November we have our big annual 40K tournament, the Standish Standoff. I figured I’d start working towards that with my lists, and I also wanted to try out some new stuff in Traitor’s Hate. The list I used is pretty tame, but I was aiming for a theme.
The formation I was trying out was the Helforge Warpack: 1 Warpsmith, 3-5 of Helbrute, Maulerfiend, Forgefiend, and Defiler in any combination. The benefits are getting to Daemonforge twice a game, and one vehicle becomes the Alpha and gains a 4+ invulnerable. If the Alpha die then the rest get rage.
It’s a pretty mild formation, but it’s easy to work into a list.
I also wanted to play with the new psychic powers, so I had my Sorcerer roll on the Heretech discipline. That discipline is all for vehicles, and I was hoping to get the one to restore a hull point, fix a weapon, or immobilized result. It’s not a discipline most would look at as great, but it fits the theme.
Here’s my list.
Disciples of Twilight (Chaos Space Marines) – 1,750
- Maelstrom – Sorcerer: Psyker (Mastery Level 3), Combi-bolter, Force Weapon, Terminator Armor, Spell Familiar
- Redemption – Chaos Space Marines (8): Veterans of the Long War, Meltagun x 1
- Champion: Melta Bombs
- Vengeance – Chaos Space Marines (5): Veterans of the Long War, Plasma Gun x 1
- Champion: Melta Bombs
- Devestation – Obliterators (3): Mark of Nurgle, Veterans of the Long War
Lord of War
- Chaos Knight Paladin: Ion Shield, Heavy Stubber x 2, Rapid-fire Battle Cannon, Foe-reaper Chainsword, Dirge Caster, Daemon Knight of Tzeentch
Helforged Warpack Formation
- Grimtech – Warpsmith: Mechatendrils, Bolt Pistol, Power Axe, Mark of Nurgle, Aura of Dark Glory, Blight Grenades, Melta Bombs
- Deathcry – Helbrute: Twin-linked Lascannon, Power Fist
- Maulerfiend: Lasher Tendrils
- Ragefist – Defiler: Battle Cannon, Reaper Autocannon, Twin-linked Heavy Flamer, Power Fists x 2, Dirge Caster
I played Steve and his Raven Guard (Blood Angels). We rolled Cloak and Shadows (hidden cards), and Steve set up first. I failed to seize the initiative.
Steve advanced up a bit, mostly on my left. He didn’t have much shooting, as I hid most of what I could. The Whirlwind (some variant with anti-vehicle rounds), fired on my Helbrute and got a penetrating hit. My Helbrute shrugged it off with his 4+ invulnerable; I made him the alpha.
Despite a lack-luster shooting phase, Steve got the 4 objectives he had cards for. He had the Warlord Trait to pull an extra turn #1.
Points: 4-0, Steve’s lead.
My middle and right units moved up.
Maelstrom (Sorcerer), cast the power on my Defiler that gives him Machine Spirit. The Defiler then shot his Battle Cannon at the Furioso Dreadnought in front of them, got a pen, but it was saved. The Reaper Autocannon went at the fancy Whirlwind, but got nothing. The Knight also fired his Battle Cannon at the Whirlwind and stripped off the missile launcher weapon – whatever it’s called. The Obliterators fired on a Razorback and stripped it’s Lascannon off.
In the assault phase, my Defiler made an 11″ charge into the Dreadnought in front of him. The Dreadnought put 2 hull points on Ragefist (Defiler), and immobilized him. Ragefist did 1 hull point back, also immobilizing the Dreadnought. My Knight had failed his charge at a Razorback.
I know I had a bad hand this turn for cards, and I don’t think I scored anything.
Points: 4-0, Steve’s lead.
Steve’s Land Speeder came in from reserves.
Between the Speeder, and some Razorbacks, my left Rhino went down. Some Tactical Marines jumped out of their ride and put two melta shots into my Knight, doing 3 hull points.
Dante and his Command Squad charged my Maulerfiend, and Dante smoked it. The Furioso finished off my Defiler before it could swing.
Steve got First Blood, and I believe another point.
Points: 6-0, Steve’s lead.
The Knight moved towards Dante and crew. The Warpsmith jumped out to fix the Knight, and he did, restoring a hull point. Obliterators with the Sorcerer continued up the right flank.
Maelstrom cast Flayerstorm (think that’s it), on a Whirlwind in front of them. He got it off, and it does D3 hull points to the vehicle. I got 2 hull points on the Whirlwind to finish it off.
In shooting I unloaded most everything into Dante’s squad, and killed off a few.
The Knight charged into Dante’s squad and killed off all Dante and a few Marines, leaving the Chaplain and a Marine. I lost a hull point to a Melta Bomb.
I scored a few points this turn, as I recall.
Points: 6-3, Steve’s lead.
The Baal Predator showed up from reserves and flamed down 3 Marines with Grimtech (Warpsmith). I don’t recall shooting otherwise doing much.
Steve charged in 4 Tactical Marines with the Knight. My Knight finished off the last 2 models from Dante’s squad, but the new Marines stuck around.
Points: 6-2, Steve’s lead.
I pretty much held my position, having drawn some cards for objectives where I was.
I seem to recall my Sorcerer doing the D3 hull points power again on a Razorback, finishing it off. The Obliterators took a shot on the Land Speeder and immobilized it.
Deathcry (Helbrute), made an 11″ charge into a Razorback and smashed it. My Knight killed off the remaining Marines in combat.
I think I scored 2pts.
Points: 6-5, Steve’s lead.
The Death Company Dreadnought, who had been slogging up the left side of the field, finally got in range of my Knight. The Dreadnought charged in, thew 7 attacks (I believe), landed 6, and got 5 results. My Knight saved 4 of the 5 results, and the one that got through did a hull point. In return my Knight made short work of the Dreadnought.
Some Tactical Marines fired on the rear of Deathcry and shook him.
The game is getting fuzzy, but think that was all of note.
Points: 6-5, Steve’s lead.
My Knight moved over and smashed the Baal Predator. Most everything else stayed put again, thinning down some Marines.
I did score a point though.
The Rest of the Game
The game went to turn #7. Steve’s mobility was gone, so I was running around snagging the points I could for objectives, and taking shots where possible. When the game concluded, Steve only had the immobilized Furioso remaining.
The final score was something like 7-11, victory to me.
That is the first time in a VERY long time that I beat Steve. Steve has a knack for clearing his hand during games, like the first turn with all 4 cards. His continued slow creep in points, combined with my bad hands, had me worried. However, my Knight did his job well. Between its shooting, and close combats, the scariest threats were removed.
Maelstrom (Sorcerer), did pretty damn well also. That Flayerstorm power is pretty damn impressive. Being able to immediately remove D3 hull points is amazing. Maelstrom outright removed 2 tanks with that power, and contributed to a third.
The Helforged Warpack formation was neat, but not game changing. That 4+ invulernable came in handy on Deathcry for sure. However, I never had the chance to utilize Daemonforge once, let alone twice. By the time Deathcry went down, nothing remained to make use of Rage. I’ll probably use the formation again at some point, but most likely if I need to shoe in some more walkers if needed, not so much for the benefits. I don’t see myself building around this formation at all.
I have said this before, but I will say it again, making a Knight a Daemon is worth it every single game. That 5++ saved him from that Death Company Dreadnought big time. Without that invulnerable, the Knight would have been smoked. The Tzeentch upgrade is 65pts, but it’s 65pts that’s always well spent. Regardless of the god you like, take it as a Daemon Knight. You will not regret it.
A great game, and I need to figure out what to try out next from Traitor’s Hate.