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![[Post New]](/s/i/i.gif) 2011/04/25 06:55:09
Subject: 2000pts The Greater Knights vs the Greater Good (Completed)
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Fixture of Dakka
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I just had a battle against SabrX again, only this time, he brought his Tau. We are both trying out new things this time. SabrX is taking a kroot-heavy Tau army and I'm going to explore the "Shunt-Punch" Grey Knights (or what I like to call my Alpha-Strike Grey Knights) some more. I tried it in an previous game against the Guards (battle report here) and it did quite well. I'm going to explore it again, only this time, it's going to be even deadlier than before.
Grey Knights 2K (My list)
Mordrack
5x Ghost Knights
Librarian - Shrouding, The Summoning, Warp Rift, Teleport Homer
10x Strike Squads - 2x Psycannons, Psybolt Ammo
5x Strike Squads - 1x Psycannon
10x Interceptors - 2x Psycannons, Psybolt Ammo
10x Interceptors - 2x Psycannons, Psybolt Ammo
Dreadknight - Heavy Incinerator, Personal Teleporter
Dreadknight - Heavy Incinerator, Personal Teleporter
Tau 2K
Shas' el - Plasma Rifles, Missile Pods, Multitracker
2x Crisis Suits - Plasma Rifles, Missile Pods, Multitracker
3x Crisis Suits - Plasma Rifles, Missile Pods, Multitracker
3x Crisis Suits - Plasma Rifles, Missile Pods, Multitracker
6x Fire Warriors
20x Kroots
20x Kroots
20x Kroots
20x Kroots
20x Kroots
6x Pathfinders - Devilfish, Disruption Pod
2x Broadsides
Hammerhead - Railgun, SMS, Target Lock, Disruption Pod, Multitracker
Hammerhead - Railgun, SMS, Target Lock, Disruption Pod, Multitracker
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PRE-GAME ANALYSIS:
Grey Knights:
First of all, we played it that you can shunt during your scout move. I know that there is some controversy surrounding this issue, but our reasoning is that if you can move flat-out or turbo-boost during your scout move (and even get the bonuses), then you should also be able to shunt. I believe that is the intent of GW - that you can perform special moves for your scout move as long as you don't end up 12" or closer to the enemy and as long as the unit is already deplored on the board. I discussed it SabrX and he agreed.
Now let's talk about theoryhammer, GK-style. What is Shunt-punch? Basically, it is a tactic where you take GK units with personal teleporters (interceptors and/or dreadknights) and use your Grandmaster's Grand Strategy to give them scout. Then for your scout move, you shunt those units to within 12" of the enemy. If you get the first turn, then you can basically assault with those units on turn 1.
Even if you don't get 1st turn, you move everything as close as possible to the enemy (but preferably behind cover) and shoot the crap out of them with S5 stormbolters, S7 rending psycannons and heavy incinerators. Then next turn, you will be assaulting.
Except with my army, I've added a little twist....Mordrack! Librarian will join his squad and on turn 1, they will deepstrike into terrain somewhere in the enemy deployment zone. As the ghost knights have stealth, you are looking at a unit with 2+ save and 3+ cover that will threaten the opponent along with all those interceptors and dreadknights. Then next turn, guess what? I can summon my footslogging greyknights while casting Shrouding. They will arrive in terrain with 3+ cover and then shoot the crap out of the opponent with more S5 stormbolters and S7 psycannons.
Or I could land Mordrack next to his valuable units - his suits and broadsides. If they are bunched up, then I probably will do this. If not, then I probably won't. This tactic does have its risk though. If there is no terrain nearby, then I will be left out in the open to get shot the F-up by plasmas and railguns. Why would I want to even attempt this? Because of Warp Rift. That power is potentially very devastating to I2/I3 broadsides and crisis suits.
If done right, I could potentially end the game by turns 2 or 3. However, in order for it to work perfectly, I will need a few things to go my way:
1) I need 1st turn if I want to assault.
2) I need to get 2-3 units with scout from Grand Strategy.
3) I need suitable terrain for Mordrack to land in.
In Seize Ground, I can combat squad if needed. I most likely won't use Grand Strategy to make my interceptors and dreadknights ( DK's) scoring. But with 6 troop choices, of which 5 will probably infiltrate into forests for the 3+ cover, I think Tau will have the advantage here. In Capture and Control, I think I will have the advantage, as his army will probably have their hands full against mine. Unless he outflanks some of his kroots, he may not be able to reach my objective, but with my speed, I should easily be able to get to his. Annihilation may be a toss-up depending on how well his shooting phase turns out.
I will be the first to admit that this is not an all-comer's list. Actually, it is a really unbalanced army, designed with the sole purpose of trying to cripple the enemy early. As with most gimmicky lists (yes, this is one of the more gimmicky GK tactics), I'd probably win big or lose big. However it'll turn out, one thing I need to do is to play aggressively. In the long run, I will not be able to sustain my offense against a more balanced list. I need to hit him quickly. I would prefer 1st turn, but if I don't get it, I will have a backup plan ready. The main thing will be to present all my threats at once and overload him. The worst case scenario for me is if I get 1st turn, do my scout moves, and then he steals the initiative. Then he can cripple my scouting units.
Tau:
Are you kidding me? 100 kroots? This is not going to be an easy battle. One of the advantages of my army is that I can easily jump past screening units....but I won't be able to jump past all those kroots especially if he bubble-wraps them around his main force. In this game, I'm just going to have to go through them, something easier said than done, especially if they've got 3+ cover. Where are those purifiers when you need them?!?
His kroots can potentially throw a monkey wrench into my alpha strike plans. The thing is, infiltrate occurs before scout moves. Thus, all he has to do is infiltrate his kroots all over the place, and that there will foil my plans. Of course, that just means I'm going to take out his kroots first, but honestly, I am afraid of all those kroots. What my army fears most is Volume-of-Fire/Attacks ( VoF) and that's what hordes provide in spades. Normally, my purifier list would do well against lists like these, but unfortunately, I'm not taking them in this battle. I need to play a smart game here.
Then there's the horrific firepower of Tau. That's 18 plasma shots, 18 S7 missile shots, 4 railguns and 2 large pie plates....and that's not including the 200 rapid-fire shots! He's got scary firepower and the VoF to severely cripple me. Oh, and he's also got pathfinders to strip away my cover....I'm going to have to deal with them early!
Overall, I think this is going to be an interesting battle.
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Battle report will be up tomorrow. Stay tuned....
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This message was edited 2 times. Last update was at 2011/04/26 08:39:29
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![[Post New]](/s/i/i.gif) 2011/04/25 09:39:47
Subject: 2000pts The Greater Knights vs the Greater Good
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Nihilistic Necron Lord
The best State-Texas
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I think while he has a massive amount of kroot, that the Heavy Incinerators will make short work of them.
I do feel you are overwhelming outnumbered. Even more so than normal.
I think the GK will still win, albeit barely, or they will get tabled.
Can't wait to see how this turns out, I'm sure it'll be quite a nail biter.
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![[Post New]](/s/i/i.gif) 2011/04/25 11:16:03
Subject: 2000pts The Greater Knights vs the Greater Good
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Shunting Grey Knight Interceptor
Newcastle
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Ghost Knights don't have stealth. It was taken out somewhere between the leaked dex and the official one. Other than that, this looks like it will be interesting. I think the Grey Knights win.
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http://apostatesanonymous.blogspot.com/ - tactics and army lists with the occasional hobby article. |
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![[Post New]](/s/i/i.gif) 2011/04/25 11:29:12
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Pulsating Possessed Chaos Marine
In The depths of a Tomb World, placing demo charges.
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This sounds interesting, looking forward to reading the report when you post it.
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![[Post New]](/s/i/i.gif) 2011/04/25 11:49:05
Subject: 2000pts The Greater Knights vs the Greater Good
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Apprehensive Inquisitorial Apprentice
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bedeporter wrote:Ghost Knights don't have stealth. It was taken out somewhere between the leaked dex and the official one.
They still have it. Even though it isn't listed in the back (With it's cost and whatnot) you will find the inclusion of the stealth rule in the "Ghostly Bodyguard" rule on page 40.
As for the battle, I believe the kroot will fall to all of the moble stormbolters. And since most of the army moves 12 and fires 24, smart play on the GK's part will protect them from being swamped in melee by the kroot. The heavy firepower from the Suits need to be protected (surrounded) at all times, or something will Shunt and wipe them out.
I'm not seeing how Tau can defend against the GK's if the GK's play smart. Mis-judging ranges or under-estimating charge distance could lead to a quick loss for the GK's, but barring that, I believe that the GK's have an advantage (Even without Purifiers, which wouldn't have made this a fun game to watch anyway  )
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From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). |
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![[Post New]](/s/i/i.gif) 2011/04/25 12:22:39
Subject: 2000pts The Greater Knights vs the Greater Good
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Stalwart Veteran Guard Sergeant
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Just don't reserve everything...we know what happens with kroot and all reserved armies...
In all seriousness, I think the grey knights have the edge but there will be some vicious combats. Looking forward to the report!
UG
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![[Post New]](/s/i/i.gif) 2011/04/25 13:55:46
Subject: 2000pts The Greater Knights vs the Greater Good
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Fixture of Dakka
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I've gone for Tau; they've got a good mix of [anti- meq in particular] firepower and Krootshaped bubblewrap.
However, they are both good lists and I'm almost always wrong so far, so Good luck.
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2011/04/25 14:29:31
Subject: 2000pts The Greater Knights vs the Greater Good
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Sure Space Wolves Land Raider Pilot
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Interesting indeed.
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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 |
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![[Post New]](/s/i/i.gif) 2011/04/25 17:04:59
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
St. Louis, Missouri
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I really can't wait to see how the Kroot Spam works...between the Kroot Shield and their Infiltrate ability, there will be plenty of bodies to focus on and lots of Kroot Rifles aimed at you.
Will be exciting!
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![[Post New]](/s/i/i.gif) 2011/04/25 17:22:30
Subject: 2000pts The Greater Knights vs the Greater Good
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Lone Wolf Sentinel Pilot
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Looks very nice.
@Jy2: This looks like a very good list, I'd like to see how this does, I'm considering making an all-foot army, alpha strike. Although I don't want to use dreadknights at all. Any thoughts? I've got a thread going on in army lists if you want to see that.
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2000 pts |
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![[Post New]](/s/i/i.gif) 2011/04/25 17:25:12
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Fixture of Dakka
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Mission: Capture and Control
Deployment: Spearhead
Initiative: Grey Knights (Yeah....)
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Deployment:
Map of the battlefield. (And no, that kid isn't my opponent  )
Grey Knights deployment. I'm using a couple of proxies. The first is my assault marines for my interceptors. I also forgot one of my dreadknights so am using the big statue as a dreadknight.
Prior to deployment, I gave both of my dreadknights the Scout USR from Mordrack's Grand Strategy.
I'm using Lysander as my objective. No combat squadding.
My opponent's perspective of my deployment.
Tau deployment. He infiltrated 3 units of kroots and left 2 in reserves to outflank. He had to proxy some IG infantry as he was a little short with his kroots.
He put his objective all the way in the corner. Firewarriors will steal the pathfinder's devilfish on turn 1.
He also infiltrates his pathfinders in the bottom right tower (from my perspective). I then shunt both of my dreadknights towards his pathfinders with my Scout move.
Tau then proceeds to steal the initiative from me! (Oh noes.....)
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Tau 1
Tau movement.
His pathfinders light up my front dreadknight with markerlights. He then proceeds to concentrate his entire army's firepower into my dreadknights, killing 1 and putting 2W's on the other. Ouch!
Grey Knights 1
Since his crisis suits moved away and spread out, I decided (after long deliberation) to drop Mordrack's unit into terrain. I pass all of my dangerous terrain tests.
GK movement. My whole army moves towards his.
Left interceptors go after his kroots.
My HQ fires at his Shas' el's unit. Warp Rift removes 3 kroots from 3 different squads and 1 of the crisis suits. Stormbolters fail to do any damage as his suits made all their saves.
In other shooting, my dreadknight kills 5 of 6 pathfinders with its heavy incinerator. My stormbolters kill something like 10 kroots from 1 squad (no cover) and 6-8 from another 2 squads (with 3+ cover). My opponent had to make 4 LD 7 morales tests (2 kroot, HQ unit and pathfinders)....and passes all of them!
I am not in range to assault.
Tau 2
Only one of his kroots come in, and they come on his board edge.
Suits and vehicles reposition themselves.
Kroots get ready to rapid-fire the heck out of my termies.
Kroot rapid-fire fails to hurt my dreadknight, but railguns and 1 crisis unit finish the job.
He then focuses the entirety of his army - all 3 squads of kroots rapid-firing, the rest of his suits and any vehicles that did not fire at my DK - onto my HQ unit. I make a ton of saves and when all the dust settles, I've only lost 2 terminators, 1W from my librarian and 1W from Mordrack. I fail to generate another ghost knight at the end of the turn.
Grey Knights 2
My knights advance.
Mordrack's unit prepares to multi-charge 2 units of kroots. My left interceptors go after the 3rd unit of kroots.
Right unit shoots down 15 of the newly arrived kroots.
They then fail morale and break, unable to rally for the rest of the game.
My terminators fire stormbolters only and kill a couple of kroots.
Interceptors did not fire for fear of wiping out the unit (or taking them out of assault range). Instead they just charged.
I wipe out his kroots and then consolidate my interceptors so that half are in terrain. My terminators multi-charge 2 units of kroots.
I cause of lot of wounds, kroots cause none in return and I easily break both squads.
My terminators then consolite into terrain for the 3+ cover.
So far, he's killed both of my dreadknights. I've basically wiped out all 4 units of kroots and reduced the pathfinders down to just 1 guy.
Tau 3
Last unit of kroots come in from his board edge once again. Crisis suits shuffle around. Boy, do I wish my librarian was still around. He should've deployed his crisis suits like that on turn 1!
Both units of kroots run off the board.
Kroots continue to fall back.
Here SabrX does a very crafty move. His hammerhead tank shocks my terminators out of area terrain!
One of his hammerheads drop a large pie plate on my interceptors but only manage to kill 1 of my psycannons.
This turn his shooting is incredibly effective. Without cover, he wipes out all but 1 ghost knight from my HQ unit, including Mordrack and my Librarian. He also shoot down 4 of my interceptors. To add insult to injury, one of the gun drones on his devilfish pins my interceptors!
Grey Knights 3
Grey Knights advance (except for my left interceptors who are pinned). Right interceptors make sure at least half of the unit is partially in area terrain.
Stormbolters and psycannons manage only to put 1W on his broadsides and 1W on his crisis unit. Now it was time for my opponent to make his armor saves.
My lone terminator assaults his railhead but does nothing. That's alright. My main purpose for assaulting was to get him into area terrain for the 3+ cover rather than to leave him out in the open.
Tau 4
Tau movement. 2 of his crisis units get ready to obliterate my pinned interceptor squad. 5-kroot unit continues to fall back.
Once again, his railhead tank shocks my jump knights out of area terrain. Being out in the open, they are plasma-bombed to death by the suits.
His other crisis unit, the kroots, broadsides and 2 railhead big pie plates somehow manage to obliterate all but 1 from my other interceptor squad! I then fail morale and he falls back.
Wowsers!!! 600pts of interceptors gone, just like that. And the turn before that, my 580pt HQ unit devastated also. All this because of 2 tank shocks!
Grey Knights 4
Strike squad advances. My lone interceptor auto-rallies. He then moves to hide behind a wall (out of LOS).
Terminator heads towards his broadsides.
Strike squad shoots into the rear of the railhead. I stun it and blow off its railgun with my psycannons.
In assault, my terminator makes it to the top to engage his broadsides. We both whiff and fail to do any damage.
Tau 5
Crisis suits castle-up around his objective.
He focuses the entirety of his army onto my strike squad. I am very lucky to have only lost 4, though I suppose some of his plasmas were out of range.
My terminator kills one of his broadsides and then break the unit. He falls back and is just barely inside the board. My terminator consolidates down the ruins.
Grey Knights 5
Strike squad moves into terrain.
Both my lone interceptor and solo terminator go after his suits.
My strike squad wrecks his railhead with their shooting.
Both the interceptor and my terminator assaults.
My interceptor wounds 1 suit, but then I roll a 1,1 for my force weapon so both the suit and my interceptor dies.
Terminator kills 1 suit but they stick around.
At this point, I had to leave.
I've got my 5-man strike squad on my objective, and he's got no way to reach it in time.
He's got his own objective, and I doubt that I would be able to get there to contest.
So we call it a
Draw!!!
Aftermath of the battle.
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This message was edited 6 times. Last update was at 2011/04/26 08:25:19
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![[Post New]](/s/i/i.gif) 2011/04/25 17:33:54
Subject: 2000pts The Greater Knights vs the Greater Good
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Jealous that Horus is Warmaster
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Can't wait to see whether what happens
+1 for the Knights
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![[Post New]](/s/i/i.gif) 2011/04/25 17:40:44
Subject: 2000pts The Greater Knights vs the Greater Good
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Nihilistic Necron Lord
The best State-Texas
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Looks like you are just on cleanup duty at this point.
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This message was edited 1 time. Last update was at 2011/04/25 17:41:58
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![[Post New]](/s/i/i.gif) 2011/04/25 17:54:19
Subject: 2000pts The Greater Knights vs the Greater Good
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Fixture of Dakka
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Sasori wrote:I think while he has a massive amount of kroot, that the Heavy Incinerators will make short work of them.
I do feel you are overwhelming outnumbered. Even more so than normal.
I think the GK will still win, albeit barely, or they will get tabled.
Can't wait to see how this turns out, I'm sure it'll be quite a nail biter.
Yeah, I felt that way also after I saw his list. I was expecting a typically balanced and strong Tau list with some piranhas and perhaps 12 crisis suits. I didn't expect all those kroots. I can still probably pull off the win, though it's going to tougher than I thought.
Sentai_Sage wrote:bedeporter wrote:Ghost Knights don't have stealth. It was taken out somewhere between the leaked dex and the official one.
They still have it. Even though it isn't listed in the back (With it's cost and whatnot) you will find the inclusion of the stealth rule in the "Ghostly Bodyguard" rule on page 40.
Thanks for the reference there.
Sentai_Sage wrote:As for the battle, I believe the kroot will fall to all of the moble stormbolters. And since most of the army moves 12 and fires 24, smart play on the GK's part will protect them from being swamped in melee by the kroot. The heavy firepower from the Suits need to be protected (surrounded) at all times, or something will Shunt and wipe them out.
I'm not seeing how Tau can defend against the GK's if the GK's play smart. Mis-judging ranges or under-estimating charge distance could lead to a quick loss for the GK's, but barring that, I believe that the GK's have an advantage (Even without Purifiers, which wouldn't have made this a fun game to watch anyway  )
I wish I had your confidence. We all know that Tau only fight on forested planets  so there's going to be ample area terrain forests/jungles for them to get 3+ cover. I think I'm going to have to take out his kroots in assault. I also don't think I will be able to get to his suits that easily, not when there's that many kroots on the board.
But I do agree that mobility is my greatest advantage. I get to pick where and when I assault his kroots.
Unluckyguardsman wrote:Just don't reserve everything...we know what happens with kroot and all reserved armies...
In all seriousness, I think the grey knights have the edge but there will be some vicious combats. Looking forward to the report!
UG
 No worries. Everything except my HQ will be starting on the board.
Just Dave wrote:I've gone for Tau; they've got a good mix of [anti- meq in particular] firepower and Krootshaped bubblewrap.
However, they are both good lists and I'm almost always wrong so far, so Good luck. 
Honestly, I would probably vote for them also. I think he's got what it takes to counter my army....NOT! GK's for the table-wipe....
mega_bassist wrote:I really can't wait to see how the Kroot Spam works...between the Kroot Shield and their Infiltrate ability, there will be plenty of bodies to focus on and lots of Kroot Rifles aimed at you.
Will be exciting!
My concerns exactly!
Gavo wrote:Looks very nice.
@Jy2: This looks like a very good list, I'd like to see how this does, I'm considering making an all-foot army, alpha strike. Although I don't want to use dreadknights at all. Any thoughts? I've got a thread going on in army lists if you want to see that.
Just make sure you maximize the pressure on him, whether with interceptors, dreadknights or stormravens. I'll check out your list.
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![[Post New]](/s/i/i.gif) 2011/04/25 18:00:47
Subject: 2000pts The Greater Knights vs the Greater Good
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Lone Wolf Sentinel Pilot
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@jy2: Thanks! I'm thinking Interceptors, Dreadnights are....ugh. The model's just not me.
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2000 pts |
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![[Post New]](/s/i/i.gif) 2011/04/25 18:04:23
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Painting Within the Lines
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Nice pictures, thanks for posting. I like your dramatic style in keeping your audience waiting for the next part
Just FYI, it looks like he infiltrated his Pathfinders. They only have scout USR, not infiltrate.
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![[Post New]](/s/i/i.gif) 2011/04/25 18:09:24
Subject: 2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
St. Louis, Missouri
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Whoa. I was expecting a little more from the Kroot
...but, they have less-than-par BS and no armor save, so it's not too much of a shock
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This message was edited 1 time. Last update was at 2011/04/25 18:15:20
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![[Post New]](/s/i/i.gif) 2011/04/25 18:25:04
Subject: 2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
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mega_bassist wrote:Whoa. I was expecting a little more from the Kroot
...but, they have less-than-par BS and no armor save, so it's not too much of a shock
Kroot can't really hold their own in assaults against power-armoured opponents (except maybe if they have tons of Hounds). Without any Power weapons they don't do enough wounds, lose the combat, with LD7 they fail morale and low I means even large squads are easily swept.
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Mr Vetock, give back my Multi-tracker! |
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![[Post New]](/s/i/i.gif) 2011/04/25 18:31:49
Subject: 2000pts The Greater Knights vs the Greater Good
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Major
far away from Battle Creek, Michigan
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Can anything join mordrak other than ghost knights? I dont think so.
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2011/04/25 18:34:36
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
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Good battle report jy2. I look forward to reading the rest!
crazyK wrote:Nice pictures, thanks for posting. I like your dramatic style in keeping your audience waiting for the next part
Just FYI, it looks like he infiltrated his Pathfinders. They only have scout USR, not infiltrate.
Oh wow, I did not know that! It's been a long time since I've last played Tau. Of the 6 armies I've cycled through, only my Tau had scouts and infiltrators. Sorry jy2, newbie mistake on my part.
Had I known, I would have started them in the Devilfish and scout move them ontop the unoccupied right wall terrain piece. Next turn, my Devilfish would have pulled back towards my objective and pick up the Fire Warriors. I don't think the outcome would have been any different for the Dreadknights. In the long run, the lone PF probably would have eventually been killed, but I'll say no more as I don't want to spoil the ending.
mega_bassist wrote:Whoa. I was expecting a little more from the Kroot
...but, they have less-than-par BS and no armor save, so it's not too much of a shock
jy2 made an insane number of saves with his Terminators. On average, there should have been 3 more wounds, but jy2 saved them all.
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![[Post New]](/s/i/i.gif) 2011/04/25 18:36:34
Subject: 2000pts The Greater Knights vs the Greater Good
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Fixture of Dakka
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Sasori wrote:Looks like you are just on cleanup duty at this point.
Not quite. You will see.
crazyK wrote:Nice pictures, thanks for posting. I like your dramatic style in keeping your audience waiting for the next part
Just FYI, it looks like he infiltrated his Pathfinders. They only have scout USR, not infiltrate.
Oopsies!
mega_bassist wrote:Whoa. I was expecting a little more from the Kroot
...but, they have less-than-par BS and no armor save, so it's not too much of a shock
I think they need to get the charge against power-armoured MEQ's in order to be effective. Big difference between 60 attacks and 40 attacks, minus all the kroots that I kill first.
Then again, 40 rapid-fire shots and 40 attacks in assault isn't so bad.
olympia wrote:Can anything join mordrak other than ghost knights? I dont think so.
Are you sure? There is nothing stipulating that IC's cannot join Mordrack's unit. As a matter of fact, in his special rule First to the Fray, it says that Mordrack and any unit he joins. This strongly suggests that he may be combined with other units and their IC's.
SabrX wrote:Good battle report jy2. I look forward to reading the rest!
crazyK wrote:Nice pictures, thanks for posting. I like your dramatic style in keeping your audience waiting for the next part
Just FYI, it looks like he infiltrated his Pathfinders. They only have scout USR, not infiltrate.
Oh wow, I did not know that! It's been a long time since I've last played Tau. Of the 6 armies I've cycled through, only my Tau had scouts and infiltrators. Sorry jy2, newbie mistake on my part.
No worries. I also thought that they could infiltrate.
SabrX wrote:mega_bassist wrote:Whoa. I was expecting a little more from the Kroot
...but, they have less-than-par BS and no armor save, so it's not too much of a shock
jy2 made an insane number of saves with his Terminators. On average, there should have been 3 more wounds, but jy2 saved them all.
Yeah, I made an above-average amount of saves. Normally, that amount of firepower would near wipe-out my unit.
Gotta go to work now. Will finish up the batrep tonite.
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This message was edited 3 times. Last update was at 2011/04/25 18:47:31
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![[Post New]](/s/i/i.gif) 2011/04/25 19:09:32
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
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SabrX wrote:
Had I known, I would have started them in the Devilfish and scout move them ontop the unoccupied right wall terrain piece. Next turn, my Devilfish would have pulled back towards my objective and pick up the Fire Warriors. I don't think the outcome would have been any different for the Dreadknights. In the long run, the lone PF probably would have eventually been killed, but I'll say no more as I don't want to spoil the ending.
Why didn't you put the Pathfinders on the tower? It's a great place for Broadsides, sure, but it seems even better place for Pathfinders... Automatically Appended Next Post: jy2 wrote:
I think they need to get the charge against power-armoured MEQ's in order to be effective. Big difference between 60 attacks and 40 attacks, minus all the kroots that I kill first.
Then again, 40 rapid-fire shots and 40 attacks in assault isn't so bad.
Kroot are almost never effective against MEQ's in assaults, so it's always better to shoot & wait to be assaulted (by contrast, assaulting first is often the way to go against Orks). Also, Kroot don't have hidden fists or anything, so their damage output against well-armoured units is always limited.
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This message was edited 1 time. Last update was at 2011/04/25 19:12:29
Mr Vetock, give back my Multi-tracker! |
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![[Post New]](/s/i/i.gif) 2011/04/25 19:30:22
Subject: 2000pts The Greater Knights vs the Greater Good
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Sneaky Sniper Drone
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Tau don't have enough shooty to get past all of the MEQ/TEQ saves.
That plus the shunt-punch mean the Tau lose.
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![[Post New]](/s/i/i.gif) 2011/04/25 20:48:43
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
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Backfire wrote:
Why didn't you put the Pathfinders on the tower? It's a great place for Broadsides, sure, but it seems even better place for Pathfinders...
At the time, I thought I could legally infiltrate the Pathfinders into the bottom right tower. I also wanted the Broadsides to have a clear shot at the Dreadknights without cover saves. If I had to do it all over again, I would still deploy the Broadsides in my top tower.
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![[Post New]](/s/i/i.gif) 2011/04/26 04:58:50
Subject: 2000pts The Greater Knights vs the Greater Good
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Dakka Veteran
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Yeesh the Dreadknights went down fast (again); I skimmed over the report and didn't even realize they had both been killed until you mentioned it later.
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![[Post New]](/s/i/i.gif) 2011/04/26 06:32:34
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Apprehensive Inquisitorial Apprentice
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There was no tanks on the board. All of the Tau's Anti-tank firepower had no better target. Can't be upset with the Dreadknights for dieing quickly when they were the only target for the Anti-tank to shoot at. What's better is that one lived to wipe out a whole squad. If it was 2 dreadnoughts, they both would have been angy, broken boxes (probably).
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From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). |
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![[Post New]](/s/i/i.gif) 2011/04/26 06:40:53
Subject: 2000pts The Greater Knights vs the Greater Good
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Dakka Veteran
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Of course, but I was still surprised that they both went down so quickly.
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![[Post New]](/s/i/i.gif) 2011/04/26 08:38:37
Subject: Re:2000pts The Greater Knights vs the Greater Good
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Fixture of Dakka
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Battle report completed.
Backfire wrote:
Kroot are almost never effective against MEQ's in assaults, so it's always better to shoot & wait to be assaulted (by contrast, assaulting first is often the way to go against Orks). Also, Kroot don't have hidden fists or anything, so their damage output against well-armoured units is always limited.
True. That's exactly what SabrX did. Instead of assaulting my terminators, his 3 squads of kroots opted to rapid-fire them instead. Also, his kroots shot at my dreadknight instead of trying to assault it and lock it up.
ObiFett wrote:Tau don't have enough shooty to get past all of the MEQ/TEQ saves.
That plus the shunt-punch mean the Tau lose.
If I had gone first, it might have worked. Let's just say, I was caught with my "pants down" when he stole the initiative from me.
bhsman wrote:Yeesh the Dreadknights went down fast (again); I skimmed over the report and didn't even realize they had both been killed until you mentioned it later.
I didn't roll well for my invuln saves. I don't think I made any for them this game. They'll go down fast to armies with a lot of low AP guns or hidden powerfists. That's why they're not as efficient nor balanced as dreads.
Sentai_Sage wrote:There was no tanks on the board. All of the Tau's Anti-tank firepower had no better target. Can't be upset with the Dreadknights for dieing quickly when they were the only target for the Anti-tank to shoot at. What's better is that one lived to wipe out a whole squad. If it was 2 dreadnoughts, they both would have been angy, broken boxes (probably).
Yeah, I wasn't expecting them to live very long. They usually never do....but they sure do soak up a lot of firepower, especially if they have cover.
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![[Post New]](/s/i/i.gif) 2011/04/26 08:42:13
Subject: 2000pts The Greater Knights vs the Greater Good
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Longtime Dakkanaut
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bhsman wrote:Of course, but I was still surprised that they both went down so quickly. One of them was lit up by Pathfinders...that tends to equate more or less a death sentence. Cool report! I thought the Ghost Knights evaporate after Mordrak dies? Automatically Appended Next Post: jy2 wrote: I didn't roll well for my invuln saves. I don't think I made any for them this game. They'll go down fast to armies with a lot of low AP guns or hidden powerfists. That's why they're not as efficient nor balanced as dreads. I think they're effective choice against Tau, though. Killing 2+ MC with shooting can be a long, arduous process...by contrast, a Dread goes kaboom pretty quickly against Railgun fire.
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This message was edited 3 times. Last update was at 2011/04/26 08:48:27
Mr Vetock, give back my Multi-tracker! |
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![[Post New]](/s/i/i.gif) 2011/04/26 08:56:00
Subject: 2000pts The Greater Knights vs the Greater Good
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Fixture of Dakka
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Backfire wrote:
Cool report! I thought the Ghost Knights evaporate after Mordrak dies?
Hmmmm....I was not aware of that. I always thought that they were talking about any ghost knights generated by Mordrak, but after looking through his rules again, you may be right.
Can anyone confirm this? Thanks.
Backfire wrote:
I think they're effective choice against Tau, though. Killing 2+ MC with shooting can be a long, arduous process...by contrast, a Dread goes kaboom pretty quickly against Railgun fire.
Not in this game though, and not against this army. He just had too many weapons to kill my DK's with and pathfinders stripping off my cover is brutal. That's why I consider them a high priority target (the pathfinders, that is).
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