Sunday, September 11, 2016

The 13th Black Crusade strikes- BAT REP

Gather around Traitors and alcoholics.  It is time to pay tribute to the Beer God and we do this by bringing you this awesome tale of how Kharn and company brought the pain to the False Emperors own Blood Angels.

The Lists

Chaos CSM Black Crusade Detachment

Core (890 pts)
Chaos Warband

HQ-Kharne the Betrayer

Elites-Chosen
           Chosen Champion- CC weapon, Bolt Pistol
           1X Heavy Bolter
           Chaos Rhino
Troops- Chaos Space Marines
              Aspiring Champion- Boltgun, Bolt Pistol, Power Sword
              7x chaos space marines with cc weapon and pistols
              Flamer
              Chaos Rhino

              Chaos Space Marines
               Aspiring Champion- CC weapon, boltgun, bolt Pistol
               9x Marines with Boltguns
               Chaos Rhino

Fast Attack- Chaos Bikers
                     Biker Champion- CC weapon, Bolt Pistol, Melta Bombs

Heavy Support- Havocs
                           Aspiring Champion- Power Fist, Bolt Pistol, Melta Bombs
                           4X Melta Guns
                            Chaos Rhino

Auxiliary (475 PTS)

Chaos Lord- Power Amour, Mark of Slaneesh, Murder Sword, Bolt Pistol

3X Raptors Mark of Slaneesh
       Raptor Champion- Lightning Claws and bolt pistol

Chaos Renegade Knight Forsworn Knight Detachment (380 PTS)
Renegade Knight- Melta Gun, Avenger Gatlin Cannon and Heavy Flamer, Reaper Chainsword

Fortification Detachment
Aegis Defense Line with Comms Relay



Blood Angels
Combined Arms Detachment

HQ
Chaplain- Jump pack, The Veritas Vitae, Crozius Arcanum

Elites
Death Company- 6x Bolt Pistols, 4x Chainswords, 7x Death Company Marines, Hand Flamer, Jump packs, Power Fist, 2x Power Weapons

Troops
Cassor the Damned- Lucius Pattern Dreadnought Drop Pod, Magna Grapple, two Blood Talons.

Scout Squad- Scout Sergeant, Sniper Rifle, Chain Sword
4x scouts with bolt guns

Scout Squad- Camo Cloaks, 4x Bolt Pistols and Missile Launcher, 3x sniper rifles

Tactical Squad- Grav-gun, 4x Tact Marine
                           Rhino

Tactical Squad- Multi Melta, 4x Tact Marines
                          Rhino

Fast Attack- Xiphon Pattern Interceptor
2x Twin Linked Lascannon, Xiphon rotary missle launcher

Heavy Support- Fire Raptor Gunship- Four wing-mounted stormstrike missiles, twin linked avenger bolt cannon, Relic of the Armoury, Two Twin- Linked autocannons, Legacy of Glory, Storm Eagle (Battle of Calth)

Lord of War
Cerastus Knight-Atrapos


Deployment
The mission was ITC mission number 2, so Relic with a Hammer and anvil deployment.  I set up the chosen near the aegis so I could ensure my raptors came in turn two.  My opponent, Evan, rolled his two warlord traits and one of them reduce my initiative by one so it was greatly needed.  I set Kharn and the CC marines in the center of the table as to be able to deliver him in any direction.  I put the Knight near him to take some pressure off of him and give that extra threat.  The melta havocs were positioned on the left to potentially force the knight to the other side with kharn and my knight. I had to have these three baddies fight in order for the battle to swing my way.  My three raptors were also obviously kept in reserves so I could deepstrike and assault.  The lord with the murder sword chose the Chaplain as his target for the sword.  Turn one consisted of some shooting back and forth and I moved Kharn up 6 inches in the rhino and then disembarked him slighting behind the Rhino.  My opponent Evan then fell into my trap and moved his knight up 12 inches...in striking distance of kharn.  He also had his drop pod come in behind kharn so I had to make a decision.  




Turn two was a huge turn for us Traitors as we had a few options to assault.  Not pictured above but the Cerastus knight sat a few inches from that rhino and Kharn had rolled fleet on the boon roll thanks to the decurion.  He rolled two but one of the was better luck next time.  Turn one the lord in reserves had rolled a plus one to his armor save.  Cassor the damned would have to wait this turn.  I split Kharn off from the marines and moved him 6 inches towards the knight.  Perfect position to strike.  I had disembarked the melta havocs on the left side of the knight to ensure I could knock a few hull points off of it. In the shooting phase, the melta squad only did one hull point on the knight but fear not. My knight flamed the drop pod just so I could charge it and used the gatlin cannon to pop a rhino.  All my raptors had came in from reserve thanks to rerolls.  They all hit on target with one squad going after scouts, one going after a marine tactical squad and the lord and his squad going after the chaplain's squad.  After some great shooting the chaplain's squad had been reduced to 3 death company marines and the chaplain himself.  After the shooting phase, charges were made with Kharn going into the knight, my knight going into the drop pod, and the raptors making the charge into scouts, marines, and death company.  The lord getting into base contact with the chaplain was clutch as now the murder sword was str 8 ap 1 instant death.  Kharn was the highlight of this phase and what really turned the battle in our favor.  Kharn in one round of combat took all of the knights hull points and destroyed the knight.  The ensuing blast did kill kharn but it was well worth it.  The Lord and raptors killed the death company in the first round of combat.  The other raptors killed all but one scout and marine in each squad.  Which worked out as they couldn't be targeted by Evan's shooting.
After turn two it really went down hill for the blood angels as the only reserves that came in for Evan was his outflanking scouts.  Turn 3 his two flyers came in and shot a few things but the battle had been won.  I truly think if the flyers had come in sooner the game could have been salvageable for the blood angels.  


Analysis-  I will be the first to say this list is not ready for a tournament.  It needs some tweaking and a few tools to make the other units such as the bike and other marines a little more useful.  I really am going to find the points for a dread claw to get kharn where I need him and be able to assault turn 2.  Everyone has been really hard on the Traitors hate drop but I think people were expecting an instant win button.  It takes true tactics and play to win with CSM and that is ok in my books.  It feels so much better winning with an army that people rate as sub par.  What do you think?  What would you tweak in this list?   Also check out my opponent Evan's Blog at www.sepulchreofheroes.blogspot.com.

~Beer Apostle~  

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