best?

The Second Watch Captain is also not worth it and will be cut. Without Red Rage and bonus Attacks via Stratagems, as well as being able to re-deploy/charge reliably a Watch Captain is a buff and counter-attack piece. With just one I can make him a good fighter via Might of Heroes when needed.

3. Does a Bike Captain have any place in this army or am I better off with all Jump Packs?

Once again the Bike Captain is getting brought back to a Jump Pack Captain. Deep Strike, Upon Wings of Fire, easier access to Cover, and FLY are just too many advantages for +2" Movement, +1 Toughness/Wound to overcome. Every single game I wished that model was a Jump Captain instead.

4. Should the Death Company be split up or one big group?

And rounding out the changes I believe the Death Company need to be two units instead of one. This is a bit more expensive but being able to hit in two places is too powerful to pass up. My argument for one big unit is they're much better at killing Knights and I expect to see a ton of those when the Codex drops next week, people can't wait to put the super hard to kill Knight in their lists. However with repeated Captain application and use of Might of Heroes I think I can drop a Knight.

Splitting the units makes me a lot better against things like Dark Eldar because I can chase more units down. I've been preferring the Chainsword/Powerfist combo as well compared to my Thunder Hammers, the damage is lower but the units are more flexible and Powerfists get the job done against normal Vehicle/Monster profiles.



The really big standouts for me were the Intercessors, they do so much damage to anything that's not a Vehicle that it's insane. With a Captain and the right Mission Tactic they'll kill any Infantry or Monster, I just need to work on my anti-Vehicle so I can set them up for success. I was also pleasantly surprised by the Mortar Teams, they were consistently useful and give my Commander something to do while protecting him, all for less than 70pts.

The biggest holes were a lack of shooting and a lack of ability to open up light Transports. Cracking things like Venoms in the Combat Phase means I have to wait until my next turn to shoot the occupants. If I can open up a few with Psychic/Shooting then I can be a lot more effective. With those goals in mind I'll be testing this:

Battalion - Imperial Guard [Cadians]

Company Commander w/ Plasma Pistol, Chainsword, Karov's Aquila [Warlord w/ Grand Strategist]
Primaris Pysker
Primaris Psyker

Astropath w/ Laspistol

Infantry Squad w/ Mortar
Infantry Squad w/ Mortar
Infantry Squad w/ Mortar

Heavy Weapon Squad w/ 3 Mortars
Heavy Weapon Squad w/ 3 Mortars


Battalion - Blood Angels

Captain w/ Jump Pack, Thunder Hammer, Storm Shield
Captain w/ Jump Pack, Thunder Hammer, Storm Shield
Captain w/ Jump Pack, Thunder Hammer, Storm Shield

5 Death Company w/ 1 Boltgun, 5 Chainswords, 4 Powerfists
5 Death Company w/ 1 Boltgun, 5 Chainswords, 4 Powerfists

5 Scouts w/ Bolters
5 Tactical Marines w/ Heavy Bolter
5 Tactical Marines w/ Missile Launcher


Battalion - Deathwatch

Librarian w/ Jump Pack, Force Axe, Stormbolter
Watch Captain w/ Jump Pack, Thunder Hammer, Storm Shield

8 Intercessors w/ Auxillary Grenade Launcher
8 Intercessors w/ Auxillary Grenade Launcher
8 Intercessors w/ Auxillary Grenade Launcher

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This list gives me another Psyker for a chance at some Mortal Wounds as well as two Tactical Squads to also possibly put out Mortal Wounds or just help shoot. Because of the Power Levels in the list only one Blood Angel Captain can natively Deep Strike, this gives the one that's left behind something to do. I've been consistently unimpressed with Scouts post-FAQ, they now just die by the time someone would drop into you anyways. While Tactical Marines aren't very good they do hold up well to small arms fire, they're easy to hide, and they give me something I'm lacking. This frees the Scouts up to go hide somewhere and "screen" the Characters or go play on an Objective.

I've slightly bumped the amount of Intercessors in the list up, they're amazing on Objectives with Cover and they do solid, consistent damage. My list can free them up from melee if someone wants to go that route and the Grenade Launchers add just a bit of anti-Venom to the list. I decided to keep the fightier Watch Captain as he was the most consistently useful over all my test games and the tournament, the Stormbolter just doesn't contribute. I left it on the Librarian because I had points and it can be used to pump out Mortal Wounds on Vehicles via Stratagem.

I think this list is much stronger against the field while having a harder time with Super-Heavies. A lot of that will depend on how the new Knight Codex looks, depending on how popular the Big Knights with Warlord Seeking Missiles are the list may have to change more. Overall I'm very unhappy that Knights are becoming more viable as I don't think they belong in the game, it does make me hope that 1750 becomes the new standard as everyone has been talking about though.

That's all I have this time, I may play in another small event next week but it depends on how I feel. In two weeks I'm off to Vegas for a decent sized GT so I'm trying to balance taxing myself when it comes to the game versus practice. The store putting on the event is also very casual and known for some....weird stuff so I might not benefit much. In any case thanks for reading!