Last night I got to play Kamui and his Orks with Imperial Guard allies. I of course had my Chaos Marines. This would be my first real match-up against an infantry heavy list and I knew I had my work cut out for me.
Kamui’s list at its core featured a bunch of units of Boyz backed by Boomwagons, Lootas and small Imperial Guard squads packing lascannons. My list featured Nurgle Spawn and Bikers as the spearhead along with a Maulerfiend while supported by some CSM squads and Cultists lead by Huron. Oh, and some Havocs and Oblits.
The game…it was brutal. Long story short I wanted to hammer down a flank that would keep me relatively hidden from his long-range fire support, and so I tried, but I had some bad rolls (honestly not blaming the dice on this though) that cost me a few crucial charges and some bad luck opening Trukks of all things. Yeah, those AV10 open-topped vehicles are tough! Ultimately what ended up happening as a result was I was hitting him in pieces and crumbling.
By the end of the game on turn #5 I had 3 models left, 2 Oblits and 1 Havoc. However, I managed to pull a draw on the primary (objectives – I shot him off it last turn and got the lone Havoc in contest range), we drew secondary (get into the enemy deployment zone), and, I’m just now realizing Kamui, I won the tertiary of having your Warlord kill more models than your opponent. For the bonus points Kamui took 2pts there and me none. So, I actually won this 18 – 15…with 3 models left, shit. Last night we completely forgot about the tertiary and thought Kamui had won by 2pts.
Regardless though, I got my ass thoroughly handed to me. I managed to take out a few Trukks, a Boomwagon, and three squads of Boyz, which is a small dent in the list he brought. I think my strategy was pretty sound, and dice rolls weren’t doing me any favors, but ultimately I’m realizing I need to refine my list to be capable of taking on an infantry heavy list like this. My list is geared for speed and has some ranged support for opening transports to let my faster units get into combat. I’m relying on combat to take care of infantry and as I last night pointed out, that’s not going to work against everyone. So, time to tweak the list to round it out some.
Unit/model performance wise, the Maulerfiend had one of his best games yet. He took out a squad of Boyz on his own and aided my Spawn in mauling another mob. He lived longer than is usual but Kamui had two terrible rounds of shooting at him which helped a lot. Having the magma cutters on him let him splat a Nob as well, so I’m continuing to like how those work out.
Spawn did good as well. They were a unit with a failed charge I needed early game but the one they did make took down 12 Boyz. In that same combat the Maulerfiend took out 4 and the unit was then run down. As usual, they took a lot of fire and eventually disappeared. Had I been a bit more aggressive with the unit I think I’d have done better.
My Bikers got a raw deal this game. They, along with the Spawn, were spearheading into the center while I tried to pincer on the left flank with other units. The charge the Spawn failed was to aid the Bikers and that left my Bikers against 20’ish Boyz. Over the next two combat phases those Bikers got buried and the last one ran away to never rally.
Opposite of my Spawn, I need to be a bit less aggressive with this unit. I need to use them as intended, firing melta to crack open transports and assault smaller squads. If I’m going to get aggressive with them then I need to let the Spawn lead them.
Huron did well but wasn’t a game changer in this one. My infiltration let me get closer but it didn’t account for much with two failed charges by the Cultists he was leading. The random psychic powers are…random. I got fiery shield once (4+ cover from shooting), which aided the Cultists a ton but the rest of the game his powers didn’t effect much of anything. Huron did take out a mob of Boyz, pretty well on his own, but that was about it. That being said, that was what did win me that tertiary and in turn the game so I’ll take it.
All in all a good game. I may have won but I assure you it didn’t feel like it. I gained some valuable lessons though and found a weakness I need to shore up so it’s all good.