Today I made it down to overlords HQ and go a game in against Jack and his new Iron Warriors, it’s been a while since I played so it’s nice to be able to get back on the battlewagon. I stuck with the same 1500 point list that I have used in my last few games and Jack took something along the lines of:
Chaos Lord – Jump pack, lightning claws
10 terminators – mix of swords and fists, 2 autocannons
Helbrute – twin linked las
10 cultists – autoguns
20 cultists – ccw/pistol
20 marines- extra combat weapon, MoK
4 bikes – melta, plasma MoN
5 raptors – meltagun
We rolled long-ways deployment and got good old fashioned kill points, deploying roughly as shown in the first photo. I got first turn and dropped the furioso dread next to his small unit of cultists ad flamed them off the board, winning first blood but that seemed to be where my luck ran out as I managed to immobilise my landraider in the river which would turn out to be a pain later.
Notably in Jack’s first turn, the dreadnoughts had fistycuffs at dawn and managed to punch each other simultaneously in the face, so the hereunto MVP made a pretty swift cameo appearance seeing neither the beginning nor the end of turn 1.
The rest of the game played out thusly: in turn 2 Jack dropped his raptor squad next to my landraider and blew it away, the death company then jumped on what was left of the raptors after the predator has blown away the chaos lord which put me in a good position due to slay the warlord.
Then it all seemed to go a bit wrong. I dropped my flamer tactical squad next to his giant marine squad but only managed to kill about 3 of them despite them being packed together like sardines and even with (or as it turns out) the help of a misfiring plasma cannon. They were then jumped by the Khorne marines and were mostly wiped away, but crucially the squad survived long enough for a few to get away, drawing the would be berserkers into the path of the death company.
A 3 inch charge through difficult terrain, how hard could it be? Pretty hard as it turns out as I managed to roll 5-1-1. For me (and Jack may disagree here) is where the game changed. Instead of jumping his squad with 5 attack per man death company with rerolls to hit and wound, I was jumped on by raging Khorne Marines and slapped around. The reclusiarch died which meant my charge turned in to a 3VP swing in Jack’s favour. Around this time, a deep strike mishap by the terminators meant I was longer in danger of requiring a boxer replacement procedure, but when I placed them (he rolled a 3) I put them somewhere, while still far enough away from me, where he was able to get to my deployment zone with some pretty fleet footed running rolls.
All the while the remaining 2 bikes, happily the melta and plasma for him, were able to roam around the battlefield unmolested due to being the lowest priority of some pretty scary targets and claimed an easy drop pod kill point.
When the game finished in turn 6 (I would have won in turn 5, and may have even been able to make a game of it again in turn 7), Jack had beat me 7 VPs to 6. Overall it was a really fun game to play, and was a nice chance to see Chaos in action, especially as I am taking the first steps on my very own Lorgar-esque Pilgrimage. I was also pleased Jack was able to pick up, what he tells me, is his fourth win in four years down the club.
From my point of view, there were definitely a few decisions I wouldn’t make again. I should have put the terminators behind a bit piece of impassable terrain and perhaps also should have multicharged the bikes when I jumped the raptors with the death company, at the time the thought of losing the 2 bonus attacks was a bit daunting but I would definitely do it now given the choice. It was also my first experience of a failed charge really costing me in a game, but such is the way of 6th.
So here are my match ratings for the World Eaters:
Reclusiarch & Death Company – 3
Bad day at the office, only really managed to clear up a small raptor squad before falling on their faces trying to make a short charge and being chopped up by the khorne marines.
Land Raider – 2
A transport that turns into a static bunker that turns into a crater. May have claimed a biker before it was destroyed, but what good is a transport that doesn’t move.
Furioso – 6
Whirlwind entrance and exit from the game within the space of about 20 minutes. Overall claimed 3 VP for the loss of 2 (including drop pod) but could have been a game changed if it had been able to stick around longer.
Plasma Tactical squad – 6
Didnt give up its kill point, but less useful in a non objective game. Plasma cannon missed some very bunched up CSMs at an important juncture in the game.
Flamer Tactical Squad – 5
Pretty ineffective against the chaos marine squad with their flamers, managed to escape the combat with their kill point intact but definitely would have been better used against the large cultists squad hiding in his backfield.
Devastator squad – 6
Lacked much in the way of targets to shoot at/LOS for good portions of the game. Did some good work with frag missiles against the terminators but killing off 10 was always going to be a big ask.
Predator – 7
An MVP due to a lack of any serious contender. Las-cannoned the chaos lord to the face, so claimed 2 VPs from a single shot. Also managed to immobilise itself in the river, the mechanicus will indeed be receiving a strongly worded letter (and axe to the face) re the quality of its equipment.