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2000pts Purifier Grey Knights vs Hybrid Orks  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fixture of Dakka





San Jose, CA

Today I played against Big Green's orks. He brought a hybrid mech/foot ork list. I've played against Big Green's Loganwing before, with each of us getting 1 win apiece. Now my opponent didn't bring an ultra-competitive ork list - he only had 1 battlewagon and no nob units - but he had a lot of guns that would make me hurt. I also didn't bring a very competitive GK list. It's strong, but it's only got 2 dreadnoughts and 1 razorback. So here we have 2 average builds going against each other. I would say it is a fair fight.


Grey Knights 2K (My list)

Castellan Crowe

Vindicare

10x Purifier Grey Knights - 4x Psycannons, Psybolt Ammo, 5x Halberds, 1x Warding Stave
10x Purifier Grey Knights - 3x Psycannons, Psybolt Ammo, 5x Halberds, 1x Warding Stave
10x Purifier Grey Knights - 3x Psycannons, Psybolt Ammo, 5x Halberds, 1x Warding Stave

10x Interceptors - 2x Psycannons, Psybolt Ammo

Dreadnought - 2x TL-Autocannons, Psybolt Ammo
Dreadnought - 2x TL-Autocannons, Psybolt Ammo
5x Purgation Grey Knights - 4x Incinerators, Razorback w/Psybolt Ammo



Orks 2K

Big Mek - Kustom Force Field, Power Klaw (in Battlewagon)
Big Mek - Ammo Runt, Boss Pole, 'Eavy Armor, Shock Attack Gun

11x Burna Boyz (in Battlewagon)
15x Lootas

30x Shoota Boyz - 3x Big Shootas, Nob w/Boss Pole, 'Eavy Armor & Power Klaw
30x Choppa Boyz - Nob w/Boss Pole, 'Eavy Armor & Power Klaw
12x Choppa Boyz - Nob w/Boss Pole, 'Eavy Armor & Power Klaw, Trukk w/Red Paint
12x Choppa Boyz - Nob w/Boss Pole, 'Eavy Armor & Power Klaw, Trukk w/Red Paint
12x Choppa Boyz - Nob w/Boss Pole, 'Eavy Armor & Power Klaw, Trukk w/Red Paint

Battle Wagon - Armor Plates, Deff'rolla, Grot Riggas, Kilkannon
Looted Wagon - 'Ard Case, Boom Gun
Looted Wagon - 'Ard Case, Boom Gun


-----------------------------------------------------------------------------------------------


PRE-GAME ANALYSIS:

Grey Knights:
Big Green's ork army is actually a very dangerous army to a foot-list such as mine. He's got 3 S7/8 AP3 large pie plates and 1 variable strength AP2 large blast (the Shock Attack Gun, or SAG). I cannot stay out in the open and must try to hug cover as much as possible. That will limit my mobility, depending on the amount of terrain there is. His lootas can potentially put out 45 S7 shots, enough to wipe out just about any unit they shoot at. And they should be in cover so they won't be easy to take out. I just don't have much shooting that can match their 48" range, and I won't be able to get close to them because all his orks will be advancing. Then he's got hist burna boys in battlewagon. Any unit they flame will be dead. Period. Finally, those 2 30-boy units sure are scary. I'm not sure how well I will do against them. My purifiers have a chance....if Cleansing Flame goes off. Otherwise, I need to double-team them in assault, but with those pie plates flying around, I will be severely limited in where I can go.

As for resilience, Kustom Force Field (KFF) should give all his vehicles cover. But the biggest challenge to me will probably be his high mobility. I just do not have the speed to match his, and that will pose a problem in objectives-based missions. The ork army poses a lot of problems to mine.

For my tactics, my primary targets would be his ordnance weapons. With them out of the way, my knights will have more freedom to move. If I can't move freely, I won't win. Then I will try to take away his mobility. That should even up the matchups. What remains to be seen is how much punishment from ork shooting can I endure before I accomplish my goals.

In Seize Ground and Capture and Control, I feel he has the advantage with more troops and better mobility. But in annihilation, I may have the advantage due to his easy-to-pop transports, though his KFF Big Mek will make me work for it. As for deployment, to me, it doesn't really matter. He needs to come to me no matter the deployment and I should get 1, maybe 2 turns of shooting before he does.


Orks:
What should orks watch out for? Can we say, Purifiers? Yes, my purifiers will make a mess of his orks in assault, assuming I get Cleansing Flame off. Even Crowe should be pretty dangerous to his boys if I get the charge. Dreads should punch through his vehicles easily enough, even with cover. Purgations will be dangerous to him if and only if they can get into flamer range. My purgation unit has wiped out a 26-termagant unit before when I played against tyranids. I'm not sure how the vindicare will do this game. His shot will probably do something....if it can get pass the KFF's bubble of protection (cover). I don't see my interceptors doing too well here. Yeah, their stormbolters will probably hurt, but if his ork boyz are in cover, I'll probably kill only about 6-8 of them, after which he could retaliate with his lootas.

One thing that will be to his advantage is that we played it that Cleansing Flame could only be used in the very first turn of assault. Thus, no Cleansing Flame each and every phase of combat for my purifiers. That would actually make a huge difference in assault.

He would want to go first. If I went first, my shooting, though not very strong compared to my mech-GK list, could potentially cripple him. S7 psycannons and even my S5 stormbolters will make a mess out of all his vehicles besides the battlewagon. Then, I have my vindicare to take care of that. I will also try to setup my dreads for side shots into his BW. However, I may not want to go first. Depending on deployment, I may choose to go second and instead react to his deployment, especially if there is ample cover against his pie plates.


-----------------------------------------------------------------------------------------------


Mission: Capture and Control

Deployment: Spearhead

Initiative: Grey Knights, but I opted to go second so I could see how he deployed.


-----------------------------------------------------------------------------------------------


Deployment:

Ork deployment. His objective is in the ruins where his lootas are.


Grey Knights deployment. I try to give cover to my dreads from his lootas. My objective is behind my razorback.


Notice how clumped up my guys were. I was paying too much attention to his lootas and tried to deploy my knights out of their LOS. Thus I had to pack my guys in tight. I was hoping that no LOS and cover will minimize any damage caused by his large blasts.

See, game hasn't even started yet and ork shooting has already made an impact against my army.


Vindicare infiltrates into another ruins to get better LOS.

I try to seize the initiative but fail.


-----------------------------------------------------------------------------------------------


Orks 1

Orks advance.


More ork movement from another perspective.


One of his looted wagon, after moving, gets a good angle on my clumped up purifiers....there is no cover for them. Luckily for my knights, that shot scatters and only kills 4. He then fires his Big Mek's SAG (shock attack gun) at the same unit. It is a direct hit, but thanks to cover, I only lose 2 from that unit (4 left) and another 3 from my other purifier unit in the ruins (7 left).


His lootas fire at my 3rd purifiers (near my objective) and kill 3.

Pretty effective ork shooting. Already, he's killed about 310pts+ worth of purifiers.


Grey Knights 1

Grey Knights reposition themselves. His lootas are really screwing me up so I take a gamble. I shunt my interceptors 30" to try to take out his lootas (or weaken them severely at least). Next turn, his 30-boy shoota mob should be able to charge my 300pt interceptor squad. If I don't do enough damage, I'm going to lose that squad next turn.


Crowe comes out of hiding and moves towards his 30 choppa boys. I have a big surprise awaiting them.


My vindicare pens his battlewagon, but he makes his cover. What my vindicare fails to do, however, my left dreadnought successfully accomplishes, blowing up his battlewagon (from the side arc) and killing a couple of burnas in the process. I believe some of the surrounding ork boys die to the explosion as well.


My other dread then fires at one of his looted wagons and blows it up as well.


Psycannon fire blows up one of the trukks, but not before it careems towards my knights. The explosion kill 2 ork boys...and also kill 2 of my purifiers as well!


Other shooting immobilises and stuns his other trukk. Finally, my interceptors fire at his lootas but due to cover, I only manage to kill 4. Not good at all.


In assault, Crowe charges his 30-boy choppa mob. I cast Cleansing Flame and it causes 14 wounds!


Crowe then decides to parry instead of attack. He fails to get any wounds pass my re-rollable saves....and then loses another 14 boys to No Retreat!!! Wow, I just killed 28 ork boys with Crowe.

In the other assault, my 2-man purifier unit assault his 9 orks. Cleansing Flame and normal attacks kill off 5 boys. I then fail my 2++ warding save and lose my 2 purifiers.


Orks 2

Orks disembark from their immobilised trukk and move towards my purifiers. Shoota boys (that other big squad) move towards my interceptors.


His 4-boy unit heads towards my dreadnought. For some reason, he can still see my knights behind the building and focuses on them, killing another 4 knights.


30-boy shoota squad shoots down 3 interceptors.


One unit of boys disembark from his last untouched trukk and assault my dread. They both don't do much in combat (he might have shaken my dread).


Big Mek and burnas assault into Crowe with power weapons (and a power klaw). It might have made a difference here if I was able to use Cleansing Flame.


Instead, I attack everyone in base contact. I kill maybe 3 orks and then he pummels me to death with his power weapons. But before Crowe dies, he makes a heroic sacrifice and take the Big Mek with him.


He assaults my other dread......


.....and kills it.


12 ork boys assault my purifiers. I roll badly and only kill 5 with Cleansing Flamer and assault. He then wipes out my purifiers despite my 2++ invuln.


His shootas then assault my interceptors. I cast hammerhand, but my justicar rolls snake-eyes (1,1) for my psychic test and dies.


Only 2 interceptors survive. Unfortunately, my guys don't break.


Grey Knights 2
Wow...all that carnage....and it's only turn 2! I don't have much gas left in the tank.

This turn, I forget to fire my vindicare.


My last troop choice gets out of his LOS of his lootas, SAG and looted wagon.


Razorback drops off purgation squad.


No way they're surviving 4 incinerators.


I shoot at his 3-man ork unit and kill off 2 orks as well as put 1W on his nob. I make a mistake here. My razorback moved 12" and shouldn't have been able to shoot. We both miss it.


In assault, his orks blow up my other dread. He maybe lost 1 or 2 orks only in the explosion.

His shoota boys also wipe out my interceptors.


Orks 3
From here on out, the game went pretty quickly. I didn't have much left.


Ork movement. Burnas go after my vindicare.


Shoota boys go after my purgation. No need for assault. Shootas wipe them out with shooting.


His lone nob then assaults my 3-man purifier unit, but I kill him before he can even strike.


Grey Knights 3

My GK's get out of his LOS again. I'm trying to stay alive to defend my objective til the bitter end. Rhino zooms 12" towards his objective.

I didn't bother shooting.


Orks 4

The end is near. Orks move towards my purifiers and objective.


Burnas climb up the ruins towards my vindicare.


His shoot boys, after moving, manages to see my purifiers and open fire. After the dust settles, there is nothing but dust.

Lootas shake my razorback.


As his orks can reach both objectives and my razorback can only contest one (if it even survive the lootas), I concede the game.




Victory to Orks!!!


-------------------------------------------------------------------


Post-game Anaylsis:
Wow, this was not what I was expecting. I know orks can easily out-assault my army, but to out-shoot me as well?!? How ironic. I was expecting my shooting, combined with Cleansing Flame, would lead me to victory. What I didn't expect was to get routed like that. But honestly, I shouldn't be too surprised. Big Green's army is well suited to take on an army like mine. His army is a terror against foot-MEQ lists. He's got large AP 2/3 blasts galore (4 of them). He's got speed. He outranges me with his lootas. There's almost no way I could get to them. My interceptors were the only ones who can, but he's protected them with 30-ork boys. He can out-assault normal MEQ's. To him, a power weapon is not much better than a non-power weapon, considering his armor save of 6+. And he's got resilience with a bunch of boys, 5+ cover for them and 4+ cover for his vehicles.

I didn't shoot at his boys because my priority was to take away his speed. That meant psycannons were firing at transports instead of ork boys. I think that is the right strategy, but it's a waste of my S5 stormbolters. So in a way, my shooting was curbed. This just shows one of the inherent weaknesses of foot lists. I need to waste my firepower trying to open up his transports, whereas my opponent can already start shooting at my infantry on turn 1. That's why I think mechanized lists will always be more competitive than foot lists - you've got more mobility and you've also got another layer of protection for your precious infantry.

This game also confirms my suspicions that GK's are not really an assault army. While their nemesis force weapons are good against other MEQ's and elite armies, they still cannot take on cc-specialist armies, at least not head on. They need shooting and powers such as Cleansing Flame to help them even the odds against these armies. That's twice now that my GK's have lost to assault armies - daemons and orks.

My opponent played a great game. He identified which he felt were my more dangerous units, and set his target priority accordingly. He ignored "support units" such as my dreads and the vindicare and went directly after my purifiers because they were the most dangerous threats to his army (and they were scoring troops also!). He then locked up my dreads with his smaller units. Luckily for him, he wrecked both dreads with some really good rolling.

I think I made 2 major mistakes. Firstly, I should have gone first. My shooting may have been enough to stall his advance on his own deployment zone. This is not my most shooty army (not by a long shot), and yet I was able to disable his battlewagon, 1 looted wagon and 2 trukks on my first turn of shooting, all with cover! My other mistake was that I was just playing too cautiously and probably gave his lootas too much respect. Instead of trying to hide from them, I should just have deployed in cover and shot. Instead, some of my guys were out of LOS and couldn't shoot. Also because of his lootas, I deployed my interceptors all the way in the back. Finally, I was trying to "hide under a rock". This caused my squad to be tightly bunched up when I should have spread out due to his blasts.


Now the Grey Knight units.....


Crowe: A. This guys is a very under-rated HQ. He almost single-handedly wiped out an entire 30-boy unit and took out the Big Mek. Not too shabby for what some consider a "liability" and "waste of an HQ slot". Yes, you'll find that a lot of times, the "Crowe tax" will be giving refunds instead of making you pay more.

Dreadnought: B+. Again, they pulled through for me. Talk about efficient shooting. They were responsible for taking out a battlewagon and a looted wagon, both with cover! My only complaint is their resilience....or lack of. My recommendation? If you can afford it, get the vendreads.

Vindicare: D. Didn't do anything here. Partially my fault for forgetting to fire him for 2 rounds. He was just so well hidden. Lol.

Purifiers: B-. Normally a good unit, they were severely hampered in this game by ork shooting. They did manage to take out 2 trukks and some lot of boys, but if not for Cleansing Flame, their assault was under-whelming.

Interceptor Squad: D. Finally, a game where they were not the MVP's. To be fair, I sacrificed them to try to weaken the lootas, but that gamble failed. DO NOT assault with them against a cc-specialist unit. They, along with strike squads, just will not survive.

Purgation Squad: B. They did what they were supposed to....burn down a unit....and then they died. Too bad the unit they killed probably cost less than them. They are quite serviceable in a niche role.


-------------------------------------------------------------------


MVP's:
Grey Knights:
Crowe: This guy is getting more and more impressive every time I use him. I need to let this guy steal a transport so that he can make it to enemy lines unscathed to inflict some real damage. In 3 games with him, he took down the Nightbringer, broke a farseer, howling banshees, seer council and swept a unit of dire avengers on an objective against eldar....and now this. People will find out soon enough that this guy is a stud and one of the best-kept secrets in the codex....if used correctly.


Orks:
Lootas: This is a close one between his lootas and his shoota boys. His shoota boys took out my interceptors, my purgation squad and finally they finished off my last purifier squad (though there was only 3-models left). While his lootas didn't finish off any one unit, they did take out a lot of grey knights. However, more importantly, they affected the way I played and threw me off my game. Basically, if not for them, I would probably have played more aggressively. In short, they did for their army in this game what my Swarmlord usually does for my tyranids, and that is to change the way my opponent plays.

This message was edited 7 times. Last update was at 2011/04/16 06:47:37



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Made in us
Mauleed





GO ORKS!
   
Made in ca
Regular Dakkanaut






Looking forward to reading it. My vote is on the GK and the purifier's cleansing flame. The Vindicare's ability to kill the power claw could make a difference.

   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Kind of depends on how the orks play and if they get lucky with their shooting. If they sit back for a couple of turns and soften (or even obliterate) certain units I think they have it in the bag. Looking forward to the report.

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Made in us
Fresh-Faced New User




Waaaaaaàaaaaaaaa go orksies
   
Made in gb
Willing Inquisitorial Excruciator





England

I'm betting on the purifiers but they'll have a hard time, me thinks.
   
Made in gb
Lord of the Fleet






London

Purifiers all the way. This sort of the army is exactly what they're designed to go against. Looking forward to the report!
   
Made in us
Sure Space Wolves Land Raider Pilot




crump Dem tinheads

Your end has come. The sight of us will be your last. We are Wrath. We are Vengeance. We are the Rainbow Warrioirs."

*Silence*

-Snigger-

fatelf 
   
Made in ca
Growlin' Guntrukk Driver with Killacannon





Owen Sound, ON. Canada

Orkz Orkz Orkz Orkz

Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads!  
   
Made in us
Freaky Flayed One





Long Island, NY

orks ftw

DA KRIMSON KLAWZ
 
   
Made in ca
Regular Dakkanaut






jy2 wrote:
One thing that will be to his advantage is that we played it that Cleansing Flame could only be used in the very first turn of assault. Thus, no Cleansing Flame each and every phase of combat for my purifiers. That would actually make a huge difference in assault.

You are a real gentlemen in these battle reports. No taking advantage of warp quake against daemons and now, no taking advantage of cleansing flame!

Certainly I can understand a reluctance to use cleansing flame in both your turn and the opponent's turn (since the word "either turn" is a bit ambiguous and could mean one OR the other or it could mean BOTH). But I don't see any mention in the power that it is limited to only the first turn of an assault.

   
Made in us
Rough Rider with Boomstick




Champaign, IL

Agreed that GKs are basically built to take out armies like this. With storm bolters and some good manoeuvering, you should be able to get tons of S5 shots in before it even comes to assault, and then all of your attaks go first. It should be pretty bloody. The only disadvantage is that the points paid for the force weapons are mostly wasted against 6+ armor. You shouldn't take too much damage from any templates; with this few models spreading out should be a piece of cake. Just stay at max coherence and the most that should be tagged by any one blast is 2 or 3.

I'm not sure why you're voluntarily hobbling yourself by not using Cleansing Flame. Even still, using Hammerhand instead while at a better initiative will still make the ork heads easy to bash in.

Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.

Anything is possible when you think before you comment or post.

I'm on a computer. 
   
Made in us
Fixture of Dakka





San Jose, CA

Basically he objected to it (Cleansing Flame being usable every phase). He read one of my earlier battle reports when I said that I didn't think that was the intent of GW and used it against me. So we rolled off and he won.

My view is that by RAW, it was ok to use every turn. However, I didn't feel that that was the intent of GW but, rather, another one of their editing gaffes that will probably be FAQ'd.



Report should be out a little later today.

This message was edited 1 time. Last update was at 2011/04/15 16:29:41



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Made in us
Badass "Sister Sin"






Camas, WA

Just re-reading the Purifier entry and it looks pretty clear that you can use it every assault phase.

"This power can be used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck."

It is just referring to the order that the assault phase goes in, not the trigger for the power. I.e. it is at the start of step 3 on page 33 of the BRB.

Even if a player didn't move anyone into assault this turn, there is still technically a step 1 and 2, which is why that part is there.

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Made in us
Fresh-Faced New User





Yea maybe your right and he could have used it every turn, we four+d it, 123 he couldn't use it every turn 456 he could go nuts, and we rolled a 3. If I remember correctly it would have only come up once so it wasn't that game changing.
   
Made in us
Badass "Sister Sin"






Camas, WA

4+ is the best way to do it if you are unsure. Saves it from turning into an argument.

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Made in us
Fresh-Faced New User





Yea but it was still cool of him to do it. He pointed out later that in the abssens of a FAQ you should go with what the majority of the community thinks, and from what we could see the majority has said FLAME EVERY TURN AND BE PROUD OF IT!
   
Made in us
Mekboy Hammerin' Somethin'





In the absence of an FAQ you should always ask your opponent before the game starts. feth what the majority of the community thinks, its the players' game, let them do what they want with it on a case by case basis.

That said, I think it was right gentlemanly of you to roll off for it. As it should be in the case of any rule argument that can't be solved.
   
Made in us
Fixture of Dakka





San Jose, CA

Battle report updated.....



------------------------------------------------------------------------------------


I reviewed about Cleansing Flame before the battle (I usually do to those not familiar with the knights) but forgot to mention about it working every phase. Guess it came as a surprise. In this situation, I agree dicing off is usually one of the best solutions. Though if this was a tounament game, it would've probably came down to the TO's (tournament organizer) decision.


This message was edited 1 time. Last update was at 2011/04/15 21:36:42



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Made in us
Badass "Sister Sin"






Camas, WA

lol 28 boys in one phase with Crowe. Classic.

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Made in us
Revving Ravenwing Biker




Good first turn for both armies. I think Orks still have a slight advantage, but neutralizing both his mobility and reducing his long range fire power is a great start. Looking to be a great matchup.



 
   
Made in ca
Regular Dakkanaut






"Crowe tax" indeed ...

Instructive report so far.

   
Made in us
Been Around the Block




Wow, Crowe wiping out 28 orks, thats like Lord of the Rings style
   
Made in us
Fixture of Dakka





San Jose, CA


Battle report completed.




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Lone Wolf Sentinel Pilot





San Diego, California

Not what I was expecting, to be honest. I wonder what would've happened if Cleansing Flame went off every turn....

How are the Purgitation Squads working out?

2000 pts 
   
Made in us
Fixture of Dakka





San Jose, CA

In this battle, I only really had 1 chance to "re-use" it - the battle between Crowe, ork boyz and burnas with Big Mek. None of the other battles lasted more than 1 assault phase (well, except my interceptors....but they don't have Cleansing Flame). CF would make a difference each turn, but my unit has to be able to survive enemy retaliation. In these battles, they were so depleted from ork shooting that I couldn't survive battle.

Purgations are great. They are a one-and-done unit. Disembark from vehicle and flame once, then die next turn to enemy retaliation. But for 100pts only, they usually will kill a lot more than their cost. In my balanced list, they help with the anti-horde.


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Made in ca
Regular Dakkanaut






Another fun read. Your GK are on a losing streak. They need a victory to regain their confidence.

   
Made in us
Fixture of Dakka





San Jose, CA

Yeah, foot GK's are fun to play. They're also more challenging to play. IMO mech GK is the stronger build. Perhaps in my next battle, you will all see my more competitive GK's - my mech-purifier-dread list.


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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut






Bay Area

Despite losing the game, it was a very entertaining battle report. Crowe taking out 28 Orks?! Wow!

Even though the Grey Knights are armed to the teeth with Force Weapons, Psybolt Ammunition, and Psychic power, they are still Marines. Had the cleansing flame been allowed rather than one time use, it would have even out the numbers.

IMO, you should have used Vindicare to pick off the Power Klaw Nob in the Boyz squad.

Good battle report. Thanks for sharing!

   
Made in us
Mekboy Hammerin' Somethin'





Very entertaining. I can't say I expected to see the orks do so well. Crowe performed very well, and did more than make up his point cost. I'm sure that around 30 orks and a big mek are worth more than 150 points.
   
 
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