Tuesday, 11 June 2024

Warhammer 30k Test Game #4 - LH Emperor's Children vs Death Guard

 Time for another practice game as I inch my way towards an actual in person game of warhammer sometime in the next two weeks!


The Lists

Evil Emperor’s Children 2k 

Legio Hereticus Emperor’s Children 2000pts

HQ: 3/3 (370 pts)

Legion Esoterist with chainsword, force staff = 60+35 = 95

(WL) Legion Champion with bolt pistol, paragon blade, jump pack, warp scream

     = 60+35+20+15 = 130

    Warlord Trait: The Broken Mirror. (Anyone in a unit with more than 1 remaining model within 12” can take 1 wound instead of failing a morale check.  +1 reaction in shooting phase)

Legion Chaplain with bolt pistol, MC power axe, jump pack, Abhorrent Sensoria

    = 60+35+15+20+15 = 145


Elites: 1/4 (250 pts)

Palatine Blades (5)

    5 phoenix sabres

    Sublingual Glands on unit

    =165+25+25 = 215

Drop Pod 35


Troops: 5/6 (795 pts)

Tactical Squad (15)

    5 extra guys, 14 chainswords

    Legion Vexilla, Nuncio Vox

    Artificer Armour and Phoenix Power Spear on sergeant

    = 100+50+70+10+10+(10+10) = 260


Assault Squad (10)

    2 power axes

    Artificer Armour, Warp Scream and Phoenix Spear on sergeant

    = 145+10+(10+15+10) = 190


Assault Squad (10)

    2 power axes

    Abhorent Sensoria, artificer armour, and lightning claws on sergeant

    = 145+10+10+(15+10+15) = 195


Scout Squad (10)

    5 extra guys

    1 shotgun, the rest have bolt pistol + chainsword

    Phoenix Power Spear and Sublingual Glands on sergeant

    =65+40+10+15 = 130


Lesser Daemon Squad (20)

    10 extra guys, Formless Distortion

    = 120+100 = 220


Fast Attack: 1/3 (160 pts)

Legion Skyhunter Squad (3)

   3 multimeltas

   Artificer armour on sergeant

   = 105+45+10 = 160


Heavy Support: 1/3 (225 pts)

Deredeo Dreadnought with plasma cannonade, aiolos missiles = 205+15+5 = 225

Death Guard + Iron Hands 2k 

++ 1. Crusade Force Organisation Chart (LA - XIV: Death Guard) [1,460Pts] ++ + Allegiance: + Allegiance: Traitor XIV: Death Guard + Rite of War: + Rite of War: Creeping Death (DG) + HQ: + Calas Typhon [610Pts]: Warlord . Calas Typhon: Psychic Powers . Command Squad, Cataphractii . . 3x Cataphractii Chosen w/Lightning Claws: 3x Pair of Lightning Claws . . Cataphractii Standard Bearer w/Melee Weapon . . . Power Weapon: Power Sword . . Land Raider Proteus Carrier: Twin-linked Heavy Bolter Centurion, Cataphractii [155Pts] . Siege Breaker: Cataphractii Terminator Armour, Combi-Bolter, Thunder Hammer, Toxin Bombs . Siege Breaker

+ Troops: + Tactical Squad [125Pts] . Legion Tactical Sergeant: Bolt Pistol, Bolter, Power Armour, Power Fist, Toxin Bombs . 9x Legionaries (collective): 9x Bolt Pistol, 9x Bolter Tactical Squad [125Pts] . Legion Tactical Sergeant: Bolt Pistol, Bolter, Power Armour, Power Fist, Toxin Bombs . 9x Legionaries (collective): 9x Bolt Pistol, 9x Bolter Tactical Squad [125Pts] . Legion Tactical Sergeant: Bolt Pistol, Bolter, Power Armour, Power Fist, Toxin Bombs . 9x Legionaries (collective): 9x Bolt Pistol, 9x Bolter

+ Heavy Support: + Heavy Support Squad [160Pts]: Lascannon . Legion Support Sergeant: Bolt Pistol, Power Armour, Toxin Bombs . 4x Legionaries (collective): 4x Bolt Pistol Heavy Support Squad [160Pts]: Lascannon . Legion Support Sergeant: Bolt Pistol, Power Armour, Toxin Bombs . 4x Legionaries (collective): 4x Bolt Pistol

++ 3. Allied Detachment (LA - X: Iron Hands) [540Pts] ++ + Allegiance: + Allegiance: Traitor X: Iron Hands + Rite of War: + Rite of War + HQ: + Centurion [165Pts] . Moritat: Artificer Armour, Cyber-Familiar, Graviton Pistol, Warhawk Jump Pack . . Chainsword: Chainsword . . Graviton Pistol . Moritat + Elites: + Contemptor Dreadnought Talon [210Pts] . Contemptor Dreadnought: Gravis Lascannon, Gravis Power Fist with in-built ranged weapon, Graviton Gun + Troops: + Tactical Squad [165Pts] . Legion Tactical Sergeant: Artificer Armour, Bolt Pistol, Bolter, Power Fist . 9x Legionaries (collective): 9x Bolt Pistol, 9x Bolter . Rhino Transport: Searchlights + Allied Detachment + Allied Detachment ++ Total: [2,000Pts] ++


Setup

Once again this game is taking place on Vassal.  Rolling randomly it ended up with a Dawn of War deployment for the Take and Hold mission.  Emperor's Children won the roll to go first and declined the use of night fight, and the board ended up looking like this:

Important notes to make sense of this picture:
1. The Death Guard / Nurgle units in Vassal are entirely too chaotic / mutated to use here, so I've opted to have everyone but Typhon be represented by Salamanders since they have the right weapon selection and green is at least vaguely the right colour.
2. The Emperor's Children chaplain is in the assault squad on the left, and the champion is in the unit on the right.
3. Two obvious mistakes in hindsight are that the lone Iron Hands Moritat should have been hidden away somewhere safer and the Emperor's Children Esoterist should have been at the front of the unit.  The scouts also should have inched 3 inches closer with their scout move instead of staying 12 away due to infiltrate.
4. The Death Guard failed to seize the initiative

Turn 1

Emperor's Children

The Assault Squads advanced their full 12 inches (without running), not really feeling like they could get the charge but also not wanting to just sit back and let the enemy score.  The Scouts were pretty lucky, with bolt pistol fire claiming two of the Heavy Support squad near by.  The sublingual gland upgrade succeeded in blinding the unit, but even better was the fact that they failed their morale check and ran off the board.  The jetbikes capitalized on the poorly deployed Moritat, who did not survive even with the combination of the Iron Hands rule and a Shrouded reaction giving him a decent chance.  The one bright light for the Death Guard side was the Deredeo failing to do anything to the Iron Hands Contemptor.  At the end of the turn the board looked like this:
Score: EC:2 | DG:0

Death Guard

The Contemptor being slowed down by the Rite of War's difficult terrain was a bit rough, but luckily neither surviving iron hands unit took damage from the dangerous terrain. 30 tactical marines managed to work together fairly well at chipping down the left side assault squad even through the Emperor's Children special reaction.  The remaining Heavy Support squad took some return fire as they shot down a bike, and the Land raider picked off another one.  The bikes actually failed their leadership roll, but the Warlord Trait meant that the sergeant just lost a wound and stuck around. 
The Dreadnought handily made its change and knocked the assault squad down to just the Chaplain and Sergeant, but stubborn LD10 kept them around.  Typhon and his unit were not able to reach the other assault squad, but they did kill a couple with Typhon's psychic shooting.  At the end of the turn the board ended up looking like this:
(Note - the scared face token signifies a Stupefied unit)
Score: EC:2 | DG:1

Turn 2

Emperor's Children

The reserves roll for the Palatine Blades is failed!  Undaunted, the Emperor's Children surged in for further combat.  Typhon's movement phase reactions were used to move the two tactical squads away from the Champion and his Assault Marines, but both they and the Deamons made it into combat mostly intact.  The Deredeo was able to chunk down some of the objective-holding Tactical squads with plasma and bolter shots, as well as clipping one of the lascannons.  The lone surviving jetbike only got a glancing hit on the land raider, and the tactical squad managed one wound on Typhon's Siege Breaker.
Combat went quite well all around for the Emperor's Children.  The Contemptor only got 1 hit, finishing off the assault squad but leaving the stubborn chaplain alive.  The Daemons and Assault squad together broke two tactical squads, failing to catch them in the pursuit but leaving the Death Guard squad on a single model.

Score: EC:3 | DG:1

Death Guard

If the Death Guard can stop the momentum of the forward units they should be in a good spot.  Unfortunately, the Iron Hands tactical squad and the lone survivor of the fleeing Death Guard tactical squad both fail to regroup.  The Iron Hands lose 2 to the dangerous terrain from the Rite of War, and the Death Guard legs it off the table.
Looking to inspire its fellows, the rhino does a mighty ram into the Daemons and kills 3 of them.  Other units mostly shuffle around to get better positions, with the Land Raider and Typhon's unit working together to pinch the Scouts and prevent them from blocking a crucial turn of scoring.
Shooting was fairly successful, with the Daemons reduced to a single survivor and the assault squad wiped off the board thanks to the fury of the legion and a couple gravis lascannons.  Tragically, Typhon's psychic shooting scattered on to the tactical squad and killed two of them.  The lascannon heavy support squad once again traded fire with the jetbikes, taking out the last survivor and leaving one lascannon standing triumphant.
The Contemptor was able to finish off the Chaplain and start in towards the enemy objective.


Score: EC:3 | DG:3

Turn 3

Emperor's Children

A second roll of a 2 means that the Palatine Blades once again fail to arrive.  The Emperor's Children tried to make the best of it, sending the lone Daemon to chase the fleeing iron hands and sending the scouts the long way around the land raider.  The Esoterist broke off from the Tactical Squad in an attempt to block movement a bit for the Contemptor, and the squad moved back to their objective.  The lone bright spot was the Deredeo completely wiping out the tactical squad even through the Death Guard advanced reaction.  
The lone Daemon did roll high enough to charge the Iron Hands, but they regrouped and gunned it down.


Score: EC:4 | DG:3

Death Guard

It was finally time to address the Scouts!  The Contemptor worked his way around the Esoterist and gunned down 1 tactical marine with his lascannon.  The lone surviving Heavy Support marine fired at the Esoterist but faild to penetrate his invulnerable save.  The Scouts were also dealt with, but at great cost.  The Iron Hands lost two more marines to dangerous terrain, panicked, and fled off the board.  Typhon's psychic gun once again did well, taking out six scouts by himself.  The Tactical Marines finished off the survivors, but were blinded and lost a model in the return fire.
The Land Raider took a shot at the Deredeo but didn't wound.  The Rhino immobilized itself trying to drive through the dangerous deployment zone.
Unfortunately, the bad luck didn't stop there.  The Contemptor came up 1" short on his charge, leaving the tactical squad free to score their point on the objective.
Score: EC:4 | DG:4

Turn 4

Emperor's Children

The timely arrival of the Palatine Blades was marred by an 8" scatter, but at least drop pods are not allowed to go off the board.  They advanced towards the enemy tactical squad on the objective, who fell back using Typhon's extra reaction.  The Palatine Blades lost one model to dangerous terrain, and were not able to take down any tactical marines with their bolt pistols.  No units near the Contemptor dared move and provoke its reaction which could contest the objective.  Luckily, the Deredeo was able to stay out of the 12" bubble and get a good shot on Typhon's unit.  The terminators passed all their armour and invulnerable saves from the plasma, but a single Aiolos missile finally made it through and pinned the unit.  Finally, the Esoterist struck down the last Lascannon squad member with his esoteric (d)arts.
Score: EC:5 | DG:4

Death Guard

The game was threatening to come down to secondary objectives, but the Palantine Blades had to be dealt with first.  Their movement reaction would prevent the Tactical Marines from scoring on the objective!  The Tactical Marines moved up while the land raider got in position to blast them!  The Land Raider managed to take 3 down, but the 4th survived through bolter fire from the Tactical Marines, the immobilized Rhino, and a desperate shot from the Siege Breaker.  The Contemptor took down the Esoterist with a Lascannon shot, hoping that might get the edge on secondary objectives.

The Death Guard weren't able to score on their objective, so the final score came down to:
Emperor's Children: Primary: 4 vp | Secondary: 1vp Break Their Ranks
Death Guard: Primary: 3 vp | Secondary: 1vp Slay the Warlord, 1 vp Last Man Standing (6-4)
Final Score: 5 | 5 -- Tie Game!

Conclusions

Wow, what a bloody battle.  I didn't think much of the Death Guard's chances at the start of this, but they were able to deal with the incoming waves of Emperor's Children quite handily.  It was a bit of a shame that Typhon and his unit didn't get into combat, but Typhon's psychic shooting was quite impressive and they did control a lot of space on the board.
The Palatine Blades really highlighted the risk of putting a unit in a drop pod without any other rules to help you reach that 3+ reserve roll.  
The Death Guard rite of war was an interesting one.  I think it helped them out a bit, but the fact that it panicked the Iron Hands off the table and immobilized their Rhino was pretty much the worst case scenario.  It might be nice to go with an outflanking recon squad instead of the tactical squad?  Depends how valuable of a later-game disruption piece that would be.
It definitely wasn't a prefect game for either side, but I think it did a good job of showing off the strengths of each list.

Saturday, 10 February 2024

Warhammer 30k Test Game #3 - Rematch vs Militia

 30k Battle #3 - The Rematch

I discussed the last game I had played out with the friend who made the militia+knights list, and we agreed that his list deserved another chance.  Also, I found an updated version of this vassal module and was eager to try it out!

The Army Lists

Both lists are unchanged, but are posted below for completeness.

Iron Warriors Doom of Olympia 2000 pts


HQ: 1/3 (620 pts)

Warsmith with Charnabal sabre, Combi Melta, Graviton Mace = 120+20+10+10+15 = 175 Warlord Trait: Tyrant of the Dodecathon
Rites of War: Legion Recon Company 

Tartaros Command Squad (5)

    2 extra guys

    2 sets of lightning claws

    1 power fist + grenade harness for banner guy

    2 power fists

    = 110+60+20+(10+5)+20 = 225

Land Raider Proteus with hull heavy bolters = 220


Elites: 2/4 (310 pts)

Techmarine Covenant (2)

    Techmarine with cognis-signum, power axe, bolt pistol = 55+15 = 70

    Techmarine with power axe, bolt pistol = 55 = 55


Contemptor Dreadnought Talon (1)

    Contemptor with gravis plasma cannon and combi-bolter fist = 175+10 = 185


Troops: 4/6 (524 troops + 171 rhinos = 695)

Recon Squad (8) with nemesis bolters + shrapnel bolters

    3 extra models

    Augury scanner + Vox + Vexilla

    upgrade 5 bolters to nemesis bolters

    upgrade 3 bolters to shrapnel bolters

    = 85+36+10+10+10+50+6 = 207


Recon Squad (5) with shotguns

    Sergeant with bolt pistol, shotgun, power sword

    = 85+10 = 95

Rhino with Shrapnel Cannon, searchlight, and dozer blade = 35+10+2+5+5 = 57


Recon Squad (5) with shotguns = 85

Rhino with Shrapnel Cannon, searchlight, and dozer blade = 35+10+2+5+5 = 57


Tactical Squad (10)

     Legion Vexilla + Vox

     Sergeant with power fist and hand flamer

     = 100+10+10+15+2 = 137

Rhino with Shrapnel Cannon, searchlight, and dozer blade = 35+10+2+5+5 = 57


Fast Attack: 0/3


Heavy Support: 3/3 (375 pts)

Whirlwind (1) with dozer blade = 120 + 5 = 125

Vindicator Squad (1) with dozer blade = 120 + 5 = 125

Vindicator Squad (1) with dozer blade = 120 + 5 = 125

Knights and Militia 2000 pts

++ Questoris Household Force Organisation Chart [850Pts] ++

+ Troops: +

Armiger Warglaive Talon [200Pts] (Heavy Stubber)

Armiger Warglaive Talon [200Pts] (Heavy Stubber)


+ Lords of War: +

Knight Questoris [450Pts]: Avenger Gatling Cannon with In-Built Heavy Flamer, Avenger Gatling Cannon with In-Built Heavy Flamer, Heavy Stubber, Infernal Tempest, Stoic Defender, Stormspear Rocket Pod, Warlord


++ Allied Detachment (Imperialis Militia) [1,150Pts] ++

Provenances of War: 01 Warrior Elite, 02 Legacy of the Great Crusade


+ HQ: +

Force Commander [170Pts]

. 1) Force Commander: Charnabal Sabre, Cyber-Familiar, Iron Halo, Laspistol, Mounted Force Commander*, Power Armour


Discipline master on horse with lance [45Pts]


+ Elites: +

Ogryn Brute Squad [280Pts]: (6) Carapace Armour, 6x Thunderstub

. Ogryn Boss: Close Combat Weapon, Thunder Hammer, Thunderstub . 5x Ogryn Brute w/ Close Combat Weapon: 5x Thunderstub


+ Troops: +

Grenadier Squad [105Pts] (10 with 2 meltas)

Grenadier Squad [105Pts] (10 with 2 meltas)

Grenadier Squad [105Pts] (10 with 2 meltas)


+ Fast Attack: +

Cavalry Squad [185Pts]: 11 Carapace Armour, Militia Lances, sergeant with power maul


+ Heavy Support: +

Rapier Battery [165Pts]: 3x Laser Destroyer, 9x Laspistol gunners


Deployment

I selected terrain pieces as per the Siege of Cthonia guidelines and rolled double 6s for the mission and deployment.  Iron Warriors won the roll off for placing the first terrain piece.


Order of Terrain Placement:
Iron Warriors (IW) - place the square set of ruins in the upper deployment zone as a fire base that the whirlwind can hide behind
Knights & Militia (K&M) - place the large building above the lower deployment zone as a LoS blocker that the armigers can flank around
IW - Place the second set of ruins in the lower deployment zone for the same reason
K&M - Place the '3 circles' building in below the second deployment zone to create a similar flanking opportunity
IW - Place the pond directly in the centre of the board, hoping to make it hard to get for the KM line units to get to the objective
K&M - Place the crane vehicles as a barricade near the edge of the pond to allow a safe approach to the objective
IW - Place the 'big disk' building near the crane vehicles to try to make it to busy for the knight to move through
K&M - place the two remaining buildings on the top-left edge of the pond to create a similar safe approach point
IW - Place the big statue near those buildings, again trying to keep the knight out
K&M - Place the crater near the bottom of the board, hopefully a place for the rapiers to hang out
After all this, each player is allowed to redeploy one terrain piece.  
IW - Repositions the big statue slightly, making sure a land raider can fit between it and the nearby buildings
K&M - Moves the big pond out of the centre of the board, ensuring the militia squads can run through it quickly.


Iron Warriors win the roll for Strategic Advantage 2 to 1.  I think for strike and fade you would declare reserves before scattering the objective, so neither side declares any units are staying in reserves.  The objective scatters a mighty seven inches, but must be moved so that it doesn't get stuck in terrain:


Iron Warriors select the top deployment zone, and deployment happens!  I didn't bother infiltrating any of the Iron Warriors recon marine units.

K&M win the roll to redeploy scouts first, and the game ends up looking like this before turn 1:




K&M Seize the initiative!  IW declare that Night Fight is in effect.
K&M Turn 1:
The Knights and militia surge forward.  They can't aim at the highest priority targets due to night fight, but manage to blow up both recon rhinos.  The Ogryns make the charge and smash into the recon squad near the objective, wiping them out.  The only solace was the shotguns managed to wound an ogryn with their overwatch.  The other shotgun squad was pinned when the avenger gatling cannons shredded their rhino.
K&M score 1 point for destroying a unit on the first turn.

IW Turn 1:
Iron warriors didn't have the best turn 1.  The knight wisely used the movement reaction to back away from the dreadnought.  The characters being at the front of the cavalry unit meant they had to take the brunt of the gunfire from the disembarked tactical squad, and so they were slain and the survivors fled off the board.  The armigers did quite well with their invulnerable saves, only taking 3 wounds from the 9 incoming from the demolishers.  Finally, the dreadnought managed to gun down an ogryn but didn't get the 7" needed for the charge.
Iron warriors scored 1 victory points for killing a unit in their first turn.

K&M Turn 2: A roll of a 1 means there is no more night fight.  The combined arms force continues to surge forward.  The rapier battery did a number on the contemptor but the Iron Warriors special reaction meant they were down to one man on a gun after the dust cleared.  Still, 6 shots doing 5 wounds teed up the grenadiers nicely to finish the contemptor off.  The armigers couldn't quite take down the land raider, and the knight completely whiffed in its efforts to finish it off in close combat.  The knight was however somewhat successful in reducing the number of sniper marines posted up in the back line.  Finally, the ogryns charged in and destroyed one of the vindicators.
K&M did not score any victory points in this turn.

IW Turn 2: Yikes, that didn't quite work.  Most units on the top of the board shot at the ogryns, killing 2 and putting some wounds on their sergeant.  The ogryns passed their pinning and leadership tests, meaning they will be a real problem next turn.  The whirlwind wiped out half a squad of grenediers.  The Land Raider didn't do any damage to the Knight with its lascannons.  The command squad bravely charged it, but although the Warsmith managed to take 4 hullpoints the rest of his retinue didn't manage to get any damage in.
IW didn't get any victory points in this turn.

 K&M Turn 3: This was an eventful one!  During the movement phase, the command squad reaction-moved towards the objective which blocked the Armigers from scoring.  Meltashots fired out everywhere, and one armiger charged the command squad.  After all was said and done two terminators survived and the armiger got swept, exploding spectacularly.  This wiped out most of the wounded grenadier squad and pinned the other armiger.  The ogryns blew up the other vindicator, losing one member to that explosion. 
K&M did not score any victory points in this turn, and I messed up on cropping the screenshot :/

IW Turn 3: 
Things start to turn around!  The shotgun recon squad is able to charge into the nearby grenadiers, who moved in reaction and then fell back from shooting to even things out.  The combined power of the units at the top of the board managed to bring down the ogryn sergeant but the lone survivor held on.  Finally, the command squad charged into the armiger and brought it down to one wound, but it stubbornly held on.
The command squad scored on the objective, and very unfortunately for them it scattered towards the knight and a single surviving grenadier.  The score is now K&W: 1 to IW: 4

K&M Turn 4:
Not much shooting left to do with the rapier out of range/LoS for everything.  The knight does some damage to the tactical squad but they do well on their shrouded rolls and pass their morale/pinning tests.  The knight then charges back to help out the grenadiers, massacaring the recon marines with its stomp attacks.  The armiger didn't fare so well, exploding to the haywire assault from the praetor.  This explosion proved too much for the tactical squad, pinning it.  The lone surviving ogryn died in a hail of bolter fire from the tactical squad's overwatch, failing all 3 of the saves he was called to make.
The heroic sergeant of the centre grenadier squad claimed the objective, but unfortunately for him it scattered right back over to the command squad.  The score is now K&W: 5 to IW: 4
IW Turn 4: To succeed here, the iron warriors need to kill the lone sergeant and push the other grenadier squad off the objective.  Luckily, shooting goes well!  The rhino is able to zip down and shoot the sergeant with his shrapnel cannon, and the rest of the army brings the other grenadier squad down to 2 men who fail their leadership test.  They flee 8", allowing the command squad to score a second time.  The treacherous objective followed the fleeing grenediers, but since this mission ends on turn 4 the Iron Warriors win!


Final Score and Conclusions

Knights and Militia: 5VP
Turn 1: Break Their Ranks (1VP for killing transports + Troops)
Turn 2: No VP
Turn 3: No VP
Turn 4: 4VP
End: No VP

Iron Warriors: 10VP
Turn 1: Break Their Ranks (2VP for killing an HQ unit, I forgot about the bonus point until the very end)
Turn 2: No VP
Turn 3: 3VP for taking the objective
Turn 4: 4VP for taking the objective
End: Last Man Standing (5-3) for 1VP

The company standard allowing the Command Squad to score was crucial for the Iron Warriors victory.  Searchlights allowing units to fire at the cavalry on turn 1 were also pretty import in getting the unit to flee.  Using the Iron Warriors reaction with the Contemptor's plasma cannon was exactly as cool as I thought it would be.

The Ogryns were nasty, wiping out a unit per turn until they were destroyed.  Also, I didn't roll any psychic powers for the Knight this turn and it seemed fine without them.  The terminator squad really warps how the knight plays though, against a force that has a lot of long range anti-tank firepower I could see the improved invulnerable save being worth the risk.  My one regret was charging the armiger into the command squad.  Hitting on 5s is really rough, but if he had got some terminators it probably would have been worth it.  

It was nice to see a much closer game between these two forces.  It really came down to the last turn.  The scattering objective in this mission is kind of wild and seems like it could lead to some very swingy games.  The fact that the Knights + Militia stole the initiative and prevented any scoring until turn 3 really evened out that part of the game.

Rules Learnings:
  • Knights can only make reactions to certain large units, so they actually can't run away from infantry!
  • I completely missed the Provenances of War in the last game, and boy does that extra point of leadership from Warrior Elite help the Militia stay in the fight.  The +1BS on the Grenadiers from Legacy of the Great Crusade also makes their meltaguns quite a bit better.
  • Fury of the Legion still works while your unit is pinned!  Those extra snapshots can be clutch.
  • Hammer of Wrath only comes in to play for models that make it into base contact with the charge move.  This limits its effect quite a bit for an ogryn unit.