City Rumble with Chaos and Iron Hands – Battle Report

I’m working on refining my 1,750 list for a tournament this month, and I got to play against Iron Hands to test it out. I took my rough list from the previous week, and ironed out some of the kinks to optimize it. I’ve found that I enjoy having some Tzeentch units in my list. It really rounds out my typical lists, and gives me more options in general. Speaking of, here’s the list.

Disciples of Twilight (Chaos Space Marines) with Daemons Ally: 1,750

HQ

  • Soulgore (Chaos Lord) – Bolt Pistol, Axe of Blind Fury, Sigil of Corruption, Chaos Bike, Mark of Khorne, Melta Bombs
  • Herald of Tzeentch – Psyker (M2), Disc of Tzeentch, Exalted Reward

Troops

  • Vengeance (Chaos Space Marines) x 5 – Veterans of the Long War, Plasma Gun
    • Aspiring Champion – Melta Bombs, Combi-plasma
    • Rhino – Dozer Blade
  • Redemption (Chaos Space Marines) x 5 – Veterans of the Long War, Meltagun
    • Aspiring Champion – Melta Bombs, Combi-melta
    • Rhino – Dozer Blade
  • Daemonettes x 10
    • Alluress

Fast Attack

  • Spawn x 2 – Mark of Nurgle
  • Spawn x 2 – Mark of Nurgle
  • Chaos Bikers x 7 – Meltagun x 2
    • Champion – Meltabombs
  • Screamers of Tzeentch x 5

Heavy Support

  • Forgefiend – Ectoplasma Cannon x 3

Lord of War

  • Chaos Knight Errant – Ion Shield, Heavy Stubber, Thermal Cannon, Foe-reaper Chainsword, Daemon Knight of Tzeentch, Dirge Caster

My opponent, Karl, threw together a list. He had not brought the units he had lists for, so he had to adapt his list. If I recall, he had: Librarian, Techmarine, Tactical Squad (5) w/Razorback x 2, Scouts (5) w/Land Speeder Storm x 2, Venerable Dreadnought w/Drop Pod x 2, Ironclad Dreadnought w/Drop Pod, Landraider Redeemer.

The Game

We played the standard Maelstrom mission (3 cards). I got to setup first.

For my first turn I advanced, but kept my units together so that drop podding Dreadnoughts could not isolate units. What little shooting I had went poorly. The Knight tried to charge a Land Speeder Storm, but he failed the 11″ charge. I got no points this turn.

Karl sent in both Dreadnoughts aggressively on my left flank, both landing near my Forgefiend. One Dreadnought shot an Ectoplasma Cannon off my Forgefiend. Scouts on my right moved to get an objective in front of my army. The Librarian, on the left, got off Iron Arm and Force, charged my Spawn, but then failed to do anything to the unit. The Spawn put a wound on the Librarian in return though. Karl scored a point, 1-0 Karl’s favor.

Uh O

My line was being overrun with Dreadnoughts, and my best answer – the Knight, was too far away to be of use. I re-positioned my line to move the Screamers and Herald to a Dreadnought. My Lord and Bikes moved forward, fired on a Razorback and destroyed it. My CSM on my left unloaded Plasma Guns into a Dreadnought, and I think I got one glance. On my right, shooting saw that Storm go down. Then my favorite part, close combat!

Soulgore (Chaos Lord), and Bikes got into the disembarked Tactical Squad, and Soulgore took all 5 out. The Chaos Gods gifted him with Eternal Warrior for his service. Two Spawn charged the left Storm and blew it up. The poor Scouts got themselves pinned as well. My Knight charged the Scouts who lost their Storm on the right, and took them all out. The Herald and Screamers charged into the Dreadnought, I lost 4 Screamers, failed Daemonic Instability and lost the unit. Finally, his Librarian took out both Spawn with Force.

I managed to score 5pts this turn for destroying 3 units in close combat, and for the Scouts getting pinned. Score 1-5, my lead.

Related Reading  Origin (Part 2)

Things got very messy from here with close combats continuing every where on the board. One of Karl’s Dreadnoughts got into my 5-man CSM squad, but they got lucky and held up. Soulgore, who had lost his Biker retinue to serious shooting, went to help out those CSM, and he destroyed the Dreadnought in close combat. The other Dreadnought in my line had charged and destroyed my Forgefiend. The same Dreadnought went on to charge my Knight, and put 3 hull points on it the first round. The Dreadnought and Knight got mutual destruction the following phase by punching one-another out.

Land Speeder Storm
Late game we were both very thin on units, having spent most of it in combat. Karl had sent Scouts after my lone Aspiring Champion to clear me off an objective he needed. The Champion won the combat, and he ascended to Daemonhood! The Champion reveled in his glory. He was blessed as a Daemon Prince! Oh, that objective I was supposed to hold? Screw that. Look at me! Karl got the objective from me because my Champion turned into a Daemon Prince (non-scoring). I didn’t care though. That’s maybe the third time I’ve ever managed that result since the codex came out.

Landraider

In the end, the objective he snagged from me wasn’t enough. Karl had climbed back into the game mid-way through, but by the game end the final score was 12-8, a victory for Chaos.

Conclusion

That was a hell of a game. My second turn went pretty well for me, barring the loss of the Herald and Screamers. That unit went down due to the second failed Grimoire. Had Grimoire been up, I would not have lost a single model. That got me thinking that I’m better off ditching the Exalted Reward, and instead giving the Herald another psyker mastery level to put him at 3. Historically I just have terrible luck with the Grimoire, and I just feel the Herald as an M3 psyker is more reliable. At the very least, he won’t screw over a unit with a failed Grimoire.

My Chaos Lord on bike worked well also. I usually have him on a Juggernaut, as I love the gains you get with it. I needed points for other things in the list, so an economical bike it was. I didn’t miss the Juggernaut in this game at all, and the bike does have the added advantage of turbo-boost when needed.

I have to get better with the Herald and Screamers. The previous game I was too aggressive with them and lost them. The same was true this game. Granted, it was by my choice this time, but I should not have made that charge with a failed Grimoire. At least if I sat there, he would have had to choose his target to charge, and it likely would not have been the Screamers. That would have bought me a turn to pass Grimoire (hopefully), and then bail out whatever it went for.

So, the only adjustment I see making is the Herald going to M3 by losing the Exalted Reward. I had fun with the list, it did well, so it’s just a matter of getting better at wielding it.

Related Reading  Flash Gitz in 6th, are they any good yet?

 

  • Good report as ever chief. Many more practice games before the tourney?
    Looking forward to seeing that night together.

    • Two more test runs, if I make both weeks that is.

      Taking a short break on the Knight. Trying to get my Herald of Tzeentch together so I can represent him, then back to the Knight. Still got a fair bit of planning to do on the Knight. So many decisions…

  • Berman

    Demon Princes are scoring, they just aren’t Objective Secured. So when your champion turned he could have still claimed the objective, assuming all the scouts where dead.

    • Except that the Boon Table specifies that a Spawn or DP created by it is non-Scoring, and GW haven’t Errataed that :P

      Scouts still would have taken it because ObSec as I read it, but yeah, there’s some GW fail there.

      • Berman

        Wow that is terrible.

        • Knight_of_Infinite_Resignation

          typical GW, no real FAQ or updates in 3 years for Chaos Space Marines except a couple of crappy supplements. If you play Khorne you have KDK, but hello GW, there are players of other Gods/Legions out there!

          • I will never understand why Chaos gets so overlooked by GW. If they did it right, gave the players what they’ve been waiting for, they’d have one of the best selling codices easily.

            • Knight_of_Infinite_Resignation

              it is incredible that we still have expensive and awkward hybrid sets for the main troops of Tsons, Nurgle and Slaanesh and the dreadful ancient dancing berzerker models!

              • Yeah, and that’s just the tip of the iceberg I fear.

      • And they likely never will address it until we get a new codex, and then that codex will need an FAQ/errata that we won’t see either.

        • Brennan Barni

          Chaos should probably get the next codex. Either them or Orks, I think.

          • At least Orks have a 7th codex. It’s not a good one, but it’s “current”, where Chaos was the first 6th codex and very outdated.

            • Brennan Barni

              I thought Orks still had a 6th edition codex? The Chaos codex is the oldest one in current circulation, I think.

              • Nope. They were the very first 7th codex to come out. I know because I bought it all excited, and then quickly realized what a pile of crap it was.

                • Brennan Barni

                  Aw man, I love Orks. :( I was going to play them instead of Space Wolves, but I heard their codex was shit. At least once Dark Eldar and Chaos are updated to 7th, Orks might end up being the first to get a codex upgrade to 8th! <:)

                  • There never seems to be any logic to the order that they choose codex updates. Space Marines have had 2 new codices, and Tau also, since the last Chaos book. They do seem to base it entirely on projected sales, and then slide them into a financial quarter where they need a boost.

                    Also, being the first codex in a new edition is rarely good. What I find happens is being the first is like a beta test. Every codex that comes out after that first one has more of everything, and what they get is also better. The Chaos book, first in 6th, wasn’t/isn’t bad, but every 6th book after them was stronger. Orks, same way. Orks were the first in 7th, the codex is terrible, but they also lack the number of formations and detachments that other 7th books have.

                    • Brennan Barni

                      With this “Wulfen Edition” that Space Wolves are getting, I hope we might see other early (Pre Decurion) 7E codices get effective formations similar to those that Space Wolves will have in the new “Wulfen Edition” of their 7E codex.

                      A few powerful formations could potentially take Orks a long way.

                    • Very true. I’ve been praying for a Speedfreek formation since day #1.

                    • Brennan Barni

                      Hell, I’d just settle for a certain formation of Boyz that make Mob Rule a little less punishing.

  • Dude. His Dreads were on fire. Even with the extra Attacks, that was some hot rolling on his part.

    Something about Screamers just seems to encourage over-aggression. I’ve picked up First Blood off Daemon Players so many times because they over-extended their Screamers. Don’t know what’s up with that.

    • Yeah, his first round of combat he hit with everything, then got 3 pens and 1 glance. I saved 2 pens and the glance, so 1 pen got through. It could have been a whole lot worse. Knights with a 5++ don’t suck :)

      For me, it’s the speed of the Screamers that just makes me want to push them forward. They are a good unit too. Not amazing, but versatile and fast, so you just feel compelled to get them into something.

  • Berman

    I’d maybe keep the exalted reward and go for the portaglyph instead. A few backfield scoring units, especially say horrors that give you more dice on your mastery 2 guy would be a more usable than 1 more power.

    • I don’t happen to have Horrors to summon though. My Daemons collection is pretty sparse. I keep holding off on buying much of anything expecting a new codex sooner than later. Well, it’s later.

      It’s a solid idea though.

  • Brennan Barni

    The Iron Hands’ reliance on the strength of their metal renders them weak of will and spirit. The Sons of Russ will crush your ruinous heretic legion under the might of their indefatigable glory! :P

    • Ah, but you see, Chaos can never be truly destroyed.

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