Little bit of an after action review
first game was a 25-2 win facing Custards, didn't really learn a lot here other than genestealers can take down small groups of T5 models, if you burn CP to make them fight twice, and despite it being well known they are fast just how fast still catches people out.
but for a mistake I made would have been 25-0 but there you go
second game.. ahh now this one was a bit more interesting, James, stick with Ad-Mech, they are nasty buggers
Enemy had two walker thingies with neutron lasers that over four turns between them dropped my Crone and both hive tyrants, spending the final turn shooting are gargoyles.
six dragoon chicken walkers, these are pure evil, to hit rolls of a 6 count as three hits in close combat, and they have a strat fro a +2 to hit.. these things delete infantry like nothing I have ever seen - but if you catch them first are possible to kill with genestealers.
they also had one of the big FW knights with a flame cannon.. S7 D3 18" range 2d6 auto hits, this thing is utterly brutal beyond measure
Anyway they put the knight on one side of a lengthways table to threaten one objective, and the two baby knights on the other with half the walkers - made a mistake and they infiltrated the other three behind my lines and blatted the warlord turn one..
this it turned out mattered as they gained 2VP for First Blood and Slay the Warlord.
He expected me to advance but instead both gene stealer units turned on him and obliterated them, figured better to kill something outright with overkill than leave it alive to still fight. shooting wasn't much on the first turn, he didn't advance to try and block deep striking gargoyles and a flyrant. so most stuff was out of range. we advanced and grabbed the two central objectives though they didn't score yet with genestealers on both sides and gribbles supporting.
That knight thing wandered forwards (its not slow either), cooked a fair few genestealers but thankfully not too many, the baby knights moved up and took a unit of hormagaunts from 20 to 6 with the other chicken walkers helping. interestingly no enemy unit ever crossed the halfway line
piled genestealers into the knight, overwatch murdering about half of them, the rest took a good few wounds off, coupled with biovores, they then died - the second unit repeated this the following turn, got the swine down to 7 wounds and it backed off to repair, managed to finish his chickens off with smite and the tyrants before they both went down, gribbles pushing the baby knights back and blocking their advances.
on my T4 I was running out of bodies, made a last bid for the enemy objective with gargoyles who dropped T3, didn't get close - but if they lived would have grabbed it through weight of numbers hence ending up with everything they had firing at them.
ended his knight on one mid table objective, me with a single surviving broodlord one one remaining wound on the other, a bivore on my home one and his laser whatsits on his - objective drawer so the two points he got on T1 decided it.
Thoughts:
have been wondering how the hell to take that knight down, Hierodule? likely gets shot to ribbons, eats a command point for the slot and needs a good few turns to actually do it. twin T-Fex with cannons? similar cost and less effective at range, slightly harder to kill though..
Ended up thinking the easy solution is to bring a third unit of genestealers to replace some smaller gribbles (e.g. drop both hormagaunts and a biovore and bring 20 more genestealers for 3x20 of them - if we had that in this game that knight would have gone down in a way no other option would have managed and they are a lot more useful normally - doesn't overly help v fliers but meh.