Sep 212012
 

Hello everyone!

ShaneHM here reporting on my shiny new army with battle report to go along with it.  For those that don’t know me, I ran the 40k league at Game Empire: San Diego for almost 7 years.  I play in tournaments once or twice a year (and tend to do well), but I usually prefer a more leisurely pace to my competitive fun.  Enough about me though!

After playing two games of 6th edition it became apparent that my Ork Green Tide army just wasn’t as good in the new edition.  I had been slowly converting my Imperial Guard over to Chaos and decided it was time to fully turn their backs from The Emperor’s light.  I sold off anything that was painted loyalist colors and used the money to buy some of those sexy Forge World Traitor Guard models.

While going through this process, I decided that I wanted to try out the new psychic powers.  After drawing up list after list, I put together this army that is pretty off the wall and incredibly fun to play.  It’s not the most competitive, but this is what I’ve been enjoying most so far in 6th edition 40k.  To add some flavor and killing power, I’m using Grey Knights as a base with Imperial Guard allies (blasphemy, I know, but Chaos loves blasphemy!).  I’m only using Inquisitors and Henchmen from the GK book, so you can’t cry cheese too loudy.  These two armies have the cheapest Psykers, so I maxed out on HQs.  On with the list:

Psyker Overload – 2,000 points

HQ

Baron von Streuss (AKA “Inquisitor Coteaz”) (Warlord) – 100 points

Ordo Hereticus Inquisitor – 80 points

  • Mastery Level 1 upgrade
  • Psyocculum

Ordo Malleus Inquisitor – 70 points

  • Mastery Level 1 upgrade
  • Daemonblade

Ordo Xenos Inquisitor – 55 points

  • Mastery Level 1 upgrade

Primaris Psyker – 70 points

  • Force Axe

Primaris Psyker – 70 points

  • Force Axe

 

ELITES

Psyker Battle Squad – 165 points

9 Psykers

1 Overseer

Chimera

Psyker Battle Squad – 165 points

9 Psykers

1 Overseer

Chimera

 

TROOPS

Inquisitorial Henchman Warband – 165 points

8 Daemonhosts

3 Inquisitorial Servitors

  • Multi-Meltas

Chimera

Inquisitorial Henchman Warband – 165 points

8 Psykers

3 Inquisitorial Servitors

  • Multi-Meltas

Chimera

Inquisitorial Henchman Warband – 165 points

8 Psykers

3 Inquisitorial Servitors

  • Multi-Meltas

Chimera

Inquisitorial Henchman Warband – 165 points

8 Psykers

3 Inquisitorial Servitors

  • Multi-Meltas

Chimera

Inquisitorial Henchman Warband – 30 points

3 Inquisitorial Servitors

  • Multi-Meltas

Inquisitorial Henchman Warband – 30 points

3 Inquisitorial Servitors

  • Heavy Bolters

Veteran Squad – 185 points

  • 3 Melta Guns
  • Demolitions

Chimera

  • Heavy Flamer (hull)

Veteran Squad – 80 points

  • Autocannon Team

 

FAST ATTACK

Valkyrie  – 110 points

  • Heavy Bolter Sponsons

Hellhound  – 130 points

 

 

THE PLAN

I put the autocannon veterans and unmanned servitors near objectives on my side of the table.  Without an Inquisitor, the servitors must roll a 4+ at the start of the turn to move/shoot/assault, but they can go to ground regardless, so they’re great little scoring units for 30 points.  These units are lower threat than everything else, so hopefully my opponent will ignore them and go for the nastier units.

The Psyker Henchmen and Psyker Battle Squads deploy in the Chimeras and blast away at the enemy with warp fuelled mind bullet hatred.  Mastery Level 1 Inquisitors hang out with the Psyker Henchmen and generally go with a roll on Divination.  The primaris power allows for re-rolls to hit (shooting and close combat), which makes the Strength 10 AP 1 large blast the Psykers shoot find its mark more often and allows me to hit with the snap shotting multi-meltas pretty often on the move and against flyers.

Baron von Streuss (Coteaz) deploys with the unit of Daemonhosts.  Daemonhosts roll each turn to see which power they manifest.  2/3 of them are close combat oriented, so this is a good place for Von Streuss.  The other two powers are a Strength 8 AP 4 shot and a Strength 4 AP 3 Blast, both with 24” range.  Combine that with the re-rolls to hit from Divination and the unit can put out some serious damage.  Daemonhosts are also toughness 4, which is much better than toughness 3.

The Primaris Psykers choose whichever psychic disciplines seem best suited for my opponent.  If I see that my opponent is going to assault me, I’ll take a roll on Telepathy.  The primaris power is Psychic Shriek (12” range, take 3D6 – your Leadership in wounds).  Combine this with the Pysker Battle Squad’s Weaken Resolve power (reduce your Leadership to 2) and you’re ruining someone’s day.

The Valkyrie’s job is to shoot at and/or distract enemy flyers.  It might even move the Veterans/Psyker Battle Squads around the table.  The Hellhound burns things!

 

CONTACT WITH THE ENEMY

While searching for daemonic artefacts, Von Streuss managed to disturb a Necron tomb.  Apparently robots aren’t morning people and quickly mobilized.  Von Streuss was undeterred and unleashed the psychic shock troops back at the machines.

 

011010101010001 – 2,000 points

HQ

Overlord – 160 points

  • Sempiternal Weave
  • Warscythe
  • Mind Shackle Scarabs
  • Resurection Orb

Destroyer Lord – 160 points

  • Sempiternal Weave
  • Warscythe
  • Mind Shackle Scarabs

Royal Court – 115 points

Harbinger of Destruction

  • Solar Pulse

Harbinger of Despair

  • Veil of Darkness

 

ELITES

10 Deathmarks – 190 points

 

TROOPS

10 Immortals – 170 points

  • Tesla Carbines

10 Warriors – 245 points

  • Ghost Ark

10 Warriors – 245 points

  • Ghost Ark

 

FAST ATTACK

8 Scarabs – 120 points

10 Scarabs – 150 points

6 Wraiths – 270 points

  • 6 Whip Coils

 

HEAVY SUPPORT

Doom Scythe – 175 points

 

 

 

Mission & Pre-Game

We roll “Big Guns Never Tire” with triangular deployment, with 5 objectives.

 

Psychic Powers

-All Inquisitors take Prescience

-Von Streuss also rolls “Perfect Timing” (Ignore Cover)

-The Ordo Malleus Inquisitor gains another Mastery Level from his Daemon Blade and rolls on Telekinesis, taking Gate of Infinity.

-Primaris Psykers both roll twice on Telepathy.  Each take Psychic Shriek, one takes Mental Fortitude, the other takes Puppet Master.

 

Warlord Traits

Destroyer Lord gets “Furious Charge while in opponent’s deployment zone”.

Von Streuss gets “Enemy units use lowest Leadership instead of highest”.  (useless against Necrons!)

 

Deployment

The Necrons win first turn and setup aggressively, looking to rush straight at the living.  In proper fallen Inquisitor fashion, Von Streuss is unphased by the Necrons.  The Chimeras line up directly across from the  Necrons, creating a wall of armour.  Because Grey Knights are not Battle Brothers with the Imperial Guard, I separate the GK units from the IG to reduce confusion.  Reserves include both flyers, Deathmarks, and the Hellhound.

One thing that I love about starting new armies is having new tricks to play with.  Unfortunately, I forgot to use the reroll for Steal the Initiative and the Necrons get the first turn.

 

Necron Turn 1

Dawn has not yet broken as the Necron forces advance.  Everything moves forward.  The Scarabs and Wraiths are surprised to find a booby-trapped objective in the ruins.  The explosion fails to do any damage, but the Scarabs aren’t going to hang out there much longer.  The Ghost Arc to the South uncovers a Skyfire Nexus.

Each Ghost Ark throws a volley of Gauss fire and wreck a Chimera.  One great thing about using transports against Necrons is that the Necrons can have a hard time making them explode (Doom Scythe excluded).  Neither Henchmen unit was pinned.  All the other Necron units ran forward.

 

Traitor Guard Turn 1

The unit of multi-melta servitors drooled on themselves from Mindlock.  All of the Inquisitors power up their units with re-rolls to hit.  The Chimeras maneuver forward, revealing both objectives to be very unmysterious.  Both units that lost their transports move into cover

The unit of Scarabs in the center of the table is crushed from weight of fire.  4 Immortals are knocked down, but only 1 stays down.  The Ghost Ark to the West makes every cover save.  The Psyker Battle Squads both miss the other Ghost Ark with impressive scatters.

 

Necron Turn 2

Dawn breaks as the Doom Scythe deep strikes into an almost perfect position.  Staring down a line of 3 Chimeras.  The Necrons continue their advance into the Traitor Guard lines.

The Doom Scythe rolls a 15” long Death Ray, but only manages to make 1 of the Chimeras explode, killing half of the unit inside.  The other two Chimeras suffer a Weapon Destroyed and Immobilized result, leaving the models inside unaffected for next turn’s shooting.  Combined fire from the Warriors, the broadsides from the Ghost Arks and the Eldritch Lance from the Cryptek  down 3 more Chimeras, leaving only one transport unharmed.  The Immortals down a few Psykers.  A very good shooting phase for the Necrons!

 

The Scrabs then assault a Psyker Henchmen unit and eviscerate the entire unit.

 

Traitor Guard Turn 2

The Hellhound heroically smashes through the wreckage of a Chimera and proceeds to melt remaining unit of Scarabs into oblivion.  A Primaris Psyker uses Puppet Master on the Doom Scythe, killing a Wraith and wounding the Destroyer Lord.  The multi-melta servitor unit cause the Doom Scythe to Evade and cause a hull point.  The combined fire of the Psykers and servitors drops 2 more of the Wraiths.  Three Immortals are blasted apart, but again only one stays down.

[+++Visual record corrupted+++]

 

Necron Turn 3

The Doom Scythe flies off of the table, recharging its weapons and avoiding the approaching Valkyrie.  The Destroyer Lord and Wraiths move in to kill the servitors.  The last Chimera goes down and the broadside Guass Flayers kill 5 of the melta gun toting Veterans, who promptly run away.  The Hellhound is immobilized by the Eldrich Lance and takes a futher hull point from broadside Gauss Flayers.

 

The Destroyer Lord and retinue wipe out the two units they charge, taking no damage in return.

 

Traitor Guard Turn 3

The Valkyrie deep strikes behind a Ghost Ark and causes it to explode from a Multilaser shot!  The Hellhound and Heavy Bolter Servitors knock down the entire warrior unit, removing their ability to make Reanimation Protocol rolls.  Two Wraiths are removed and a further wound is inflicted upon the Destroyer Lord.  The melta Vets rally and hug the wreckage of their Chimera for cover.  The Daemonhosts’ random power is being Initiative 10.

 

Necron Turn 4

The Doom Scythe returns and inflicts a hull point on the Valkyrie.  The Deathmarks appear and shred the brains of the melta Vets and their Psyker.  The remaining Warriors in the Ghost Ark help the Immortals finish off a unit of Henchmen, but the Psyker remains alive.  The Ark itself finishes off the Psyker Battle Squad in the crater AND the Hellhound.

 

The Destroyer Lord and Wraith declare charge against Von Steuss.  Forgoing (i.e. forgetting) the cyber-eagle, Von Streuss inflicts a wound with his bolt pistol against the Toughness 6 unit.  The Destroyer Lord fails his armour save as the bolt round pierces his optics.  The bolter round explodes inside his robotic skull, making repair impossible.  The Wraith is then clawed down by the Daemonhosts at Initiative 10.  The Daemonhosts awaken to the killing and roll a 6 for consolidation, moving directly toward the Immortals.

 

Traitor Guard Turn 4

The Daemonhosts roll “Ignore Armour Saves in close combat” for their power and make a strong push through terrain, staring the Immortals down.  The remaining Inquisitor joins the Daemonhosts, and is the only model in difficult terrain.  The Valkyrie leaves combat airspace, hoping for a better position upon returning to the battle.  The autocannon Veterans move out of their building, pushing toward the objective.

The Psyker Battle Squad in the building with the Heavy Bolter Servitors lob a Strength 9 AP1 large blast at the Deathmarks.  It does not scatter and all the hits wound.  The Deathmarks are removed along with the Cryptek, who failes his Ever Living roll.

 

Von Streuss and the Daemonhosts charge the immortals and suffer no damage from the Tesla Carbines or the Warrior close combat blows.  Because the other Inquisitor was in terrain, all attacks were made simultaneously at initiative 1 (except the Inquisitor himself).  This was very helpful, as Von Streuss would have not been engaged had the Daemonhosts swung at their normal initiative.  Re-rolls to hit from Prescience and the ability to ignore saves knocks every model in the unit down, causing all of the Immortals to be removed.  The Overlord makes his Ever Living roll, but the Cryptek does not.

 

Necron Turn 5

The Doom Scythe moves to knock the autocannon Veterans off of the objective.  The Veterans make all of their cover save no damage.  The Warriors in the Ghost Ark and the broadside gauss flayers only manage to down a single servitor (gotta love that 4+ armour on the servitors!).

The Overlord charges the Daemonhosts and issues a Challenge.  To his dismay, Von Streuss (a dishonorable man) give a wry smile as he refuses.  The Overlord realized that the Daemonhosts were still ignoring armour saves.  Needless to say, they proceed to tear apart his robot body, limb from limb.

 

Traitor Guard Turn 5

 

Not trusting the autocannon Veterans to hold an objective properly, Von Streuss moved his daemonic bodyguard onto another objective.  The snap-shotting multimeltas and psychic barrage fail to harm the Ghost Ark.  Upon writing this, I realize that I forgot to bring my Valkyrie back on the table…

 

Victory for Chaos!

While the roll for Random Game Length was made, my opponent decided to call it.  Getting out of his transport to claim an objective could only get him one objective, to my two.  It would probably result in Von Streuss wiping out the Warriors just to spite him.

This was a very fun, very cinematic, and very bloody game.  The highlight for me was Von Streuss and the Daemonhosts taking out both the Necron HQs, both in despicable ways.  I was pretty worried there, as the second round of shooting knocked out all but one of my transports.  My opponent said that he was feeling bad for me at first.  That was before I started knocking down entire units in one go!  There was definitely a huge swing in terms of who was winning.  I really enjoy games like this.  In 5th edition, I felt that many games were one-sided from the start.  I certainly haven’t gotten that feeling from any of my 6th edition games yet.

It was great fun putting this report together.  Please note that the terrain pictured isn’t quite accurate, but it looks great and is close enough.  I recreated this using VASSAL (which I learned while creating this report) about a week after the game took place, so I missed some of the minor details.  I hope you guys enjoyed!  Let me know what you think.

-Shane

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