League Battle: Spacewolves/ imperium vs. Chaos Space Marines: World Eaters

Belligerents

Commanders and Leaders
Kharn the Betrayer
Commander Survived
Khorne Berserkers
Most Valuable Unit
Strength
Classified
Army List
Rating 17
Commanders and Leaders
Classified
Commander
Classified
Most Valuable Unit
Strength
Classified
Army List
Rating -34

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So I don't win a ton of games and I figured I'd comment on this one.  I didn't really win this game so much as my opponent lost it.  Both of us were fielding assault heavy armies.  I gave him first turn so the only real option he had was to advance closer to me.  I couldn't be happier with that decision.  The bulk of his points were sunk into his Thunderwold Cavalry unit - which against charging Berserkers and assault oriented Helbrutes wasn't really a match.  Surely he could've rolled better on his storm shield saves but even if he had I probably would've pulled out the strategem that lets me attack a third time.  The good news for me is that I didn't require it.

So my thoughts:  My Renegade Knight didn't perform all that well.  Granted it tied up an Culexus assassin for a couple of turns prior to the capitulation but it didn't really accomplish that much.  Avenger gatling cannons aren't nearly as good as the Hades cannons on the Lord of Skulls.  Berserkers, as per usual, were amazing on the charge and even after being locked into combat showed their worth - especially the Chainaxes.  The +1 strength against the Thunderwolves meant they were wounding on 3+ and whilst the -1 AP didn't matter that much at least it was no worse than using chainswords.

I still struggle with getting characters into combat.  I find that they keep getting left behind when they fail their charge.  Should I invest in the Talisman of Burning Blood or am I missing something fundamental.  I go for long charges 'cause I sport the Banner which lets units reroll charges - something characters can't do.  I need to address this.

 

(Reply to #1)

I would recommend the Talisman, it really does help for at least one character. I've used it on my Lord on Juggernaut and on Daemon Princes and it works pretty well.

(Reply to #2)

I'd have to give up the Collar of Bhar-whathisname though.  And that I'm not sure I want to do against psyker armies 'cause I don't have much in the way of denial abilities otherwise.  

(Reply to #3)

You can use an ally detachment of Khorne Daemons and throw in some flesh hounds, they get collars to deny - it's still fluffy (its still khorne) and you get some denies. Outrider of Khorne Daemons with A Daemon Prince and 3 units of 5 flesh hounds.

The flesh hounds can deny stuff and be a meat sheild for your Rhinos/CSM stuff. And they are also "melee Heavy Bolters" so they actually decent in CC. I still like them.

If you want to get super cheeky throw in a unit of 30 bloodletters with an instrument and banner and deepstrike them, then use the stratagem for 3d6 charge. That unit will mess some stuff up! That doesn't really help with your denying stuff but its also a good addition to the list so I figured I'd mention it.

(Reply to #4)

Both of those are great ideas. Alas, I don't have models to pull it off. No flesh hounds at all and only 10 bloodletters. Gotta say, though, I've been on the receiving end of flesh hounds and they're particularly vicious. It's definitely something to consider.