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Wednesday, November 15, 2017

40k Batrep 8th Edition - Ultramarines vs. Eldar (Samhain)



Here is my second battle report for eighth edition. I am playing in a local league and this was my first game. It is also my first game playing a tournament style list incorporating some of my current concepts for Primaris Space Marines. In my opinion the new Space Marine codex has plenty of great rules for various Chapters besides Ultramarines such as Ravenguard and Salamanders. One of the reasons I chose to play Ultramarines is because I think their Chapter tactics are quite versatile such that you can design an army that’s well balanced between melee and shooting. I still think Space Marines are top tier and have the tools to beat any other army. Sure they aren’t so shiny now but they are very well designed.


Here’s my current ~2000 point army list I used:

++ Battalion Detachment - (Imperium - Space Marines) [106 PL] ++

+ No Force Org Slot +

Chapter Selection:
Ultramarines

+ HQ +

Marneus Calgar [12 PL, 235 pts]:
Artificer Armour

Primaris Chaplain [6 PL, 85 pts]

Primaris Librarian [7 PL, 105 pts]:
1) Psychic Fortress, 2) Might of Heroes, 3) Null Zone
Force Sword, Tome of Malcador

+ Troops +

Intercessor Squad [5 PL, 105 pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword

Intercessor Squad [5 PL, 105 pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword

Scout Squad [10 PL, 111 pts]:
5x Camo Cloak
Scout Sergeant - Sniper Rifle, Chainsword
Scout w/Heavy Weapon: Heavy Bolter
4x Scout w/Sniper Rifle

+ Elites +

Aggressor Squad [6 PL, 129 pts]:
2x Aggressor
Aggressor Sergeant
Flamestorm Gauntlets

Primaris Ancient [4 PL, 69 pts]:
Standard of the Emperor Ascendant

Redemptor Dreadnought [10 PL, 201 pts]:
2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

+ Heavy Support +

Hellblaster Squad [16 PL, 211 pts]:
Plasma Incinerator
5x Hellblaster
Hellblaster Sergeant: Plasma Pistol

Predator [9 PL, 189 pts]:
Predator Autocannon, Two Lascannons

+ Dedicated Transport +

Repulsor [16 PL, 352 pts]:
2x Fragstorm Grenade Launchers, 2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Ironhail Heavy Stubber, 2x Krakstrom Grenade Launcher, Las-Talon, Onslaught Gatling Cannon, Twin Lascannon

++ Auxiliary Support Detachment (Imperium - Officio Assassinorum) [5 PL] ++

+ Elites +

Vindicare Assassin [5 PL, 90 pts]

++ Total: [111 PL, 7 CP, 1981 pts] ++

Note I’m planning to soon drop the Ancient for an Apothecary - he will synergize well with the Primaris Chaplain and Agressors riding around in the Repulsor.

Here are a couple things I really like about Primaris Space Marines ...

Why Intercessors rock - The sergeant rocks a power sword with three base attacks, one Marine can pack an auxiliary grenade launcher firing krak -> S6 AP1 d3 damage 30” range; the bolt rifle is 30” range and AP1... that’s your special weapon right there This is currently one of the best troops in the game and highly underrated... versus a 10 man tactical squad they win out hands down with better overall range and higher overall damage output. Intercessors can sustain more damage (2 wounds apiece) - sure there are plenty of ranged weapons that spit out 2 damage or more per shot but there’s this thing called line-of-sight blocking terrain... use it !

Plasma all day 24/7 - Space Marines can proliferate an amazing amount of plasma weapons - supercharging equates to AP4 and 2 damage per shot cutting straight through any armor with a flat damage of 2. Fielding a Captain or Chapter Master to reroll 1s greatly negates the risk of overheating. The basic plasma incinerator for Hellblasters is 30" range (rapid fire S8 AP4 2 damage) which equates to a total range of 36" with movement... they are very hard to ignore if your units have to come out in the open. A Redemptor dreadnaught rocking a Macro Plasma Incinerator is heavy d6 S9 AP4 2 damage at 36" range (maximum effective range 44").

So onto the Battle Report... We played Scenario 3 - Nexus Control from the new ITC mission pack that was used at the recent SoCal Open last month right here in San Diego ...

https://docs.google.com/document/d/1ltQMdeDqYRXOhvdYT3dtUSji3AISvZRM8gDlhOXDaF8/mobilebasic

I highly recommend you follow the link above if you’d like to know the specifics in regards to these particular mission rules.

Here’s my opponent John’s army list:

Eldar (Samhain)

1st Outrider Detachment

+ HQ +

Autarch Skyrunner:
Jetbike, Power Sword

+ Fast Attack +

3x Windrider:
2x Shuriken Catapult

4x Shining Spears:
2x Shuriken Catapult, Laser Lance
Exarch:
2x Shuriken Catapult, Star Lance

2x Vyper:
Bright Lance, Shuriken Cannon

2nd Outrider Detachment

+ HQ +

Farseer Skyrunner:
2x Shuriken Catapult, Singing Spear

Warlock Skyrunner:
2x Shuriken Catapult, Singing Spear

+ Fast Attack +

5x Windrider:
2x Shuriken Catapult

4x Shining Spears:
2x Shuriken Catapult, Laser Lance
Exarch:
2x Shuriken Catapult, Star Lance

2x Vyper:
Bright Lance, Shuriken Cannon

3rd Outrider Detachment

+ HQ +

Warlock Skyrunner:
2x Shuriken Catapult, Singing Spear

+ Fast Attack +

3x Windrider:
2x Shuriken Catapult

5x Windrider:
2x Shuriken Catapult

2x Vyper:
Bright Lance, Shuriken Cannon

+ Flyer +

Crimson Hunter Exarch
2x Bright Lance, Pulse Laser

+ Elite +

5x Fire Dragon
Fusion Gun

+ Dedicated Transport +

Wave Serpent:
Serpent Shield, 2x Shuriken Cannon, Spirit Stones, Vectored Engines, Star Engines

I won the roll to go first and John failed to seize. I deployed in a castle with the Repulsor ready to move out and go hunt some pointy ear xenos.

Here were my secondary objectives:

- Kings Slayer
- Headhunter
- Big Game Hunter

John spread out his forces using a large ruin in the center of the table to hide the best he could... The Vindicare Assassin had an absolute field staging a fell handed shooting clinic throughout the course of the game.

+ Turn 1 - Ultramarines
Destroy Warlock (Headhunter) <- Vindicare

Primary - Hold an Objective and destroy an enemy unit (Warlock)
Secondary - Headhunter (Warlock)

+ Turn 1 - Eldar

Primary - Control an Objective


+ Turn 2 - Ultramarines

Destroy jet bike unit <- Scouts (Hellfire stratagem) plus sniper rifles & Vindicare support

Primary - Destroy Enemy Unit (Windriders)

+ Turn 2 - Eldar

Primary - Destroy Unit +1 (Repulsor, Predator, and Aggressors)
+ Hold an Objective
+ Destroy more enemy units this turn


+ Turn 3 - Ultramarines

Primary - Destroy Enemy Unit +1 (2xShining Spears and Vyper squadron) <- Scouts & Intercessors
+ Hold an Objective

+ Turn 3 - Eldar

Primary- Destroy Units (Marneus & Chaplain)

Hold 2 Objectives +1


+ Turn 4 - Ultramarines

Primary - Destroy More Enemy Unit +1 (Fire Dragons, Flyer and Farseer)
Hold an Objective

King Slayer - Farseer (secondary)
Big Game Hunter (secondary)

+ Turn 4 - Eldar

Primary - Destroy Enemy Units (Librarian and Intercessors)

Hold More Objectives (2) +1


+ Turn 5 - Ultramarines

Primary - Destroy Enemy Unit (Windriders)
Hold an Objective

+ Turn 5 - Eldar

Primary - Destroy Enemy Unit (Intercessors)

Hold 2 Objectives +1


That ended the game and the final score was a minor win for the Eldar, 20-15. So I lost but it was very close throughout the entire game. Obviously Samhain is much more mobile but I was still able to grab objectives while destroying the lion’s share of John’s army. I’m happy with how my army performed overall. I think if I could have gotten the Aggressors into a ruin following the demise of my Repulsor I could have won but at least they served as a very effective meat shield for my melee characters. Calgar was a true beast rampaging through enemy units until he was finally gunned down my mass Shuriken firepower... rending is still a big deal.

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