Wednesday night I played a 1,600 game of Warhammer 40K against Space Marines, Iron Hands specifically. As usual we played a Maelstrom of War mission and got the one where you start with one card and gain on each additional turn.
The list I brought along was the same as last week. I’ve been trying to stick to something to improve how well the list performs, instead of a new list each week, and to work on nailing down a core to my army and developing a style to lean on.
Here it is again.
Chaos Space Marines – 1,600
- Soulgore (Chaos Lord) – Bolt Pistol, Axe of Blind Fury, Sigil of Corruption, Juggernaut of Khorne, Mark of Khorne, Melta Bombs
- Chaos Space Marines (10) – Icon of Vengeance,Meltagun x 2
- Aspiring Champion – Melta Bombs
- Rhino – Dozer Blade
- Berzerkers (10) – Icon of Wrath
- Berzerker Champion – Melta Bombs, Power Sword
- Cultists (10) -Autoguns, HeavyStubber x 1
- Cultist Champion – Shotgun
- Spawn (5)
- Heldrake – Hades Autocannon
- Obliterators (3) – Mark of Nurgle, Veterans of the Long War
- Havocs (7) – Veterans of the Long War,Autocannon x 1, Missile Launcher x 3
- Aspiring Champion – Melta Bombs
- Maulerfiend – Lasher Tendrils
My opponent’s list was very light on bodies but had a few serious threats. He had the Chapter Master all done up the way every single Iron Warriors player does it (I forget all the wargear but the Biker based tank of a dude). He also had a Librarian on bike, some Bikers of course, two Scout squads in Land Speeder Storms, Thunderfire Cannon, Techmarine on Bike, Stormtalon and an Imperial Knight. I think that’s everything.
He took first turn and his opening was painful. His Thunderfire took out 7 Berzerkers; I failed 7 of 9 saves. His Knight missed and his Bikes moved up a bit. Everything else was in reserves. I advanced Soulgore with Spawn up one flank, Maulerfiend down the center and the Berzerkers jumped in their Rhino and moved up the other flank. I had Havocs in the center with a fire lane down the center and right flank, which happened to be where he deployed most of his army.
I managed to charge his Bikes with my Spawn and Lord but my Maulerfiend failed his charge. This combat defined the game. On my charge I rolled a 1 on my daemon weapon but still got through 5-6 wounds, which his Chapter Master saved. I took a few wounds on Spawn in return. The combat went on until turn #4 with his Chapter Master tanking wounds and his Librarian using his force weapon to remove Soulgore and Spawn. I later got my Maulerfiend in there, who eventually died, and lastly my Obliterators. The Obliterators finally won and destroyed the unit entirely while having only one left alive.
Basically, I threw everything I could at that unit. It was his only mobile threat and he had so much tied up into it. The Knight I could avoid for a while, and did most of the game, but I knew if I could take out the Bike unit that I could go on to snag the points I would need to win.
The game was a slug-fest. At the end of turn #5 he had a 2pt lead on me but we went to turn #6. After turn #6 the game was a tie. We rolled turn #7 and he gained 2 more points but then I drew cards that would give me 3pts without trying, probably 5 if I tried. The game was over.
It was a great game. Nether of us had much left at the end. Keeping that Bike unit tied up allowed me to maneuver the rest of my army and deal with the Scouts when they arrived. My Heldrake hunted and took out the Stormtalon and the Knight I just disregarded. Had he been more aggressive with that Knight the game would have been different. He kept it back defensively instead of putting it in my face as a threat I could not ignore.