A ton of Imperial Guard armed to the teeth with Plasma rifles and backed by the really cool orders system which my opponent used to great effect continually giving his units "Ignore Cover" and/or "Extra Shots" nearly every turn. I screwed up early by advancing my CSM Squad up the board when I had originally intended to leave them back as fire support. I also opted to Deep Strike my Lord and his Terminator Squad something that didn't turn out to well.
|CSM advance up into (sort of) cover only to have 3 full squads of Imperial debus in front of them armed to the teeth with Plasma rifles. End result 14 very very dead CSM.|
|Meanwhile the Cultists would prove to be the stars of the day capturing early objectives and gaining VP|
|Unable to shoot the Cultists off 2 squads of Guard assault them (after a 3rd is killed by Cultist Auto Pistols). But those guard also get wiped out and the Cultists stand firm.|
|Meanwhile the sole remaining Obilterator decides to Powerfist a Guard Tank which explodes wiping out the Cultists he was supporting.|
Game 2 vs. Necrons
I had no idea how these guys worked so finding out that they have an army wide 4+ Feel No Pain rule or Resurrection or whatever it is came as a nasty shock. Decided not to Deep Strike my Lord as he got extremely lucky rolling for his Gift of Mutation ending up with Icy Aura, +1 T (making him T6 with MoN), Hatred and the ability to re-roll AS. The Terminator Champion also got lucky and received Shrouded and Fleshbane. Cultists sat on or advanced towards objectives, CSM & Obiliterators hung back to shot stuff and Terminators munched on up to chop things to pieces.
|The initial set up - 6 objectives overall I had two of them at the start and 1 more within a single move. All of the fast moving nasty high strength Necron stuff was on my right flank.|
|Basically Necron Space Marines with the extra save|
|Very cool models but very easy to kill|
|The two battlelines draw closer to each-other no one's dead yet but I manage to get first blood when shooting takes out the flying weird looking Jet Bike things|
Enjoyable thing about this game was that my Lord finally got into melee combat where he just went berko. The Terminators existed largely as wound buffers but the Heavy Flamer definitely came in handy prior to assaults. Those extra Necron saves were just annoying as hell though although having a unit with AP2 weapons meant they only got one save not two. The Black Mace proved to be great when it got wounds through and as I was rolling 5-6 each round the Lord was wacking out 8-9 attacks +1 for the charge nearly every turn. AP4 though is weak even when you wound on 2's having hatred made a big difference.
|Necrons feel the pain when the Black Mace's curse kicks in and they start failing toughness tests|
|Cultists survive 7 rounds of combat against Scarab swarms who kept getting reinforcements shot into their ranks by the flying thing behind them.|
|This didn't end well|
|This didn't end well either - S7 with 3-4 attacks each is hard to defend against|
Terminators quite frankly suck ass if they were a WHFB unit they would as Elite infantry have 2 wounds each not just 1 so here in 40k they died like flies. CSM Lords are just awesome in combat but they need to get their to be effective. Cultists are also pretty good just need more of them only have 35 models when 80 would be better. Infantry based CSM are always going to be fighting up hill though but the Gift of Mutuation is something I really do like.