The Corroad Goes Ever On and On: The Line of Scrimmage

Last week I talked about the upcoming teams scrim against our club’s A team and promised to write about it. The good news is, we played the games. The bad news is, it went terribly!

Going in to Tuesday, our team composition was:

  • Liam – Blood Angels
  • Wings – Necrons
  • Tom – Chaos Daemons
  • Luke – Imperial Knights (replaced at short notice with a guest playing Votann)
  • Ash – Death Guard

This is basically what we’ve used for previous practice and for our last event, with the exception that Luke was playing Aeldari before that army was smashed out of competitive relevance. It’s not the best set-up in the world, but it’s armies that all of us are familiar with and comfortable playing, so it was working ok.

Looking at the opposing line-up for the scrim it became pretty clear that it was not going to keep working ok. Our opposition was Imperial Knights, Chaos Knights, Genestealer Cults, Adeptus Mechanicus, and Dark Angels. We had a good plan for the GSC and the Dark Angels, putting our Necrons and Death Guard into them, but our team doesn’t really have much of an answer into either Knights player except for our own Knights, which weren’t present. What that means is that we have two games we’re likely to take medium to heavy losses in before we even start pairings (both Knights), two games where we’re looking for narrow wins (GSC and Dark Angels), and then a toss-up on the Ad Mech. That isn’t really a winning formula.

The pairings went ok, given the above, but there’s only so well they can go when you’re starting from “we probably lose 3 of these games.” In the end we got:

  • Necrons into GSC
  • Death Guard into Dark Angels
  • Chaos Daemons into Imperial Knights
  • Leagues of Votann into Adeptus Mechanicus

Which left me on Blood Angels into the Chaos Knights. The good thing is that this game was educational.

My list was the same as last weekend:

++ Liam's list - click to expand ++

Beneath a Burning Sky (1995 points)

Space Marines
Blood Angels
Strike Force (2000 points)
Liberator Assault Group

CHARACTERS

Captain with Jump Pack (100 points)
• 1x Plasma pistol
1x Power fist
• Enhancement: Speed of the Primarch

Commander Dante (120 points)
• Warlord
• 1x Perdition Pistol
1x The Axe Mortalis

Judiciar (85 points)
• 1x Absolvor bolt pistol
1x Executioner relic blade
• Enhancement: Gift of Foresight

Lemartes (100 points)
• 1x Absolvor bolt pistol
1x The Blood Crozius

Lieutenant with Combi-weapon (70 points)
• 1x Combi-weapon
1x Paired combat blades

OTHER DATASHEETS

Assault Intercessors with Jump Packs (90 points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Plasma pistol
1x Power fist
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
3x Heavy bolt pistol
1x Plasma pistol

Assault Intercessors with Jump Packs (90 points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Plasma pistol
1x Power fist
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
3x Heavy bolt pistol
1x Plasma pistol

Ballistus Dreadnought (140 points)
• 1x Armoured feet
1x Ballistus lascannon
1x Ballistus missile launcher
1x Twin storm bolter

Ballistus Dreadnought (140 points)
• 1x Armoured feet
1x Ballistus lascannon
1x Ballistus missile launcher
1x Twin storm bolter

Bladeguard Veteran Squad (160 points)
• 1x Bladeguard Veteran Sergeant
• 1x Master-crafted power weapon
1x Neo-volkite pistol
• 5x Bladeguard Veteran
• 5x Heavy bolt pistol
5x Master-crafted power weapon

Death Company Marines with Jump Packs (230 points)
• 10x Death Company Marine with Jump Packs
• 5x Astartes chainsword
2x Eviscerator
6x Heavy bolt pistol
2x Inferno pistol
2x Plasma pistol
3x Power fist

Infiltrator Squad (100 points)
• 1x Infiltrator Sergeant
• 1x Bolt pistol
1x Close combat weapon
1x Marksman bolt carbine
• 4x Infiltrator
• 4x Bolt pistol
4x Close combat weapon
1x Helix Gauntlet
1x Infiltrator Comms Array
4x Marksman bolt carbine

Reiver Squad (80 points)
• 1x Reiver Sergeant
• 1x Combat knife
1x Grapnel Launcher
1x Reiver Grav-chute
1x Special issue bolt pistol
• 4x Reiver
• 4x Combat knife
4x Grapnel Launcher
4x Reiver Grav-chute
4x Special issue bolt pistol

Sanguinary Guard (240 points)
• 6x Sanguinary Guard
• 4x Angelus boltgun
6x Encarmine blade
2x Inferno pistol
1x Sanguinary Banner

Sanguinary Guard (110 points)
• 3x Sanguinary Guard
• 2x Angelus boltgun
3x Encarmine blade
1x Inferno pistol
1x Sanguinary Banner

Scout Squad (70 points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 4x Bolt pistol
4x Close combat weapon
2x Combat knife
1x Heavy bolter
1x Scout sniper rifle

Scout Squad (70 points)
• 1x Scout Sergeant
• 1x Astartes chainsword
1x Bolt pistol
1x Close combat weapon
• 4x Scout
• 4x Bolt pistol
4x Close combat weapon
2x Combat knife
1x Missile launcher
1x Scout sniper rifle

Exported with App Version: v1.36.1 (87), Data Version: v640

Opposing me were Olly’s Chaos Knights.

++ Olly's list - click to expand ++

CK6 Infernal Lancer (2000 points)
Chaos Knights
Strike Force (2000 points)
Infernal Lance
CHARACTERS
Chaos Cerastus Knight Lancer (355 points)
• 1x Cerastus shock lance
Knight Abominant (325 points)
• 1x Balemace
1x Diabolus heavy stubber
1x Electroscourge
1x Volkite combustor
Knight Abominant (325 points)
• 1x Balemace
1x Diabolus heavy stubber
1x Electroscourge
1x Volkite combustor
Knight Abominant (325 points)
• 1x Balemace
1x Diabolus heavy stubber
1x Electroscourge
1x Volkite combustor
Knight Despoiler (335 points)
• 1x Daemonbreath meltagun
2x Despoiler gatling cannon
2x Heavy darkflamer
1x Ruinspear rocket pod
1x Titanic feet
Knight Despoiler (335 points)
• Warlord
• 1x Daemonbreath meltagun
2x Despoiler gatling cannon
2x Heavy darkflamer
1x Ruinspear rocket pod
1x Titanic feet
Exported with App Version: v1.38.0 (90), Data Version: v651
As we’re all practicing for the ITT coming up this weekend, we played the first mission from that event, which is Terraform/Sweeping Engagement. You can see all the missions and layouts for the event here.
I had the choice of this or the Imperial Knights and I chose this on the basis it had slightly more interest in getting into melee which is where I want to be too. I set up mostly on the right, where it was harder for the Knights to get angles early on, but is not where my home objective is. Olly put a Despoiler on each side of the table, the Lancer where it could attack my home turn 1, and the three Abominants in the middle.
Here’s how things looked at the end of turn 1:

End of turn 1

This feels fine. I lost the Scouts, after pulling Engage early and hauling them out there to score it, but I have several hammers up and I have a reasonable chance of killing two Knights on the right-hand side (the Castellan/Tyrant is proxying for a Despoiler). Olly failed his Battle-shock roll for the central Abominant which was super helpful as it locked him out of using any Stratagems on it like Counter-offensive. My plan here is basically kill those two, which degrades his capabilities sufficiently that I can get through turn 3, and then hope to pick up another one each turn until he runs out of assets to play the game with. The Death Company also rolled a huge charge, positioning them to jump onto his home objective, flipping it and potentially shutting down some of his other scoring.

I missed the kill on the Despoiler by 3 wounds and the Abominant by 1. None of my shooting achieved anything at all, and Olly high-rolled the saves on the Despoiler all the way through the Death Company punching it including rolling 14/17 3+ saves to keep it alive at the end.

From here the game turned around on me pretty quickly. Olly picked up all of the Bladeguard and Dante’s squad of Sanguinary Guard, and although he didn’t finish off the Death Company completely he did kill Lemartes via the Abominant using the Epic Challenge Stratagem to Precision him out. I was able to kill both the wounded Knights in my turn 3, but again missed the kill on his second Abominant on his home objective, which ended any hope of closing the scores up.

End of turn 2

End of game

I did at least kill a third Knight and flip his home, but it was a pretty dismal effort in the end and our final scorecard was:

2-18 isn’t the worst it could be but it’s not great. There were a couple of things I could have done better that would have narrowed the scoreline a little, and I could have taken Fixed instead, but I would have netted 30 instead of 25 there – which is relevant but wouldn’t have been enough. Potentially I ought to have held back another turn before putting any hammers out, which would have limited how much his Despoilers could have helped him out, but not by much.

Around the room our other games didn’t go a lot better, with the final scores being:

Necrons win 11-9 against GSC
Death Guard win 12-8 against Dark Angels
Chaos Daemons lose 5-15 against Imperial Knights
Leagues of Votann lose 1-19 against Adeptus Mechanicus

For a total of 31-69, a chunky loss. A couple of factors make this hard to evaluate – there were apparently some massive errors in the Ad Mech game that affected the result, and we’d normally have had our own Knights player which would have meant maybe we have a better game by putting them into one of the Knight players if we can, but there’s not a lot of getting around the fact that in a metagame where Knights are very strong and very popular we have no good answers for one Knights player and many will have two. I am sick of the word Knights.

With that taken into account, we’ve had a bit of a discussion and shuffled the team composition around. Our Death Guard player also has Ad Mech, and indeed it was his army being used against us, and the purpose of that list is to have a good game into Knights. The Blood Angels are probably our weakest link at the moment. As a result, we’ve switched around so that I’m now playing Death Guard, while Ash plays Ad Mech, on the basis that Mortarion’s Hammer has among the highest skill floors in the game so I probably can’t fuck it up too much. That gives us some much better options – Death Guard have a lot of favourable match-ups right now (the entire meta, minus Knights), and we have an army that will hopefully match well into Knights. It’s a drastic change given how little practice either of us have had with these factions, but it will hopefully work out.

To save myself some energy I have ripped off Steve Trimble’s list winning list from the Tacoma Open, in the hope that its proven formula will carry me.

++ Steve Trimble's Tacoma Open list ++

Death Guard
Mortarion’s Hammer
Strike Force (2,000 Points)

CHARACTERS

Lord of Contagion (110 Points)
• 1x Manreaper

Lord of Contagion (110 Points)
• 1x Manreaper

Lord of Virulence (110 Points)
• Warlord
• 1x Power fist
• 1x Twin plague spewer
• Enhancements: Tendrilous Emissions

OTHER DATASHEETS

Deathshroud Terminators (140 Points)
• 1x Deathshroud Champion
â—¦ 1x Icon of Despair (Aura)
â—¦ 1x Manreaper
â—¦ 1x Plaguespurt gauntlet
• 2x Deathshroud Terminator
â—¦ 2x Manreaper
â—¦ 2x Plaguespurt gauntlet

Deathshroud Terminators (140 Points)
• 1x Deathshroud Champion
â—¦ 1x Icon of Despair (Aura)
â—¦ 1x Manreaper
â—¦ 1x Plaguespurt gauntlet
• 2x Deathshroud Terminator
â—¦ 2x Manreaper
â—¦ 2x Plaguespurt gauntlet

Deathshroud Terminators (140 Points)
• 1x Deathshroud Champion
â—¦ 1x Icon of Despair (Aura)
â—¦ 1x Manreaper
â—¦ 1x Plaguespurt gauntlet
• 2x Deathshroud Terminator
â—¦ 2x Manreaper
â—¦ 2x Plaguespurt gauntlet

Foetid Bloat-Drone with Heavy Blight Launcher (100 Points)
• 1x Heavy blight launcher
• 1x Plague probe

Foetid Bloat-Drone with Heavy Blight Launcher (100 Points)
• 1x Heavy blight launcher
• 1x Plague probe

Foetid Bloat-Drone with Heavy Blight Launcher (100 Points)
• 1x Heavy blight launcher
• 1x Plague probe

Myphitic Blight-Haulers (90 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta

Myphitic Blight-Haulers (90 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta

Plagueburst Crawler (195 Points)
• 1x Armoured tracks
• 1x Heavy slugger
• 1x Plagueburst mortar
• 2x Entropy cannons

Plagueburst Crawler (195 Points)
• 1x Armoured tracks
• 1x Heavy slugger
• 1x Plagueburst mortar
• 2x Entropy cannons

Plagueburst Crawler (195 Points)
• 1x Armoured tracks
• 1x Heavy slugger
• 1x Plagueburst mortar
• 2x Entropy cannons

Poxwalkers (60 Points)
• 10x Poxwalker
â—¦ 10x Improvised weapon

Poxwalkers (60 Points)
• 10x Poxwalker
â—¦ 10x Improvised weapon

Poxwalkers (60 Points)
• 10x Poxwalker
â—¦ 10x Improvised weapon

Exported with App Version: v1.37.0 (1), Data Version: v647

Fingers crossed that the raw power of netlisting is enough. Ideally I would get a practice game in before the event, but it’s not looking likely – let’s find out how little you need to know about Death Guard to succeed with them. I do actually have some painted Death Guard stuff, but I am largely going to be borrowing from Ash, and also supplying him some Ad Mech from my ancient and unloved army of those.

Hobby-wise, I am getting back into the swing of painting after a couple of weeks off after jetting off to Sardinia at the start of July. These models predate that, but I haven’t posted them anywhere yet, so here is a Biologus Putrifier and a Painboss:

Biologus Putrifier. Credit: Corrode

 

Goff Painboss. Credit: Corrode

Looking at Steve’s list, I realised I own quite a lot of it already from the Codex release, and there’s really not that much painting lift there, so this week I’ve been assembling Death Guard models and have gotten a Myphitic Blight-hauler painted. I highly doubt I’ll get it all done for Saturday, but I like to play with my own models if I can, so even if I am just putting down a handful of my own to go with the borrowed rest that’ll be nice.

Next week I’ll return to talk about how the ITT went, and whether our drastic pre-event changes worked out.

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