I’m taking on the Imperial Knights again, my second game against them (though I’ve played the player many times). I believe that I need more experience playing against the super heavies in the game, and Knights seem to be the leading example of that right now. This was going to be a tough game, but an educational one.
As with my last game I really wanted to run a mono Death Guard list, so that’s what I did. My army is very similar to that used in the last game but I tinkered with it slightly to see what else it could do.
What I was tinkering with was taking a unit of Combe-Plasma equipped Blightlord Terminators back by a Chaos Lord in Terminator armour to take on some of the anti-armour load. As I played with the list I added and removed the Rhino with the melee Plague Marines multiple times, but the last time I put it back in I forgot to add the Rhino itself. Compared to the cost of the Melee Plague Marines (151 points), the Plague Caster (110 points) and the Biologus Putrifier (60pts) the Rhino is a little bit on top. But you need all of those components for it to work. So it was a really bad move.
What I should have done was to probably drop the Foul Blightspawn. One on their own is questionable due to the randomness of his weapon and the Plasma should have made up for his anti-armour effect. Or the Blightlords and the Terminator Lord should have been dropped out and something else work in in their place.
So that’s why my list is too many points, it reflects what I actually put on the table that night.
I believe that we rolled the Strategic Gamble Maelstrom of War Mission from Chapter Approved 2018. For reasons that become apparent this didn’t affect how the game played out.
We had some quite lovely Orky looking scenery that we used to construct two walled off enclosures. After some discussion we agreed that we couldn’t see through the walls or move through them, you’d have to find a gate or climb them. This would be a key issue in the game.
I setup first and dropped most of my stuff near the centre with one squad of Plasma Marines on top of the walls. The other Plasma stuff went to their left with the Prince, Drone and Crawler off on my right. The Plasma squads would hold still with the Helbrute and backed by the Chaos Lord hopefully do some anti-armour damage. My Rhino would also go in the middle but race to the enemy lines as quickly as possible.
The enemy set up with their Marines and Knight in the centre with both flanks taking an Armiger and a squad of Guardsmen. Note how most of the Marines are not on the wall. This was done under the assumption that I would get first turn and that this would protect them from my shooting, which it did, but it caused trouble for the Imperials too.
Continue reading “Death Guard vs Imperium (1,750pts)”