GT Practice Game2:
So I wanted a game against these, not played Guard in a while so wanted to see what the new codex has brought them and my mate Will stepped up to play me.
My list hasn't changed.
Wills AM list:
Primaris Psyker Lvl2 with Force Axe
Primaris Pysker Lvl2 with Force Axe
Primaris Psyker Lvl2 with Force Axe
Blob: Platoon Command
5x Infantry Squads - 5 Power Axes, 5 Meltabombs, 5 Lascannons, 5 Plasma Guns
White Scar Allies:
Chapter Master - Bike, Shield Eternal, Power Fist, Artificer Armour
A nice ally with the White Scars, this blob has the tools to deal with pretty much every thing the game has to threaten them!
We played a GT mission, Relic primary, Tactical Deadlock Maelstrom Secondary and Firststrike, Warlord and Linebreaker, Dawn of War Deployment.
My Warlord trait is -1 to opponents reserves, Yarrick has a set one that doesn't really have an in game effect as far as I could tell...
Primaris1: 4+ Inv, Scriers Gaze, Prescience
Primaris2: Endurance, Iron Arm, Smite
Primaris3: Cleansing Flame,
(wasnt Hammerhand or Sanctuary), Banishment
I won the roll for sides and deployment, I set up in a split formation (the terrain was quite sparse with 2 ruins on either flank of my deployment zone), Wraithknight deployed in the centre to act as bait for the blob, the Serpents split into either flank, I decide to outflank the Hornets.
The Blob deployed centrally with all the characters, Chapter Master on bike out front to tank the hits, the Platoon command went out of side to the right and the Vet squad deployed in reserve along with the Scouts and Vendettas.
Turn1 my opponent seizes!!
The blob moves up leaving the Lascannons stationary, the Primaris's fluff with powers as only the 4+ inv goes off, Yarrick issues monster hunter and the Platton Command issues ignore cover...
The Blob strips off 3 wounds from the Wraithknight.
My turn and the Wraithknight moves up to the blob, the Serpents move down the flanks ready to flank the blob and begin by ripping into it, removing 15/20 Guardsman including a couple of sergeants, 2 Plasmas and a Lascannon.
Wraithknight then charges the blob surviving the overwatch with 1 wound and kills the chapter master!! my opponent played a little poorly here and got very unlucky at the same time, the Hammer of Wrath did a wound to the CM, then after hitting and wounding 4 times, with 3 wounds left on the CM, he rolled 2 dice first off and took 2 wounds, unlucky, but I would never roll like this just in case.. 3+ inv save isn't that amazing! The next one was LoS'd to a Guardsman, then rolled a 1 to LoS the last save, then failed the save itself, killing Hit and Run, the blob can afford to lose 4 Guardsman as the CM and Meltabombs will cut down a 3 wound Wraithknight... Anyway, Firststrike and the Blob remains locked as a Meltabomb which is in range fails to wound.
The rest of the game pretty much hinged on that one move, the Vendettas come in and do no damage to a jinking Serpent, both Hornets then come on and fire into the rears of both Vendettas, now I get lucky, my opponent decided not to jink risking it and both are removed! One through a crashing immobilised result, the other was exploded!!!!!
The blob did finish off the Wraithknight, but was quite messed up at this stage with only 20 or so models left, the Lascannons do bring down a Serpent, but its all too late and Fire Dragons, Dire Avengers all swoop in for the kill as I deny the 4+ Inv save which only passed once on 4 dice.
In the end I table the AM and rack up a massive win on Maelstrom, even capturing the Relic and claiming all 3 secondaries.
Had the Chapter Master not perished turn1 I think the game would have gone differently, but I'm still confident my list has the tools to deal with a blob of this style. I was very happy with the tactics I employed in this game, basics I know, but flanking the tanking character allowed the Serpents to remove a lot of the nastier things hidden in the blob.
Not sure what I'm up against next.