Tuesday, 30 January 2024

Warhammer 30k Test Game 2 - Knights+Militia vs Iron Warriors


The Lists!

Iron Warriors Doom of Olympia 2000pts

HQ: 1/3 (620 pts)
Warsmith with Charnabal sabre, Combi Melta, Graviton Mace = 120+20+10+10+15 175
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

Warlord Trait: Tyrant of the Dodecathon

Rites of War: Legion Recon Company



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

Knight and Militia 2k
++ Questoris Household Force Organisation Chart (2022 - Questoris Household) [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: +
IM - Force Commander [170Pts]
. 1) Force Commander: Charnabal Sabre, Cyber-Familiar, Iron Halo, Laspistol, Mounted Force Commander*, Power Armour
IM - discipline master on horse with lance [45Pts]

+ Elites: +
IM - Ogryn Brute Squad [280Pts]: (5 or 6?) Carapace Armour, 5x Thunderstub
. Ogryn Boss: Close Combat Weapon, Thunder Hammer, additional ccw(?)
. 5x Ogryn Brute w/ Close Combat Weapon: 5x Close Combat Weapon
+ Troops: +

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

+ Fast Attack: +
IM - Cavalry Squad [185Pts]: 11 Carapace Armour, Militia Lances, sergeant with power maul

+ Heavy Support: +
IM - Rapier Battery [165Pts]: 3x Laser Destroyer, 9x Laspistol gunners

The Battle: Crucible of War + Dawn of War. Iron Warriors win the roll for Strategic Advantage and choose to implement night fight.
Unit guide: Iron warriors tank without any guns = whirlwind.  Ultramarine Dreads = Armiger Warglaives.  Valkyrie = Knight with 2x Avenger Gatling Cannon with In-Built Heavy Flamer, heavy stubber, stormspear rockets, Stoic Defender + Infernal Tempest, Lascannon Teams = Rapier laser destroyers. Ogryns have a thunderhammer, carapace armour, and 5 thunderstubs. Each grenedier squad has 2x melta guns. Cavalry include the HQ and a discipline master, all have carapace armour except for the Discipline master. I very much thought about an outflank maneuver with the IW shotgun rhinos, but decided their heavy bolters were too useful to go without.

IW Turn 1: Advance into position and shoot! Scatters are a bit brutal, with the whirlwind and one vindicator both missing. The other vindicator does well vs the ogryns and they end up fleeing off the table. A rhino died searchlighting the rapier but its efforts were rewarded as other units cleaned them up, forcing them to flee at under 50% strength. Also, I found out calvary are immune to pinning!

All 3 objectives were claimed, and the Ogryns are worth 2 points for the Break Their Ranks objective.

MiliKnights Turn 1: Unfortunately, the knight fails his psychic test and loses 3 hull points. The leftmost armiger only manages to immobilize a rhino, but he forced the tactical squad off their objective. The Knight split fire between the immobilized rhino, the snipers, and the exposed shotgun squad, doing a little damage to each but not managing to pin anyone. The rightmost armiger almost got a weapon off the land raider but it passed a shroud check. The calvary pursued the wounded shotgun squad and rode them down in glorious combat.

No objectives were claimed by either side, and the recon squad is worth 1 point for the Break Their Ranks objective.


Iron Warriors Turn 2: Night fight ends.  Turns out Armigers cannot be attacked with Krak grenades because they aren't dreadnoughts... even with the FAQ update.  That's probably an oversight, but I'll play it as it lies.  Also the Iron Warriors legion rule doesn't work against them.  lol

Despite all this the turn goes quite well.  The whirlwind kills all but 2 of the cavalry, causing them to flee with no chance to regroup.  The front-right stormtrooper squad is reduced to a lasgunner and the sergeant, with the vindicator hopefully blocking the armiger from intercepting the land raider.  Sniping out both melta guns in that squad was pretty nice.  On the other flank, the armiger backed away from the contemptor and had some decent return-fire on the vindicator but died to a long-bomb charge from the dread.  
Iron Warriors score on 2 objectives, bringing the total score to 7:1


MiliKnights Turn 2: Unfortunately, the knight fails again and loses 2 more HP.  He's going to push up anyway and try to nuke the nearby scoring units.  The armiger will claim the objective on the right and see if he gets lucky and takes out the land raider.  The knight did fairly well, getting the tactical squad to flee off the objective, finishing the rhino, and charging+killing the sniper squad.  The snipers did manage to take a hullpoint off with the Iron Warriors special reaction.  Nothing else had any success though, aside from the two grenadiers getting a hull point off the rhino with a krak grenade.

Iron Warriors Turn 3: Vindicator finishes off the knight, but the terminator's fail their charge against the armiger.  IW score 1 vp for killing a knight, and the dread does finish off a unit of grenadiers. Oh, and the tactical squad failed to ralley


MiliKnights Turn3: Not much left unfortunately.  Best case scenario is the armiger grabbing slay the warlord and scoring on the objective.  This doesn't work out, with the terminators eventually finishing off the armiger as well as fending off a final desperate charge from the grenadiers.  Victory for the Iron Warriors!


This felt like a bit of a bad matchup, especially with the solid first turn from the iron warriors.  I maybe should have deployed the objectives a bit less far towards the centre, but I thought the Militia troopers needed to be able to take cover while taking objectives.
The Infernal Tempest rolls were ROUGH, not sure if they are worth the coin toss.  Definitely shouldn't have used them with night fight reducing leadership to 6, but I rolled higher than a 7 so that didn't end up mattering too much.  Once the knight got going it was pretty strong.