Grown Men Playing With Toys

They said we were too old. We said "Hold our dice!"

Warhammer 40K podcast, written battle reports, and hobby projects. Practical analysis, tabletop lessons, and two friends enjoying their toy soldiers.

Iron Hands’s Medusa’s Wrath vs Chaos Space Marines Creations of Bile

This week’s Grown Men Playing With Toys’ Battle Report features the Chaos Space Marines Creations of Bile against the Iron Hands Devastator Brethren and Medusa’s Wrath. As backdrop for the game…

These are two forces who share the same contempt for the limits of the transhuman body. Two factions that ask themselves the same question: how do you build a better Space Marine? For the Iron Hands, the answer has been their creed for ten thousand years: the flesh is weak. Ever since the death of Ferrus Manus, the sons of Medusa have treated every organic weakness as a flaw to be cut out and replaced. Bone gives way to adamantium, failing organs give way to bionics and emotion gives way to cold logic. Every battle-brother is a work in progress, constantly trading flesh for machinery in pursuit of something stronger, more durable and more reliable than the body they were born with. The machine does not falter and neither will they.

Fabius Bile would agree with the diagnosis but not the cure. Where the Iron Hands reach for the machine, the Spider reaches for the scalpel. For millennia he has carved, spliced and mutated the transhuman form in his endless pursuit of perfection, returning to the flesh again and again to see what more it can be made to do. His creations are faster, stronger and more savage than anything the Emperor ever made……right up until the mutations start to take their toll. To Bile, every warrior is an experiment and every battlefield is a laboratory.

Both armies are chasing the same thing: a Space Marine that is better than the one they started with. One believes the answer is steel and circuitry. The other believes it is mutation and gene-craft. Today, the machine and the flesh find out which one is right.

They said we’re too old, but we said ‘hold our dice’…..as we find out whether the Iron Hands’ devotion to the machine can withstand Bile’s monstrous experiments….

JUMP TO:

Matchup

Mission

Lists

Iron Hands Specific Strategies

Chaos Space Marines Specific Strategies

Round by Round Recap

Result

Game Review

Post-Game Evaluation

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

11th Edition, 2026-2027 Chapter Approved

September 2026 Balance, October 14th MFM Update

MATCHUP:

Faction:Detachment:Force Disposition:
Iron HandsDevastator Brethren and Medusa’s WrathPurge the Foe
VS
Faction:Detachment:Force Disposition:
Chaos Space MarinesCreations of BileTake and Hold

MISSION:

CategoryDescription
Chaos Space Marines PrimaryImmovable Object
Iron Hands PrimaryUnstoppable Force
Terrain LayoutLayout B
Deployed FirstIron Hands
First TurnIron Hands
Chaos Space Marines SecondariesTactical
Iron Hands SecondariesTactical

LISTS:

Iron Hands:

List

Space Marines

Iron Hands

Devastator Brethren and Medusa’s Wrath (3 Detachment Points)

Purge the Foe

Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Caanok Var (100 Points)

• Attached as: Leader (Character)

• 1x Axiom

• 1x Storm Bolter

Terminator Assault Squad (195 Points)

• Attached as: Bodyguard

• 1x Terminator Sergeant

◦ 1x Storm Shield

◦ 1x Thunder Hammer

• 4x Terminator

◦ 4x Storm Shield

◦ 4x Thunder Hammer

CHARACTERS

Iron Father Feirros (85 Points)

• Warlord

• 1x Bolt Pistol

• 1x Gorgon’s Wrath

• 1x Harrowhand

• 1x Medusan Manipuli

Librarian in Phobos Armour (75 Points)

• 1x Bolt Pistol

• 1x Force Weapon

• 1x Smite

Techmarine (80 Points)

• 1x Forge Bolter

• 1x Grav-pistol

• 1x Omnissian Power Axe and Servo-arm

• Enhancements: Adept of the Omnissiah

DEDICATED TRANSPORTS

Impulsor (70 Points)

• 1x Armoured Hull

• 1x Ironhail Heavy Stubber

• 1x Shield Dome

• 1x Storm Bolters

Impulsor (70 Points)

• 1x Armoured Hull

• 1x Ironhail Heavy Stubber

• 1x Shield Dome

• 1x Storm Bolters

OTHER DATASHEETS

Eradicator Squad with melta rifles (100 Points)

• 1x Eradicator Sergeant

◦ 1x Bolt Pistol

◦ 1x Ceramite Fists

◦ 1x Melta Rifle

• 2x Eradicator

◦ 2x Bolt Pistol

◦ 2x Ceramite Fists

◦ 1x Melta Rifle

◦ 1x Multi-melta

Eradicator Squad with melta rifles (100 Points)

• 1x Eradicator Sergeant

◦ 1x Bolt Pistol

◦ 1x Ceramite Fists

◦ 1x Melta Rifle

• 2x Eradicator

◦ 2x Bolt Pistol

◦ 2x Ceramite Fists

◦ 1x Melta Rifle

◦ 1x Multi-melta

Incursor Squad (90 Points)

• 4x Incursor

◦ 4x Bolt Pistol

◦ 4x Occulus Bolt Carbine

◦ 4x Paired Combat Blades

• 1x Incursor Sergeant

◦ 1x Bolt Pistol

◦ 1x Occulus Bolt Carbine

◦ 1x Paired Combat Blades

Incursor Squad (90 Points)

• 4x Incursor

◦ 4x Bolt Pistol

◦ 4x Occulus Bolt Carbine

◦ 4x Paired Combat Blades

• 1x Incursor Sergeant

◦ 1x Bolt Pistol

◦ 1x Occulus Bolt Carbine

◦ 1x Paired Combat Blades

Land Speeder (105 Points)

• 1x Armoured Impact

• 1x Multi-melta

• 1x Onslaught Gatling Cannon

• 1x Stormfury Missile Launcher

Land Speeder (105 Points)

• 1x Armoured Impact

• 1x Multi-melta

• 1x Onslaught Gatling Cannon

• 1x Stormfury Missile Launcher

Repulsor (190 Points)

• 1x Armoured Hull

• 1x Defensive Array

• 1x Heavy Onslaught Gatling Cannon

• 1x Hunter-slayer Missile

• 1x Twin Lascannon

Repulsor (190 Points)

• 1x Armoured Hull

• 1x Defensive Array

• 1x Heavy Onslaught Gatling Cannon

• 1x Hunter-slayer Missile

• 1x Twin Lascannon

Scout Squad (65 Points)

• 1x Scout Sergeant

◦ 1x Bolt Pistol

◦ 1x Boltgun

◦ 1x Combat Knife

• 4x Scout

◦ 4x Bolt Pistol

◦ 4x Boltgun

◦ 4x Combat Knife

Storm Speeder Thunderstrike (140 Points)

• 1x Armoured Impact

• 1x Stormfury Missile Launcher

• 1x Thunderstrike Icarus Rocket Pod

• 1x Thunderstrike Las-talon

Storm Speeder Thunderstrike (140 Points)

• 1x Armoured Impact

• 1x Stormfury Missile Launcher

• 1x Thunderstrike Icarus Rocket Pod

• 1x Thunderstrike Las-talon

Chaos Space Marines:

List

Chaos Space Marines

Creations of Bile (3 Detachment Points)

Take and Hold

Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Fabius Bile (110 Points)

• Attached as: Leader (Character)

• 1x Fabius Bile

• Warlord

◦ 1x Chirurgeon

◦ 1x Rod of Torment

◦ 1x Xyclos Needler

• 1x Surgeon Acolyte

◦ 1x Surgeon Acolyte’s tools

Masters of the Maelstrom (150 Points)

• Attached as: Support

• 1x Garreon the Corpsemaster

◦ 1x Absolvor bolt pistol

◦ 1x Reductor array

• 1x Garlon Souleater

◦ 1x Force stave

◦ 1x Mind Wrench

• 1x Katar Garrix

◦ 1x Axe of Ending

◦ 1x Bolt pistol

• 1x Captain Sargotta

◦ 1x Laspistol

◦ 1x Power sabre

• 1x The Enforcer

◦ 1x Bionic gauntlet

◦ 1x Londaxi maimer

Legionaries (95 Points)

• Attached as: Bodyguard (Battleline)

• 1x Aspiring Champion

◦ 1x Chaos Icon

◦ 1x Close Combat Weapon

◦ 1x Heavy melee weapon

◦ 1x Plasma pistol

• 4x Legionary

◦ 2x Astartes chainsword

◦ 4x Bolt pistol

◦ 4x Close Combat Weapon

◦ 1x Heavy melee weapon

◦ 1x Lascannon

Attached unit 2

Kravek Morne (130 Points)

• Attached as: Leader (Character)

• 1x Baleflamer

• 1x Combi-bolter

• 1x Last Argument and power fist

• 1x Servo-harness

Chaos Terminator Squad (185 Points)

• Attached as: Bodyguard

• 1x Terminator Champion

◦ 1x Combi-weapon

◦ 1x Power fist

• 4x Chaos Terminator

◦ 1x Accursed weapon

◦ 2x Combi-weapon

◦ 1x Paired accursed weapons

◦ 2x Power fist

◦ 1x Reaper autocannon

Attached unit 3

Chaos Lord (130 Points)

• Attached as: Leader (Character)

• 1x Daemon hammer

• 1x Plasma pistol

• Enhancements: Prime Test Subject

Legionaries (95 Points)

• Attached as: Bodyguard (Battleline)

• 1x Aspiring Champion

◦ 1x Chaos Icon

◦ 1x Close Combat Weapon

◦ 1x Heavy melee weapon

◦ 1x Plasma pistol

• 4x Legionary

◦ 2x Astartes chainsword

◦ 4x Bolt pistol

◦ 4x Close Combat Weapon

◦ 1x Heavy melee weapon

◦ 1x Lascannon

BATTLELINE

Cultist Mob (50 Points)

• 1x Cultist Champion

◦ 1x Autopistol

◦ 1x Brutal assault weapon

• 9x Chaos Cultist

◦ 9x Autopistol

◦ 9x Brutal assault weapon

DEDICATED TRANSPORTS

Chaos Rhino (65 Points)

• 1x Armoured tracks

• 1x Combi-bolter

• 1x Combi-bolter

• 1x Havoc launcher

OTHER DATASHEETS

Mutilators (165 Points)

• 3x Mutilator

◦ 3x Fleshmetal weapons

Mutilators (165 Points)

• 3x Mutilator

◦ 3x Fleshmetal weapons

Possessed (260 Points)

• 1x Possessed Champion

◦ 1x Chaos Icon

◦ 1x Hideous mutations

• 9x Possessed

◦ 9x Hideous mutations

Possessed (260 Points)

• 1x Possessed Champion

◦ 1x Chaos Icon

◦ 1x Hideous mutations

• 9x Possessed

◦ 9x Hideous mutations

Warp Talons (130 Points)

• 1x Warp Talon Champion

◦ 1x Warp claws

• 4x Warp Talon

◦ 4x Warp claws

FACTION SPECIFIC STRATEGIES:

Iron Hands:

This game marks my first time playing Iron Hands. I’m really excited about the new Space Marines codex and want to try playing every codex compliant variant at least once. I chose Medusa’s Wrath because it is the dedicated Iron Hands detachment and because it looks quite good. I paired it with Devastator Brethren because I am building a gunline list and Devastator Brethren seems to fit best with that kind of list.

From a macro-strategy perspective, this list does what it says on the tin. It chose Purge the Foe as its Force Disposition and it is designed to Purge the Foe quickly and at range. It wants to move fast, shoot hard, and kill the opponent very quickly.

From a micro-strategy perspective, the list supports the macro-strategy by containing the following units.

* Objective Holders: Caanok Var + Terminator Assault Squad, Repulsors, Impulsors

* Damage Dealers: Repulsors, Storm Speeder Thunderstrikes, Land Speeders, Eradicator Squads, Caanok Var + Terminator Assault Squad

* Buff Pieces: Caanok Var, Iron Father Feirros, Techmarine, Librarian in Phobos Armour, Incursor Squads, detachment rules, army rules

* Scoring Pieces: Scout Squad, Incursor Squads, Impulsors

The list is powerful but a little complicated. It requires specific activation sequencing, target prioritization, and spatial awareness of the units to work properly as the idea is to stack up a lot of buffs in order to maximize the damage output. The idea is to pick a few targets per turn that need to “go away” and then to start stacking buffs into them. These consist of the Incursor Squads providing re-rolls of 1 to Hit, the Librarian in Phobos Armour providing Ignores Cover, and then a nearby Iron Father Feirros or Techmarine providing Ignores Modifiers to Hit and Wound. Even better, the key units can access more re-rolls by being nearby Caanok Var or Iron Father Feirros.

Win Condition: Generically: The list wins by killing the opponent before they can get to it. Each turn, it picks a few priority targets and stacks buffs into them so that those units are removed in a single Shooting phase. The Repulsors, Storm Speeder Thunderstrikes and Land Speeders provide the bulk of the firepower, while the Eradicator Squads and Caanok Var + Terminator Assault Squad deal with anything big that gets too close. If it does that well, the opponent’s army should be too thin to hold objectives by the mid game.

Specific to this matchup: CSM is an Infantry-heavy melee army that wants to hold the middle of the board and make the Iron Hands come to it. The Iron Hands don’t need to take that bait. They are playing Purge the Foe, so they can sit back, shoot whatever CSM puts on objectives and let CSM decide whether to run across the board into their guns. The biggest threats are the units that can close the distance quickly, especially Mutilators 1, Mutilators 2 and Kravek Morne + Chaos Terminator Squad coming in from Reserves, so maintaining disciplined spacing in order to maintain board control and keep CSM in front of them will be key for the Iron Hands. Lastly, Monstrous Visages will be a constant headache, so the Iron Hands will need to ensure that Iron Father Feirros and the Techmarine are paired with the right vehicle, since their Ignores Modifiers buff on a vehicle cancels out that -1 to Hit.

Specific to this Mission: Unstoppable Force rewards killing and taking ground, which the Iron Hands naturally want to do. That makes this game more about the Terrain Layout than the mission itself. Search and Destroy places the 2 Central Objectives very close to both armies and the 2 Deployment Zones only 18 inches apart. This is the biggest threat to the Iron Hands as it creates their single biggest Lose Condition…..getting tied up in melee after they have burned the Tactical Doctrine. The center of the board is a very natural avenue for CSM to charge through and the Iron Hands will need to be very aware of this threat at all times.

What I Want to Work On This Game: I want to work on being patient and disciplined. In theory, the Iron Hands should hold the advantage in this matchup but it might be offset by my greater experience with the CSM list and my history of playing melee armies much better than I play gunline armies. I want to see if I can improve at playing a gunline.

CategoryDescription
Leader / Bodyguard Combos:Caanok Var with Terminator Assault Squad
Transport / Infantry Combos:Incursor Squad 1 in Impulsor 1
Incursor Squad 2 in Impulsor 2
Iron Father Feirros in Repulsor 1
Techmarine in Repulsor 2
Strategic Reserves:Storm Speeder Thunderstrike 1
Storm Speeder Thunderstrike 2
Scout Squad
Key Stratagems:Storm of Fire [1CP] Shooting phase – WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Your unit’s ranged attacks have:
* [Ignores Cover].
* Or: If the devastator doctrine is active for your unit, [Ignores Cover] and +1 AP.
Methodical Brutality [1CP] Shooting or Fight phase – WHEN: Your Shooting phase or the Fight phase when a friendly ADEPTUS ASTARTES unit is selected to attack.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Your unit’s attacks have [SUSTAINED HITS 1].

SECONDARY EFFECT: If your unit is a VEHICLE unit, have +1 to wound rolls.
Armour of Contempt [1CP] Opponent’s Shooting or Fight phase – WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
Power of the Machine Spirit [1CP] Opponent’s Shooting phase – WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ADEPTUS ASTARTES VEHICLE unit has shot.
TARGET: That ADEPTUS ASTARTES VEHICLE unit.
EFFECT: Your unit shoots using:
* Snap shooting.
* Or: If your unit is at half-strength/below half-strength, normal shooting.
While doing so your unit can only target that enemy unit.
Key Combos:Incursor Squad 1 + Incursor Squad 2 + Librarian in Phobos Armour + Iron Father Feirros + Techmarine + Repulsor 1 + Repulsor 2 + Combat Doctrines army rule + Armoured Wrath detachment rule + Devastator Mastery detachment rule + Divinator-class Auspexes ability + Soul Sight ability + Master of the Forge ability + Blessings of the Omnissiah ability + Storm of Fire stratagem + Methodical Brutality stratagem

This is the core of how the list kills things. In the Movement phase, Iron Father Feirros or the Techmarine picks a Repulsor so that its attacks ignore modifiers to hit and wound, which cancels out Monstrous Visages. In the Shooting phase, Soul Sight from the Librarian in Phobos Armour gives the priority target [Ignores Cover] and Divinator-class Auspexes from an Incursor Squad marks it as scanned so ranged attacks against it re-roll hit rolls of 1. If that Repulsor is within 6″ of Iron Father Feirros, Armoured Wrath gives it a hit, wound and damage re-roll, while Storm of Fire adds +1 AP with the devastator doctrine active and Devastator Mastery lets the list use that doctrine twice. Stacked together, that should make whatever CSM unit needs to “go away” disappear in a single activation.
Caanok Var + Terminator Assault Squad + Combat Doctrines army rule + Armoured Wrath detachment rule + Cold and Calculating ability + Terminatus Assault ability + Storm Shield ability + Armour of Contempt stratagem

This is the Iron Hands’ counter-punch for anything CSM drops into their lines. Because Caanok Var is in the unit, Armoured Wrath always gives it a hit, wound and damage re-roll. Cold and Calculating gives the unit [Lethal Hits: Monster/Vehicle] or [Sustained Hits 1: non-Monster/Vehicle] when it attacks. If the tactical doctrine is active, it gets both. Terminatus Assault adds [Sustained Hits 1: Monster/Vehicle] to the Thunder Hammers after a charge. Storm Shields give every model +1 W and Armour of Contempt makes the Chaos Lord or the Mutilators work that much harder to bring them down.
Techmarine + Repulsor 1 + Repulsor 2 + Adept of the Omnissiah enhancement + Blessings of the Omnissiah ability + Techmarine ability + Power of the Machine Spirit stratagem

This is what keeps the gunline running once CSM gets close. Once per battle round, Adept of the Omnissiah lets the Techmarine give a vehicle within 6″ Feel No Pain 5+ against an enemy unit’s attacks and Blessings of the Omnissiah heals D3 wounds off a vehicle within 3″ at the start or end of his move. While he stays within 3″ of a friendly vehicle, the Techmarine ability gives him Lone Operative, so he is hard for CSM to pick off. If CSM does shoot one of the Repulsors, Power of the Machine Spirit lets it shoot straight back at that unit, using normal shooting instead of snap shooting once it is at half-strength or below.
Land Speeder 1 + Land Speeder 2 + Storm Speeder Thunderstrike 1 + Storm Speeder Thunderstrike 2 + Purgation Run ability

These are the Iron Hands’ fast shooters. The Land Speeders shoot first and then use Purgation Run to make a normal move of up to D6″, which lets them pull back out of charge range or slip behind terrain before CSM’s turn. The Storm Speeder Thunderstrikes start in Strategic Reserves and arrive once the Iron Hands know where CSM has committed, which gives them a clean angle onto whatever is left exposed. Between the two, the list always has mobile firepower that can pick off a damaged unit or one sitting on an objective without getting caught in melee.

Chaos Space Marines:

Since it came out, this detachment has been one of my favorite ways to play CSM. It’s not my strongest CSM list, but it is easily the one that I have played the most and one of the ones that I have the most fun with. Something about loading up on Infantry units to run at the opponent just tickles my fancy, especially when the detachment gives me a very legit incentive to run Fabius Bile, who is one of my favorite Chaos characters. After last game’s “tall list” experiment with Purge the Foe, this list goes back to a list that better approximates how I played the detachment in 10th Edition by putting more units on the table and playing Take and Hold instead.

The strategy with this list is slightly different from last game because of the Force Disposition change. Instead of needing to go out to hit the opponent with several waves of charging Infantry that is buffed up by the detachment rules, it can play a more patient game that requires the opponent to come to it. This makes the list less predictable to play against and allows it to operate at different paces depending on the opponent.

From a micro-strategy perspective, the list supports the macro-strategy by containing the following units.

* Objective Holders: Fabius Bile + Masters of the Maelstrom + Legionaries, Cultist Mob, Chaos Rhino, Possessed

* Damage Dealers: Chaos Lord + Legionaries, Mutilators, Kravek Morne + Chaos Terminator Squad

* Buff Pieces: Fabius Bile, Masters of the Maelstrom, Legionaries, detachment rules, army rules

* Scoring Pieces: Warp Talons, Chaos Rhino, Cultist Mob

The idea behind the list is to use the Warp Talons to take out any of the opponent’s screens before pushing the Possessed into the midfield to take Objectives. The Possessed aren’t there to do damage, but instead to force the opponent to commit in force to taking them off of Objectives. If the opponent doesn’t do this, then Take and Hold allows the CSM to keep scoring while keeping their army alive for longer. If the opponent does “come out to play”, CSM can utilize its speed and rules that allow it to trade up really well to come out to engage them in “fisticuffs”. This is very similar to how the World Eaters played in my last game and Take and Hold suits this play style really well.

Win Condition: Generically: The list wins by taking the middle of the board and making the opponent pay to take it back. The Warp Talons are used to clear out screens early before disappearing into Reserves, so the Possessed can push onto midfield objectives. Fabius Bile’s unit and the Cultist Mob then anchor objectives behind them, with the Cultists being able to secure Objectives and Bile’s unit being able to survive thanks to a damage blank and some heal shenanigans. That combo should build a lead on the primary and leave the opponent two choices: let CSM keep scoring or come out into charge range. When they come out, the Chaos Lord, Mutilators and Kravek Morne’s Terminators are there to punish them by utilizing Rapid Ingress and other Deep Strike plays.

Specific to this matchup: The Iron Hands are a gunline. They have a lot of vehicles, a lot of range, and access to more re-rolls than many of the newer Space Marines’ builds. Of all the new codex Space Marines’ lists, the Iron Hands have the best chance to delete anything they point at. They are also playing Purge the Foe, which means they want CSM to come to them so they can shoot it off the table. The patient approach is key here because it denies them easy targets early and forces the Iron Hands to potentially over extend. Playing patiently, while also being disciplined with CP usage and stratagem choices will be the key to this matchup and CSM will need to hold to these in order to avoid being shot off the board.

Specific to this Mission: Immovable Object rewards holding Objectives and controlling the center of the board. This, plus the Search and Destroy board layout, fits what the Creations of Bile are trying to do perfectly and CSM should take advantage by trying to reduce the game to “fighting in a phone booth”. This means controlling the middle and 1 Expansion Objective while taking advantage of the limited space separating both Deployment Zones in the middle. If CSM controls the middle, they can constantly be threatening to charge into the Iron Hands’ Deployment Zone. Iron Hands only get access to Tactical Doctrine once, so CSM will want to make them burn it early and then stay in their face for the rest of the game. If CSM can stay in close proximity to the Iron Hands and constantly tie up most of their guns, they will have a good shot at winning this game.

What I Want to Work On This Game: Iron Hands are doing very well in this meta and their list looks super strong. CSM is not nearly as strong, but I have a ton more experience with this detachment and list archetype. I want to see if that experience can offset the Iron Hands’ strength and power advantages. Beyond that, I just want to have fun playing one of my favorite armies and detachments.

CategoryDescription
Leader / Bodyguard Combos:Fabius Bile + Masters of the Maelstrom with Legionaries
Kravek Morne with Chaos Terminator Squad
Chaos Lord with Legionaries
Transport / Infantry Combos:Fabius Bile + Masters of the Maelstrom + Legionaries in Chaos Rhino
Strategic Reserves:Mutilators 1
Mutilators 2
Kravek Morne + Chaos Terminator Squad
Key Stratagems:Rapid Ingress [1CP] Opponent’s Movement phase – WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).
EFFECT: Your unit makes an ingress move.
Monstrous Visages [1CP] Opponent’s Shooting or Fight phase – WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Diabolic Regeneration [1CP] Command phase – WHEN: Your Command phase.
TARGET: One HERETIC ASTARTES INFANTRY unit (excluding DAMNED units) from your army.
EFFECT: One destroyed model (excluding CHARACTER models) is returned to your unit. If your unit is a BATTLELINE unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
Autostimulants [1CP] Charge phase – WHEN: Start of your Charge phase.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
Heroic Intervention [1CP] Opponent’s Charge phase – WHEN: End of your opponent’s Charge phase.
TARGET: One friendly unengaged unit within 12″ of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.
EFFECT: Resolve a charge with your unit. While doing so, before making the charge roll, you must select one of the following modes: Leap to Defend (when selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance); or Into the Fray, which costs an additional +1CP (when making the charge roll, if the result is greater than 6 after modifiers, change it to 6; when selecting charge targets, you can select any enemy units within 6″ of your unit and within the maximum distance).
Key Combos:Chaos Lord + Legionaries + Dark Pacts army rule + Experimental Augmentations detachment rule + Prime Test Subject enhancement + Lord of Chaos ability + Chance for Glory ability + Veterans of the Long War ability + Autostimulants stratagem

This combo is the reason why I play this detachment as it is the ultimate “Smash Captain”. My favorite thing to do is to Advance his unit across the board, then use the Autostimulants stratagem to Charge into a key enemy unit and then pop all of the above abilities and enhancements. Prime Test Subject gives the Chaos Lord +1 Damage and full Hit re-rolls, Chance for Glory adds +1 to his Strength, Attacks, AP and Damage for one Fight phase, Veterans of the Long War gives the unit full Wound re-rolls against a target on an objective and Dark Pacts adds Lethal Hits or Sustained Hits on top. Lord of Chaos then makes Autostimulants free.
Fabius Bile + Masters of the Maelstrom + Legionaries + Enhanced Warriors ability + Surgeon Acolyte ability + Chirurgeon ability + Choice Samples ability + Diabolic Regeneration stratagem + Monstrous Visages stratagem

This combo is one of the anchors that holds the middle of the board. Fabius Bile’s Enhanced Warriors gives the Legionaries +1 Toughness and +1 Strength on their melee weapons, while the Surgeon Acolyte can change the Damage of one attack to 0 once per turn. If Bile does go down, Chirurgeon brings him back on a 2+ with his full wounds. On top of that, Choice Samples and Diabolic Regeneration can bring back D3 + 1 models per Command Phase, which would make any Necron player jealous. Add in Monstrous Visages for -1 to Hit and this unit should be very hard to shift off an objective.
Mutilators 1 + Mutilators 2 + Crushing Charge ability + Rapid Ingress stratagem

These are the CSM’s Rapid Ingress threat. Both units wait in Strategic Reserves and come in at the end of the Iron Hands’ Movement phase, ready to Charge on the CSM’s next turn. Crushing Charge lets them re-roll the Charge roll and, once they get in, roll a D6 per model for D3 mortal wounds on each 4+ before they even swing. That makes them great for punishing anything that steps forward to contest the middle or for getting in behind the Iron Hands’ gunline.
Kravek Morne + Chaos Terminator Squad + Dark Pacts army rule + Despoilers ability + Headlong Destruction ability + Architect of Ruin ability

This is the CSM’s elite hammer. Kravek Morne and the Chaos Terminator Squad can wait in Strategic Reserves to Deep Strike in or start on the board to serve as a counter charge threat. At the start of the battle, Architect of Ruin lets Kravek pick a hated foe that he gets Wound re-rolls into, which makes the Eradicators or the Terminator Assault Squad natural picks. Once the unit makes a Dark Pact, Despoilers gives it full Hit re-rolls and Headlong Destruction adds +1 AP to every attack against the closest eligible enemy unit. Add in the Combi-weapons having anti-Infantry 4+ Devastating Wounds and that makes it very good at punching a hole in whatever the Iron Hands put in front of it, in both the Shooting and Fight phases.

ROUND-BY-ROUND RECAP:

Heading into deployment, the Iron Hands are comfortable going first or second, as their ranged shooting and higher unit count give them more flexibility than CSM. They deploy more aggressively than CSM, pushing their vehicles up to the edge of their Deployment Zone, but that is a bit of a feint. Between their higher overall Toughness and their access to movement tricks, the Iron Hands can afford to bait CSM forward. Their goal is to draw CSM into a killing zone and then punish them with as much shooting as possible. With CSM bringing only 1 vehicle and a lower overall Toughness, the Eradicators lose some of their value, so the Iron Hands deploy them to screen and protect their Deployment Zone from the Mutilators. Storm Speeder Thunderstrike 1, Storm Speeder Thunderstrike 2 and the Scout Squad go into Strategic Reserves.

Heading into deployment, CSM would ideally like to go second. They want the Iron Hands to have to come out into the midfield first so that they can Charge into them and going second also sets up Rapid Ingress plays for the many CSM units that can take advantage of it. With that in mind, CSM deploys in a relatively conservative way in the top right corner of the board near Objective 2. Rather than pushing up to the line, they focus on logical staging points that let their units stay Hidden while keeping ready access to both Central Objectives and Objective 3. Mutilators 1, Mutilators 2 and Kravek Morne + Chaos Terminator Squad go into Strategic Reserves, ready to punish the Iron Hands when they do come forward.

Board state after Deployment is shown below.

Post Deployment

The Iron Hands Scout Move both Impulsors toward the Expansion Objectives. Since the Incursor Squads embarked in them have Scouts 6″, both Impulsors can make that Scout Move. Knowing they will go first, the Iron Hands want to start establishing board control early to draw CSM in.

The CSM do not make any Scout Moves, as they don’t have any units with the Scouts ability.

Board state at the start of the battle is shown below.

Start of the Battle

ROUND 1:

Phase:Go First: Iron Hands
Score at Start10
CP at Start0
Command[Chaos Space Marines] uses Experimental Augmentations to select Macrotensile Sinews (+1 Strength to melee weapons) and Cholinergic Accelerants (+1 Attacks to melee weapons)
[Chaos Space Marines] Kravek Morne uses Architect of Ruin to select Caanok Var + Terminator Assault Squad as his hated foe
[Iron Hands] Iron Father Feirros uses Transhuman Strategist to gain 1 CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Draw Secondaries: Secure No Man’s Land & Display of Might
[Iron Hands] uses Combat Doctrines to activate the Devastator Doctrine
Movement[Iron Hands] Incursor Squad 1 Disembarks
[Iron Hands] Incursor Squad 1 Advances towards Possessed 1 to Shoot
[Iron Hands] Impulsor 1 Makes a Normal Move onto Objective 6
[Iron Hands] Land Speeder 1 Advances towards Possessed 1 to Shoot
[Iron Hands] Librarian in Phobos Armour Makes a Normal Move towards Possessed 1 to Buff
[Iron Hands] Land Speeder 2 Advances towards Possessed 1 to Shoot
[Iron Hands] Repulsor 1 Advances onto Objective 5 to Shoot
[Iron Hands] Iron Father Feirros Disembarks
[Iron Hands] Iron Father Feirros uses Master of the Forge on Repulsor 1
[Iron Hands] Incursor Squad 2 Disembarks
[Iron Hands] Impulsor 2 Advances onto Objective 3 to Score
[Iron Hands] Caanok Var + Terminator Assault Squad Makes a Normal Move towards Objective 3 to Stage
[Iron Hands] Eradicator Squad with melta rifles 1 Makes a Normal Move towards Objective 6 to Screen
Shooting[Iron Hands] Librarian in Phobos Armour uses Soul Sight on Possessed 1
[Iron Hands] Incursor Squad 1 uses Divinator-class Auspexes on Possessed 1
[Iron Hands] Incursor Squad 1 Shoots Possessed 1 and Deals 0 Damage
[Iron Hands] Land Speeder 2 Shoots Possessed 1 and Kills 1 Model
[Iron Hands] Land Speeder 2 uses Purgation Run
[Iron Hands] Land Speeder 2 Makes a Normal Move towards the Iron Hands Deployment Zone
[Iron Hands] Land Speeder 1 Shoots Possessed 1 and Kills 1 Model
[Iron Hands] Land Speeder 1 uses Purgation Run
[Iron Hands] Land Speeder 1 Makes a Normal Move towards Objective 6
[Iron Hands] Repulsor 1 uses Methodical Brutality for 1 CP
[Iron Hands] Repulsor 1 Shoots Possessed 1 and Kills 5 Models
Charge[Iron Hands] None
Fight[Iron Hands] None
End of Turn[Iron Hands] Scores Secondary: Secure No Man’s Land — 5 VP
Score at End15
CP at End1

The Iron Hands came out with guns blazing on their first turn. Coming into the turn, the Iron Hands were going to play it conservatively and focus on positioning for the latter rounds…..until they drew their secondary cards and my more aggressive nature came roaring to the forefront. The plan then became to call the Devastator Doctrine and to go out to see how much damage they could do while establishing a dominant board position without overextending any units.

Execution wise, the army worked great in its first test. All of the needed buffs went off and all CSM could do was look on helplessly as the Iron Hands took down 70% of a Possessed unit while taking minimal risks and scoring 5 VP.

On the other side of the table, CSM is a bit surprised by how much damage the Iron Hands did in the Shooting Phase. That said, the Possessed were always going to be the sacrifice and the Iron Hands did have to come out into the midfield to shoot at them. That will bring a few juicy targets into Charging range….

Board state in the middle of Round 1 is shown below.

Middle of Round 1

Phase:Go Second: Chaos Space Marines
Score at Start10
CP at Start1
Command[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Draw Secondaries: Overwhelming Force & Bring it Down
[Chaos Space Marines] Possessed 1 Passes Battle Shock
[Chaos Space Marines] Cultist Mob uses For the Dark Gods on Objective 2 to Secure Objective
Movement[Chaos Space Marines] Possessed 1 Makes a Normal Move towards Objective 5 to Charge
[Chaos Space Marines] Possessed 2 Makes a Normal Move towards Objective 5 to Charge
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Disembarks
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Advances onto Objective 3 to Charge
[Chaos Space Marines] Chaos Lord + Legionaries Embarks in Chaos Rhino
[Chaos Space Marines] Chaos Rhino Makes a Normal Move to Screen
[Chaos Space Marines] Cultist Mob Advances towards Objective 6 to Screen
[Chaos Space Marines] Warp Talons Makes a Normal Move onto Objective 2 to Screen
Shooting[Chaos Space Marines] None
Charge[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Autostimulants for 1 CP
[Chaos Space Marines] Possessed 1 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Possessed 1 Charges into Repulsor 1
[Chaos Space Marines] Possessed 2 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Possessed 2 Charges into Repulsor 1
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Declares a Charge – Charge Succeeded
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Charges into Impulsor 2
Fight[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Dark Pacts to gain [LETHAL HITS]
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Fights Impulsor 2 and Destroys the Unit
[Chaos Space Marines] Possessed 1 uses Unholy Bloodshed to gain [DEVASTATING WOUNDS]
[Chaos Space Marines] Possessed 1 uses Dark Pacts to gain [LETHAL HITS]
[Chaos Space Marines] Possessed 1 Fights Repulsor 1 and Deals 8 Damage
[Chaos Space Marines] Possessed 2 uses Unholy Bloodshed to gain [DEVASTATING WOUNDS]
[Chaos Space Marines] Possessed 2 uses Dark Pacts to gain [LETHAL HITS]
[Chaos Space Marines] Possessed 2 Fights Repulsor 1 and Destroys the Unit
[Chaos Space Marines] Possessed 2 Consolidates onto Objective 4
End of Turn[Chaos Space Marines] Scores Secondary: Overwhelming Force — 5 VP
[Chaos Space Marines] Scores Secondary: Bring it Down — 5 VP
[Chaos Space Marines] Scores Primary: Immovable Object — 3 VP
[Iron Hands] Scores Secondary: Display of Might — 5 VP
Score at End23
CP at End1

CSM’s first turn is in the books and this game has gotten violent fast. The plan for the turn was to get to grips with the Iron Hands because CSM did not see a way that they could survive another round of shooting like they endured in Iron Hands’ turn. This plan was solidified once they drew their secondaries and saw that the cards were also encouraging them to push out aggressively.

The plan was executed to perfection as all 3 units succeeded in their Charges, the 2 vehicles that were charged both were destroyed, and CSM took back control of 3 of the midfield Objectives.

Now it’s the Iron Hands’ turn to feel a bit shellshocked by the amount of damage that was done in a single phase. They saw one of their best units, Repulsor 1, go down while also losing control of most of the midfield. That said, not all is lost as they still scored 10 VP in Round 1 and look positioned to light up the Possessed units that are in the center of the board.

This game looks like it is quickly turning into a slugfest and Round 2 will show whether CSM can withstand the crack back….

Board state at the end of Round 1 is shown below.

End of Round 1

ROUND 2:

Phase:Go First: Iron Hands
Score at Start20
CP at Start2
Command[Iron Hands] Iron Father Feirros uses Transhuman Strategist to gain 1 CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Draw Secondaries: Overwhelming Force & Centre Ground
[Iron Hands] Scores Primary: Unstoppable Force — 4 VP
Movement[Iron Hands] Repulsor 2 Makes a Normal Move towards Objective 5 to Shoot
[Iron Hands] Techmarine Disembarks
[Iron Hands] Techmarine uses Blessings of the Omnissiah on Repulsor 2
[Iron Hands] Librarian in Phobos Armour Makes a Normal Move towards Objective 1
[Iron Hands] Impulsor 1 Makes a Normal Move onto Objective 6 to Screen
[Iron Hands] Iron Father Feirros Makes a Normal Move towards Possessed 1 to Charge
[Iron Hands] Land Speeder 1 Makes a Normal Move towards Objective 2 to Shoot
[Iron Hands] Land Speeder 2 Makes a Normal Move towards Objective 6 to Shoot
[Iron Hands] Caanok Var + Terminator Assault Squad Makes a Normal Move towards Objective 4 to Charge
[Iron Hands] Storm Speeder Thunderstrike 1 Deep Strikes near Objective 6 to Shoot
[Iron Hands] Storm Speeder Thunderstrike 2 Deep Strikes near Objective 3 to Shoot
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad uses Rapid Ingress for 1 CP
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Deep Strikes near Objective 3
Shooting[Iron Hands] Librarian in Phobos Armour uses Soul Sight on Possessed 2
[Iron Hands] Incursor Squad 1 uses Divinator-class Auspexes on Possessed 1
[Iron Hands] Incursor Squad 2 uses Divinator-class Auspexes on Possessed 2
[Iron Hands] Incursor Squad 1 uses Explosives for 1 CP
[Iron Hands] Incursor Squad 1 Deals 3 Mortal Wounds to Possessed 1
[Iron Hands] Land Speeder 2 Shoots Possessed 1 and Destroys the Unit
[Iron Hands] Land Speeder 1 Shoots Cultist Mob and Kills 3 Models
[Iron Hands] Caanok Var + Terminator Assault Squad Shoots Possessed 2 and Deals 0 Damage
[Iron Hands] Librarian in Phobos Armour Shoots Possessed 2 and Deals 1 Damage
[Iron Hands] Iron Father Feirros Shoots Possessed 2 and Kills 1 Model
[Iron Hands] Incursor Squad 2 Shoots Possessed 2 and Kills 1 Model
[Iron Hands] Repulsor 2 uses Methodical Brutality for 1 CP
[Iron Hands] Repulsor 2 Shoots Possessed 2 and Kills 4 Models
[Iron Hands] Storm Speeder Thunderstrike 2 Shoots Chaos Rhino and Deals 0 Damage
Charge[Iron Hands] Caanok Var + Terminator Assault Squad Declares a Charge – Charge Succeeded
[Iron Hands] Caanok Var + Terminator Assault Squad Charges into Possessed 2
[Iron Hands] Iron Father Feirros Declares a Charge – Charge Succeeded
[Iron Hands] Iron Father Feirros Charges into Possessed 2
Fight[Iron Hands] Caanok Var + Terminator Assault Squad Fights Possessed 2 and Destroys the Unit
End of Turn[Iron Hands] Scores Secondary: Overwhelming Force — 5 VP
[Iron Hands] Scores Secondary: Centre Ground — 5 VP
[Iron Hands] Scores Primary: Unstoppable Force — 6 VP
Score at End40
CP at End2

Iron Hands’ second turn is in the books and the theme of this game continues to be violence. Coming into the turn, the plan was to deal with the Possessed in the center of the board. This plan solidified when the Iron Hands drew Overwhelming Force and Centre Ground as secondaries and the cards aligned perfectly with the goal of clearing out the center of the board.

Execution wise, the turn was good but not great. Both Possessed units went down and the Iron Hands scored 20 total VP. The only potential issues are Land Speeder 1 partially whiffing into the Cultist Mob, Storm Speeder Thunderstrike 2 completely whiffing into Chaos Rhino, and Kravek Morne’s unit finding a space to Rapid Ingress in near the Iron Hands’ Deployment Zone. Of the three, Kravek Morne definitely represents the more urgent threat as his unit can pump out scary amounts of damage.

On the other side of the table, CSM is feeling OK. Ideally, they would have preferred for one of the Possessed units to last another turn or 2, but both of them going down to draw the Iron Hands out into the midfield fully is an acceptable trade. There are plenty of charge targets on Objectives and enough units left in CSM’s list to damage them. The trick will be executing while also scoring. We will see if CSM is able to clap back while also staying in the game on the scoreboard….

Board state in the middle of Round 2 is shown below.

Middle of Round 2

Phase:Go Second: Chaos Space Marines
Score at Start23
CP at Start1
Command[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Draw Secondaries: Burden of Trust & Cleanse
[Chaos Space Marines] Chaos Rhino Guards Objective 3 for Burden of Trust
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Guards Objective 4 for Burden of Trust
[Chaos Space Marines] Cultist Mob Guards Objective 5 for Burden of Trust
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Guards Objective 1 for Burden of Trust
[Chaos Space Marines] Scores Primary: Immovable Object — 5 VP
Movement[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Makes a Normal Move towards Objective 1 to Shoot and Charge
[Chaos Space Marines] Chaos Lord + Legionaries Disembarks
[Chaos Space Marines] Chaos Lord + Legionaries Makes a Normal Move onto Objective 4 to Charge
[Chaos Space Marines] Chaos Rhino Makes a Normal Move onto Objective 3 to Score
[Chaos Space Marines] Warp Talons Makes a Normal Move towards Storm Speeder Thunderstrike 2 to Charge
[Chaos Space Marines] Cultist Mob Advances onto Objective 5 to Score
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Advances towards Objective 4 to Charge
[Chaos Space Marines] Mutilators 1 Deep Strikes near Objective 5 to Charge
Shooting[Chaos Space Marines] Chaos Lord + Legionaries uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Chaos Lord + Legionaries Shoots Caanok Var + Terminator Assault Squad and Kills 1 Model
[Chaos Space Marines] Chaos Rhino Performs Cleanse on Objective 3
Charge[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Autostimulants for 1 CP
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Declares a Charge – Charge Succeeded
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Charges into Caanok Var + Terminator Assault Squad
[Chaos Space Marines] Chaos Lord + Legionaries Declares a Charge – Charge Succeeded
[Chaos Space Marines] Chaos Lord + Legionaries Charges into Caanok Var + Terminator Assault Squad and Iron Father Feirros
[Chaos Space Marines] Warp Talons Declares a Charge – Charge Succeeded
[Chaos Space Marines] Warp Talons Charges into Storm Speeder Thunderstrike 2
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Declares a Charge – Charge Succeeded
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Charges into Incursor Squad 2
[Chaos Space Marines] Mutilators 1 Declares a Charge – Charge Failed
[Chaos Space Marines] Mutilators 1 uses Crushing Charge to re-roll the Charge roll
[Chaos Space Marines] Mutilators 1 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Mutilators 1 Charges into Land Speeder 1
[Chaos Space Marines] Mutilators 1 uses Crushing Charge to Deal 6 Mortal Wounds to Land Speeder 1
Fight[Iron Hands] Caanok Var + Terminator Assault Squad uses Armour of Contempt for 1 CP
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Fails the Dark Pacts Leadership Test and Suffers 2 Mortal Wounds
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Fights Caanok Var + Terminator Assault Squad and Kills 3 Models
[Iron Hands] Iron Father Feirros uses Counteroffensive for 2 CP
[Chaos Space Marines] Chaos Lord + Legionaries uses Lord of Chaos on Monstrous Visages
[Chaos Space Marines] Chaos Lord + Legionaries uses Monstrous Visages for 0 CP
[Iron Hands] Iron Father Feirros Fights Chaos Lord + Legionaries and Kills 4 Models
[Chaos Space Marines] Mutilators 1 Fights Land Speeder 1 and Destroys the Unit
[Chaos Space Marines] Warp Talons uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Warp Talons Fights Storm Speeder Thunderstrike 2 and Deals 8 Damage
[Chaos Space Marines] Chaos Lord + Legionaries uses Chance for Glory
[Chaos Space Marines] Chaos Lord + Legionaries uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Chaos Lord + Legionaries Fights Iron Father Feirros and Destroys the Unit
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Fights Incursor Squad 2 and Destroys the Unit
[Iron Hands] Caanok Var + Terminator Assault Squad Fights Fabius Bile + Masters of the Maelstrom + Legionaries and Kills 4 Models
[Iron Hands] Storm Speeder Thunderstrike 2 Fights Warp Talons and Deals 0 Damage
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Consolidates into Repulsor 2
[Iron Hands] Repulsor 2 Fights Kravek Morne + Chaos Terminator Squad and Deals 0 Damage
End of Turn[Chaos Space Marines] Scores Secondary: Cleanse — 2 VP
[Chaos Space Marines] Scores Primary: Immovable Object — 3 VP
Score at End33
CP at End1

CSM cracked back in their turn and have started really pushing into the Iron Hands’ lines. The plan for the turn was to get into engagement range with as many Iron Hands’ units as possible, especially in the middle of the board. CSM was not going to survive another turn of Iron Hands’ getting to dictate the engagements via ranged shooting. This somewhat conflicted with the Secondary draw, which was very action heavy, so CSM’s focus became engaging the Iron Hands to push them back and scoring second.

Execution wise, the turn went as well as could be expected. The most important part is that CSM made all of their Charges and so didn’t have any units stranded in the open to get shot next turn. Beyond that, failing to kill Caanok Var’s unit is annoying, but Armour of Contempt with Terminator datasheets is tough to punch through in a single phase.

The Iron Hands expected a crackback and a “go turn”, so aren’t surprised that it came. They are, however, a bit surprised that all of the Charges landed and are sweating a bit over the number of units lost and the fact that they now have 3 scary melee units bearing down on their Deployment Zone. Iron Hands will have to create some breathing room for themselves without backing themselves into a corner or opening up space for Mutilators 2 to Rapid Ingress into an uncomfortable location. We will see if they can do it….

Board state at the end of Round 2 is shown below.

End of Round 2

ROUND 3:

Phase:Go First: Iron Hands
Score at Start40
CP at Start0
Command[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Draw Secondaries: Beacon & Plunder
[Iron Hands] uses Combat Doctrines to activate the Tactical Doctrine
[Iron Hands] Storm Speeder Thunderstrike 2 Passes Battle Shock
[Iron Hands] Caanok Var + Terminator Assault Squad Fails Battle Shock
[Iron Hands] Incursor Squad 1 is selected for Beacon
[Iron Hands] Scores Primary: Unstoppable Force — 4 VP
Movement[Iron Hands] Scout Squad Deploys From Reserves onto Objective 2 to Perform an Action
[Iron Hands] Techmarine uses Blessings of the Omnissiah on Repulsor 2
[Iron Hands] Storm Speeder Thunderstrike 2 Falls Back onto Objective 3 to Shoot
[Iron Hands] Eradicator Squad with melta rifles 2 Makes a Normal Move towards Kravek Morne + Chaos Terminator Squad to Shoot
[Iron Hands] Land Speeder 2 Makes a Normal Move towards Objective 5 to Shoot
[Iron Hands] Incursor Squad 1 Makes a Normal Move onto Objective 5 to Shoot
[Iron Hands] Caanok Var + Terminator Assault Squad Passes Desperate Escape Test
[Iron Hands] Caanok Var + Terminator Assault Squad Falls Back to Charge
[Chaos Space Marines] Mutilators 2 uses Rapid Ingress for 1 CP
[Chaos Space Marines] Mutilators 2 Deep Strikes near Objective 1
Shooting[Iron Hands] Scout Squad Performs Plunder on Objective 2
[Iron Hands] Incursor Squad 1 uses Haywire Mine to Deal 3 Mortal Wounds to Chaos Lord + Legionaries
[Iron Hands] Librarian in Phobos Armour uses Soul Sight on Kravek Morne + Chaos Terminator Squad
[Iron Hands] Incursor Squad 1 uses Divinator-class Auspexes on Kravek Morne + Chaos Terminator Squad
[Iron Hands] Repulsor 2 uses Methodical Brutality for 1 CP
[Iron Hands] Repulsor 2 Shoots Kravek Morne + Chaos Terminator Squad and Kills 4 Models
[Iron Hands] Librarian in Phobos Armour Shoots Kravek Morne + Chaos Terminator Squad and Kills 1 Model
[Iron Hands] Librarian in Phobos Armour Fails a Hazard Roll and Suffers 1 Mortal Wound
[Iron Hands] Storm Speeder Thunderstrike 1 Shoots Mutilators 1 and Deals 0 Damage
[Iron Hands] Storm Speeder Thunderstrike 2 Split Fires and Shoots Chaos Rhino to Deal 4 Damage and Shoots Warp Talons to Deal 1 Damage
[Iron Hands] Techmarine Shoots Kravek Morne + Chaos Terminator Squad and Deals 0 Damage
[Iron Hands] Land Speeder 2 Split Fires and Shoots Mutilators 1 to Deal 0 Damage and Shoots Cultist Mob to Kill 2 Models
[Iron Hands] Land Speeder 2 uses Purgation Run
[Iron Hands] Land Speeder 2 Makes a Normal Move towards Objective 1
[Iron Hands] Incursor Squad 1 Shoots Chaos Lord + Legionaries and Deals 3 Damage
[Iron Hands] Caanok Var + Terminator Assault Squad Shoots Chaos Lord + Legionaries and Deals 0 Damage
Charge[Iron Hands] Caanok Var + Terminator Assault Squad Declares a Charge – Charge Succeeded
[Iron Hands] Caanok Var + Terminator Assault Squad Charges into Chaos Lord + Legionaries and Cultist Mob
[Iron Hands] Techmarine Declares a Charge – Charge Succeeded
[Iron Hands] Techmarine Charges into Kravek Morne + Chaos Terminator Squad
[Iron Hands] Incursor Squad 1 Declares a Charge – Charge Failed
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Heroic Intervention for 1 CP
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Declares a Charge – Charge Succeeded
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Charges into Caanok Var + Terminator Assault Squad
Fight[Iron Hands] Caanok Var + Terminator Assault Squad Split Fires and Fights Chaos Lord + Legionaries and Destroys the Unit and Fights Fabius Bile + Masters of the Maelstrom + Legionaries and Kills 1 Model
[Iron Hands] Techmarine Fights Kravek Morne + Chaos Terminator Squad and Deals 0 Damage
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Fights Techmarine and Destroys the Unit
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Fights Caanok Var + Terminator Assault Squad and Destroys the Unit
[Chaos Space Marines] Cultist Mob Consolidates onto Objective 5
End of Turn[Iron Hands] Scores Secondary: Plunder — 5 VP
[Iron Hands] Scores Primary: Unstoppable Force — 6 VP
[Chaos Space Marines] Scores Secondary: Burden of Trust — 4 VP
Score at End55
CP at End0

The Iron Hands may be in trouble after that whiff of a turn. The plan for the turn was to alleviate the pressure on their critical units. Ideally, the Iron Hands wanted to kill Kravek Morne + Chaos Terminator Squad, the Cultist Mob, and Chaos Lord + Legionaries with the added goal of thinning out Mutilators 1 and Warp Talons. They also wanted to take out the Chaos Rhino. Had all of this occurred, they would have cleared CSM off of 2 midfield Objectives, thereby denying them Burden of Trust and primary next turn.

Unfortunately, the execution was abysmal. Some of it was the Iron Hands getting too cute with all of their split fires and some of it was simply bad rolling (so many 2’s rolled that turn!). Other than the Repulsor, it seemed like pretty much every other unit whiffed that turn, which leaves the Iron Hands in a precarious spot after the turn.

CSM smell blood in the water now. Their list is designed to take advantage of an opponent’s mistake or whiff turn and so they are getting ready to crank up the pressure on the Iron Hands. The Iron Hands are still way up on the scoreboard and did manage to keep scoring that turn. We will see if they can hold onto the lead or if this is where CSM comes roaring back….

Board state in the middle of Round 3 is shown below.

Middle of Round 3

Phase:Go Second: Chaos Space Marines
Score at Start37
CP at Start0
Command[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Draw Secondaries: Assassination & Plunder
[Chaos Space Marines] Cultist Mob uses Insane Bravery for 1 CP
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Passes Battle Shock
[Chaos Space Marines] Cultist Mob uses For the Dark Gods on Objective 5 to Secure Objective
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Choice Samples to gain 1 CP
[Chaos Space Marines] Scores Primary: Immovable Object — 15 VP
Movement[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Makes a Normal Move towards Objective 1 to Shoot and Charge
[Chaos Space Marines] Mutilators 2 Makes a Normal Move towards Objective 1 to Charge
[Chaos Space Marines] Mutilators 1 Advances towards Objective 6 to Charge
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Makes a Normal Move onto Objective 5 to Shoot and Charge
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Plunder on Incursor Squad 1 and Deals 0 Mortal Wounds
[Chaos Space Marines] Cultist Mob Advances onto Objective 4
[Chaos Space Marines] Warp Talons Makes a Normal Move towards Objective 3 to Charge
Shooting[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Shoots Librarian in Phobos Armour and Destroys the Unit
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Shoots Incursor Squad 1 and Kills 3 Models
Charge[Chaos Space Marines] Mutilators 1 uses Autostimulants for 1 CP
[Chaos Space Marines] Mutilators 1 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Mutilators 1 Charges into Storm Speeder Thunderstrike 1
[Chaos Space Marines] Mutilators 1 uses Crushing Charge to Deal 2 Mortal Wounds to Storm Speeder Thunderstrike 1
[Chaos Space Marines] Mutilators 2 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Mutilators 2 Charges into Repulsor 2
[Chaos Space Marines] Mutilators 2 uses Crushing Charge to Deal 3 Mortal Wounds to Repulsor 2
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Declares a Charge – Charge Succeeded
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Charges into Repulsor 2 and Eradicator Squad with melta rifles 2
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Declares a Charge – Charge Succeeded
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Charges into Incursor Squad 1
[Chaos Space Marines] Warp Talons Declares a Charge – Charge Succeeded
[Chaos Space Marines] Warp Talons Charges into Storm Speeder Thunderstrike 2
Fight[Chaos Space Marines] Mutilators 2 uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Mutilators 2 Fails the Dark Pacts Leadership Test and Suffers 3 Mortal Wounds
[Chaos Space Marines] Mutilators 2 Fights Repulsor 2 and Destroys the Unit
[Chaos Space Marines] Mutilators 1 uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Mutilators 1 Fights Storm Speeder Thunderstrike 1 and Destroys the Unit
[Chaos Space Marines] Mutilators 1 Consolidates onto Objective 6
[Chaos Space Marines] Warp Talons Fights Storm Speeder Thunderstrike 2 and Destroys the Unit
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Fights Incursor Squad 1 and Destroys the Unit
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Fails the Dark Pacts Leadership Test and Suffers 3 Mortal Wounds
[Chaos Space Marines] Kravek Morne + Chaos Terminator Squad Fights Eradicator Squad with melta rifles 2 and Destroys the Unit
[Chaos Space Marines] Warp Talons uses Warp Strike to go into Strategic Reserves
End of Turn[Chaos Space Marines] Scores Secondary: Assassination — 5 VP
[Chaos Space Marines] Scores Primary: Immovable Object — 0 VP (round maximum reached)
Score at End57
CP at End0

Round 3 is in the books and the Chaos Space Marines went for the Iron Hands’ throat. After the Iron Hands whiffed last turn, the Chaos Space Marines saw their opportunity to put this game away. The plan then became to table as much of the Iron Hands army as possible, to grab as many objectives as possible, and to position themselves to start blowing the Iron Hands out in the later half of the game.

Execution wise, the turn went exactly as planned. The Chaos Space Marines made all their charges, killed several critical Iron Hands units, and basically have the Iron Hands down to a few small units as they enter Round 4.

On the other side of the table, the Iron Hands are now reeling. Chaos Space Marines have killed most of their damage dealers. They’ve knocked them off all except for one objective and have really limited their ability to score. This game looks like it’s going to turn into a sizable loss for the Iron Hands and that’s not a good thing. We will see how close the Iron Hands can keep the game until they inevitably get tabled….

Board state at the end of Round 3 is shown below.

End of Round 3

ROUND 4:

Phase:Go First: Iron Hands
Score at Start55
CP at Start1
Command[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Draw Secondaries: Forward Position & Outflank
[Iron Hands] uses Combat Doctrines to activate the Devastator Doctrine
[Iron Hands] Scores Primary: Unstoppable Force — 8 VP
Movement[Iron Hands] Impulsor 1 Makes a Normal Move towards the Board Edge to Score
[Iron Hands] Scout Squad Makes a Normal Move towards the Board Edge to Score
[Iron Hands] Land Speeder 2 uses Take to the Skies
[Iron Hands] Land Speeder 2 Advances onto Objective 4 to Shoot and Score
[Iron Hands] Eradicator Squad with melta rifles 1 Advances onto Objective 1 to Shoot
[Chaos Space Marines] Warp Talons uses Rapid Ingress for 1 CP
[Chaos Space Marines] Warp Talons Deep Strikes near Objective 2
Shooting[Iron Hands] Eradicator Squad with melta rifles 1 Shoots Kravek Morne + Chaos Terminator Squad and Destroys the Unit
[Iron Hands] Scout Squad Shoots Warp Talons and Kills 1 Model
[Iron Hands] Land Speeder 2 uses Methodical Brutality for 1 CP
[Iron Hands] Land Speeder 2 Shoots Cultist Mob and Destroys the Unit
Charge[Iron Hands] None
Fight[Iron Hands] None
End of Turn[Iron Hands] Scores Secondary: Outflank — 5 VP
[Iron Hands] Scores Secondary: Forward Position — 5 VP
[Iron Hands] Scores Primary: Unstoppable Force — 6 VP
[Iron Hands] Drops Secondary: Beacon for 1 CP
Score at End79
CP at End2

With most of their damage-dealing units destroyed, the Iron Hands pivoted to playing the mission and focusing on maximizing points. The Iron Hands knew that they didn’t have much time left in this game before they’re tabled, so they wanted to focus on using their mobility and existing units to score as many points as possible before they inevitably get tabled.

Execution wise, the turn went great. They were able to almost maximize primary while also scoring 10 victory points on secondaries. They did have to drop Beacon, which is unfortunate because the unit that was going to do it was killed last turn, but otherwise they continue to score and are way ahead of where they thought they would be on the scoreboard.

CSM continues to feel confident. They have the board position to keep scoring. They have the units to keep scoring, and they’re gearing up to do another round of charging in to table the Iron Hands. They see this upcoming turn as their knockout turn and then hopefully can pass the Iron Hands on the scoreboard to put up a decent win. We will see if they can do it….

Board state in the middle of Round 4 is shown below.

Middle of Round 4

Phase:Go Second: Chaos Space Marines
Score at Start57
CP at Start0
Command[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Draw Secondaries: Outflank & Behind Enemy Lines
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Choice Samples to return 1 destroyed model
[Chaos Space Marines] Scores Primary: Immovable Object — 10 VP
Movement[Chaos Space Marines] Chaos Rhino Makes a Normal Move towards the Board Edge to Score
[Chaos Space Marines] Warp Talons Makes a Normal Move onto Objective 2 to Charge
[Chaos Space Marines] Mutilators 1 Makes a Normal Move onto Objective 6 to Charge
[Chaos Space Marines] Mutilators 2 Advances onto Objective 1 to Charge
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Makes a Normal Move towards Objective 4 to Charge
[Iron Hands] Eradicator Squad with melta rifles 1 uses Fire Overwatch for 1 CP
[Iron Hands] Eradicator Squad with melta rifles 1 Shoots Mutilators 2 and Deals 0 Damage
Shooting[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Shoots Land Speeder 2 and Deals 0 Damage
Charge[Chaos Space Marines] Mutilators 2 uses Autostimulants for 1 CP
[Chaos Space Marines] Mutilators 1 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Mutilators 1 Charges into Impulsor 1
[Chaos Space Marines] Mutilators 1 uses Crushing Charge to Deal 0 Mortal Wounds to Impulsor 1
[Chaos Space Marines] Mutilators 2 Declares a Charge – Charge Succeeded
[Chaos Space Marines] Mutilators 2 Charges into Eradicator Squad with melta rifles 1
[Chaos Space Marines] Mutilators 2 uses Crushing Charge to Deal 1 Mortal Wound to Eradicator Squad with melta rifles 1
[Chaos Space Marines] Warp Talons Declares a Charge – Charge Succeeded
[Chaos Space Marines] Warp Talons Charges into Scout Squad
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Declares a Charge – Charge Succeeded
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Charges into Land Speeder 2
Fight[Iron Hands] Scout Squad uses Armour of Contempt for 1 CP
[Chaos Space Marines] Warp Talons Fights Scout Squad and Kills 4 Models
[Chaos Space Marines] Mutilators 2 Fights Eradicator Squad with melta rifles 1 and Destroys the Unit
[Chaos Space Marines] Mutilators 1 uses Dark Pacts to gain [SUSTAINED HITS 1]
[Chaos Space Marines] Mutilators 1 Fights Impulsor 1 and Destroys the Unit
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries uses Dark Pacts to gain [LETHAL HITS]
[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Fights Land Speeder 2 and Destroys the Unit
[Iron Hands] Scout Squad Fights Warp Talons and Deals 0 Damage
End of Turn[Chaos Space Marines] Scores Secondary: Outflank — 5 VP
[Chaos Space Marines] Scores Secondary: Behind Enemy Lines — 3 VP
[Chaos Space Marines] Scores Primary: Immovable Object — 3 VP
Score at End78
CP at End0

And there’s the kill shot, as the Chaos Space Marines basically tabled the Iron Hands. The plan for the turn was to table the Iron Hands and establish a dominant board position so that CSM could run up a big lead starting next round.

Execution wise, the plan went off exactly as planned, with the only hiccup being that one lone Scout model survived.

The Iron Hands are basically tabled and capped at 79 points at this point. So they’re probably looking at a medium-sized defeat at the hands of the Chaos Space Marines.

Board state at the end of Round 4 is shown below.

End of Round 4

ROUND 5:

Phase:Go First: Iron Hands
Score at Start79
CP at Start1
Command[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Draw Secondaries: Cleanse & No Prisoners
[Iron Hands] Scout Squad Passes Battle Shock
[Iron Hands] uses New Orders for 1 CP to discard No Prisoners and draw A Tempting Target
[Chaos Space Marines] selects Objective 6 for A Tempting Target
Movement[Iron Hands] None
Shooting[Iron Hands] None
Charge[Iron Hands] None
Fight[Chaos Space Marines] Warp Talons Fights Scout Squad and Destroys the Unit
End of Turn[Iron Hands] None
Score at End79
CP at End1

And that’s the game for the Iron Hands, as they get tabled and end up at 79 total victory points. The Chaos Space Marines will now most likely pass them on the scoreboard. We will see how high they can get in their turn….

Board state in the middle of Round 5 is shown below.

Middle of Round 5

Phase:Go Second: Chaos Space Marines
Score at Start78
CP at Start1
Command[Chaos Space Marines] Gains 1 Core CP
[Iron Hands] Gains 1 Core CP
[Chaos Space Marines] Draw Secondaries: Engage on All Fronts & A Tempting Target
[Iron Hands] selects Objective 5 for A Tempting Target
Movement[Chaos Space Marines] Fabius Bile + Masters of the Maelstrom + Legionaries Makes a Normal Move onto Objective 5 to Score
Shooting[Chaos Space Marines] Mutilators 2 Performs Plunder on Objective 1
Charge[Chaos Space Marines] None
Fight[Chaos Space Marines] None
End of Turn[Chaos Space Marines] Scores Secondary: A Tempting Target — 5 VP
[Chaos Space Marines] Scores Secondary: Plunder — 5 VP
[Chaos Space Marines] Scores Secondary: Engage on All Fronts — 5 VP
[Chaos Space Marines] Scores Primary: Immovable Object — 18 VP (primary maximum of 45 reached)
Score at End99
CP at End2

And that’s the game, as the Chaos Space Marines finish up with 99 victory points and end up beating the Iron Hands by 20 total points.

Board state at the end of Round 5 is shown below.

End of Round 5

RESULT:

Singles Format: 99 – 79 Chaos Space Marines WIN

WTC Teams Format: 13-7 CSM WIN

GAME REVIEW:

This game was all about experience and repetitions with a list. It featured an Iron Hands list where it was my first time playing either of its two detachments, going up against a Chaos Space Marines list built around Creations of Bile, a detachment I have probably played more than any other since 10th Edition. On paper, the Iron Hands list is the stronger of the two and is performing better in the current meta, but my experience with the Chaos Space Marines’ rules and play patterns let them play a cleaner, more precisely executed game.

The Chaos Space Marines’ game plan worked almost perfectly. Take and Hold fit the list really well as a Force Disposition and allowed them to play a patient game, making some early trades to draw the Iron Hands out. They then used the threat of a charge up the center of the board to force the Iron Hands to overcommit, before using their speed and some precise Deep Strike and Rapid Ingress plays to collapse one flank after the other until the Iron Hands had been tabled.

From an Iron Hands perspective, the game was less perfect, but still very, very fun to play. The list felt great and the detachments worked really well together. My only complaint is that I think I played them a little too aggressively and didn’t show enough patience. I especially ran into issues later in the game when the army got too spread out and wasn’t able to use its buffs effectively, which resulted in a big whiff turn in the critical Round 3. The only change I think I would make is to the second detachment. I’m questioning whether Devastator Brethren is the right pairing for Medusa’s Wrath, as well as whether Purge the Foe is the right Force Disposition, since it encourages aggressive play. I’m wondering if an army like this would be better suited to a complementary detachment like Assault Brethren or, especially, Tactical Brethren, which would give me access to Take and Hold or Priority Assets and encourage a much more patient game. With a little more practice and a little more discipline, I think this list has real potential.

POST-GAME EVALUATION:

Iron Hands

CategoryRatingNotes
Strategic – List Development5 — Worked GreatThe list worked really well and wasn’t the problem. My experience with it was.
Strategic – Force Disposition / Detachment3 — MixedMedusa’s Wrath was great. I think I’ll try pairing it with Tactical Brethren in the future, because a second round of Tactical Doctrine really would have helped in this game.
Strategic – Win Condition5 — Worked GreatThey properly predicted their win and lose conditions. They just didn’t execute on it.
Strategic – Game Focus Area2 — Mostly Didn’t WorkThe Iron Hands failed to achieve this, and it’s why they lost.
Strategic – Deployment5 — Worked GreatDeployment was good and supported their win condition. Execution was the issue.
Tactical – Movement / Positioning2 — Mostly Didn’t WorkThe Rounds 1 and 2 over-aggressiveness resulted in them losing.
Tactical – Target Priority / Sequencing4 — Mostly WorkedThis was mostly good, especially when they had the ability to line up their buffs. They got a little too cute with split firing towards the end.
Tactical – CP Usage3 — MixedThey effectively used Methodical Brutality, but didn’t effectively spend CP on any other stratagems. That might be an opportunity for another detachment pairing.
Tactical – Primary Scoring4 — Mostly WorkedThey scored well, but ran out of gas at the end.
Tactical – Secondary Scoring4 — Mostly WorkedThey had the tools to maximize secondary scoring, but didn’t utilize them effectively.

Chaos Space Marines

CategoryRatingNotes
Strategic – List Development5 — Worked GreatThe list perfectly suited the detachment and the results speak for themselves.
Strategic – Force Disposition / Detachment5 — Worked GreatThis detachment has always been one of my favorites and will continue to be so.
Strategic – Win Condition5 — Worked GreatThey executed their win condition almost perfectly, and it resulted in a strong win.
Strategic – Game Focus Area5 — Worked GreatThe Chaos Space Marines achieved this, and it’s why they won.
Strategic – Deployment5 — Worked GreatDeployment supported their win condition and led to a well-played game.
Tactical – Movement / Positioning5 — Worked GreatThis is where experience with the list and the units really proved itself, as this is what won them the game.
Tactical – Target Priority / Sequencing5 — Worked GreatThis was also executed well and led to a win.
Tactical – CP Usage5 — Worked GreatThey focused on using CP to support their movement, especially through Autostimulants and Rapid Ingress.
Tactical – Primary Scoring5 — Worked GreatThey maximized primary.
Tactical – Secondary Scoring5 — Worked GreatThey almost maximized secondary scoring.

EARNED THEMSELF A NAME:

Chaos Space Marines: Fabius Bile + Masters of the Maelstrom + Legionaries – They were the anchor of the CSM game plan, holding objectives all game while destroying four Iron Hands units, including Caanok Var’s Terminators, and never once dying.

Iron Hands: Land Speeder 2 – It was the Iron Hands’ most reliable piece, finishing off Possessed 1 and the Cultist Mob, using Purgation Run to stay out of reach and outlasting every other Iron Hands vehicle while still pushing onto Objective 4 to score.

MAGNUS OF THE GAME:

Chaos Space Marines: Chaos Lord + Legionaries – The “Smash Captain” never got its big moment. They technically killed Iron Father Feirros, but that was a trade down, and they scored 0 VP and didn’t do anything to draw out the Iron Hands, which is what made them less valuable than the Possessed.

Iron Hands: Storm Speeder Thunderstrike 1 – It did 0 damage across the entire game before being destroyed by Mutilators 1. Shooting the Storm Speeders without the Iron Hands’ buff stack behind them made them very prone to whiffs, especially against a CSM army with almost no vehicles for their Thunderstrike ability to work against.

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