Crimson Fists VS Death Guard 55 PL Wonko’s Escalation League

01/16/2018 Austin, TX ... Wonko's Games and Toys
55 PL, Loss, 13-12 Open War

8e Space Marine & Death Guard Codex
  • Better deployment positioning for my Devastators would have improved their production
  • Holding back the Bikers for an anti-elite response force rather than moving them up the board aggressively would have given them a chance to make a meaningful impact. Might have won with them in my backfield in mid-game
  • Space Marine Characters did most of the work ultimately, with Pedro Kantor slaying the enemy warlord as he died and a JumpCaptain getting the enemy’s objective marker for a turn. CF Warlord + Relic is vicious against a slow infantry army
  • Deploying Sternguard from vehicle into Rapid Fire range would have made them more productive rather than one measly turn of long range shooting, then getting thinned before rapidfire range




I did great work yesterday with my Jumppack Captain with Storm Shield and Fist of Vengeance, against Death Guard. It was a close but losing affair 12-11. He also had the CF Warlord Trait, which was fairly easy to achieve (10 or more enemy models within 6") VS DG. It's a good way to take advantage of CF rules, with a tough model who will often be attacking the enemy in their own deployment zone.

I brought Grav Bikes because they helped my list get to exactly 55 PL for the event. The grav was actually pretty good at threatening the elite infantry of the DG, while the bikes were good for thinning plague zombies. I wish I had kept them back in my deployment zone earlier, as they would have been good threats as a response force for the inevitable deepstriking Deathshroud Terminators and Warlord. Instead I used them aggressively and without much support moving up a flank, and they weren't able to impact the game as much as they would have if they had remained near Pedro, and ready to kill Termies.



Scouts were already manning the flank the bikers visited, and the scouts were already going to achieve all that my forces were going to be able to do at the position. Namely cap an objective until being over run. The CC Scouts were productive killers of plague zombies.

I could have better protected the Devastators in deployment, giving them more chances to contribute, but instead left them with no deepstriking bubble wrap in the form of Tacticals to their side. With so few units at 55 PL, blocking off territory was more of a struggle.



DeathGaurd Unit to watch out for: Foul Blightspawn. He's an Elite slot, Character, with a 9" flamer that is 2d6STR AP-3 and enemy units within 7" of him lose the ability to fight first in the fight phase. In this game he was used defensively and kept in his deployment zone where he was a challenging killy threat. I suggest charging him early from a couple of units more than 9" away from him and thus out of his weapon's range.

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