Got a game in Saturday with Dave. He has started Grey Knights and this is his second time using them. I know he will be using Terminators and a Dreadknight, not sure what else. It will be a interesting match up for the Red Fleas as they go to work in assault and don't carry loads of low
AP weapons, those Terminators and Dreadknight will be tough to deal with.
Sorry no pictures, is proxy and counts as mayhem!
Blood Angels "Red Fleas" - 2,000 points
HQ
Librarian - jump pack, shield of sanguinus & unleash rage
Librarian - jump pack, shield of sanguinus & unleash rage
Honour Guard - jump packs, 4 x meltaguns & 3 x melta bombs
Elite
2 x Sanguinary Priests - jump packs
Troops
10 x Assault Marines - 2 x meltaguns - sgt w/ power fist
10 x Assault Marines - 2 x meltaguns - sgt w/ power fist
10 x Assault Marines - 2 x flamers - sgt w/ power weapon
10 x Assault Marines - 2 x flamers - sgt w/ power weapon
5 x Scouts - 5 x sniper rifles & camo cloaks
Heavy Support
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
Grey Knights - 2,000 points
HQ
Librarian - master crafted force sword, quicksilver, sanctuary, warp rift, the summoning & 5 x servo skulls
Ordo Xenos Inquisitor - conversion beamer, power armour, psychotroke grenades, 3 x servo skulls & force sword + psychic communion
Elite
Inquisitoral Warband - 3 x Servitors w/ heavy bolter, multi melta & plasma cannon, Crusader & 2 x Jokaero
5 x Purifiers w/ Razorback - 2 x incinerators & 2 x nemesis halberds - kngiht of flame w/ master crafted falchions - Razorback w/ twin-linked assault cannon & warp stablisation field
Calldius Assassin
Vindicare Assassin
Troops
5 x Terminators - psycannon
5 x Terminators - psycannon, 4 x nemesis halberds & nemesis daemon hammer
5 x Terminators - psycannon, 4 x nemesis halberds & nemesis daemon hammer
Fast Attack
5 x Interceptor Squad - psycannon, 2 x nemesis halberds - justicar w/ master crafted falchions
Heavy Support
Dreadknight - heavy incinerator & nemesis great sword
Game: Capture & Control + Pitched Battle
Pre-Game Analysis
Dave is running a deep strike heavy list, I will use this to my advantage and chase off as many servo skulls as I can and close the gap on the Inquisitor so psychic communion cannot be used. The Dreadknight and Terminators pose a problem, my Assault Marines won't get armour saves or feel no pain and that is the army's strength.
The remained of Dave's force I think I can deal with. Servitors don't pose a problem, nor do the Purifiers, Razorback and Interceptors. The only other thing which worries me is the Vindicare, as this assassin can pick out my Priests and Librarians, so this character will be eating mass krak missiles first turn.
Deployment
I won the roll off and decided to go first. I placed my objective bottom right corner while Dave placed his top left corner. I then deployed a unit of
Devs in a ruin near my objective, a unit out in the open mid field at the back of the board and a unit bottom left behind a tank trap barricade. All Assault Marines were deployed together on the right flank, melta units at the front and flamer units behind - all units are in shield and feel no pain range

. Scouts are in reserve.
Dave deploys directly opposite me placing his Inquisitor and Warband in a ruin and partly behind a tank trap barricade. The Purifiers' Razorback deploys behind the ruin to support. Vindicare deploys in terrain on the right side of the board. Everything else is in reserve.
Dave then seeds the area with servo skulls, half are mid field and half mid field by Grey Knights' table edge.
* Tactical Notes
Dave has deployed directly opposite from me, I can bound my Angels up and run, I should be easily in assault range turn 2. While moving up and I'll move a melta unit slightly away from my main force to chase off a servo skull, other units moving up should chase off another. The Vindicare will then be torrented by krak missiles until he's gone, remaining shots will go into the Purifier Razorback.
Turn 1
Assault Squads bound up the field, I use a nice skull rock formation to get cover for my Honour Guard, as no doubt they will take the pain first - one melta unit chases off a servo skull while a flamer unit chases off another.
Shooting; I run all Assault Squads, one flamer and melta unit moving towards my left table edge and using the rock formation to get cover/block
LOS.
Devs then fire, unit on the right cannot draw
LOS to the Purifier unit so instead gibs the Vindicare. Centre
Devs blast the Razorback, it gets cover and passes. Other
Dev unit is out of range of anything.
Dave's first turn, the Razorback moves 6" towards my melta Assault Marines moving up the left table edge, Purifiers bail out to engage. Inquisitor's unit remains in position.
Shooting; Purifiers thin out the melta unit a bit, they pass morale if I remember right. Inquisitor's unit brings the pain on the Honour Guard and three die including the Priest - unit passes morale.
* Tactical Notes
A fast turn that one. I've taken some damage on a melta unit, though I can confidently say that the Purifiers are going to get shot to pieces and then get their faces smashed in next turn
. I am also pleased that the Vindicare is dead, that fella would have been really annoying.
Next turn I'll move the melta unit up to chase off another servo skull, while one flamer unit will charge the Inquisitor and Servitors. Flamer and melta unit will gun down and assault the Purifiers while the two remaining Honour Guard will blast the Razorback, that's if Devastators haven't done it already.
Turn 2
Flamer unit jumps up and lands near the Inquisitor and also chases off a servo skull, a melta unit also chases off a servo skull too. Melta and flamer unit move up to engage the Purifiers while the Honour Guard move up to support them.
Shooting; Devastators blast the Razorback and score stunned. Centre Devastators drop frags on the Inquisitor's unit and thin them out a bit, flamer unit follows up with dual flamer and salvo of bolt pistols. Meltas fire into the Razorback and both miss. Purifiers get blasted by dual meltas, dual flamers and bolt pistols - not sure how many after left, they take a morale test and pass.
In assault, melta and flamer unit charge the Purifiers and wipe them out. Honour Guard charge the Razorback and attempt to attach melta bombs, they fail. Flamer Assault Squad charges the Inquisitor's unit, psychotroke grenades make my Librarian I1 and the Assault Marines only have a single attack each :( though the Warband is wiped out and the Inquisitor has a single wound left.
Grey Knight's second turn, Dave attempts psychic communion and gets it off, like a noob I forget to block it with my psychic hood - dumbass! From reserves the Dreadknight arrives behind the Inquisitor battle and a unit of Termies with the Librarian, they land near the centre close to a large hill and the Callidus pops up near the Razorback.
No movement from Grey Knights, though Dave attempts to get his Razorback working and I stop it with my psychic hood

.
Shooting; Callidus fries the melta and flamer unit which just battered the Purifiers, the melta unit has three dudes left and fail morale and jump pack. Dreadknight unleashes heavy incinerator on the flamer unit, all are ok. Terminators fire into the melta unit and kill two Assault Marines.
In assault my Librarian casts unleash rage and Blood Angels slaughter the Inquisitor. Honour Guard throw melta bombs onto the Razorback and it explodes.
* Tactical Notes
A good turn here. I've taken some heavy damage on a melta unit, I'll keep them away from the fight and use them to slag the Dreadknight next turn - just hope they pass morale. At least now I haven't got to worry about Purifiers attempting cleansing flame (hooded that as well btw!) and a assault cannon shooting me in the back.
Due to Dave's deep strike position, the Terminators won't be in assault this turn if I place my models right. I don't want the Dreadknight assaulting as I won't get any armour saves, so I'll surround it with all Assault Squads and blast it to bits with flamers, bolt pistols and meltaguns, then I will assault it. Devs can lay down some krak missiles on the Terminators, hopefully I can kill one and thin them out a bit.
Turn 3
Scouts arrive from reserve and walk in and sit on my objective.
Falling back melta unit regroups and moves towards the Dreadknight along with every other Assault Squad.
Shooting; meltas, flamers and bolt pistols blast at the Dreadknight and drop it down to a single wound. Honour Guard slag the Callidus.
Devs drop missiles on the Terminators, I don't get awesome rolls and all the Terminators make their saves - frags would have been better seems they was bunched together.
Assault; all Assault Squads (except the depleted melta unit) charge the Dreadknight, power/force weapons down it in half and it is destroyed.
Dave's third turn, he rolls for reserves and a unit of Terminators and Interceptors arrive - both deep strike near my Devatastors on the right flank.
The Terminators with the Librarian move partially onto the centre hill to get some cover from those nasty meltaguns.
Shooting; Librarian and Terminators fire into a Assault Squad, not sure on damage. Interceptors fire into the centre
Dev unit and all are ok. Terminators fire into the Scouts and one dies.
* Tactical Notes
The Grey Knights are starting to be thinned out now, though I've got a infestation around my objective. Though, Grey Knights have nothing around their objective which I can easily claim.
Next turn I'll pile two flamer units into the Librarian and Terminators and blast them with meltaguns. Krak missiles will gib the Interceptors. I'll start moving down the next turns to fight off the Terminators by my objective.
Turn 4
Honour Guard bound over to support the two flamer units, who move up to burn the Terminators with the Librarian while the other two melta Assault Squads move up to support.
Shooting; krak missiles blast the Interceptors, they get cover and some good cover saves. Flamers, meltas and bolt pistols blast into the Librarian and Terminators, three remain and pass morale.
In assault only a single flamer unit can charge the Terminators, Dave attempts to cast sanctuary and I block it with psychic hood. I manage to cast unleash rage though and the Terminators attempt to cast hammerhand, my other psychic hood blocks it. In assault the Grey Knights Librarian is dead and a single Terminator is left.
Dave rolls for reserves and the last Terminator unit arrives near the Interceptors.
Interceptors move forward ready to assault my Devastators while the Terminators move up to blast my Scouts.
Shooting; two Devastators die to storm bolter fire - they pass morale. One Scout dies from Terminator fire while the depleted melta Assault Squad gets fine blasted by the Terminators which just arrived via deep strike and is wiped out.
In assault the single Grey Knight Terminator is slayed, though my Librarian is slayed by force weapon - my unit consolidates towards my objective. Interceptors charge my Devastators, the Justicar kills himself with psychic test and combat is draw.
* Tactical Notes
Dave has managed to change things around and putting pressure on me by deep striking multiple units close to my objective. I'll now have to leave a Assault Squad behind to hold Dave's objective while I move forward with remaining units for flamer and melta death. I hope that I can clear out the Terminators and get my objective back.
Next turn I'll move a melta and flamer Assault Squad towards the closest Terminator unit and hopefully kick some ass in combat. I'll have to move one flamer unit back to claim Dave's objective.
Turn 5
I bounce towards the Terminators but I am out of assault range, no point in running as the Terminators will counter assault me. I jump a unit Assault Marines and claim Dave's objective.
Shooting; krak missiles fire at the Terminators but do nothing.
In assault the surviving
Dev Sgt is killed by the Interceptors.
Dave's turn, Terminators move to engage the Scouts while the others move away from me and aim their guns.
Shooting; Terminators fire at the oncoming Assault Squad and kill two Marines.
In assault the Terminators charge and kill the Scouts.
We roll for the game and it ends. Game is a draw.
Summary
I am really getting into the Red Fleas, they are a refreshing change from playing mech lists all the time. They are still fast moving and survivable and kick some ass in assault, even against Terminators.
The only mistake I made this time was forgetting to use my psychic hood when Dave used psychic communion, though I had good luck with all my other hood rolls as Dave only got a single psychic power off when near my Librarian, the time his power passed it when he force weapon'd my Librarian to death.