Adeptus Mechanicus and Astra Militarum/Imperial Guard "Wiki"

Ave Omnissiah!

My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Draconis III, the Imperial Guard...I mean, Astra Militarum regiment trained there, the Draconian Armored Force, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood and Skitarii legions, and perhaps the Titan Legion, Legio Gojira (which will never happen because I don't have money for Forge World Titans).

Oh, and I'll throw in the Thousand Sons from time to time because they're my favorite Space Marine Legion. I refuse to believe that they are Traitors! They're just...ahem...secretly loyal to the Imperium!

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Compilaton of 8th Edition news

I'm not Natfka and I shouldn't try to copy or learn from him because...frankly speaking, I'm inferior and I'm not even worth...

Tuesday, October 17, 2017

Experimenting with new lists

So I've been playing around with what I have, and I think I can add 2 heavy weapon squads (mortars) into my collection. This is what I came up with after a while.

Spearhead Detachment (Cadian) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 2 Leman Russ main battle tanks with 3 heavy bolters each Leman Russ Executioner with lascannon and plasma cannons 2 Heavy weapon squads with 3 mortars each Supreme Command Detachment (Cadian) Company Commander with boltgun Primaris Psyker Lord Commissar Shadowsword with 3 twin heavy bolters and 2 lascannons Battalion Detachment (Catachan) 2 Company Commanders with boltguns and power swords 2 Command Squads with heavy flamer and 3 flamers each 3 infantry squads with 1 flamer, and 1 power sword (Sergeant) each 2 Hellhounds with heavy flamers

So yeah, that will take care of anti-infantry. Or so I hope. I had been tinkering with the list to see if I can add a Valkyrie but I don't know if that's a good idea. I mean, if I'm only using a Valkyrie as a gunship and not its transport capabilities, then I'm wasting it. Nonetheless, if I use my plasma list, I can pull something like this off.

Spearhead Detachment (Cadian) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 2 Leman Russ main battle tanks with 3 heavy bolters each Leman Russ Executioner with lascannon and plasma cannons 2 Heavy weapon squads with 3 mortars each.
Armored Sentinel with plasma cannon and sentinel chainsaw Supreme Command Detachment (Cadian) Company Commander with boltgun 2 Primaris Psykers Shadowsword with 3 twin heavy bolters and 2 lascannons Battalion Detachment (Vostroyan) 2 Company Commanders with boltguns 2 Command Squads with 4 plasma guns each 3 infantry squads with 1 plasma gun and 1 boltgun (Sergeant) each
Valkyrie assault carrier with 2 multiple rocket pods, 2 heavy bolters and lascannon

The roving gunship rule makes it so tempting for me to grab the Valkyrie and use it as a BS 3+ gunship, which will help its lascannon, heavy bolters and multiple rocket pods (which got buffed!). The idea is to load up the 2 company command squads into the Valkyrie along with a single Company Commander, drop them 15" away, and then rapid-fire their 8 plasma guns with the Take Aim! order. The Valkyrie can then drop to hover mode next turn to unload its BS 3+ guns (provided it doesn't die). What do you suggest?

And then, there's the option where I get a Hellhound instead of a Valkyrie, and form a Brigade Detachment for that sweet 9 Command Points.

Brigade Detachment (Catachan)
2 Company Commanders with boltguns and power swords
1 Company Commander with plasma pistol and power sword
2 Company Command squads with 1 heavy flamer and 3 flamers each
1 Company Command Squad with 4 plasma guns
3 infantry squads with 1 flamer and 1 power sword (Sergeant) each
2 infantry squads with 1 plasma gun and 1boltgun (Sergeant) each
1 Infantry squad with 1 plasma gun
3 Hellhounds with heavy flamer
2 Heavy weapon squads with 3 mortars each
1 Leman Russ main battle tank with 3 heavy flamers
Supreme Command Detachment (Cadian)
Tank Commander - Leman Russ Executioner with lascannon and plasma cannons
Lord Commissar
Primaris Psyker
Shadowsword with 3 twin heavy bolters and 2 lascannons

That nets me a grand total of 13 Command Points. Problem is...what am I supposed to spend them on? Well, we'll see. But that exchanges 2 Leman Russ tanks for 1 Hellhound, 1 Company Command Squad and 3 infantry squads. Is it worth trading them for the Command Points, or should I stick to my Spearhead Detachment lists? Please let me know! Thanks. Well, given how nobody comments or offers an opinion, I'll just head over to Discord and ask somebody there instead.

Saturday, October 14, 2017

Cadians and Draconians!

I managed to procure a second-hand Imperial Guard army for cheap! Phew. That saved me a lot of time and money than if I were to build them up from scratch. Best of all, these are all old-school models, with most of them being metal models from the early 2000s/90s! Basically this is what I think I have:

4 Leman Russ tanks (main battle tanks)
2 Hellhounds with heavy flamers
1 Company Commander
4-5 Sergeants with boltguns
1 Sergeant with a power sword and boltgun
3 Sergeants with power swords/chainswords and laspistols
1 Sergeant with shotgun (I actually had 2, but a friend wanted one of them)
1 Guardsman with infantry primer (though he might be a medic)
1 Guardsman with vox-caster
3-4 Orgyns
66 Imperial Guardsmen with lasguns
3 lascannons heavy weapon teams
4 autocannons heavy weapon teams
2 missile launchers heavy weapon teams
5 heavy bolters heavy weapon teams
2 guys with heavy flamers
6 guys with flamers
1 guy with grenade launcher
3-4 guys with meltaguns
6 guys with plasma guns

I bought my own Leman Russ Executioner with plasma cannons and a company command squad (2 Company Commanders - 1 with boltgun & power sword and 1 with plasma pistol), 1 heavy flamer guy, 1 flamer guy and 1 plasma gun guy. So I'm slowly building up my ideal Imperial Guard army! Soon I'll get hold of a Shadowsword and a second company command squad, where I will kitbash a Primaris Psyker, and a Lord Commissar, and I will attain the list I posted the other day. I have two versions of the list, one which makes use of a Cadian armored group with Vostroyan infantry, and the other with a Cadian armored group with Catachan infantry.

Spearhead Detachment (Cadian) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 2 Leman Russ main battle tanks with 3 heavy bolters each Leman Russ main battle tank with 3 heavy flamers
Leman Russ Executioner with lascannon and plasma cannons Heavy weapon squad with 3 lascannons. Supreme Command Detachment (Cadian) Company Commander with plasma pistol Primaris Psyker
Lord Commissar Shadowsword with 3 twin heavy bolters and 2 lascannons Battalion Detachment (Vostroyan) 2 Company Commanders with boltguns 2 Command Squads with 4 plasma guns each 3 infantry squads with 1 plasma gun and 1 boltgun (Sergeant) each

Nothing much to say here, except yeah. Eventually I'll swap out the Leman Russ tank with 3 heavy flamers for a second Leman Russ Executioner with palsma cannons. The alternative is this:

Spearhead Detachment (Cadian) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 2 Leman Russ main battle tanks with 3 heavy bolters each
Leman Russ Executioner with lascannon and plasma cannons
Heavy weapon squad with 3 autocannons.
Supreme Command Detachment (Cadian) Company Commander with plasma pistol Primaris Psyker
Lord Commissar
Shadowsword with 3 twin heavy bolters and 2 lascannons
Battalion Detachment (Catachan) 2 Company Commanders with boltguns and power swords 2 Command Squads with heavy flamer and 3 flamers each 3 infantry squads with 1 flamer, and 1 power sword (Sergeant) each
2 Hellhounds with heavy flamers

This is meant more for horde lists such as Orks and Tyranids, wheere the flamers will come in useful. I hope this works!

Oh, and for the fluff. So now I'm stuck between Draconian Armored Dragoons and Draconian Armored Defenders. And there's a new option, Draconian Armored Auxiliary. I'm not sure what everyone thinks is the best name, and it appears no one is reading this blog so I doubt I'll be receiving any feedback regarding that. Oh well. On the other hand, I am adding new fluff to Draconis III.

Basically the Cadian 4444th Regiment (the Death Dragoons), the Cadian 724th Regiment, the Cadian 1651st infantry Regiment led by Castellan Jakren Stein, the Cadian 1652nd armored Regiment (the Steel Host) led by Silas Ovik, and the Cadian 1653rd artillery Regiment have made Draconis III their new home. After the events of Sanctus Reach: The Red Waaagh! where the Cadians survived an Ork Waaagh! followed by a Daemonic incursion, the Inquisition set out to purge them or mindwipe them. Fortunately, the Space Wolves misdirected the fleet transporting the Cadian fleet and they ended up missing the Inquisition purge team altogether and inside the Draconian system. Thus the 1651st, the 1652nd and 1653rd Cadian regiments have made Draconis III their new home, training new soldiers from the feudal world and incorporating new recruits into their burgeoning ranks. Castellan Jakren Stein remains regimental commander of the Cadian 1651st while Silas Ovik is still tank commander of the Cadian 1652nd Armored, and they train new generations of Draconians, inducting them into the ranks of Cadians.

The Cadian 4444th is an armored regiment and the 724th is an infantry regiment that specializes in plasma weaponry. They continue to train and hone new batches of Draconians. The Draconians also maintain their own separate Draconian Imperial Guard regiments, but they have begun to train infantry regiments to support their armored columns. They often request the Cadians to train the Draconian Regiments, and as such the Draconians uphold the Cadian regimental doctrine, especially the armored companies. On the other hand, the infantry maintain close ties with the forge world of Draconis IV, and they specialize in enhancing and augmenting their own weapons, which allows for their lasguns and plasma guns to perform better in combat. There are two types of infantry regiments - those that specialize in plasma weaponry, and those that specialize in flamer weaponry. The flamer regiments make use of Hellhounds, heavy flamers and flamers to incinerate their foes in blazing promethium whereas the plasma regiments outgun their enemies with high-energy bolts of superheated plasma.

Makes for a better fluff, don't you think?

Thursday, October 12, 2017

De-Commissar-ing a Psyker, and name change for Draconians

Okay, the plasma guns and Tech-priest Enginseer are back on stock in the Games Workshop web store, and I ordered them along with 5 Cadians. Like I said, I'm planning to kitbash the Draconians with plasma guns. Furthermore, the Primaris Psykers are...temporarily out of stock. No matter. I went and ordered a Commissar instead. And I plan to kitbash a Guardsman into a Primaris Psyker, gonna fiddle with the lasgun bits and convert them into a force stave somehow.

Why Commissar? I swapped the Primaris Psyker and Astropath out for a Lord Commissar because I realized I was going to need one for the morale of my men. Furthermore, I also needed a decent melee combatant to fight alongside my Guardsmen, and a Lord Commissar fitted the role more than a Psyker. I think one psyker is enough unless I'm planning on running them forward to spam Smite, but otherwise...yeah.

I was more worried about morale since I would be running three infantry squads, and I plan to Consolidate Squads with them. We shall see. In any case, my list looks like this now:

Spearhead Detachment (Cadian) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 2 Leman Russ main battle tanks with 3 heavy bolters each Leman Russ main battle tank with 3 heavy flamers
Leman Russ Executioner with lascannon and plasma cannons Heavy weapon squad with 3 lascannons. Supreme Command Detachment (Cadian) Company Commander with plasma pistol Primaris Psyker
Lord Commissar Shadowsword with 3 twin heavy bolters and 2 lascannons Battalion Detachment (Vostroyan) 2 Company Commanders with boltguns 2 Command Squads with 4 plasma guns each 3 infantry squads with 1 plasma gun and 1 boltgun (Sergeant) each

Yup. Lord Commissar. I'll have to kitbash the Draconian (Cadian) Company Commander as well by swapping the lasgun for a plasma pistol. We'll see how it goes. And I have no idea how to turn lasguns into a force stave, but again, we shall see how it goes. I still have a bunch of Skitarii bits, so perhaps I can use those to come up with some zany design.

It seems my Shadowsword has arrived yesterday, so I can pick it up on Saturday. I have also ordered the plasma gunners, Lord Commissar and other stuff like I said, so the only things left to buy are 2 Company Command Squads and a Leman Russ Demolisher, which I will pick up from my local gaming store. Maybe next month I'll get a second Leman Russ Demolisher kit, and replace the heavy flamers Leman Russ main battle tank with a second Leman Russ Executioner. I love plasma.

Oh, and I've been experimenting with the fluff, and I think Draconian Armored Defenders sound better than Draconian Armored Dragons. So my Imperial Guard regiments of Draconis III will be Draconian Armored Defenders instead. I wonder what you guys think? Should I stick to Dragons, or does Defenders sound more practical?

There's also the option of just turning everything into Catachan because Charlie will force me into it with his elite ideas. I can imagine him shouting at me, "Take Catachan! The mathhammer proves that I am right, and that you must only take Catachan for your tanks!"

Spearhead Detachment (Catachan) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 3 Leman Russ main battle tank with 3 heavy flamers
Leman Russ Executioner with lascannon and plasma cannons Supreme Command Detachment (Catachan) Company Commander with plasma pistol
Primaris Psyker
Lord Commissar
Stormsword with twin heavy bolters, 2 twin heavy flamers and 2 lascannons Battalion Detachment (Catachan) 2 Company Commanders with boltguns and power swords 2 Command Squads with heavy flamer and 3 flamers each 3 infantry squads with 1 flamer, and 1 boltgun and power sword (Sergeant) each

So yeah. But no doubt Charlie will still rip this list apart and provide some new mathhammer on how I should minimize-maximize my list to get the mathetically strongest army possible. Except that I don't have the models. Oh well. Oh, no doubt he'll tell me to drop my Leman Russ Executioners and tell me I should only field Leman Russ Punishers with heavy flamers. He'll tell me how plasma on Leman Russ tanks suck, and I should never field them. And he'll be telling me if I want so many heavy flamers and flamers, I'm better off taking Hellhounds instead. Oh, and also that Stormsword is overcosted and not worth it, so I should drop it.

Well, we'll wait for him to order me on what I should do.

Monday, October 9, 2017

Building a new Imperial Guard list and restructuring the fluff - Draconian Armored Dragons

I probably have to write my Imperial Guard army in Singapore off. My friend isn't replying to any of my emails and messages, and seems disinterested in shipping them over to the States, so the only option left is to buy a new army here. I hope he helps me sell them off, but if he doesn't, I'll just drop by his house like a loan shark, pick my stuff up and sell them myself.

For now, I'll just buy a bunch of tanks second-hand. Good thing I found a guy who's selling 4 Leman Russ tanks for cheap. I'll have to modify them when I get them because I might need to swap the lascannons out for other stuff. We shall see. I'm waiting for him regarding Cadian infantry, but if he doesn't have what I need, I'll just buy new Cadian infantry along with my Leman Russ Executioner. And I've already ordered a new Baneblade, which I will build into a Shadowsword.

So basically this is my tentative list for now:

Spearhead Detachment (Cadian) Tank Commander - Leman Russ main battle tank with plasma cannons and lascannon 2 Leman Russ main battle tanks with 3 heavy bolters each Leman Russ main battle tank with 3 heavy flamers
Leman Russ Executioner with lascannon and plasma cannons Heavy weapon squad with 3 lascannons. Supreme Command Detachment (Cadian) Company Commander with plasma pistol 2 Primaris Psykers
Astropath with laspistol Shadowsword with 3 twin heavy bolters and 2 lascannons Battalion Detachment (Vostroyan) 2 Company Commanders with boltguns 2 Command Squads with 4 plasma guns each 3 infantry squads with 1 plasma gun and 1 boltgun (Sergeant) each

I'll be buying the Primaris Psykers online. I'll also have to kitbash the plasma guns, buy 10 resin plasma guns from somewhere and glue them onto my Draconian Guardsmen. The point, as you can see, is to have two Cadian-styled armored detachments. The Spearhead Detachment with 5 Leman Russ tanks gives them Objective Secured and a ton of firepower, and the Supreme Command Detachment confers the regimental doctrine upon my Shadowsword to allow him to re-roll hit rolls of ones if he doesn't move. Yeah, take note: your Baneblade variant does not get regimental doctrines if you take it in a superheavy auxiliary detachment, so you must take it in either a Supreme Command Detachment or a Super-heavy Detachment (meaning 3 Baneblade variants) to get the regimental doctrine. I chose the former, as you can see above. The 2 Primaris Psykers are there to buff his armor saves and forces a -1 penalty to my opponent's shooting at him. Or Smite any Deep Striking dudes who appear nearby.

Then I have a purely infantry Battalion that makes use of the Vostroyan regimental doctrine to confer extra range to my lasguns, boltguns and plasma guns. There's a reason why I gave the company commander and sergeants boltguns. It's to benefit from the extended range. Yay. That will be sweet. So their rapid fire range is now 30" (2 shots at 15"). One possible strategy is to Consolidate squads and combine all 3 infantry squads into one giant blob over 2 turns, get them within rapid fire range, and issue the First Rank, Fire! Second Rank, Fire! order in conjunction with the Vostroyan Stratagem that gives them +1 to their hit rolls. And then I can issue the Take Aim! order to the command squads with 30" plasma guns and supercharge them. Hell, yeah. The Cadian Company Commander will grant re-rolls to the Cadian heavy weapon squad's hits with the Take Aim! order. Re-rolls of hits with 3 lascannons. Oh boy, this is going to be so fun.

What about the fluff? They are Draconians, after all. In the past, I just had Draconian Armored Defense Force, with Kamikaze Troopers using the Stormtroopers/Militarum Tempestus rules. But now it seems my fluff has to undergo a huge transformation. Nope, don't worry, the Draconians are still mainly armor. But without my Militarum Tempestus army (which wouldn't fit into this list because they cost too much), I'll have to alter the fluff and my gameplay. A shame because I wanted to Deep Strike them 9" away from the enemy and unload plasma. Oh well.

So what I have for now is that Draconis IV has retrieved its reputation as a forge world that manufactures plasma technology gleaned and replicated from Ryza. That's why there's so much plasma in this list. It's to reflect the fluff that Draconian Imperial Guard regiments use lots of plasma. As I go further down the line, I will be swapping the heavy flamers Leman Russ tank for another Leman Russ Executioner (I need money for that, though) to show my preference for plasma. They are also renowned for churning out super-heavy tanks like Shadowswords. So yeah. The armored regiments and infantry regiments are seperated and receive different training. That is reflected in their different regimental doctrines. So the Draconian Imperial Guard regiments are now the Draconian Armored Dragons. The armored companies learn from Cadia, and are supported by specialist armor infantry with long-range weapons or plasma guns. The infantry regiments have close ties to the tech-priests of the Adeptus Mechanicus, specifically the forge world Draconis IV, and this is reflected in their augmented weapons that have a greater range than most Imperial Guard regiments.

Actually, the world of Draconis III has close ties to the forge world Draconis IV, who supplies them countless Leman Russ tanks, plasma weapons and enhanced infantry weapons. That is why their infantry is so similar to the Vostroyans. To maintain, repair and manufacture tanks, there is a very close alliance between Draconis III and Draconis IV, and as I have mentioned before, the knight houses of Draconis III (Yato, Uesugi and Takeda) are also intimately linked to the forge world of Draconis IV, the sacristans maintaining and repairing the knight suits or manufacturing new ones.

But that's not all. Do you remember back in the beginning of 8th Edition and the Great Rift with all the psychic fluff? I was saying how the citizens in Draconis III were beginning to awaken their psychic powers thanks to the Great Rift and warp storms. Thanks to that, we are seeing an increased number of battle psykers in the ranks of the Draconian Armored Dragons. Those with latent psychic abilities are brought to the psykana training facilities in one of the moons orbiting the gas giant Draconis VIII, where their warp powers are honed and refined as weapons to be used for the Emperor. I'll probably establish a more flavorful fluff for my Draconians, so meditation, Zen and esoteric philosophies are instilled and taught to these psykers so that they can better harness their powers and unleash them on the foes of the Emperor. This accounts for the large presence of so many Primaris Psykers and Astropaths in the ranks of the Draconians. The Astropaths are viewed as seers or Draconian priests, often with prescience or precognition to tell the future. Combined with their ability to guide ships through the Warp, they are highly respected and feared in Draconis III.

So that's the fluff, and I can't wait to see how they fare on the tabletop! I will have to slowly build them up first, though.

Sunday, October 8, 2017

Battle Report 16 (2 battles today!)

Greetings, everybody! Today I finally have the privilege of participating in a 4,000-point game against an Ork player. I always wanted to try my luck against a Stompa with my Adeptus Mechanicus and Imperial Knight list, and I finally have my chance today! Just take note I actually had 2 games today, but I'll start with the Ork opponent before moving on to the Dark Angels one.

Adeptus Mechanicus and Imperial Knights versus Orks

That's a lot of Orks! That empty space in the center? The destroyed Stompa.
  So it was 4,000 points. I think the kid brought his Stompa, a squad of Lootas, a squad of Tankbustas, a few Warbosses, Ghazghull Thrakka, a Big Mek, a Painboy, 3 Killa Klans, 1 Deff Dread, 3 Mega Nobz, a bunch of Nobz, and lots of Boyz. Probably 6 squads of Boyz, with 20 loaded up inside the Stompa. Oh, and 3 Deff Koptas. Can't remember if he had Burner Boyz, but I think he did because he had a squad of Boyz with scorchas at the back of his objective.

I brought my entire army. That is, Belisarius Cawl, 2 Tech-priests Dominus, 2 Tech-priests Enginseers (which I proxied with my Cybernetica Datasmiths), 2 squads of 5 Skitarii Rangers with 2 transuranic arquebuses each, 2 squads of 5 Skitarii Vanguard with 2 plasma calivers each, a squad of 10 Skitarii Vanguard with 3 arc rifles, 6 Kataphron Destroyers with plasma culverins in a single squad, 3 Onager Dunecrawlers with Icarus arrays, 4 Kastelan Robots, and 3 Imperial Knights - a Knight Paladin with Stormspear rocket pod, a Knight Warden with twin Icarus autocannons and a Knight Errant with Stormspear rocket pod.

The objective was burn and pillage, so we had 6 objective markers. The objective was to control our opponents' 3 objective markers and destroy them. My opponent went first, having finished deployment faster than I did, and I rolled a 6 and seized the Initiative. Whoops.

Turn 1

Needless to say I destroyed his Stompa. I used the Stratagem to override and change the Kastelan Robots' Protocols to Protector Protocols, used the Elimination Volley Stratagem and the Wrath of Mars Stratagem and put a ton of mortal wounds on the Stompa. By the end of the Kastelan Robots and Kataphron Destroyers' shooting, I basically reduced the Stompa to about 10 wounds out of 40. I think I lost a Kataphron Destroyer to supercharged plasma because despite the re-rolls I had a one. On the other hand, the Skitarii Vanguard, all 3 squads with plasma calivers and arc rifles, wiped out the Lootas, along with the cognis heavy stubbers on one of the Onager Dunecrawlers. The Skitarii Rangers failed to do any damage to Thrakka despite sniping him from afar, while the Onager Dunecrawlers failed to do any damage to the Stompa. They did raze some Boyz with the cognis heavy stubbers on the remaining 2 Onager Dunecrawlers.

Adeptus Mechanicus and Imperial Knights preparing for a charge from the Orks!
The Knight Paladin killed about 2 Tankbustas, and put a few more wounds on the Stompa, but it was the Knight Errant who blew it up with his thermal cannon. A couple of Boyz died along with the Stompa, but that was it. The Knight Warden wounded one of the Deffkoptas and wiped out a unit of Nobz. The Knight Errant then charged the Deffkoptas and suffered 6 wounds from overwatch due to their rockets. The Knight Warden joined him in combat and between the two of them, they stomped the 3 Deffkoptas to death with their Titanic Feet.

With his Stompa destroyed in the first turn before he could do a single turn, all the fight had gone out of my opponent (to be fair, he's just a kid). The Boyz, Mega Nobz, Warboss, Thrakka, Deff Dread all moved up. The Boyz failed to wound my Knight Warden, but the Tankbustas and Killa Klans managed to put 7 wounds on him. On the other side, the Deff Dread scorched a few of my Skitarii Vanguard. I managed to make quite a few saves, but I lost 1 guy in one of my Skitarii Vanguard squads with the plasma calivers, while Thrakka and the Mega Nobz charged and wiped out the other Skitarii Vanguard plasma caliver squad in combat before consolidating to lock the Skitarii Vanguard with 3 arc rifles in combat. Meanwhile, the Boyz attemped to charge my Kataphron Destroyers, and despite re-rolls from 'here we go!, they took casualties and failed their charge. Heh.

Turn 2

My opponent had completely lost all motivation to play by now, claiming that he was tired. However, Thrakka and the Mega Nobz was near the objective marker my Skitarii Vanguard were guarding, and contesting it (thank goodness for Objective Secured). However, I can't say my guys would survive in combat, so I had them fall back. My Kataphron Destroyers moved up and annihilated the Mega Nobz with their plasma culverins. Thrakka then took a lot of shots from the remaining Skitarii Vanguard squad with plasma calivers and 3 Onager Dunecrawlers before he went down. With that, my opponent conceded and stopped the game. I hadn't fired the weapons on my Imperial Knights or my Kastelan Robots. Oh well.

Poor Stompa, destroyed in the first turn before he could fire a single shot.
So...a draw? Or my victory? Considering the amount of damage I wrecked on him, killing a few more Boyz with my Onager Dunecrawlers' cognis heavy stubbers and that my other main hitters hadn't fired or chaged yet, well...I can't say it looked very promising for my poor, unfortunate opponent. I felt sorry for him.

Adeptus Mechanicus versus Dark Angels

After that game, another guy came with Dark Angels, bringing a 2,030 point list. I agreed to play against him, but he vehemently protested against playing with Knights. So I adjusted my list and took the Knight out, but I must apologize to him the next time we meet. I miscalculated and accidentally put an extra Onager Dunecrawler in there. Fortunately he didn't do much because my Onager Dunecrawlers fluffed most of their neutron lasers (much like against the Stompa) and spent most of the game doing almost nothing. My list actually hit 2,087, which was 57 points more than his list.

This time the objective was Glory Seeker, which was basically kill points. Yeah. And all our units were immune to morale.

My opponent brought Azrael, Belial, 3 squads of 10 Tactical Marines with missile launcher and plasma gun, 2 squads of 5 Tactical Marines (I think, I remember he brought 5 Troops), a bike squad with about 6 bikes, I think, a Deathwing Terminator squad of 6, 3 with storm shields, 1 assault cannon, whatever, 2 Venerable Dreadnoughts, a Rhino and a Razorback with twin assault cannon.

I brought Belisarius Cawl, a Tech-priest Dominus, a Tech-priest Enginseer, 2 squads of Skitarii Vanguard with 2 plasma calivers each, 2 squads of Skitarii Rangers with 2 transuranic arquebuses each, 6 Kataphron Destroyers with plasma culverins in a single squad, 4 Kastelan Robots and 3 Onager Dunecrawlers with neutron lasers. Again, I must apologize sincerely for my mistake (and I'll apologize to him when I saw him) because I miscalculated the number of points I took out for my Knight to slot new units in and accidentally included an extra Onager Dunecrawler.

This time I failed to seize the Initiative and he went first.

Turn 1

My opponent moved all his units forward and Deep Strike his Deathwing Terminators behind my Kastelan Robots. Despite all their shooting, they only put one wound on a Kastelan Robot. The other units fared better, completely wiping out one Skitari Vanguard squad, and killing 3 in another to leave only 2 plasma caliver guys behind. The Skitarii Ranger squad on my right was decimated to just one sniper.

The Terminators then charged and I think I only put one wound on them through Overwatch. Thankfully, they failed their charge.

I then retaliated, using my Kataphron Destroyers to destroy the Terminator Deathwing squad with supercharged plasma, but I lost 2 of them this time. Whoops. At least I got rid of the plasma dudes. Phew. Needless to say, my Onager Dunecrawlers fluffed their shots, and only put a total of 3 wounds between the 3 of them on a Venerable Dreadnought. They fared better with their cognis heavy stubbers and took out about 3 or 4 Space Marines in a tactical squad. The 2 plasma caliver guys managed to kill a single biker.

Oh, and the Skitarii Ranger snipers? They absolutely did nothing.

Then my Kastelan Robots absolutely murdered everything. I used Binaric Override Stratagem to switch their Protocols to Protector and then, one by one I swept their heavy phosphor blasters across the table. I used Wrath of Mars and piled on the mortal wounds. I erased 2 tactical squads and the entire biker squad with just the 4 Kastelan Robots alone, having them shoot at a different target. Suddenly my opponent lost almost half his army, and his forces looked very empty.

Turn 2

The Venerable Dreadnoughts continued to move up, as did Azrael and another tactical squad with missile launchers and plasma gun. So did the Rhino and Razorback, and Belial came from the back. They shot off the sole surviving sniper on the right, put 5 wounds on one of my Onager Dunecrawler and killed 2 more Kataphron Destroyers, leaving just 2 left. Belial then charged my Kastelan Robots, but with them in Protector Protocols, they fired 72 shots in overwatch and killed him. Poor Belial.

I repaired 2 wounds on my Onager Dunecrawler. My plasma caliver guys continued to move up and shoot the tactical squad, maybe killing one or two more. The Onager Dunecrawlers fired, but again poor shooting saw them put the first Venerable Dreadnought down to one wound and the other to four wounds. The remaining Skitarii Ranger squad fired their transuranic arquebus and I only scored a single mortal wound with a wound roll of 6 on Azreal, but he otherwise made his invulnerable save. The Kastelan Robots then opened up, one killing the Venerable Dreadnought, another wiping out the tactical squad, and the others putting 2 wounds on the 2nd Venerable Dreadnought and 2 wounds on the Rhino.

Turn 3

The Razorback, Rhino and Venerable Dreadnought continued to move up, while Azrael hopped into the Razorback to seek shelter from the snipers. They killed the last 2 Kataphron Destroyers, put another 2 wounds on a Kastelan Robot. Uh, I think that was about it.

I destroyed the Venerable Dreadnought with another mortal wound from my sniper and an Onager Dunecrawler. The other 2 fired and destroyed the Rhino, while the 2 plasma caliver dudes overcharged and shot the Razorback. The Kastelan Robots then killed the 10 tactical marines in the Rhino and destroyed the Razorback, allowing Azrael and the last tactical squad to jump out. I then recklessly charged them with my 2 remaining Skitarii Vanguard, and they were slain in overwatch. Whoops.

Turn 4

Azrael and the tactical squad continued to move forward amd attacked my Kastelan Robots, but not doing much with their shooting. Instead, they assaulted my Kastelan Robots, and despite 72 shots in overwatch, I failed to kill the tactical marine. About 3 survived and whacked my Kastelan Robots, and Azreal joined in. My Tech-priest Dominus did a Heroic Intervention and joined combat, but basically I managed to either make my saves or he didn't wound any of them. My Kastelan Robots killed one guy in combat while my Tech-priest Dominus did about 2 wounds on Azreal, leaving him with 3.

Since we were still locked in combat, I couldn't do anything except have Belisarius Cawl move over and charge Azrael. My Kastelan Robots killed a second tactical marine in combat while not receiving any wounds back in return. On the other hand, Belisarius and the Tech-priest Dominus managed to deliver 4 wounds between them to slay Azrael. Awesome.

With only a single Sergeant left on the table and practically tabled, my opponent conceded defeat. He failed to kill any of my hard hitters, Characters or vehicles, while I had basically tabled him. I think he only wiped out 4 infantry squads - 2 Skitarii Vanguard squads, 1 Skitarii Rangers squad and the Kataphron Destroyers. He couldn't even kill a single Kastelan Robot. Even if I didn't include the 3rd Onager Dunecrawler, who fluffed his neutron laser shots, I'm not sure if the outcome would have changed much. The Kastelan Robots just did too much damage.

So yeah, two great victories today (albeit one of them being a terrible mistake on my part and a poor miscalculation, so I must apologize to him next time) and I'll continue playing and updating you guys. Once I get my new Imperial Guard army formed, I'll try games with them and let you know how they turn out!

Thursday, October 5, 2017

Battle Report 15

It took me a few days to recover, and to be honest I still have some cough and my nose is still...ugh. But I managed to get a game last night in Dreamers Vault! YAY! This time I had the privilege of playing against the Thousand Sons, and feeling better than on Saturday, I was able to make better use of my Mars Adeptus Mechanicus army (okay, they're Draconis IV, but they play like Mars).

Adeptus Mechanicus versus Thousand Sons

So what did the Thousand Sons bring? They brought a Battalion Detachment and a Vanguard Detachment to net them 7 Command Points. He brought Ahriman, who is his Warlord, an Exalted Sorcerer, a Sorcerer in Terminator Armor, 2 squads of Cultists, a squad of Rubric Marines, a Daemon Prince with no wings, 2 Hellbrutes, 2 Chaos Predators and a squad of 10 Scarab Occult Terminators with a heavy warpflamer and 2 Hellfyre Missile Racks. Scary. Well, he didn't bring Magnus so I guess it wasn't as scary as I thought it would be.

Against the Thousand Sons I brought a Mars Battalion Detachment and a Spearhead Detachment, along with a single Knight Paladin. So I brought Belisarius Cawl, a Tech-priest Dominus, a Tech-priest Enginseer (still have to proxy him with my Cybernetica Datasmith because the one I ordered at my local gaming store has yet to arrive), 3 Kataphron Destroyers, a squad of 5 Skitarii Vanguard with 2 plasma calivers, a squad of 5 Skitarii Rangers with 2 arc rifles, 4 Kastelan Robots, 2 Onager Dunecrawlers with neutron lasers. I fitted my Knight Paladin with twin Icarus autocannons.

We played open war, and the objective was Courier. That means, we select one of our units to be the Courier, but he cannot be our Warlord. Whoever kills the opponent's selected unit first wins the game. The twist was that units don't take morale tests. And the deployment was some weird triangle thing where my opponent had a red upright triangle from end to end as his deployment zone while my guys had to be split between two green triangles.

I finished deploying first and chose to go first, and my opponent failed to seize the Initiative. For his Courier, my opponent chose his Exalted Sorcerer. As for me, I picked my Knight Paladin because of his 24 Wounds, and I deployed him way at the back, right at the corner of my deployment zone, bubble-wrapped by my Skitarii Vanguard, Onager Dunecrawlers, Tech-priests, and Kastelan Robots.

Turn 1

Turn 1 was brutal for my opponent. I rolled 2 Canticles and got Shroudpsalm and the Litancy of the Electromancer. I didn't move anybody except the Skitarii Rangers to get them within range of their enemies, but they only killed 1 or 2 Cultists with their galvanic rifles and arc rifles. My Onager Dunecrawlers also killed another 1 or 2 Cultists with their cognis heavy stubbers, and put about 8 wounds on a Chaos Predator. Good thing the rolls of 1s and 2s count as 3, or it would only have been 6. Ugh. My Kataphron Destroyers supercharged their plasma culverins, and despite Belisarius giving them re-rolls I still ended up with one roll of 1, and 1 died. But in return I blew up a Hellbrute. Phew! I then used the Protocols Stratagem and changed the Kastelan Robots into Protector Protocols, and went to town with them. My first Kastelan Robot mowed down the wounded squad of Cultists, and the next 2 overkilled - only one of them was enough to completely eliminate the second squad of Cultists. The final Kastelan Robot shot the Rubric Marines, but I only killed 1 or 2, I think, because my opponent made most of his 3+ saves. My Knight then opened fire and while he didn't do anything with his heavy stubbers, his twin Icarus autocannons hit 3 of them and pulverized them to dust, leaving just the Aspiring Sorcerer as the sole survivor  of that squad. His rapid-fire battle cannon then pummeled and destroyed the wounded Chaos Predator.

In just one turn I basically took out all his troops and half of his vehicles. Half of his army was gone. That was just brutal.

My opponent then proceeded to Deep Strike his Scarab Occult Terminators and Sorcerer in Terminator Armor right in front of my Kastelan Robots and moved all the survivors (Ahriman, Exalted Sorcerer, Helbrute, Aspiring Sorcerer) except the Chaos Predator forward, especially the Daemon Prince. He shot one of my Kastelan Robots to death with his Scarab Occult Terminators, combined with Smite, and put another 2 wounds on a 2nd with his Chaos Predator and stuff. His Hellbrute opened up with twin heavy bolters and I passed whatever saves I had for my Kastelan Robots. Oh, the Repulsor Grid came into effect and one of the Scarab Occult Terminators took a mortal wound when I rolled a 6 for his invulnerable save. Heh. He then charged with his Daemon Prince and Scarab Occult Terminators after using Warp Time to allow the Daemon Prince to move again during the psychic phase. The Daemon Prince took a wound from overwatch, but smashed into my Kataphron Destroyers, wiping out the squad. It didn't matter that I lost 1 to supercharge earlier, he would have died along with his two pals. Oh well. My opponent then used a Command Re-roll to make sure his Scarab Occult Terminators got into combat, as well as the Sorcerer in Terminator Armor. He lost about 1 or 2 Scarab Occult Terminators to Overwatch. And then they beat up my poor Kastelan Robots and put the injured one down to 1 health or something.

Belisarius performed a Heroic Intervention and killed another 2 Scarab Occult Terminators, and my Kastelan Robots' AP 0 melee attacks did absolutely nothing against the Terminators.

Turn 2

I moved my Skitarii Vanguard and Imperial Knight closer, while moving my Tech-priest Dominus and Tech-priest Enginseer back. I repaired the wounded Kastelan Robot up to 4 health or something, I can't remember. Then I fired the neutron lasers into the Chaos Predator and took about 6 wounds or so off it because I was rolling pretty badly. Oh well. My Skitarii Vanguard then shot the Daemon Prince and despite rolling a couple of sixes, only did 2 damage because he made his 3+ armor save. The plasma calivers rolled terribly, despite me re-rolling the gets hot rolls, and only 1 wound made it through for 2 damage. My Knight used his twin Icarus autocannons and reduced the Daemon Prince's health down to 1, and then blew up the Chaos Predator with his rapid-fire battle cannon. Good riddance. And I completely forgot to shoot my Skitarii Rangers' arc rifles into the second Helbrute so stupid mistake there. I then charged my Knight in and stomped the Daemon Prince to death.

Belisarius killed another 2 Scarab Occult Terminators while my Kastelan Robots remained completely useless in combat despite me actually getting the Shroudpsalm and re-roll rolls of ones in the fight phase Canticles, and somehow they survived the Terminators' onslaught. But not for long.

My opponent continued to move his remaining units up, and began spamming Smite. His Exalted Sorcerer actually periled, rolling double ones, so he spent one Command Point to re-roll that. The recently repaired Kastelan Robot and Belisarius took a few mortal wounds, and the second Kastelan Robot died. The Hellbrute opened fire on the Skitarii Rangers this time and thanks to their cover saves, I managed to save 3 of them. 3 of the Terminators engaged Belisarius in combat and put 4 wounds on him, and combined with the mortal wounds put on him earlier, they actually slew Belisarius. Even the Archmagos of Mars can't take on 10 Terminators by himself, and the Kastelan Robots were piled with more wounds, and I finally lost my third Kastelan Robot. I think.

Turn 3

I healed Belisarius with my Tech-priest Dominus while backpedaling my Knight to prevent him from getting charged by the approaching Hellbrute. I also retreated my Onager Dunecrawlers when it seemed clear my Kastelan Robots were all going to die, but at least they tied the Scarab Occult Terminators and Sorcerer in Terminator Armor up for 3 whole turns! Oh, and I got the Canticles Shroudpsalm and +1 Strength.

The Onager Dunecrawlers fluffed their shots against the Hellbrute and only did 3 damage. Ouch. My Skitarii Vanguard fired their radium carbines and failed to kill the Aspiring Sorcerer, while the overcharged plasma calivers succeeded in destroying the Hellbrute. Phew! The arc rifles and remaining galvanic rifle didn't do much against the Exalted Sorcerer. It was my Knight Paladin who killed the Aspiring Sorcerer with his heavy stubbers, and his twin Icarus autocannons actually killed Ahriman before I could even fire the rapid-fire battle cannon at him. What the...I actually rolled 4 fours and dealt 8 damage to poor Ahriman. Guy never gets a break.

Even with the extra Strength, my Kastelan Robots did nothing in combat. Instead, my opponent piled more Smite on them and killed the final Kastelan Robot, while his Courier, the Exalted Sorcerer, began wisely fleeing away from my Courier, my Knight Paladin, instead of advancing toward him, and Smite one of the Skitarii Rangers, leaving just the 2 arc rifles left. The Scarab Occult Terminators, free from combat thanks to Smiting that last Kastelan Robot, then open fired and wiped out my Skitarii Vanguard. All 5 of them in one volley. Holy Omnissiah! He then charged up and engaged the Skitarii Rangers in combat and killed one. Meanwhile, the Terminators and the Sorcerer in Terminator armor charged the Onager Dunecrawler and put a couple of wounds on him.

Turn 4

My memories are very fuzzy because I rememebred it was longer, but basically I had my Skitarii Ranger and Onager Dunecrawler fall back, and my second one shot at the Terminators, only to kill one. That wasn't very hot rolling. My Tech-priest Dominus's volkite blaster failed to do anything to the Terminators because of their 2+ armor save. Well, I think this time he managed to deal a mortal wound because I rolled a 6, but...yeah. Terminators have 2 wounds. My Knight Paladin was forced to shoot the Terminators instead of my opponent's Courier because they were the closest target, and I actually killed all the Terminators except the Scarab Occult Sorcerer!

I rolled the Canticles re-roll failed Morale tests and re-roll ones of shooting hits, and since I have 6 Command Points left, having only spent one to change the Kastelan Robots' Protocols at the start of the game (by this time my opponent had zero because he spent them all on Command Re-rolls), I used Gloria Mechanicus or whatever that was and spent 2 Command Points to change the useless morale thing (because of the Twist in Open War) to change it to Shroudpsalm. Considering I rolled Shroudpsalm instead of choosing it, I guess it counts, right? And yeah, my writing is pretty haphazard, but obviously the Canticles and all that were done at the beginning of the Battle Round, but I used the Canticle right at the start of my opponent's Shooting Phase to immediately change to Shroudpsalm.

Good thing too. The Scarab Occult Sorcerer put a mortal wound on my Tech-priest Dominus with Smite, and then shot and wounded him with 3 Inferno combi-bolter rounds. And what do you know, I rolled 3 3s. At first we thought he was basically dead because of AP -2, but then I remembered Shroudpsalm. YAY! So...he only took one wound. The Scarab Occult Terminator charged the Tech-priest Dominus while the Sorcerer in Terminator Armor charged my poor Onager Dunecrawler, and while my Dunecrawler made his saves, my Tech-priest Dominus took 3 wounds. If I hadn't used Shroudpsalm, he would have been dead. Oh, and the Exalted Sorcerer Smited the last surviving Skitarii Ranger. Oh well. The Tech-priest Dominus didn't manage to kill the Scarab Occult Terminator, though.

Turn 5

My Tech-priest Dominus healed 2 wounds, and my Tech-priest Enginseer ran to him to heal another 2 wounds to bring him back to full health. My first Onager Dunecrawler fell back again, only for the second one to fire...and miss all but one of his shots. But that was enough. For it wounded, and the Sorcerer in Terminator Armor failed his save, only to uh, take 3 wounds from the neutron laser. He died.

I then fired my Knight Paladin's twin Icarus autocannons and rapid-fire battle cannon at the Exalted Sorcerer and glibbed him...which meant I won the game. And essentially tabled my opponent. Yeah, killing the Exalted Sorcerer earned me the victory, but even if it had continued, I would have charged my Knight into combat and kill the Scarab Occult Sorcerer, who was still locked in combat with my Tech-priest Dominus. Or not, since I moved the Knight far away from the combat so that the Exalted Sorcerer will be closer to him. So never mind. Anyway, that was about it, and with me achieving the Objective's victory condition, that is, slaying my opponent's Courier, and well on my way to tabling him because he had only one model left, it was a great win. It was a very close game, though.

Seriously, those Scarab Occult Terminators did some serious damage, tying up my Kastelan Robots, my biggest threat for the majority of the game, and killing them. He also took out all my Troops and infantry, and even assassinated my Warlord, Belisarius Cawl. Funny thing is that my Knight Paladin, my Courier which he was supposed to kill, didn't even take a single wound. At the end of the game, by Turn 5, he still had all twenty-four of his wounds remaining. Honestly, if he had tried to attack my Knight with his Chaos Predator and Terminators instead of my Kastelan Robots, he might have won. Okay, Smite wouldn't have worked because I essentially had my Knight bubble-wrapped with Skitarii infantry and Onager Dunecrawlers and Kastelan Robots, and you can only hit the closest unit with Smite, so...yeah, but twin lascannons? Why not aim that at my Knight instead of my Kastelan Robots? Why not assault my Knight with Scarab Occult Terminators instead of my Kastelan Robots? Well, because if he did that, my Knight would just walk away from combat and my Kastelan Robots would shoot them to death. Maybe. I don't know. In any case, I was left with little over half my army (about 1,039 points worth of a 2,000-point list) while he only had a single Scarab Occult Sorcerer left.

But it was a close battle, and I'm glad I managed to win somehow. Knights are awesome! And the new Stratagems and Mars forge world dogma really helped make a difference! Looks like Adeptus Mechanicus is still as strong as ever! Hmm, I wonder if this is basically my 8th Edition version of the Adeptus Mechanicus War Convocation? Funny thing though, I have never won a single game with my Adeptus Mechanicus War Convocation in 7th Edition, while I actually won a game with my Cadian Battlegroup while almost tabling a Tau enemy in 7th Edition. In contrast, my army of Imperial Knights and Adeptus Mechanicus are mostly dominating in 8th Edition with the exception of the extremely skilled Tau player I usually practice against. We'll try a few more games, and I'll go down to Dreamers Vault early on Saturday to practice with my newly designed Adeptus Mechanicus army and hope that last week was a terrible off-day for me because of my cold.

Sunday, October 1, 2017

Codex Adeptus Mechanicus FAQ

Thank the Omnissiah! Warhammer Community has posted the FAQ for Codex: Adeptus Mechanicus. This is especially pertinent to people who use multiple forge world in different Detachments. Anyway, you can check the full FAQ here.

Errata...apparently they didn't change the Onager Dunecrrawler's wound value table correctly, so it's 6-11+, not 7-11+. Whoops. Same error in the Index. Why didn't they proofread it?

As for the FAQs, I finally have my question answered - I was asking on Warhammer 40,000's Facebook page the other day about the Mars's dogma affecting the other non-Mars forge world such as Stygies VIII. And here it is!


Q: Do I need to spend reinforcement points to return units when using the Fresh Converts Stratagem? A: No.

Q: If you have a Detachment which recieves the Mars forge world dogma, and another Detachment which recieves a different forge world dogma, what happens when rolling for Canticles of the Omnissiah? With Mars’ dogma you roll two dice when determining Canticles and units with that dogma benefit from both results, but what happens for the other Detachment?
A: In such cases you would roll dice separately for the Canticles, rather than rolling for both together. The first Canticle rolled for would apply to all of your units with the Canticles of the Omnissiah ability, while the second would apply only to those units in Mars Detachments.

I hope this answers any question any of you would have! Everything else is pretty straight forward. See you next week while I recover from my terrible cold and try my new Mars list again.