Hobby & Battles: Creed joins the Vilniaus 39th, as they engage multiple foes
Recent encounters against Genestealer Cults, Iron Hands, and Tyranids
As I continue playing more games of 10th, I want to pivot my reporting away from just narrative towards also commenting on tactics and strategy. Let’s look at the last couple of games. And of course, lots of pictures of the glorious Vilniaus 39th!
A new commander joins! The Lord Castellan herself
The Vilniaus 39th has been blessed by a new commander. Lord Castellan Ursula Creed brings to the table a free strategem per turn, and also the ability to give two orders at the same time to Regiment units. Potent!
Creed was mostly Contrast paints as always. I particularly like how that worked out for the greatcoat and the yellow embroided areas.
Defeat against Genestealer Cults
“They’re coming outta the goddamn walls!”
Genestealer Cults (GSC) have a solid reputation and win rate in the tournament scene right now, so I did go into this casual match still with some trepidation. All I knew is that they have the ability to do very strong ambushes - their factions unique ability - as well as respawning lost units very effectively (and automatically for battleline units).
The mission was your standard fare - controlling various objectives. We did fixed secondaries to keep things simple. As it was my first time using them, I didn’t pick the ideal ones.
In the end I lost - not too badly - but certainly mostly due to errors on my part like stretching out my forces too much.

My key takeaways:
Genestealer respawning is powerful. Battleline units respawn automatically when destroyed, with other units doing so on a 50% chance.
Demo charges are brutal. In their first attack of the game (they went first), their Atalan Jackals on dirt bikes managed to lob a demo charge at my infantry platoon, killing 17 guardsmen (out of 25). Ouch.
Cult ambush and their ability to pop up all over the board requires different thinking around deployment to do as much as possible to prevent them popping up in…the worst places.
Defeat against Iron Hands
This game was unexpected. I’ve never fought this variant of Space Marines before, and I didn’t expect my opponent to bring so many vehicles, including a Sicarian! As my army was more geared towards anti-infantry, I did struggle.
Again, I lost - something like 20 v 33.
Key takeaways:
Don’t assume your opponent won’t just take a load of vehicles, supported by heavy infantry (Terminators) and a single Devastator (heavy weapons) squad. I learned the hard way in adjusting, as the enemy went first and destroyed my Leman Russ! That’s why I always take more than one normally…
Bombast guns on field ordinance batteries, without buffs from Orders etc, aren’t great.
Scout Sentinel’s ability to relay targeting information is useful, though it’s lifespan in this battle was too short. I’ll look to use these more often.
Victory against the Tyranids!
The last battle in this series was fun, and perhaps the first game I’ve played where my battle plan worked very well. We played the standard mission from the rulebook - 4 objectives to control. I chose fixed secondaries where I scored points for killing enemy characters, monsters, and vehicles. Considering the enemy took 3 monsters in such a small game (a Psychophage, a flying Hive Tyrant, and a Tyrranofex), this helped a lot!
In the end, I won 22 v 5.
Here are some key moments…

I very luckily was able to counter-ambush some Von Ryan’s Licters with my infantry platoon on the left. Creed led the charge with a throaty order of ‘First rank, FIRE! Second rank, FIRE!” to cut them down in a fusillade of lasgun, plasma, and meltagun shots. Creed herself didn’t even need to unholster either of her pistols.
With supporting fire from the Rogal Dorn, I carried out an assault on the right flank, using mechanised infantry (the Mordian Iron Guard), supported by a Leman Russ, to clear out an enemy objective.
A monstrous Psychophage charged into the left flank, seeking to do what the Lictors failed. After an effective Overwatch order, it was eliminated after a tactical withdrawal behind the ruins was swiftly followed up by heavy fire from the tank platoon.
And here’s the last shot of the game. With the flying Hive Tyrant yet to appear, the guard controls much of the board. The Mordian’s on the right bravely dismounted to show grenades and insults at the Tyrranofex. The next turn it was finally downed by the heavy stubber - of all things - of the Rogal Dorn.
Overall a good game, but also one where luck was definitely on my side - I only lost 6 guardsmen!
Takeaways:
Having a game plan really helps. I had to make adjustments, of course, but it meant I had good guide rails.
I didn’t focus on taking all objectives, and that helped my not overstretch my forces.
Creed is great. Free strategem per turn (eg Overwatch) on that infantry, combined with two orders, was great fun.
So what’s next? With Creed done, I’m working now on a Primaris Psyker, and those two out-of-production Tallern officers. Thanks for reading!
Cool!