Sunday, August 21, 2016

Shenanigans

Shenanigans.   It’s one of my favorite words, and is rather an apt term for this game we love.

Ever run up against that re-rollable 2+ save?  Be it the Screamer Star or the new hotness Iron Hands invincible chapter master?  

Or maybe its the crazy 6s, I remember one time rolling to wound with my rending heavy flamers in a drop pod against a cent star (without invisibility) and getting like six rends, and none of the nearest minis had invulns. Poor guy lost a librarian and two grav centurions then took a wound on Tigurius on his first turn.  This was at ATC in 2014 against one of the General Staff teams and the (then) new Gladius.  That he didn’t get off invisibility and that I rolled so lucky enable me to win that game by a large margin.  

Maybe it’s the fails.  Remember tanking bolter shots on your 2+ armor save badass, like, he’s fucking got this… then you roll three ones in a row and he’s dead, on overwatch.  Special snowflakes go away just like everyone else. I remember Draigo dying like that.

What about the current perils of the warp?  I played a guy with a similar list to mine (both running 6th Ed Grey Knights) and turn one he perils’ed his Coteaz twice in a row, almost killed him and gave me first blood, just shitty rolling.  

And let’s not forget deep strike mishaps.  My first GT, NOVA Open in 2013, I was running a (not very good) 5th Ed Grey Knights Draigo Star.  Turn two against an IG gun line army, and I deep strike mishap…. Unlucky number one, and they’re gone.  Later 700 points!  My opponent’s eyes were huge, as he saw such catastrophe strike. He apologized for such a shitty thing, but hey, it happens.  I made the most of the game as I could, but there was no coming back.  My killy thing was dead, and then it was an 1850 to 1100 point game, I think I killed maybe a Leman Russ, maybe.  

That’s the thing about this game.  It isn’t like chess where you can plan and counter; crazy shit happens. The dice gods are fickle and cruel.  Sometimes I can roll three 6++ saves on my Sister’s tank, sometimes I roll three ones for an armor save.  We’ve all been there, and I it is one of the things that I love about it.  You can be the best, with the best army, roll poorly and boom! You lost the game.  

I guess the point I’m trying to make is this: Don’t get too wrapped up in how amazing your list is or perfectly you deployed and moved.  Your Marines will fail morale and run off the board, the Chaos Gods are fickle and will turn your badasses into spawn, your markerlights will hit nothing, and seven psykers won’t get invisibility.  

This is a great game, but it’s still a game. At the end of the day, you’ll pack up your minis and go home, ESPN won’t replay your highlights, if you are really cool, maybe a couple podcasts will mention your list, perhaps you’ll make the Frontline Gaming blog (which is infinitely cooler than us).  Either way, the game goes on.  

Monday, August 8, 2016

Nuns with Guns

Nuns with Guns.

Following my less than victorious trip to ATC with the admittedly cheesy WarCon as covered below, I’ve decided to return to my roots (kinda) for NOVA in a few weeks and run the bolter girls, Sisters of Battle, Adepta Sororitas or whatever other name they go by these days.  


Although NOVA isn’t using the GW FAQs as I understand, and I could bring them in drop pods a la Flesh Tearer’s Taxi Service; I have decided to go MSU Sisters in their own vehicles as locally we use (most) of what GW published in the FAQs and ITC is pretty much there too.


Also, when I get crushed with Bolter Girls, nobody judges me.  It’s like street racing a Prius*, nobody expects you to win. And if I do, because someone stalls out at the launch, or I pull a surprise W on the bottom tables, I feel a little better about myself, instead of getting face kicked with WarCon and its crazy amount of free crap and feeling bad, because I suck, and my opponent knows it, and I know it, and the judge knows it and my friends know it, and you, maybe not super judgy reader, knows it.  


*I own a Prius.  It’s a swell car.  Also the slowest of four at the house, by a lot.


So… I started playing sisters when their codex was two issues of White Dwarf, which doesn’t make me a proper OG, but I did start when you could still buy their full line from GW.  It wasn’t cheap then, and is silly now, but I got in early-ish like Apple or Google, and it’s now so expensive I can’t really buy much more.  


I remember reading about St. Celestine, this angry little beatstick that would die then come back  on a 4+.  And if she didn’t, no worries, roll again next turn, and keep doing this. No limit to her returns. Doubled out by a power klaw? Oh well, she wore down that warboss and she’ll be back next turn to heavy flame and charge the boyz.  She wounded everything on a 4+, Riptides included, and could bog them down in close combat like a pint sized champion.  I had never seen her played, and at the start of 6th ed you could run allies, so hot damn, I bought her and a few bolter nuns, and added from there.  


A couple years later, and I should measure the damn army in pounds, everything but the rhino/immolater is at least partially metal or all metal. I don’t want to think what it would cost to replace it, so I don’t.  Also, if you wear sandals while playing this army, don’t drop the metal Exorcist on your foot, it’s like eight pounds of sharp metal.  Ask me how I know!


As fun as the bolter girls are, I’m drawn to the old school Inquisition theme, the witch hunters, assassins, inquisitors.  So that’s what I’m going to bring.  


So far the army is something like this:


Sisters of Battle CAD
HQ
Jacobus (Warlord)
St. Celestine (beatstick)


Troops
Sisters squad x 5 in Immolator w/MG
Sisters squad x 5 in Immolator w/MG
Sisters squad x 5 in Immolator w/MG


Fast Attack
Dominions x 5 w/4x MG in Repressor
Dominions x 5 w/4x MG in Repressor


Heavy Support
Retributers x 5 w/4x Heavy Flamers in Repressor
Retributers x 5 w/4x Heavy Flamers in Repressor


Assassin Detachment
Culexus Assassin (burn the witch!)


Inquisition Detachment
Coteaz (but not this one, he’s okay)
Inquisitor (not sure the flavor, maybe Psyoculum or Daemonblade or Psyker)


Inquisitorial Squad (maybe in a Chimera, maybe)
2x Jokaero (space monkeys?!), 3x Troops w/Plasma Guns, 1 or 2 Psykers, 2-3 Crusaders (sweet 3++), and some ablative wound guys (4pt troops to suck shots)


So traditionally I like to run a big blob of girls (20) with Jacobus to give them the 5++ from his warlord trait; attach a priest or two for the CC bonuses, then stick them in cover and sit on an objective forever.  With the advent of grav, this is less appealing as the 3+ doesn’t get the distance it used to; ditto on AP3 shots from Imperial Knights.  Its also hard to hide, slow and doesn’t put out much in the way of killing (1 special, 1 heavy and a bunch of bolters).  They aren’t really cheap enough to justify the points sink, they aren’t fast in any way, and they aren’t killy.  A couple smaller squads with priests could hide better and remain fearless; while a couple small squads in Immolaters could actually move around and shoot things.  Much better Sisters players than I have had great success with MSU, mostly running Rhinos and melta guns, but I like Immolators so that is what it will be.  Who doesn’t like a twin linked heavy flamer or twin linked multi melta?  


Although lacking in the sheer awesome bonus rules and free shit departement, Sisters do have a few tricks.  Celestine currently can come back once on a leadership test, with full wounds, and charge, etc as normal.  Jacobus is still an angry little bastard with 3 wounds, fearless, counter attack to his squad, a 12” fearless bubble, and the sweet ass sweet Litanies of Faith bonuses in CC, plus giving his unit a 5++ if the army’s warlord.  The battle sisters can roll a leadership test once per game for a preferred enemy (I use it in my shooting phase); the Dominions get ignores cover with their melta guns (pretty sweet against bikes/jetbikes/cover camping Tau), and the Retributers get rending with their heavy flamers once per game.  All the bolter girls (and their sweet rides) have a 6++ or better to boot, which isn’t amazing but it is sweet to roll a six and that see that pen just go away…


The Dominions can also scout or outflank, which is kinda fun against anything not Tau, and since both the Dominions and Retributers will be in big, armored boxes with front armor 13 and gun slits, they’ll be firing out all of their weapons and most *should* be able to do some damage.  Or die in a horrible, fiery explosion.   Sadly it isn’t 5th Ed, they just don’t make tanks like they used to…


My plan is to keep the girls in their tanks, ride or die style, using cover to my advantage and either scouting or outflanking the Dominions to melta something important.  I’ll have three squads of Obsec troops in Immolators, plus to four other units in Repressors. Coteaz and the Inquisition will probably sit in the back, use his 24” bubble of intercepting fuck you to kill drop pods, deep strikers and the such, while also twin linking the space monkey’s Lascannons/Multimeltas/Heavy Flamers; whatever they’re feeling at that moment plus the three plasma guns.  The other Inquisitor will either provide more psyker fun, the silly but fun Daemonblade or a Psyoculum to give the unit BS10 against enemy psykers.  


St. Celestine, well, she’s there to wreck face and chew bubblegum.  Against any proper close combat unit and she’ll get doubled out right quick plus S5/AP3 means little to 2+ armor saves; however, against space marines, she can hurt some feelings.  I7, WS7, built in heavy flamer, five base attacks, master crafted power sword and a jump pack make her the bane of power armor marines.  And, if there happens to be a power fisting sergeant, well… somebody is getting challenge-fisted, and it’s not this nun. Being a small target, she can hide quite well, then counter charge, or distraction carnifex from terrain to terrain, use that sweet heavy flamer to meltinate a cover camping scout squad, eldar jetbikes, or some slightly armored fish fellows.  Then she charges and wrecks shop.  Hands down my favorite 135 points in the game.


The Culexus Assassin is the other side of this nasty-onesy coin.  He’s hard to hit, he’ll do damage in close combat, and he’ll null and void invisibility; so best to kill the bastard sooner than later, although you’ll still need to see him, and he is one more infiltrating, move through cover distraction carnifex for my opponent to deal with.  

I have exactly zero delusions about winning much with this army, I think I’ll end up on the lower tables and maybe go 3-3 or 4-4 if I play well, the dice gods smile, and I don’t get straight warhammered on beer while in the Hyatt.   NOVA is a fantastic event and I missed 2014 and 2015 by being in the wrong country doing bad things to bad people.  If you’ve never had the opportunity, I highly recommend it, Mike Brandt and company put on an amazing event and I only wish I could do more while I was there, just not enough hours in the day.  

Sunday, August 7, 2016

How to build a tournament list with Chaos Space Marines

        Hello again fellow heretics! It's your friendly neighborhood heretic here, and in this blog we are going to discuss how to build a tournament list capable of destroying those pesky meta lists floating around.  Especially the hated Eldar.
        First let's talk about the codex and supplements, and how you can use them to build a list.  The vanilla codex has been heralded as weak for some time,  and compared to others that have been updated its kinda true. But let's not fall into the trap of whining about it.  That's what space marine players do.  
        The codex itself has some strong units,  especially with forgeworld options. Make no mistake, tournament players WILL bring their best units to the table.  So don't let anyone tell you not to use the power that forgeworld brings.  Let's talk about the good:

        Choosing HQ to go along with your army is crucial to your success. If you are running an assault army, putting Kharn in a dreadclaw with some marines or bersekers is money. All he ever lacked to be amazing was a delivery system. Problem solved. 
The demon prince of khorne with wings and the axe of blind fury kills everything it touches. I mean 7+d6 s9 ap2 attacks on the charge, can you say bye bye wraithknight? 
        Malefic sorcerers are cheap and useful too. Summoning is a powerful tool you can use, and he lets you take multiple infernal relics. (FW models such as the Kharybdis, Sicaran, and Fire Raptor)
         A chaos lord with a chainfist in terminator armor in a dreadclaw with some marines is a solid choice, as is a chaos lord on a juggernaut with the axe of blind fury. Less killy than the prince but really killy if he joins a unit of spawn of khorne. 

        Chaos space marines in dreadclaw drop pods-
This is a powerful tool for you as a chaos player.  It's essentially a cooler version of a drop pod that flies.  And your marines don't have to disembark the turn it lands.  Flying objective secured assault vehicle drop pods? Suck on that imperial scum.  

        Chaos spawn of Nurgle- these are fast, hold objectives like nobody's business, and don't give a shit about strength D or s10 shooting.  Park them on a relic or objective in a ruin and laugh as your opponent tries to take it from you.  

        Heldrakes- Not sure I need to explain this one.  Takes pointy ears and those pesky space marines off the table in a hurry. Listen to them whine as you melt their jetbikes.  

       Heavy Support- OK so here's where I throw some of our best units out there in one go. The Chaos Relic Sicaran is the best tank in the game. Hands down. With s7 rending no jink shots laugh as you shoot warp hunters and jetbikes off the table. And those pesky rerollable dark angels jink saves. The rending bolters upgrade is soooooo good it is a must. With 13/12/12 armor and ceramite, and it's a fast tank too! So good.  
        The Chaos Fire Raptor Gunship is also one of the best flyers in the game. It can shoot different targets, every shot can rend, and it has missiles for an alpha strke. And 4 hull points. Yummy goodness for your opponents to take to the face. 
         Don't underestimate your good Ole Las predators either. For 140 points they can serve as your anti armor too. And if you take a bunch of drop pods and chaos spawn, any shooting your opponent does at a tank assures you of a win. 
          Lord of War- the Chaos Knights are  fantastic support.  Having a 5+  demon save is clutch in melee and wherever your shield isnt. The khorne demon knight with rampage is pretty sweet. 

        There are several formations that work well with a CSM army. The sorcerers cabal can be used with your spawn to take enemy shooting and for summoning, making you even more powerful. Summoned flesh hounds and bloodcrushers make for a bad day for the enemy.  And of course using a skatach wraithknight against his own unit is more than payback for the games it ate your face. Paybacks a bitch.
        Using your friendly battle brothers in a list is helpful too. Khorne Demonkin have two of the best formations to play alongside as support. The Fist of Khorne and the gorepack.  I covered these in my last article so if you need more info on them check it out.
       Another army to consider as allies are.... Orks! I took an ork and CSM cad to warzone atlanta last November and was at the top tables all tournament,  with one loss to my good friend Price Wilkes.. who won the whole thing and is the last person to beat me with Eldar.
       
          So how do I beat the meta lists with this? You're probably stumped.  Anyone can lose if you roll badly and your opponent rolls well.  We all know that.  But if you take fast,  hard hitting units that can control the table and use the correct heavy support and fast attack choices, you have all the tools necessary to win.  Say you take a fire raptor,  heldrake,  and sicaran as support they are taking 3-4 jetbikes squads off the table per turn while your gorepack or mobs of chaos spawn crush the warp spider spam.
        You can deal with super heavies and gargantuan creatures easily enough as well. Either use things to tie them up or kharn and a demon prince to smash them into a million pieces.  Your call.  I prefer to smash them, personally.  And for the naysayers out there,  these armies work will against space marines,  eldar,  tau, and you CAN beat them.  So don't let anyone tell you that you can't win with chaos space marines. I've been doing it, and will continue to do so.  

      Good luck fellow heretics,  and I hope you've found this guide useful.  Share and spread our blog around if you liked what you read!
      
        


Wednesday, August 3, 2016

WarCon at ATC or how I learned to stop worrying and accept that I suck at this army

Hello all, Josh here. This is my first post on our 40k-nerd collective, and I’ll be talking about how (not) to play War Convocation following my experiences at ATC this year.  

So, why WarCon you ask?  When GW released the new FAQs regarding drop pods, my beloved Sisters of Battle were relegated to moving around on foot or in Rhino-like vehicles that sadly, don’t come for free (fuck you Space Marines).  This meant I could no longer bring sets of four rending heavy flamers or cover ignoring melta guns right where they needed to be; and as this is a competitive tourney and my team wanted to do well, I had to look elsewhere amongst my armies.  


I have a *bit* of a 40k problem you could say; I own large armies of pretty much all factions save Chaos/their pet marines, Tyranids (sold em), and Dark Eldar (sold to Anthony).  Experience wise, I know my Grey Knights, Sisters of Battle and Blood Angels the best, but none of these armies are all too terribly good, and the Drop Pod FAQ killed my Sisters/BA alliance.  Eldar was taken, I don’t know my Tau well enough, and our Eldar player was on the fence run them or Space Marines, so both were out.  I really didn’t want to play Necrons, so competitive wise, I jumped on the free things bandwagon and took my War Convocation army with a pair of allied Inquisitors.


The list was something like this:


WarCon 1849 Points/1850 allowed


AdMech
HQ- Tech Priest with all the free shit (Warlord)


Troops
4x Kataphrons w/ Grav & Flamers
4x Kataphrons w/ Grav & Flamers


Skitarii


Troops
10x Rangers w/ 3x Sniper Rifles & free shit
10x Vanguard w/ 3x Plasma & free shit


Elites
Infiltrators x 5 (w Blasters & Taser Goads)
Ruststalkers x 5 (Razors & Chordclaws)


Ironstrider Ballistari w/ Lascannon


Onager Dunecrawler w/ Icarus Array


Imperial Knight
Knight Crusader (Battle Cannon & Avenger Gatling Cannon, Stormspear Rocket Pod, Heavy Stubber)


Inquisitorial Detachment


Inquisitor Coteaz (best 100 points ever)


Ordo Malleus Inquisitor (Level 1 Psyker, Power Armor, 2x Servo Skulls because I can’t buy him melta bombs)


So, I’m all about the free stuff, however I didn’t even know what most of the free relics did. The Phosphoenix?  S5 AP2 and the one hit causes three hits? Sure, why not, I think I used it once in six games.  The Autocadeuces of Arkhan Land on my Warlord? IWND for him and the unit?  Awesomesauce! Never got to use it.  


This silly damn thing has hundreds of points of free upgrades, and I pretty much didn’t use half of them.  You could say I wasn’t really prepared to play this army; and you would be right.  Prior to ATC, I had used the Canticles of the Omnissiah in two games.  I hadn’t even used the Skitarri’s Doctrina Imperatives until my third game into ATC.  


As a bit of background, ATC is the American Team Championships, the yankee equivalent of Europe’s ETC.  You and four of your dudebros bring five armies, not repeating any factions (IE all SM from the big book are the same faction, Blood Angels, Dark Angels, Space Wolves are separate).  Your team plays against another team and there is a bit of strategy involved. The captains basically roll off, you put out defenders, they pick attackers, yada yada yada, and after seeing the opposing teams’ lists you either choose to sacrifice one or figure who will be hardest for their five armies to match.  


Knowing full well that I would be on the opposite end of best Admech player, I volunteered as tribute several times, and took that sabot round to the chest.  Although I finished with an abysmal 1-5 record, I had six great games, zero dick opponents, and I think if I had played better a 5-1 would have been very reasonable.  


Game One: Adam’s Eldar.  He ran a whole bunch of bikes, three flyers and a Wraithknight. Pretty standard competitive Eldar list, beautifully painted, and a great dude.  I’ll definitely drink beers with Adam down the road.  Game was the relic, Dawn of War Deployment, and I managed to go first which enabled me to kill off his Wraithknight with my grav and wear down his bikes a bit.  As the game went on, I stuck his seer star with Invisibility in CC with my Inquisitor and some Kataphrons, they eventually won out and snatched the relic on like turn five.  We went to seven, and although I had slay the warlord, first blood and progressives by a bit, he won overall with the relic and line breaker.  I should have been way more aggressive, I could have moved some of my dunestrider dudes (+3” to all my moves? America Fuck Yeah!) to the relic then bubble wrapped it in my deployment zone for a win.  Great, fun game, and I learned a bit.  

Game two was against a Tau list with a Stormsurge, Riptide Wing, some drones, buffmander and a couple sky rays.  I managed to steal the initiative but again, I wasn’t aggressive enough. I managed to kill the Stormsurge but I didn’t stab the shooty with my stabby and lost the game by a decent margin.  Fun player, good attitude, and I enjoyed the game. More learning.



Game three was another Tau list, this one had a Stormsurge, more Riptide wing, a buffmander and a bunch of missile Broadsides and two squads of Kroot.  I was more aggressive and I remembered that Skitarri can scout in their formation (oh yeah…) I stole the initiative again and the grav put some hurt on his Riptides, due to the Hammer/Anvil deployment, I stayed the hell out of the Broadside’s range as best as I could, put bodies on the middle table progressive and managed to wear him down, coming away with my first (and only) win.  If it weren’t for stealing the initiative I think it would have been very close.  The aggression paid off, a lesson that didn’t stick…


Day two; starting early (like 8 am or some such nonsense)


Game One:
Traitor Guard


So I had read about this list in Imperial Armour: The Siege of Vraks; basically its a bunch of plague zombies (4+ FNP, fearless FTW!), 2x3 quad mortars, 2x Basilisks, some allied daemons to sacrifice themselves/summon greater unclean ones and artillery tyrant warlord dude plus a Chaos Knight with dual avenger gatling cannons.  The basic strategy is this:  park artillery in the back, keeping aware of their minimum range; front line is a big bubble of fearless meat shields, the Pink Horrors give up first blood to bring in Great Unclean Ones to wreck face and counter charge, step two shoot things, step three profit.  I knew this would be a challenge for me; he has almost no armor saves (other than the artillery) and as such gives exactly zero fucks about my grav.  His zombies are fearless in big blobs with 4+ FNP, so anything that isn’t S6 or higher isn’t much a concern, and the quad mortars/basilisks/Chaos Knight put down wounds like motherfuckingchampions.  The artillery tyrant has this neat trick: he can drop rounds onto his own dudes in close combat.  So you get close enough to charge his fearless blobs with 4+FNP hoping to work through them? Cool, here comes the steel rain! I managed to kill one GUO but the other charged me and wrecked face, he got off Warpspeed (I think…) for crazy high initiative and instant death on his close combat attacks.  By the end of the game all my dudes were dead save the Knight, and for funsies we were playing dueling Knights; his against mine.  The loyalist won the shootout, but I conceded max points as he would have worn him down had he shot any of his remaining artillery or charged with the GUO.  Fun game, really dug the theme and it was cool to see the traitor guard/artillery tyrant on the table top.  I should have been a lot more aggressive and gotten within his minimum artillery range.  Oh well.



Game Two
Flyers. Flyers everywhere.  So we had played this team last year, and their captain, in proper Canadian fashion, was the nicest guy in the state.  The list was basically a chapter master, some grav cannons, a few troops in drop pods plus a land speeder. Everything else was flying in wings, ignoring cover or getting tank hunter or what have you.  I was sacrificed to the altar of the flying god, and it hurt.  There were at least two Stormravens and at least six Stormtalons in the formations; they came to kick my ass and succeeded.  None of our teams could handle that many flyers, so I took it standing up.  I think I put a few hull points on a couple fliers, and killed a couple marines; and got my nuts kicked squarely in.


Game Three
Iron Hands shenanigans: He had the invincible 2+ FNP chapter master with home boys on bikes, the three Vindicator Formation, 3x Land Speeders, 2x Stormtalons, and the 10th Company scout formation.  Great dude, expertly played his army.  It should have been much closer, but I wasn’t paying attention when he briefed me on the army, and his apocalyptic S10 ignores cover blast wrecked my face.  I should have killed the damn Vindicators first turn.  I scored a few points, and held his biker death star in CC for a couple turns thanks to some lucky saves, but in the end being too defensive bit me in the ass; half my grav Kataphrons just sat in the back on an end game (NOT progressive) objective, neither scoring nor killing.  Another fun, crushing loss.



Last year I went 3-3 with a Sisters of Battle/Blood Angels army.  I took a much more competitive army and went 1-5.  I think it’s safe to say the field at ATC was much more competitive than in 2015; the teams were either hard anti-meta (16 Fire Raptors?! WTF Chicago Kamikaze!) or a somewhat standard Eldar/Tau/SM/Choice4/Choice5.  As I prepare for NOVA in about a month, I have decided to run what I know: Sisters of Battle MSU with a few Inquisitors (and retinue) plus a Culexus Assassin.  It isn’t a top tier army, but I know how to play it and I know it’s tricks.  Also Repressors are fuck awesome models and this is an excuse to buy more and paint the damn things.  

Tuesday, August 2, 2016

Khorne Daemonkin, Chaos Space Marines, and You!

      Hello fellow heretics! Today i am going to be discussing Khorne Daemonkin and Chaos Space Marines. Together! I have been running a pretty powerful army at some ITC events, most recently ATC. First, let us look at the list:

   KDK:Formation: Fist Of Khorne 19x Berserkers, Berserker Champion w/ Axe of Khorne, Kharybdis Assault Claw

   KDK: Formation: Gorepack 5x Flesh hounds, 5x Flesh hounds, 5x Flesh hounds, 5x Flesh hounds 3x bikers, 3x bikers

 CSM: Combined arms detachment:   Kharn the Betrayer
                                                         Chaos Lord, Mark of Khorne, Juggernaut, Axe of Blind Fury
                                                         5x assault chaos space marines, Dreadclaw drop pod 
                                                         5x assault chaos space marines, Dreadclaw drop pod


       The idea of the list is simple. The Fist of Khorne and Kharns drop pod drop onto the table turn one, with the Flesh hounds and bikers starting on the table. The Fist is a strong alpha strike, as all the berserkers inside can disembark and assault turn one. As if that isnt enough for the enemy to think about, any vehicles or buildings the Kharybdis scatters on top of takes a strength D hit at AP1! I have rolled a "6" here and elimated Imperial Knights several times.
        Kharn also lands turn one as the Dreadclaws and Kharybdis follow drop pod assault rules. The difference is that his unit doesnt have to disembark! They are flyers and can flat out in the shooting phase, setting up a massive turn two assault with flesh hounds, Kharn, bikes, and berserkers (they should kill anything they assault turn one). The army completely controls the table from turn one forward. I threw the Jugger lord in to ride around with some flesh hounds and clean up after the rest of the army. Cant go wrong with 7+d6 S6 ap2 attacks on the charge.
        When i first put the list together, I had the ATC in mind. It's first real test was at an ITC event in Knoxville, Tn. I ended up winning the event, sweeping all three rounds. I also played some pretty competitive lists in practice games before giving the final decision to our team, Beer for the Beer God, that i was taking it. Individually the list went 5-1 at ATC, with pairings and results as follows:

                   Round 1- Vs Tau Empire Ghostkeel/Riptide/broadside intercepting spam. This game was brutal for me. Not the best match up, so i was already fighting an uphill battle. I lost this game to some hot dice from Kelly Wallace, who couldnt miss with overwatch. Coupled with the fact I couldnt make an armor save, he made quick work of me and i lost 20-0. Needless to say, it wasnt a good start to the tournament for the heretics. But the chaos gods had not left me completely.
                   Round 2- Vs 3 Renegade Knights + Heldrake Flyer Wing. This was a far better match up for me. His knights had 5 Gatlin cannons between them. I got the first turn in this one, and sadly the fist didnt scatter onto a knight. It did land perfectly between two of his knights, however, and i managed to assault two knights and tie them up. Kharn cleaned the knights up (s7 armourbane hitting on 2s with hatred) while the flesh hounds controlled the table. The heldrakes killed a few units, but it was too late as his knights were all dead turn 4. I won this game 18-2.
                   Round 3- Vs Daemonic Incursion of Tzeentch. This guy had tons and tons of psychic dice. Three heralds, fateweaver, tons of horrors, and 30 screamers. He had a good army, but ran into all kinds of match up problems against me. Almost my entire army had some kind of special rule that killed psykers. Worse for him is i rolled first turn, and he failed to seize. He set up in a corner of the table thinking he was safe, but the Fist dropped in turn one and multi assaulted two units of horrors and three units of screamers. He lost the combat by 7 and lost each unit to instability rolls, giving me 5 blood tithe points turn one. I tabled him turn 4, winning the game 20-0. Want to make a note this was one of my favorite games, because he was such a great guy.
                   Round 4- Vs Tau Riptide/Yvahrna/Stormsurge spam. We all have seen this list floating around, and it is a very hard list for any army to deal with. For the life of me, i cannot remember the guys name (he was with forge the narrative, a great group of guys). I ended up seizing the initiative this game and getting turn one. The Fist dropped in and ate intercepting fire from 3 riptides and a stormsurge. He killed 8 or so berserkers, and i had though that was going to win him the game, much like the first game vs Tau i had. I made my assault and the axe of khorne tore down one riptide as i chose not to multi assault the other two in his wing (this is a sound strategy chaos players, once they blew their intercept they wouldnt be able to fire at me on his turn, so i chose to ignore them and assault them next turn). I tied up the other riptides the rest of the game, he didnt get to fire them on his turn once. Kharn chopped down one Yvarhna but ended up getting stomped out by a stormsurge. This was by far the closest game of the tournament, and due to some crafty rolling he managed to steal the relic on turn 7 to narrow the gap. I won this game 11-9. Best game of the tournament.
                  Round 5- Orks with a big mek stompa and a shitload of bikes. This game was another classic bad match up for my opponent. The alpha strike from the pissed off berserkers took his warlord away on the top of turn one, and he never really recovered. Highlight of the game is when he assaulted Kharn (who was by himself due to dakka guns, with only one wound left) with a warboss and nob with power klaws. My only chance here was to eat his Nob in a challenge and heal a wound or two. Kharn issued the challenge and murdered the poor Nob easily, and i immediately rolled on the chaos boon table. To my opponents dismay i rolled a 66, turning Kharn into a demon prince and seperating him from combat, saving his life! Was an epic moment for the chaos gods. I won this game 20-0 as well.
                 Round 6- Final game was against the hated Space Wolves. He was running 10 wulfen, 15 thunderwolf cavalry, a wolf lord and a Lancer. I elected to let hm go first on hammer and anvil, parking myself 35 inches away on deployment so as not to get assaulted turn one by the wulfens special ability. He moved forward on his turn, and on my turn one the fist of khorne once again went to work, scattering directly on top of the lancer, giving it 3 hull points and landing next to some wulfen. They disembarked, and knowing he was going to kill the berserkers i assaulted them anyways because i needed them off the table. The 81 attacks killed all the wulfen, but his abiltiy to fight back on death killed 13 of my berserkers as well. I tied his lancer up with a unit of flesh hounds and Kharn finished it off turn 2, and the ensuing explosion killed off the rest of one of his cavalry units and one of my flesh hound units with my chaos lord in it. I ended up tabling him turn 4, which is gratifying for any Chaos player to table an imperial army. He was such great guy though. Won this game 20-0, bringing my totals for ATC to 5-1 and 89 points scored, which was the highest among Khorne Demonkin players (i think, we all got lumped in with demons so i didnt win best in that category, sadly) and i think one cabal CSM army placed higher than i did as well. It was overall a good tournament for me. ( I havent seen all f the overall results for individuals, so this may be off a little)
      So don't let anyone tell you that Chaos can't compete in today's meta. Check back with me soon I'll be doing a CSM and KDK tactica and codex rundown. Feel free to comment any questions!

BLOOD FOR THE BLOOD GOD!