Escalation League 750pt Games
- Vaatu the Warp Lord
- Sep 27, 2022
- 17 min read
Still busy. Packing up a house is a lot of work it turns out. So here’s weeks 3 and 4 also together. These games were at 750pts so there was more to play with.
GAME 3
Patrol Detachment [36 PL, 5CP, 750pts]
Chapter Selector: Salamanders
[HQ]
Chapter Master with Master-crafted Heavy Bolt Rifle [8 PL, -1CP, 145pts]: Chapter Command: Chapter Master, Forge Master, Master of the Codex, Obsidian Aquila, Stratagem: Exemplar of the Promethean Creed, Warlord
[Troops]
Heavy Intercessor Squad [7 PL, 150pts]: Heavy bolt rifle, Heavy bolter
. 4x Heavy Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Heavy Intercessor Sergeant
Intercessor Squad [5 PL, 120pts]: Stalker Bolt Rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Thunder hammer
[Elites]
Terminator Squad [9 PL, 200pts]
Terminator Sergeant
Terminator w/ Heavy Weapon: Assault cannon, Power fist
3x Terminator w/ Power fist: 3x Power fist, 3x Storm bolter
[Heavy Support]
Eradicator Squad [7 PL, 135pts]: Melta rifle
2x Eradicator: 2x Bolt pistol
Eradicator Sgt
Patrol Detachment (Chaos - Chaos Space Marines) [38 PL, 4CP, 750pts]
Legion: Alpha Legion
[HQ]
Master of Possession [6 PL, -1CP, 105pts]: 4. Master of Diversion, Aspiring Lord, Chaos Undivided, Mutated Invigoration, Pact of Flesh
Sorcerer in Terminator Armor [7 PL, 135pts]: Chaos Familiar, Combi-melta, Diabolic Strength, Force sword, Mark of Slaanesh, Prescience
[Troops]
Cultists Mob [2 PL, 55pts]
8x Chaos Cultist w/ cultist firearm
Chaos Cultist w/ cultist grenade launcher
Cultist Champion w/ autopistol and brutal assault weapon
[Elites]
Chaos Terminator Squad [10 PL, -1CP, 210pts]: Mark of Slaanesh
Chaos Terminator: Accursed weapon, Combi-bolter
2x Chaos Terminator: Combi-bolter, Power fist
Chaos Terminator: Combi-melta, Power fist
Terminator Champion: Black Rune of Damnation, Chainfist, Combi-melta, Trophies of the Long War
Master of Executions [4 PL, 65pts]: 1. Flames of Spite, Chaos Undivided, Ul'o'cca, the Black, Warlord
[Fast Attack]
Chaos Spawn [3 PL, 75pts]
3x Chaos Spawn: 3x Hideous mutations
Venomcrawler [6 PL, 105pts]
Game 3: Alpha Legion versus Salamanders
Gametype: Tempest of War

Deployment: Crucible of Battle
Primary Mission: Take and Hold
Mission Rule: Sweep and Clear and Pall of Dread
Deployment
My opponent chose attacker.
Here my opponent opted for attacker because he wanted to be able to respond to my deployment, as one does. Normally I would agree that this is the correct choice where you get extra information but, again, redeploy can throw a wrench in this plan working. He then stayed pretty far back to try and keep my guns out of range for turn 1 but still to be close enough to grab a midfield objective and get onto some cover.
I put my Terminators and Sorcerer Lord into reserves because I didn’t want them getting blown to bits turn 1 by melta, nor did I want them so far back they’d be useless until turn 4. Everything else is pretty standard, cultists way back in cover on an objective, Master of Possession and Venomcrawler ready to move up and put pressure on whatever got close and buff my Blasphemous Reserves when they dropped in on turn 2. Master of Executions and his Chaos Spawn were up a bit further but in cover and out of line of sight.
My opponent rolled first turn.
This game my redeploy wasn’t much more than just shifting cultists around to try and be better hidden.
I brought an anti-alpha strike army into a shooting army. The plan should be simple. Get in close to where their guns aren’t useful. What’s that? My opponent warlord is toughness 8 and the only thing I have that strong is terminators? Guess they’ll have to go take care of that, probably? (it was handled, but not by them)

Turn 1 Salamanders
Secondaries: I forgot to keep track of the secondaries for this game. I recovered what I drew, as my deck was in order, but I only know when my opponent scored but not what.
His guns had long range but limited line of sight, so he fired what he could at my Venomcrawler but nothing managed to stick, just moving out on to objectives and preparing to unload once those Eradicator meltas got in range.
Turn 1 Alpha Legion
Secondaries: [No Retreat, No Surrender]; [Investigate Sites]; [Deploy Teleport Homers]
Not a great draw for secondaries here as I wanted to move out and begin pressuring the midfield but alas, the cards said no. I just shuffled my Chaos Spawn and Master of Executions into cover, and out of LoS, on a no man’s land Objective, and my Venomcrawler around so it was still on the objective but closer to the enemy. A few pot shots from the Venomcrawler were sent into the Eradicators. No wounds done.

Turn 2 Salamanders
Secondaries: [Defend Stronghold]; [Assassination]; [Bring it Down]
Here is the only time my opponent scored any secondary points and I believe it was [Defend Stronghold]. I know he also drew [Assassinate] and [Bring it Down] pretty early and then held on to them in hopes of killing my Venomcrawler, which just kept surviving. After moving everything up into firing ranges and unloading everything into the on the angry spider he managed a BIG melta hit, which I reduced to 5 damage, but then whiffed with everything else. I was super digging the -1 to be hit at range from Alpha Legion right now.
Turn 2 Alpha Legion
Secondaries: [Area Denial]; [Blood and Guts]; [Assassination]
My beloved Venomcrawler surviving here was massive as it allowed me to really hammer in the pressure on the midfield. Also good secondaries here gave me a clear objective, Kill the Eradicators in melee and box out everything else from the center of the board, to start scoring points. Moved the Venomcrawler right up to where the Eradicators were standing for that nice and easy 1 inch charge, pushed my Chaos Spawn up at his Heavy Intercessors and his deployment zone, advanced the Cultists over to where the Master of Executions shuffled around to get a good turn 3 setup, and then dropped in my Chaos Terminator block in the midfield. They were promptly Auspex scanned by Eradicators and, as a testament to their tankiness even unbuffed, only one died. This was perfect as it saved me from having to kill him myself before reviving him closer to the enemy.
There’s a neat trick you can do with the Master of Possession and deep striking Chaos Terminators to get a less than 9 inch charge. The Master of Possession has an ability called Sacrificial Dagger which allows him to stab a nearby (within 3 inches), non daemonkin/cultist, infantry unit and deal d3 mortal wounds in exchange for +2 to the cast. Combine with the Venomcrawler’s +1 to cast aura and he’s now casting at +3. Meaning that Mutated Invigoration goes off on a 3+ and Pact of Flesh on a 2+, which is insane. So here your Terminators drop in, 9 inches away from their target, and get stabbed a few times in hopes of killing 1 of them. Very chaos, I know. This then lets the Master of Possession revive the slain Terminator which you may then place anywhere within coherency to the unit (coherency is 2 inches of a model, or 2 models if the unit contains 6 or more models). Meaning that when you place that revived Terminator it can go closer to the intended charge target and within 2 inches and a 40mm base suddenly that 9 inch charge is only 6. Which is silly and I love it.
Psychic phase was the usual smattering of buffs and support.
Pact of Flesh, Delightful Agonies(5+ Fell no Pain) and Prescience(+1 to hit rolls) were thrown on the Terminators to heal them, buff their survivability and to offset the unwieldy nature of power fists, while Mutated Invigoration went to the Venomcrawler, bumping him to toughness 8, in hopes of making him continue to live and deny and points for [Bring it Down].
Shooting was also pretty simple, kill 1-2 Eradicators then punch the remaining ones to death, which went perfectly. The Venomcrawler shot 1 to death while the Chaos Terminator bolters wounded another and their melta went into the opposing squad of Terminators instead, which bounced.
Charges were made all around. He overwatched the Chaos Spawn but, having failed to kill one, it healed up. Chaos Spawns are silly. Venomcrawler and Terminators made their charges into the Eradicators.
The fight went exactly as planned. Angry Spider ate the remaining Eradicators then piled into his Intercessors, which were closer because of the pretty large base on the spider. The Chaos Terminators, no longer having anything to kill, decided they were linebackers and strung out to tag the opposing Terminators thereby keeping them screened off of the middle. All the while the Chaos Spawn killed 1 Heavy Intercessor while getting counter tagged by a thunder hammer, which only killed 1. Chaos Spawns are silly. This had now locked up every one of his guns aside from a few pistols and his Chapter Master’s rifle, though he had only a handful of characters to shoot at which had invulnerable saves. His Terminators made a valiant attempt to break through in their fight but only managed to kill one Chaos Terminator through their -1 to wound and 5+ FnP.

Turn 3 Salamanders
Secondaries: [Bring it Down]; [Assassination]; [and something else that was an action]
Well, all his guns were tied up, “fight first” Chaos Terminators and got to fight first in the regular fight phase too. He then opted to not fall back with anything in his army because “He couldn’t shoot and I would just be able to come get him again on the next turn”. He was in a bit of a bind already.
He shot his Chapter Master’s rifle at my Master of Possession, but I made the save and his Intercessor’s bolt pistols into Chaos Spawn, which healed off the damage. Have I mentioned that Chaos Spawns are silly? Because they are.
Then he charged his Chapter Master into my Venomcrawler to try and begin work on [Bring it Down], and so the toughness 8 fight began and went exactly as you’d expect with his sword doing nothing. Then the Chaos Terminators killed off a few of the Terminators, enough that it kept them from killing any in return, and the Venomcrawler ignored his new adversary and killed an Intercessor instead. The various Intercessors then swung at the Chaos Spawn, unfortunately only hitting with 1 thunder hammer strike and thereby failing to kill a Spawn, which then healed and killed 2 in retaliation.
It was not looking good for my opponent.
Turn 3 Alpha Legion
Secondaries: [Blood and Guts]; [Battlefield Supremacy]; [Raise Banner]
The turns always seem to start going faster starting in turn 3.
The Venomcrawler and Chaos Spawn fell back so they could charge back into their targets and fight first. Chaos Terminators and stayed dug in with their opponents as they are wont to do.
The psykers shifted to give support to the Chaos Terminators and help with smites, and then fighting if need be, while the Master of Executions finally advanced from his fortress (from which he had clearly been commanding the battle and not hiding all game) and Cultists waved a flag or something.
In a repeat of the previous psychic phase my Chaos Terminators got buffed with Delightful Agonies and Prescience again and had their lost companion revived again. While Mutated Invigoration was again cast on the Venomcrawler, making it toughness 8. I really didn’t want it to die as my opponent was still holding onto [Bring it Down].
On to charges, the Venomcrawler and Chaos Spawn made it back into their targets while the psykers moved in to assist the Chaos Terminators if need be, they were not.
The Spawn actually succeeded in killing the Intercessors and once again keeping all the heavy guns locked in combat, while the fight between hero and beast continued in the way it had been and nothing happened. The Chaos Terminators finally toppled their loyalist counterparts and looked to join the rest of the battle.

Turn 4 Salamanders
Secondaries: [Assassination]; [Bring it Down]; [Something else in the midfield]
At this point I would have abandoned any killing secondaries and tried to hold objectives where I could, but he was determined. He stayed in combat again and failed to kill my Spawn after it killed a single Heavy Intercessor, then my Venomcrawler and the Chapter Master actually exchanged blows for some damage in both directions.
Turn 4 Alpha Legion
Secondaries: [Assassination]; [Battlefield Supremacy]; [Secure No Man’s Land]
Another quick turn where it felt like nothing and a lot happened. The Venomcrawler and remaining Chaos Spawn fell back to open up his units to be shot and to take his home objective from him. I was hoping that the Chaos Terminators and psykers could shoot/smite the Chapter Master to death thus leaving just the Heavy Intercessors to be cleaned up by my Master of Executions. Casting smite twice, one of which was a super smite, did all of 2 wounds and he took 0 damage from all the bolters and melta shots. So instead the Master of Executions had to do his thing and murder in combat, which he did with help from Diabolic Strength(+2 attacks and strength) from the Terminator Sorcerer. This bumped him to strength 9 with 8 attacks and allowed him to overcome the toughness 8 of the Chapter Master and kill him through mortal wound output alone. He then promptly piled into the Heavy Intercessors, as to keep them from getting to shoot their guns ever, and they managed to punch back for a wound. Cheeky.

Turn 5 Salamanders
He just fell back so I would have to chase him.
Turn 5 Alpha Legion
Secondaries: [Behind Enemy Lines]; [Grind them Down]; [Bring it Down]
Having not killed his Heavy Intercessors in the previous turn turned out to be a boon as I drew [Grind them Down] and [Bring it Down], neither of which could have been scored without a target to kill. It probably wouldn’t have mattered as I believe any of the remaining cards would have been able to be scored if I had redrawn one of these cards.
Cast a few Smites and Diabolic Strength on my Master of Executions again easily cleaned up the Heavy Intercessors.
Final score: 90-30 Alpha Legion Victory
I like this list a lot. It brings a good amount of survivability and tactical flexibility to the battlefield. It has the stereotypical chaos melee threat saturation while having a few quality shots that can crack harder targets(unless you roll as poorly as I do on damage rolls). The amount of buff stacking you can place on chaos units is frankly somewhat silly and I will probably try a different list for the 1000 point games as the Terminator brick, even at MSU, almost feels unfair going into many match ups. And while the list doesn’t have anything else as outright dangerous as they are (aside from the Master of Executions) there’s not much that has the punch to be able to handle them so they get to do their thing generally unscathed.
GAME 4
Patrol Detachment 0CP (Imperium - Adepta Sororitas) [37 PL, 4CP, 746pts]
Order: Bloody Rose
[No Force Org Slot]
Repentia Superior [2 PL, 40pts]
[HQ]
Canoness [3 PL, 50pts]: Bolt pistol, Chainsword, Relic: Beneficence, Warlord, Warlord Trait: 2. Righteous Rage
Palatine [3 PL, -2CP, 50pts]: Plasma pistol, Relic: Mina's Wrath, Stratagem: Open the Reliquaries, Stratagem: Saint in the Making, Warlord Trait: 2. Incandescent Reprisal
]Troops]
Battle Sister Squad [3 PL, 60pts]
3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
Battle Sister w/ Simulacrum: Simulacrum Imperialis
Sister Superior: Chainsword
Bolt Pistol & Boltgun
Sisters Novitiate Squad [4 PL, 85pts]
Novitiate Superior
Bolt Pistol and Power Sword: Power sword
8x Sister Novitiate (Melee Weapon): 8x Auto Pistol, 8x Frag & Krak grenades, 8x Novitiate Melee Weapons
Sister Novitiate w/ Sacred Banner: Sacred Banner
[Elites]
Paragon Warsuits [11 PL, 240pts]
Paragon: 2 Storm Bolters, Multi-melta, Paragon War Blade
Paragon: 2 Storm Bolters, Multi-melta, Paragon War Blade
Paragon Superior: 2 Storm Bolters, Multi-melta, Paragon War Blade
Sisters Repentia [3 PL, 56pts]
4x Sisters Repentia: 4x Penitent Eviscerator
[Fast Attack]
Zephyrim Squad [4 PL, 85pts]
4x Zephyrim: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Power sword
Zephyrim Superior: Plasma pistol, Zephyrim Pennant
[Dedicated Transport]
Sororitas Rhino [4 PL, 80pts]
Patrol Detachment (Chaos - Chaos Space Marines) [38 PL, 4CP, 750pts]
Legion: Alpha Legion
[HQ]
Master of Possession [6 PL, -1CP, 105pts]: 4. Master of Diversion, Aspiring Lord, Chaos Undivided, Mutated Invigoration, Pact of Flesh
Sorcerer in Terminator Armor [7 PL, 135pts]: Chaos Familiar, Combi-melta, Diabolic Strength, Force sword, Mark of Slaanesh, Prescience
[Troops]
Cultists Mob [2 PL, 55pts]
8x Chaos Cultist w/ cultist firearm
Chaos Cultist w/ cultist grenade launcher
Cultist Champion w/ autopistol and brutal assault weapon
[Elites]
Chaos Terminator Squad [10 PL, -1CP, 210pts]: Mark of Slaanesh
Chaos Terminator: Accursed weapon, Combi-bolter
2x Chaos Terminator: Combi-bolter, Power fist
Chaos Terminator: Combi-melta, Power fist
Terminator Champion: Black Rune of Damnation, Chainfist, Combi-melta, Trophies of the Long War
Master of Executions [4 PL, 65pts]: 1. Flames of Spite, Chaos Undivided, Ul'o'cca, the Black, Warlord
[Fast Attack]
Chaos Spawn [3 PL, 75pts]
3x Chaos Spawn: 3x Hideous mutations
Venomcrawler [6 PL, 105pts]
Game 4: Alpha Legion versus Bloody Rose Adepta Sororitas
Gametype: Tempest of War

Deployment: Sweeping Engagement
Primary Mission: Take and Hold
Mission Rule: Scrambler Fields
Deployment
My opponent chose attacker because he wanted to be able to line up his alpha strike with his character blob and Repentia. This had worked in the past for him as he had kitted out his characters for hitting combat hard with Repentia. Now while Repentia are a strong unit more are better, and 4 is not a great unit to have built a core around, in my opinion. If he had brought a squad of 7 so that he could fit the characters in the rhino with it I think it would have been stronger. I personally think I would have dropped the Novitiates and increased to 7 Repentia and 8 Zephyrim to really increase their offensive potential. It was unlikely that the Novitiates were going to hit combat on their terms without a transport and in an alpha strike list like this where you want to be charging on turns 1 and 2 they get left behind.
His Zephyrim started in the sky, as they do, to drop where he needed them on turn 2.
Going into this I was feeling good and started my Terminators on the board specifically to catch the turn 1 charge. Since they’re Slaanesh marked they would get to tank whatever hit them first then strike back.
My opponent rolled first turn and moved his Rhino forward into the midfield toward my lines.

Turn 1 Bloody Rose
Secondaries: [Deploy Teleport Homers]; [Blood and Guts]; [Investigate Sites]
A couple decent turn 1 draws here, especially if his alpha strike succeedes.
Everything moved forward toward objectives and my army. His Paragon Warsuits just got in range of my Venomcrawler, which was unfortunate for me. His Rhino emptied its hold then started [Investigate Sites] and his Novitiates moved up to support.
He sent a few pistol shots into my Terminators which didn’t do anything, then deleted my Venomcrawler with his Multi-melta equipped Paragon Warsuits.
While many people dismiss the warsuits as too expensive to bring along, I think having one unit around is great because they can fill so many battlefield roles. They’re decently tanky, being toughness 5 with 4 wounds and damage reduction, are solid offensively at both range and in melee, and being core and having the celestian keyword benefit from several character and stratagem support options. I personally prefer bringing along all Multimeltas, though I’ve heard some solid arguments for adding a Heavy Flamer along in the unit, and swords. A fun combo that I enjoy is having the relic Blessings of Sebastian Thor on the Superior to guarantee the Passion and Hand of the Emperor sacred rites, giving them exploding 6+ to hit in melee and +1 to charge (this helps them get consistently where they need to be), equipped with swords, given the full rerolls from Morvenn Vahl and spend 2 cp on Wade into the Foe and Exceptional Proficiency stragems giving them unmodified 4+ explode into more hits and +1 to hit. You can reliably expect 29 hits from the explosions and rerolls, which paired with the extra AP on the charge, pretty much mulches any marine squad, dealing an average of 13 unsaved attacks. Now I was under the impression that swords were always better, but with this setup maces do a surprising amount of work against harder targets, while swords are better at anything with 2 or fewer wounds. I did this more complicated math and comparisons with the website UnitCrunch, which I’ve found very helpful in doing more of the complicated math simulations. I’m not sponsored or anything, just think it's a great resource and enjoy testing potential outputds with it.
Regardless, that was all largely irrelevant as they were too far from anything to charge and wouldn’t see combat for another few turns.
His Repentia and characters did see combat this turn however with all of the ladies hitting my Terminators. Now usually this would be piles of attacks that overwhelm a units defenses with mortal wounds and solid AP. However, being Slaanesh marked, my Terminators would get to fight second and I did a risky play and Heroically Intervened with my Master of Executions into his Canoness. So he chose his Canoness to fight first, but then opted to try and thin out my Terminators a bit since they hadn’t gotten to be buffed yet and this was his best chance of dealing with them. I believe he should have tried to hurt the Master of Executions here as he would have only had a 5+ and some unlucky saves could have ended him while she only scratched at the Terminators paint. Then the Terminators went. They had to split attacks as they had each been properly based on the charges but, even still, they killed 3 Repentia, the Repentia Superior and dropped the Palatine to 2 wounds. The 2 remaining models struck back and did manage to kill one Terminator.
The Palatine surviving was important because that kept my Master of Executions from being able to consolidate towards the Rhino in the middle after he killed the Canoness, thus letting my opponent score his [Investigate Sites].
Turn 1 Alpha Legion
Secondaries: [Storm Hostile Objective]; [Battlefield Supremacy]; [Capture Enemy Outpost]; [Extend Battlelines ]
I threw away [Battlefield Supremacy] here because there was just no way I was getting it, or either of the others to be fair, but I was lucky that I could manage [Extend Battlelines] with a bit of (short) chaining with my Chaos Spawn. Definitely a 5 point turn here.
Terminators fell back and Master of Executions moved up to fight in the middle. Cultists shifted to get more comfortable at home and the psykers shifted around to throw out buffs. The idea was that 2 Chaos Spawn could kill a Repentia easily then the characters could do enough to down his last character. Only one of those things turned out to be true.
The Terminators got buffed up and healed and the Master of Executions was given Diabolic Strength.
The Sorcerer lord put a melta shot into the Rhino and a Novitiate died from a bolt pistol shot.
Combat is, as always, where this list shines. The Terminators then ended the Rhino with ease and moved to and the Novitiates evaporated from in front of the Master of Executions. The Chaos Spawn did pick up the last Repentia but then the psykers did all of 1 wound to the Palatine after she made 3 5+ feel no pain rolls. She then promptly deleted my Master of Possession. I need to learn to keep him away from combat.
This left me in an awkward spot where my Master of Executions was exposed so he would be a viable target for the Multi-meltas if my opponent could get line of sight. Thiswould usually end up with me having to spend 2cp on Conceal which would sleep him safe. We discussed this and he opted to move in such a way where he’d have been -1 to hit and only with 1 of them, so I didn’t have to spend it. I got lucky here.

Turn 2 Blood Rose
Secondaries: [Defend Stronghold]; [Assassination]; [Blood and Guts]
Good draws for busting into combat with his powerful remaining melee units. Instead of being so aggressive he dropped his Zephyrim to engage my Chaos Spawn, left his Battle Sisters on his home objective and shifted his Warsuits around to take an objective in No Man's Land and try to take down some Terminators.
His shooting went pretty quick. Some loose shots into the spawn failed to down any of them. The Paragon Warsuits split their guns and fired the Multi-melta into the Terminators, which managed to kill 1, and fired their storm bolters at my heroic Cultists. He rolled pretty bad here and I rolled hot on my saves, only 4 Cultists went down (another 2 would run however)!
Then the unspeakable happened! His Zephyrim failed his rerollable charge! This was pretty much the nail in the coffin. Having failed one charge and opted to hold a point over trying a long charge into Terminators he had lined up a pretty strong punch for me. My Chaos Spawn did the job finally and killed the Palatine and freed them up for their own charges.
Turn 2 Alpha Legion
Secondaries: [Storm Hostile Objective]; [Capture Enemy Outpost]; [Grind them Down]
The jobs here are simple, Terminators take out Warsuits, Spawn hit the Zephyrim and Master of Executions hit his troops on his home objective.
The Sorcerer buffed the Terminators for combat and advanced into the midboard.
The Terminators did most of their job, taking out one Warsuit in shooting and another in combat, leaving the last one with 2 wounds left while the Chaos Spawn ate all but one Zephyrim. I said something about Battle Sisters too? I don’t see any Battle Sisters anywhere.

Turn 3 Bloody Rose
Secondaries: [Blood and Guts]; [Assassination]; [Grind them Down]
My opponent had 2 models left. The best he could do was try and contest points and kill some models. He shot his melta and killed another Terminator and fell his Zephyrim out of combat towards the objective where the Sorcerer was, but in order to contest the point he ended up within range of Heroic Intervention.
In combat I got to go first and just cleaned up the last Paragon Warsuit and Zephyrim.
At this point I had 3 turns left to score unimpeded.
Turn 3 Alpha Legion
Secondaries: [Bring it Down]; [Defend Stronghold]; [No Prisoners]; [Behind Enemy Lines]
Turn 4 Alpha Legion
Secondaries: [No Retreat, No Surrender]; [A Tempting Target]; [Area Denial]
Turn 5 Alpha Legion
Secondaries: [Secure No Man’s land]; [Hold the Line]; [Assassination]
Final score: 90-17 Alpha Legion Victory
I already talked about how the alpha strike Repentia could have been organized better to have been a harder hitting block. At 500 points 4 Repentia and a few characters can hit hard enough to carve out enough of an opposing army but even with the extra 250 points there will usually be enough to weather the hit and give a HARD rebuttal. It turns out that Black Rune Chaos Terminators are perhaps the greatest anti-alpha strike unit and one of the tankiest things in the game currently. I think I may drop them for the upcoming 1000 point games so as to not be SO overbearing in the last bracket of games. While there are quite a few more players in this league than previous organized local games the over-all competitive nature hasn’t been as rigorous as I’d expected so while I would like to perform well, as anyone would, I’d like to also have the games be less one sided.
See you again for the last games and results of the league!



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