Lately I’ve been playing around with the Black Legion Warband formation. I won’t detail it, but basically the formation consists of the power armor units. The benefits are rolling twice on the Chaos Boon table, when applicable, and choosing one or both results. Also, in any phase in which an enemy unit is completely destroyed, the rest of the warband gets to re-roll 1’s to-hit and to-wound for that phase.
It’s a neat idea, and the re-rolls are what drew me to it. Plus, I just generally like how Black Legion formations are setup. The formations are all focused on your core units in the army: Lords, Chaos Marines, Raptors, Bikes, etc. It’s almost like a back-to-basics approach, and I’m finding it refreshing right now.
On to the Game
On Wednesday I got to play an 1,850 game with the formation. I played the previous week with the formation as well, and it did well enough, though I lost the game. I refined the list from what I learned there, and this is what I came up with.
Disciples of Twilight – 1,850 Black Legion Warband
- Soulgore – Chaos Lord – Bolt Pistol, Axe of Blind Fury, Sigil of Corruption, Juggernaut of Khorne, Mark of Khorne, Melta Bombs
- Warforce – Sorcerer – Psyker (Mastery Level 2), Bolt Pistol, Force Weapon, Spell Familiar, Sigil of Corruption, Jump Pack, Melta Bombs
- Gorgons – Terminators (5) – Mixed Power Weapons, Combi-melta, Reaper Autocannon
- Deathcry – Helbrute – Twin-linked Lascannon, Power Fist
- Hellscream – Helbrute – Multi-melta, Power Fist
- Vengeance – Chaos Space Marines (10) – Plasma Guns x 2
- Champion – Melta Bombs
- Redemption – Chaos Space Marines (10) – Meltaguns x 2
- Champion – Melta Bombs
- Raptors (10) – Meltagun x 2
- Champion – Melta Bombs, Power Sword
- Chaos Bikes (8) – Meltagun x 2
- Champion – Melta Bombs, Lightning Claw
- Havocs (9) – Autocannon, Missile Launcher x 3
- Champion – Melta Bombs
Everyone has Veterans of the Long War. I just didn’t want to type it for each unit ;)
I played a new player to the shop, Scott. He brought his Dark Angels. Also, Scott had not played a game in 7th yet. I like teaching people, and honestly, I’m a bit of a softball when it comes to an opponent. So, it seemed like a good pairing.
Scott’s list was a bit of a mix of stuff. The big scary part though was the Deathwing formation he took.
I suggested we play the standard Maelstrom mission, being the easiest on someone new to 7th. Scott go to set up first, but I then stole the iniative.
Thor’s Turn #1
I advanced up a bit, but not too far, trying to take cover from the Plasma Cannons I knew would be coming my way. I had two priorities: take out the Dreadnought with the Plasma Cannon, and take out the Ravenwing Bikers because they had a homer/beacon/whatever for the Deathwing.
That was the plan – the reality varied. I put a glance on the Dreadnought, and killed 2 of the 3 Ravenwing. They didn’t want to run away though.
Oh, Psychic Phase saw my Sorcerer take a wound from Perils. That was all.
My recollection on points this game is non-existent, so I won’t even try.
Scott’s Turn #1
Scott’s Assault Squad with Chaplain moved forward, while most everything else hung out. I really don’t recall much of anything happening…
Thor’s Turn #2
It was time to close the gap and get into combat.
My Terminators arrived by Deep Strike. Deathcry (Helbrute), put another hull point on the Dreadnought, and the Terminators finished it off with a combi-melta.
Everything else moved forward for charges. My Sorcerer and Raptors landed in a ruin to get at the Assault Squad and Chaplain. Well, my Sorcerer tripped on some rubble when he landed and died.
On each flank both Rhinos advanced up as well.
The Raptors made their charge, but the Chaplain, wielding some mace relic that was BRUTAL, smashed in the heads of around 4 Raptors. Oh, they also failed their Blind check.
Despite being Blind, the Raptors did well enough hitting, but only 2 Marines went down. I think I lost another from the Assault Marines, but the Raptors stuck it out.
In other news, Soulgore (Chaos Lord), and Bikes charged into a Tactical Squad. The Axe of Blind Fury refused to play nice and bit Soulgore, who took a wound from it. Still, Soulgore swung away and cleaved through around 4 Marines. Between Hammer of Wrath, and the Bikers’ attacks, the rest of the Marines were destroyed. I don’t believe I lost a Bike either.
Oh, so two Boon rolls for Soulgore. First result was Spawn, which I disregarded thanks for the formation, and then +1 initiative. Not bad.
Poor Hellscream (Helbrute), failed his charge on the last Ravenwing Biker. That made Hellscream sad.
Scott’s Turn #2
Both Deathwing Terminator Squads arrived, landing near the last Ravenwing Biker, and the Venerable Dreadnought landed near my Bikes.
Speaking of, the Venerable unloaded into my Bikes and killed off one. Deathwing shot at a Rhino near them and failed miserably to penetrate it. However, the Devestators pounded on my left Rhino and wrecked it. The CSM inside, of course, decided to get themselves Pinned.
Between the backfield Tactical Squad with Plasma Cannon, and the shooty Deathwing, my Terminators were toasted.
The Chaplain swung away some more with this big nasty mace, and he killed off the last of the Raptors.
Thor’s Turn #3
Soulgore and Bikes lined up a multi-charge on a 5-man Tactical Squad and the Assault Marines. My CSM in the Rhino on the right killed off 4 of the 5 Tactical Marines. The last Marine left had the Plasma Cannon of course.
Having properly soothed the Daemon inside the Axe of Blind Fury, it decided to cooperate this turn. Soulgore challenged and the Chaplain took it – the poor fool. Soulgore wound up and swung away with 11 attacks. God I love Daemon weapons. The Chaplain was split in half, and 7 wounds spilled out to kill all but one Tactical Marine. That last Tactical Marine was killed off, and I took nothing in return.
Scott’s Turn #3
One Deathwing Squad opted to go smash my Rhino, and they did so in grand fashion. The other wanted to go kill my two Helbrutes, and try they did. They multi-charged in and lost 3 Terminators before they could swing. The Deathwing weren’t feeling it, and they did no damage to either Helbrute.
Elsewhere, the Venerable Dreadnought killed off a Bike with shooting and then charged. I got a glance with a Krak Grenade. Soulgore failed to get a single 6 with his attacks prior for any glances. Then the Venerable put in 4 wounds. Three Bikes fell and Soulgore failed his 4++ for Instant Death.
Remainder of the Game
We were both bloody and beaten, and the points were tied up after turn #4: 5-5. My Helbrutes fell the following turn, as did my CSM on the right flank. All I had remaining was my Havocs and some CSM on the left. You haven’t heard much about my Havocs. That’s because they were in a poor spot. Line of sight was terrible, but they did take the last hull point off the Venerable later on.
Scott was able to secure the field pretty well. With the cards he pulled the final turn, he gained 6pts to win the game 10-5.
It’s a Wrap
As far as points go, I took a solid loss, but the game was brutal for both of us. He had less left than me, a bunch of scattered tiny squads, but they were able to get into position to score points. Scoring points wins games too, go figure!
What a tough break for my Sorcerer. The poor bastard hasn’t lived up to his name of Warforce for a while now. Going for the Assault Squad with Chaplain was a bad move in hindsight, at least for my Raptors. The mace is +3 strength, and counts as AP1 against Chaos Marines. Just brutal. I should have sent in Soulgore for that, and then let the Raptors go take the Tactical Marines. Basically, I should have swapped targets on turn #2.
I think that was the turn that cost me, though I didn’t know it at the time. Had I sent Soulgore for the Chaplain, that would have left them in position to run at Deathwing later. Soulgore loves to kill Terminators. Instead, my best asset for dealing with Terminators was out of position and died as a result.
The Black Legion rolls on the Boon was nice. Disregarding Spawnhood was pretty damn handy. The re-rolls never came up though, the formation benefit. It could have in a few cases, but I keep forgetting to sequence things properly to utilize it. I like saving Soulgore’s combats for last, a thematic build-up. However, had I been doing those first then the other combats would have had re-rolls. Live and learn!