Last night I got to play against Kamui’s Rebel Grots (counts-as Imperial Guard), with my Disciples of Twilight (Chaos Marines). We’re both working out lists for the spring event, Fratris Salutem, and both experimenting. We played one of my missions, Battlefield Superiority, where the primary mission is table quarters, secondary is kill points and tertiary is objectives.
For me the big thing I was experimenting with was a Warpsmith (WIP model can be seen here), and Mutilators. I gave them a Land Raider in hopes of actually getting into combat before being shot to death. It sort of worked. Kamui had a Devil Dog and was able to nuke my Land Raider on the first turn. However, I had the top of the turn so I did make midfield before losing the ride. The Warpsmith and Mutilators went on to smash the Devil Dog in return and eventually the Mutilators died to mass fire.
The long and short of the game itself was that I rushed Kamui to pin him into his deployment zone; it was the old spearhead deployment. There were two choke points that I flooded early to trap him in. I took some serious early casualties doing so but eventually breached the choke points and dragged the Grots down in assault. His list was solid but with terrain and deployment he was in a tough spot from the get-go.
As for the rest of my experimenting, it went alright. Losing that Land Raider out the gate was upsetting but that was my mistake as well, putting myself in melta range. Ultimately the Mutilators did very little but they did absorb a ton of fire as I wasn’t rolling my typical 1’s for their armor saves for once. After they went down I moved back my Warpsmith to join the Obliterators. The Warpsmith managed to curse a Leman Russ before dying to volume of fire but that curse caused the Leman Russ to get hot and loss its final hull point. A fitting departing gift.
The shatter defenses worked out pretty well. I shattered a ruin that I figured Kamui would infiltrate his Ratlings into, and I was right, he did infiltrate in there. The shattered ruins helped me remove those Ratlings with fire and put a few glances on a Leman Russ sheltering behind the ruins. Ultimately not game changing but a nice little effect.
I’m pretty happy with how the Warpsmith played out. He wasn’t amazing in this game but his utility definitely helped me out and that’s the thing I have tried to find, a good utility HQ. The first HQ choice in that regard most think of is the Sorcerer and I like the Sorcerer but I have never had great luck with him. He tends to meet an early demise, can’t get off his powers, my opponent denies the witch…always something. I know others have great luck with him and maybe it’s just that he doesn’t fit my play style. The Warpsmith’s utility is easier to utilize. Shatter defenses is automatic. The machine curse is treated like a shooting attack and he’s BS5. Then factor in fixing vehicles, mechatendrils and that he’s decent at close combat and I have a utility character that fits my style more.
The Mutilators on the other hand, I’m still not sold on them. Most everyone writes these guys off without a second thought, much less play testing, but I prefer to make informed decisions. So far in my play testing I have had very little success with them. I think the only way they are going to work for me in my lists is by deep striking them aggressively and either letting them tear stuff up the next turn or draw a ton of fire to allow the rest of my army to advance. I have not written them off yet but I’m getting close.