Well I played Craig this morning with his usual surprising self....and Vanilla marines!?!
The 1850 list below didn't do so well. I looked like I had it all sewn up until the bottom of turn 5. Well, I'm getting ahead of myself, so here is more detail.
I took the list I have been blogging about here, and Craig shows up with almost 60 foot slogging marines.... a nightmare for a heavy anti tank army like mine. He had the below list (from memory):
10 Sternguard in a pod
Multi melta dred in a pod
2 predators with lascannon turrets and no sponsons
10 scouts with heavybolter
10 scouts with missile launcher
3x 10 tactical squads, one with missile, one with multi melta, one with lascannon
Landspeeder with 2 multi meltas
We rolled Dawn of war capture and control.
I took first turn and he did not seize. I essentially moved up the middle of the board behind the central landing pad and dropped my webway right next to the central objective. My reaver jetbikes went right down his right flank killing 3 scouts as they flew by. His shooting was non existent due to night fight, so that was it for turn one.
He dropped in his dreadnought on my right flank next to that objective, and combat squaded all of the marines. He split them into fire bases in ruins on my left side and woods on the right. I killed his dreadnought before it could act, and a few more scouts bit the dust. one tactical combat squad hit the bikes that were close and broke them. Since I only had one left he ran off the board after killing one more scout from the nearby unit.
Turn 3 got more exciting as my wyches ran out of the portal and right into combat with two of his combat squads. 4 turns later and they wer still holding the center of his line, effectively splitting his army in two.
This was a close fought game. I had him pinned into two blobs of cover and he couldn't move out for the objectives without getting shot up. On turn 5 he finally made his move and moved out into open land to take the objective on my left, and his sternguard, using cover denying ammo, to the objective on my right. The remaining combat squad from the center combat finally broke free and moved up to contest the central objective. So at the bottom of 5 we contested all three objectives....and of course the game went on....
On turn 6 he got a lucky multimelta shot off and downed a raider which left its squad out in the open on the left objective....which he blew away with the remaining scouts and marines to take the left. We had a comabt in the center, and he finally took those warriors down to claim the center. On the right I had lost everything to the cover denying boltguns but the raider still contested it. That left it at 2-0 marines.....sigh....T3 SUXX!!!
1. Warrior squads can lose the darklances for Splinter cannons. They move in the transport every turn, so the splinter cannon can still fire.
2. T3 sucks, especially combined with S3. Now in order to combat this I am adding a squad of Wracks to the portal assault. They score and have higher toughness....and start with FNP.
3. All units that get into combat need aggonisers...period. This counters lower strength and allows a few wounds to compensate for a lower wound rate on the Wyches.
4. As much as I like the cheap cost and concept of a fleshgauntlet....nope aggonisers FTW.
As much as I am taking away from these games I really think the dark pointy ears are a seriously dangerous list when played correctly. If they can mitigate their opponent's strength and/or foil their battle plan they will win. Otherwise they struggle to hold on with such low toughness combined with almost no armor.
Current record for the Kabal of the sundered Storm: 1-2