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Toys of mass destruction

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Tournament Report – Kent Wargames Tournament July 2021 – Adeptus Mechanicus

Pre tournament Planning


The List:


Part of the list design came from trying out various builds with the Mars Dogma. After a lot of games playing as Mars I felt like I was playing with a crutch in comparison to Lucius. So I switched out the Mars elements, changed it all to Lucius and added another 20 Skitarii. I played a few games before trying out the Skitarii Veteran Cohort and instantly fell in love with it. The 5++ invulnerable saves and additional attacks were a huge bonus, so swapped a few more units around, dropped 2 Dragoons and the 3 Raiders to make up for the 160pts for the Veteran Skitarii. My instinct was that I would probably suffer in the mirror match up due to having less models but the extra attack might counter this? Hard for me to say without testing it to be honest.


Lucius Battalion


Army of Renown - Skitarii Veteran Cohort


 

HQ

Tech Priest Manipulus - Sonic Reaper

Tech Priest Dominus - Solar Flare, Luminescent Blessing (Transhuman)

Skitarii Marshall - Cantic Thrallnet, Firepoint Telemetry Cache (Cover)



TROOPS

20 Rangers - 1 Arc Rifle, Omnispex and Data-tether

20 Rangers - Omnispex and Data-tether

20 Vangaurd - Omnispex and Data-tether

20 Vanguard - Omnispex and Data-tether



ELITES

5 Infiltrators

10 Ruststalkers - Temporcopia



FAST ATTACK

3 Ironstriders Ballistari - Twin Lascannons

2 Dragoons

2 Dragoons



FLYER

Archaeopter Fusilave



Tournament Planning:


One thing I really wanted to get better at was the food/drink I ate and how much I slept. It's the first tournament I've been to in almost a year and playing 18 hours of warhammer over two days is… gruelling... So I didn't want to also feel groggy and tired due to a poor diet or dehydration. So I took a big 2.5L water bottle and took some breakfast bars to keep my energy going. And on the Saturday and Friday nights I had an early night. Honestly, I didn't think it would have that much impact but I always hear people saying “eat and drink well” but I definitely felt like I had a bit more focus and energy than previous tournaments despite it being almost a year!


The second thing I wanted to ensure I had was an easy and efficient way to carry my Adeptus Mechanicus. The army is synonymous for being spindly and prone to breaking. So I took a large plastic box with a lid and put a bunch of magnetic sheets on the bottom and then went through magnetising all the bases. The Fusiliave was a different problem and he ended up going in a very snazzy box all on his own.



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Game ONe

Javier's Drukhari:

Kabal of the Black Heart


Court of the Archon

3 Sslyth

4 Ur-Ghul

1 Lhamean


Patrol - Black Heart


HQ 

Archon - Huskblade, Splinter Pistol, Ancient Evil, Djin Blade, Splintered Genius

Drazhar


TROOPS

10 Kabalite Trueborn - Dark Lance, 2x Blasters

5 Kabalites - Blaser

5 Kabalites - Blaser


ELITES

5 Incubi

5 Incubi


DEDICATED TRANSPORTS

6 Raiders (all with Dark Lances)



Patrol - Cult of Strife


HQ

Succubus - Adrenalight, Competitive Edge, Triptych Whip (Warlord) Agoniser and Archite Glaive


TROOPS

10 Wyches - Shardnet and Impaler


ELITES

5 - Mandrakes


FAST ATTACK

10 Hellions

5 Hellions



Patrol - Cult of Strife


HQ 

Succubus - Ardenalight, Precision Blows, Razorflails, Tolerated Ambition


TROOPS

10 Wyches - Shardnet and Impaler



I opt for Grind Them Down, Accretion of Knowledge and Vital Ground. Grind them Down was an obvious one, the Dark Eldar are synonyms for being easy to kill once the transports are down and this list is running a lot of MSU units. Accretion of Knowledge was an interesting one, with Battle Lines only having 4 objectives I didn't want to opt for Uncharted Sequencing, and all 4 of the possible targets for Accretion of Knowledge wanted to come directly for me. We both deployed pretty conservatively behind the large sections of terrain with only a few units poking out


Javier got the first turn, which was going to be a theme for this tournament. He moved out cautiously whilst keeping in sight of my Dragoons. He fired off all the Dark Lances he could and took out one and half, otherwise it was a pretty soft turn 1 thankfully.


I solar flared a unit of Vanguard who moved to the bottom side of the table in line of sight of the Hellions, my Fusiliave flew over the larger unit and killed 2 with his bomb rack and I advanced the Ruststalkers up ready to charge with the Veteran Cohort Stratagem “Expedited Purge Protocol.”


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I manage to down the Hellions in their entirety with help from the Enriched Rounds stratagem, I only pop a single Raider this turn with my Ballistari and my Ruststalkers charge into the middle Raider and fail to kill it. 


The Drukhari turn two fails to remove the Vanguard that solar flared, but does down 2 of the Ballistari. The Archon, despite being made to fight last, passed all 9 of his 2++ saves and downed the Ruststalkers by fighting twice. I respond by putting a unit of Rangers and Vanguard with both Galvanic Volley fire and Enriched Rounds into the court of the Archon and killing… 5 models… not quite sure how that was possible!


Javiers turn two, he sends in some more raiders and starts disembarking his melee beatsticks. However, his Wyches only managed to kill a few Skitarii Vanguard and his first unit of Incubi got murdered with an Counter-Offensive Infiltrator squad.


The game kinda progresses into this trading of units until the Drukhari eventually run out of things to trade. The resilience of the Skitarii goes a long way here proving that Wyches really struggle to down a unit of 20. The Dragoons trade themselves for a Succubus scoring me another 3 on Accretion of Knowledge and the game ends 79:49 with my first win!

Game Two

Luke's Adepta Sororitas

The List:


Patrol Detachment - Bloody Rose


HQ

Celestine and Geminae Superia

Morvenn Vahl


TROOPS

5 Battle Sisters


ELITES

2 Crusaders

Dogmata - Litanies of Faith


FAST ATTACK

5 Dominions - 4 Artificier Crafter Storm Bolters

5 Zephyrim - Zephyrim Pennant


HEAVY SUPPORT

5 Retributors - 2 Cherubs, 2 Multi-Melta's, Simulacrum

5 Retributors -  2 Cherubs, 2 Multi-Melta's, Simulacrum


DEDICATED TRANSPORT

Rhino

Rhino


Vanguard Detachment - Bloody Rose


HQ

Canoness - Blessed Blade, Condemner Boltgun, Iron Surplice of Saint Isteaela, Saint in the Making, Blazing Ire, Word of the Emperor


ELITES

5 Celestian Sacresants - Halberds

5 Celestian Sacresants - Halberds

2 Crusaders

5 Sisters Repentia

5 Sisters Repentia

5 Sisters Repentia


FAST ATTACK

5 Zephyrim - Zephyrim Pennant

5 Zephyrim - Zephyrim Pennant


HEAVY SUPPORT

5 Retributors - 2 Cherubs, 4 Heavy Bolters

So new sisters, I’ve only played against Dans Valorous Heart Warsuits and Luke’s list is a full Bloody Rose melee list with some Retributors. My understanding is Ad Mech go quite well into Sisters so should be an interesting one.



I go for Grind Them Down, Data Intercept and Unchartered Sequencing. I kicked myself as assassinate was an obvious choice I definitely missed - Celestine gives up 3 on her own for starters! But Grind Them Down made sense as he was all MSU and similarly to the Drukhair game 1 match, popping transports shouldn’t be too difficult.


Luke won the roll off for turn 1 and proceeded to edge up slightly into the board - Vital Intelligence usually leaves a bit of a kill zone as the deployment edges are so big and this wasn’t much different. His Heavy Bolter Retributors fired into my Bulwarked Rangers, who thanks to the Veteran Cohort were still rocking a 3+ save - he managed to down about ⅓ the squad. But that was about it. Looking at the way he’d moved his army up I knew this would hurt come my turn 1.


I solar flares a unit of Rangers to the bottom edge of his deployment and moved up with pretty much the rest of the army - all of it was in range of everything that had moved out of cover. As the dust settled at the end of my turn Luke had lost about ⅓ of his army.

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He kept on however, and pushed his triumvirate of characters out into the board. Celestine and Morvhen Vahl made quick work of the Ruststalkers. He admitted at this point it was probably over as he had to trade his valuable To The Last targets for my Ruststalkers or get overwhelmed on my turn. This was how the game kept going, Luke trading down into my units until he simply ran out of units to trade with, its one thing that Lucius Ad Mech are ridiculous at, being super inefficient to clear out. It has to be said the 5++ came in really big here as Repentia, Sacresants and characters bounced off my Vanguard and Rangers.


He fought to the last like a champion but he had been right and over the next 4 turns I’d pushed him all the way back to the back corner and ended the game with a brutal 100:29.


Game three

Euan's Chaos


The List


Vanguard - Death Guard

The Harbingers


HQ

Malignant Plaguecaster 


TROOPS

18 Poxwalkers

20 Poxwalkers

20 Poxwalkers


ELITES

3x3 Deathshroud Terminators



Super Heavy Auxillary - Iron Warriors


LORD OF WAR

Khorne Lord of Skulls - Hades Gatling Cannon, Ichor Cannon



Patrol Deatchment - Iron Warriors


HQ

Lord Discordant - Insidium

Master of Possession - Cursed Earth, Infernal Power (Warlord)


TROOPS

10 Cultists


ELITES

2x Decimator - 2x Soulburner Petards.

I've seen this list and heard that the Decimators are pretty spicy with Iron Warriors and boy was I about to learn that the fast way.


I deployed pretty much on the line with my Skitarii and Dragoons, and I learnt a very valuable lesson here that I took into games 4-6. The key thing here was my Ironstriders were going to be a real important tool for me in this match up. If I couldn't deal with the Decimators and Lord of Skulls this game would absolutely get away from me. I made sure the Vanguard were on the side with the Death Guard, and the Rangers were on the Iron Warriors side. The Radium Carbines don't do anything vs Vehicles so I wanted to make sure the 4 mainstay units of my army were firing at the right things.


I opted for Unchartered Sequencing, Retrieve Octarius Data and Bring It Down. To be honest, I wasn't 100% sure what to take. Bring it down only gets me 9 and "ROD" was a tough one, I could probably do 3 quarters quite easily but I wasn't sold on it and I think my mind got away from me and I just went with it.  



Euan rolled for first turn (Third time second not that I was counting...)


His first shooting phase was... a little brutal. The Decimators opened up and just wiped an entire Unit of Skitarii. This was a first for me and I can absolutely see why this type of list is seeing a good showing at the moment. It was then that I think I got super lucky, Euan toyed between going after the 2nd unit of Rangers with the LoS or going after my now VERY exposed characters. He chose the former and I sighed a huge sigh of relief. This thought me that I absolutely need to be more defensive with them in deployment.


Fourtuntely, my luck didnt end there and his LoS (after Warptiming) charged into the Dragoons and landed a single wound... I popped the Bionic Endurance stratagem to make sure it lived with a 5+++ save.


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With my turn one, I decided I'd had enough of those Decimators and didn't really want to suffer their wrath a 2nd time, between the Rangers and the Balistari both of them lay dead at the end of the phase.


I ensured my Ballistari were tight against the wall so his LoS couldn't get a view point without abandoning this flank with a warptime to boot too. My Ruststalkers charged into his front unit of Poxwalkers and killed all but 3. And ended a pretty fantastic return trade.


Turns 2 and 3 kept going this way and Euan continued to draw a small lead with his secondaries. His Poxwalkers annihilated my Ruststalkers with their Mortal Wound Stratagem and my Vanguard in return killed them with Enriched Rounds. His Lord of Skulls continued to pressure the flank and ended up being torn between killing the remainder of the Ranger Squad (2 of them) or going back and dealing with the 20 Vanguard who had Solar Flared behind him.



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The Crux of this game came down to the LoS failing every 6+++ saves it had to make and falling dead. From there the game was mine to loose, and despite Euan's fantastic effort to continue scoring points and deny me an Uncharted Sequencing the game ended on a tight and respectable 79:70.


I got lucky he decided to not go after my Characters and it was something that played heavily on my mind in the next 3 games "must protect them at all costs." He gave it a real good go but the placement of the Ballistarii was a bit too brutal for him to deal with, every time they shot they took one of his assets off and they really showed their strength in this match up.


Another big shout out this game was the 5++ save for the Veteran Skitarii - the fact it took a Lord of Skulls almost 3 turns to wipe a unit of 20 was very impressive.

Game four

Nassim's Iron Hands


The List:


Patrol Detachment - Iron Hands

Born Heroes , Custom Chapter, Iron Hands Successor, Whirlwind of Rage




HQ

Primaris Techmarine - Target Protocols, Warlord


TROOPS

5 Infiltrators


ELITES

2 Company Veterans 

Redemptor Dreadnought -2x Storm Bolters, Macro Plasma Incinerator, Onslaught Gatling Cannon


FAST ATTACK

Assault Squad - Chainswords and Bolt pistols


HEAVY SUPPORT

5 Devastators - 3 Grav Cannons, 1 Multi-Melta

3 Eliminators


DEDICATED TRANSPORT

Drop Pod

Land Speeder Storm 



Vanguard Detachment - Iron Hands

Born Heroes , Custom Chapter, Iron Hands Successor, Whirlwind of Rage


HQ

Primaris Lieutenant - Rites of War, Stratagem: Hero of the Chapter, The Vox Espiritum


ELITES

Redemptor Dreadnought - 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon

Relic Contemptor Dreadnought - Cyclone missile launcher, Merciless Logic, Stratagem: Hero of the Chapter, Stratagem: March of the Ancients, 2x Twin volkite culverin

5 Scouts

5 Vanguard Veterans - Jump Pack, Lightning Claws, 4 Storm Shields, 1 Chainsword

5 Vanguard Veterans - Jump Pack, Lightning Claws, 4 Storm Shields, 1 Chainsword

5 Vanguard Veterans - Jump Packs, 10 Chainswords


HEAVY SUPPORT

5 Devastators - 3 Grav Cannons, 1 Multi-Melta

3 Eliminators

Iron Hands (2)

Forgot to take pics this game so had to pinch one from another game!

Going into this match-up it was very obvious this was going to be a hard one. One of the guys I went to the tournament with mentioned Nassim played him last time and absolutely schooled him and I knew he was a very good player. This became even more obvious as we began talking through our armies and it was evident he knew my army better than i knew it!


We went through our secondaries, I took Grind Them Down, Direct Assault and Uncharted Sequencing and just before deployment I decided to outflank my Ruststalkers. I'm not sure why, I think I figured they'd be a good coming in from the flanks but what became very clear was this was a major mistake.


We started deploying and I made a few critical errors, my units weren't hidden nearly enough for an Alpha Strike and with the absence of Ruststalkers I had no major melee threat to stave off the incoming Vanguard Veterans. Similarly, Nissams placement of Infiltrators ensured I was going to stay well within my deployment zone for most of the game, if not all of it. This was definitely a game I deployed as if I was going first, which I kicked myself for after the game because id been good at not doing so for the other 3 games I'd played the day before.


He won the roll of for first turn and I can only describe what happened next as a humbling experience. I lose 34 Skitarii, 2 Dragoons and my 5 Infiltrators. I had 2 units of Skitarii tied up by the Veteran Vanguard, who despite a Valiant return fight from the my Skitarii Vanguard only lost 1 and a half in return. My response Turn 1 was to Solar Flare the Rangers out and fall back and shoot with the Vanguard . I completely abandoned going after the Dreadnoughts once my Lascannon's did a meagre 3 wounds to 1 after rolling a gut-wrenching 4 2's to hit. With my Rangers taking most of the Devastator Marines out. Going into turn 2 I felt pretty confident with my super-buffed Ranger Unit until they got "love-tapped" by a Land-Speeder Storm who upon this happening, realised they were now locked in combat for the rest of the game.


My army was dwindling, The Dragoons Traded down for a unit of Infiltrators and despite an epic effort from the Ruststalkers when they finally arrived in which they effortlessly sliced through a Redemptor and 3 Eliminators. I had my lone unit of Rangers and 4 hidden Skitarii Vanguard by turn 4. I managed to scrape a handful of points out of it but with a score of 100:42 there was a very clear winner and it wasnt the Ad Mech!


This was a hard lesson to learn and one that Nissam excellently executed. It goes to say you definitely learn a lot more from a loss than a win and that couldn't be more true here. Nissam was a great sport and spent a good 15-20 mins after the game going through my mistakes and the list and talking through tweaks and things I should be aware of. A real stand-up opponent and guy and he ended up placing 2nd at the weekend which was very well deserved.


Game Five

Tristans Harlequins


The List:


Battalion - Soaring Spite


HQ

Shadowseer - Player of Twilight, Shards of Light, Sheild From Harm, Warlord, Veil of Illusion, Pivotal Role, The Shadowstone, Webway Dance

The Yncarne

Troupe Master - Choreograoher of war


TROOPS

5 Troupe - 4 Fusion, 5 Caress

6 Troupe - 6 Fusion, 6 Blades

5 Troupe - 5 Fusion, 5 Blades

5 Troupe -  5 Fusion, 5 Blades

5 Troupe -  5 Fusion, 5 Blades


ELITES

Death Jester - Ceograchs Lament, Harvester of Torment


FAST ATTACK

5 Skyweaver - Haywire Cannon, Zephyrglaive

5 Skyweaver - Haywire Cannon, Zephyrglaive


DEDICATED TRANSPORT

5 Starweavers



With the last game loss I definitely went into this game a little bit less confident, but I am sure he will struggle to kill my Veteran Skitarii. Fortunately the Yncarne is something I've played a lot myself so i know how slippery it can be and although it had been a long time since I'd played Harlequins, I know they've got a couple of great tricks with the -1 to wound and count as being 6" further away bubble.


With Retrieval Mission and against Harlequins I figured I'd have more bodies on the Objectives, If I could raise my home 3 early I'd be able to score a pretty easy 15 points here. I took Grind Them Down, Similarly to the Drukhari and Sisters matchup I figured popping transports and Troupes would be easier for me than it would be for him to clear Skitarii quickly. Finally I took Unchartered Sequencing, picking the 5 objectives closes to me. I deploy pretty defensively (I may have learned my lesson) and keep the majority of my army behind ruins or the large L blocker on my side of the board. Tristan, deploys in a truly Aeldari fashion and puts everything on his back board edge.


We rolled off and finally I get a first turn roll off. I note that he's put the Yncarne on the far right of his deployment. Without anything blocking it. Seizing this opportunity I put every buff I've got onto my Vanguard and send them flying forward with the Solar Pulse relic. The rest of my armies shuffles up, Raises Banners and stays hidden.

The Vanguard open up with an Enriched Rounds and decimate the Yncarne, sending it back to Ynnead in many many radiation loaded pieces. My Lascannons with their increased range are indeed within range and open up on the nearest Transport but Tristan rolls 4 4+ saves and dodges their damage. He responds in sending half of his transports across to deal with the emerged vanguard threat and the other half down the other flank
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Unfortuantly, having Tristan taking the bait of the Vanguard, even though he eventually got through them and the Dominus by turn 3 he was so far behind on Primary and Secondary it was too late to stop the incoming Ad Mech. He made a valiant attempt, destroying 2 Dragoons, 2 Ballistari, and denting another unit f Skitarii but when the Ruststalkers came out for the remnants and the remaining Vanguard unit chased the Shadowseer around it was too late to change the outcome. By the end of turn 4 we called it as he only had his Shadowseer left and that left the score on 97:32

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This was a brutal game and it really shows the power of the Adeptus Mechanicus. A few months ago Harlequins were topping the tables and performing very well. Tristan agreed it was a big mistake placing the Yncarne the way he did and that it probably cost him the game. I was very impressed with the Vanguard here, making the Players -1 strength down to S2 meant that between them wounding me on 5's and my 3+ saves that's to the Lucius Dogma, they were incredibly difficult to shift

game six

Death Guard... my old enemy... I was genuinely quite pleased with this last match-up, seeing Custodes and Ad Mech on the table next to me I cant help but think I've had a pretty good draw in the last game. Not only have I had a tonne of practice against Death Guard but Priority Targets is also a good mission for me.


The List:


Simons Death Guard


Battalion - Mortarion's Anvil


Foul Blightspawn - Revolting Stench Vats, Viscous Death

Tallyman - Tollkeeper


HQ

Lord of Contagion - Warlord, Gloaming Bloat, Manreaper and Orb of Desiccation, Warp Insect Hive

Malignant Plaguecaster 


TROOPS

3x10 Poxwalkers


ELITES

Biologys Putrifier - Arch Contaminator

8 Blightlord Terminators - Plague Skull of Glothila

2x Contemptor Dreadnoughts - Twin Volkite

2x3 Deathshroud


FAST ATTACK

Foetid Bloat-drone - Fleshmower


HEAVY SUPPORT

2x Plagueburst Crawlers

Priority Targets is one of those missions where the Secondary is an almost auto-include. So I took Priority Targets, Stranglehold, as I want to hold the middle anyway thanks to Priority Targets and Accretion of Knowledge. I often struggle with what to take as my 3rd Secondary vs Death Guard and I don't know why Accretion of Knowledge has never stood out to me before - I want to go after his Blightlords due to his inevitable To The Last. Assassinate has often been one I've gone for and regretted it as Death Guard Characters can be hard to dig out, but they usually have 2 or 3 that come forward.


We roll for the turn and for the 5th time this tournament I'm going second. This isn't a massive problem as I've deployed pretty defensively, my Infiltrators are right at the edge of the L blocker and I've got my Ruststalkers, Vanguard, Ironstriders and Dragoons mostly if not completely hidden.


Simon starts with a really interesting play, he puts 4 of his characters just outside his L-blocker within 3" of his Deathshroud which are the other side of the ruin. This means I can't shoot any of them. What I can do however, is charge them with my Ruststalkers and make his Lord of Contagion fight Last. Simon just pokes his Contemptors out in range of the Rangers and unloads on them. He kills 7 and his Crawlers kill a Dragoon with their Mortars and as one of them can see through the Dense, he manages to snipe the other with his Melta's despite the modifiers to hit.


My Rangers roll for their leadership and fail and then a staggering 5 run away. Its not often you see 5/12 1's looking up at you. Not a terrible turn and to be honest, I shouldn't have lost that many Rangers, their light cover save from the Veteran Cohort came in very handy here - their leadership test let them down however.


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Skitarii Veterans ready to go against their Green Nemesis.

I go straight into my turn using Cantic Thrallnet on the Ruststalkers giving them the Conqueror Doctrina and allowing them to ignore the deficiency of the Bulwark Doctrina. I then advance them up and use the Expedited Purge Protocol  strat to let them advance and charge. Following on from most of my other games, I Solar Flare a unit of Vanguard with the Manipulus' Galavanic Field to put their weapons down on the Blighlords.


I try focus down a Contemptor with my Ballistari, but yet again the 5++ saves come through hot and I only do 7 damage to one thanks to Disgusting Resilient. The Vanguard, take out 5 Blightlords. I've done this same thing against Joe so this went about as expected. I charge my Infiltrators into his Flamer-Character to bait the overwatch and do bait the strat. My Ruststalkers then pile in ahead of the failed charge from the Infiltrators and make it into the Lord of Contagion and Foul Blightspawn. I use the Assassins Constructs and Aggression Override Stratagems. There's no way I could afford to fail to kill either of these. Thankfully they both go down and I get 6 points for Accretion of Knowledge and now hold the middle with a Transhuman'ed, Light Cover, Ignore -2 Ruststalker unit.


This effectively meant they became a real thorn in Simons side and it took till my turn 4 before they finally went down. He also blows up my Fusiliave whilst its within Range of his Contemptor I left on 2 wounds. With my last CP in turn 2 I use Machine Spirits Revenge to automatically explode it. It kills his Contemptor before it can fire a shot.


Elsewhere my Vanguard dispatch a unit of 10 Poxwalkers in combat and move to threaten his bottom objective. The extra attack coming in HUGE here. The game starts to slip away from him here and my army pushes out into the mid board. There is a bit of a Death Guard resurgence when the 6 Deathshroud come out of the L Blocker and the other 3 come in on the far flank. However, the 5++ saves from the Veteran Skitarii once again come in real useful and the Deathshroud mostly bounce off the saves without much support or stratagems to put into them. With some lucky re-rolls and a great play using one of his Plaguebursts to tie up my forward Vanguard unit Simon Holds on till the last turn but at this point the point leads way to big and the score ends on 97:51.


It definitely helped that I've gone into a very similar list before so I knew what it was going to do and how it was going to do it. Simon made a great and very risky play turn 1 with his characters and I don't think he expected the Ruststalkers to come out that far that quick.

Post tournament thoughts & meta thoughts

Coming 3rd was an absolute blast, I've had several top 10 and 4th place finishes before so to finally break that hurdle was super rewarding.  The whole weekend was great and it was fantastic to be back into the swing of things with tournaments and play some games against some great guys.


The Dragoons were an interesting one, in most games they didn't do an awful lot other than draw fire from my other assets, which the more I think on it, was probably pretty important. They did provide the Ruststalkers the ability to be targeted by Cantic Thrallnet and that came in clutch in two of the games. The times they did make it to combat they rocked but I can't help but think a unit of 3 might be better as opposed to two 2 man units. A unit of 3 can properly pack a punch and gets a lot more efficiency out of the stratagems.  Still it was great to see them do well, they were definitely the element of the list I wasn't sure of, even if they were my favourite element.


I absolutely need more early board presence, either in the shape of Raiders or Infiltrators, the game against Nassim that I lost was largely due to not being able to mirror his Eliminators and a poor deployment from my side in general. If I had the Raiders or Infiltrators to push out it could have been a very different match, doubtful though he played it very well and had clearly been practising against Ad-Mech. 


Secondly, the Skitarii Cohort stays, at least until I've actually played a few of the mirror match-ups. The Skitarii Veterans came in very useful in some of the match-ups where the extra leadership and attack ensure they could break free from combat or wipe out a unit that a normal Skitarii would have been unable to do so. The Harlequin game was a big show of this where Vanguard units were bullying Harlequin troupes left right and centre. Similarly, the extra save from the Rangers goes a long way in those early turns. The Blast protection from the Vanguard didn't come  up but I can imagine it being very useful in some situations.


My absolute All-Star was the Manipulus and his Sonic Reaper, not only is his Galvanic Fields buff critical but the Sonic Reaper is a bit outrageous. At one point it did 8 mortal wounds... 


List changes

I'm only looking to do a very minor change, the list worked very well and I didn't feel I was lacking too much. my plan is to add another 5 Infiltrators and drop the Arc Rifle on the one Ranger Unit and 1 of the Dragoons to make them a unit of 3. The Phosphor Serpenta swap out on the Dominus is pretty irrelevant. The Arc Rifle did over 17 damage across the weekend but I didn't use the stratagem once, which was part of the reason I'd picked it when trying to spend my last 10 pts. I would in the future opt to take a couple if I had the points spare, but they're not a critical part of how the list works. Just a nice little tech option.