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Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

Game Type: Seize Ground 3 objectives
Deployment Type: Pitched Battle

My List - SM
HQ
Captain w/Power Sword, Bolter, Artificer Armor and Meltabombs

Troops
Scout Squad w/Heavy Bolter, 4xBoltguns
Tactical Squad w/Flamer, Missile Launcher Sarge w/Chainsword, Boltpistol
-In Rhino

Elites
Dreadnought w/Multi melta, DCCW
5 Terminators w/4xPower Fist, Sarge w/Power Sword. 5xStormBolters
-In Land Raider

My Captain was riding in the LR with the Termies and my Tac squad was in the Rhino.


Opponents List
HQ
Grand Master w/Psycannon

Troops
5 man Grey knight squad w/Incinerator
5 man Grey knight squad w/Incinerator

Heavy Support
Land Raider
Land Raider

GK squad in each LR and Grand Master was with one of the squads in a LR.

Objectives are set up with one in the lower left corner (near me), dead middle of the board, and top right (near him)
I set up with my LR and scouts on my objective and with the Rhino in front of the Dreadnought in the back middle to take cover from some ruins.
He sets up his LRs in the back right, close to his objective and near some ruins as well.

I won the roll, and he failed to seize the Initiative.

Sm Turn 1: I move my LR 6" and fire one Lascannon at each of the enemy LRs. One is saved from my shot via cover, but I had a clear shot to the other and wreck it! The grey knights spill out, probably wondering how the hell that happened so fast. The rhino moves up full 12" with the Dreadnought walking 6" behind. Scouts dont move or shoot.

GK Turn 1: Minus 1 LR already, he moves his GK and Grand Master towards his objective, running them to make sure they get there. His LR fires through the ruins and hits my Rhino, wrecking it.

SM Turn 2: LR moves about 6" again, hitting the enemy LR twice, but cover saves it from any real harm. Dreadnought moves up another 6" using the Rhino wreckage as cover. Tac squad that came out of the Rhino moves towards the mid objective, and runs to move squarely onto it.

GK Turn 2: LR moves and fires at the Dread, wrecking it. GK now in cover fire storm bolters and PsyCannon at the Tac squad in the ruins. 1 SM goes down.

SM Turn 3: LR moves 6" again, fires at LR but doesn't even glance. Tac Squad fires a missile at the GK in hiding, killing 1 with a missile. Scouts still do nothing.

GK Turn 3: GK LR destroys SM LR, with the explosion killing 1 Terminator. GK squad in hiding fires everything at Tac Squad, killing 2 this time.

SM Turn 4: Captain and Terminator Squad move towards GK LR now that it is close to the middle objective, hiding behind a ruin wall for cover. Tac Squad fires and kills another GK in cover with a missile.

GK Turn 4: LR fires Lascannons at Termie/Cap squad, killing 1 Terminator. GK squad fires at Tac Squad, but all armor saves are made this time around.

SM Turn 5: Captain/Termie squad assault the LR, but cant do anything to it even with meltabombs and Power Fists. Tac Squad fires, but misses the GK squad in cover.

GK Turn 5:LR tank shocks the termie squad, but they move out of the way in time. The GK inside then hop out and fire at the Tac squad now in their sight, killing 1. They then assault the Tac Squad, but lose a man since they go last (no frag nades). They repay the Tac squad by killing 4 SM in combat. The Tac squad holds together to continue the fight.

However the game ends on a roll of 2 to continue. Its a draw (SM-1, GK-1, 1Contested)

All in all I was pleased with how the game went. I was pleasantly surprised when I wrecked that LR first turn, but then when I went for the meltabombs on the second one, I rolled snake eyes. Not bad for a 1000pt list that was more or less geared as a balanced look at things compared to a 1000pt list of 2 scoring LRs...

SM MVP: Land Raider: Killed an opposing LR turn 1. I was surprised to say the least
GK MVP: Land Raider (that lived): Took out a Rhino, Dreadnought, LR, and 2 termies and allowed the GK troops inside to contest the middle objective. Getting that cover save early on made it possible for him to tie it up.

1500 (Work In Progress) 
   
Made in us
Charing Cold One Knight




Lafayette, IN

Nice battle report, sorry I was too ashamed of my unpainted army to encourage pictures. I think you got what generally happened, but I think your turn orders is just a little bit off.

First turn you did no shooting, and the GKs wrecked the rhino.

Turn 2 you took out the LR, and I tried to get a clean shot at your dread, and don't do anything.

Turn 3 you moved the tac squad to a place they could fire, and tried to shoot the other LR with your LR, and failed damage the LR with your dread. Your tac squad gets some small arms fire, taking little/no damage, and the now exposed dread dies to the LR.

Turn 4 is a dead GK from a missile, and some futile shooting at a covered LR, then your LR explodes killing 1 termie, and you receive some small arms fire in return, killing 1-2 tacs.

Turn 5 you move your termies, and kill another GK with a missile. your termies get lascannoned, and you go down to 3 termies and the HQ, and you lose some more tacs to small arms fire.

Turn 6 you assault the LR, but 1 termie is out of range (and the other fail), and your melta bombs roll snake eyes. Now it is tank shock time, and then the GK squad jumps out, flames and shoots the tac squad, killing 2, then assault the tacs. You kill 1 GK, and lose 2 in combat, but roll well enough for leadership. The game then ends. You had 2-3 tacs guys in the squad left, 1 scout squad, 2-3 termies (I think 1 died from small arms fire, but can't remember) and your HQ. The GKs lost 1 LR and 3 GKs. Center objective is tied, and we each control the ones next to our deployment zones.

Losing the LR early made the chances for victory much lower, and the turn 6 assault needed to wipe out the tacs, but the dice just weren't there for it.

The GK list sadly is about what you see from a pure list these days. LR are much tougher than they used to be, and are GK's only anti tank short of dreads. Since dreads are fragile, LRs are no brainers. Since GKs are so expensive, you have keep them protected. Even though they hit hard in combat, they don't have the numbers to be treated like assault troops. They die just as easily as SM to small arms fire too.

All in all it was an enjoyable game, if a bit fast paced. I think the game lasted all of an hour. It's not often that I get to play vs space marines, and I feel that you did well with a balanced force vs a very unbalanced force.


 
   
Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

ah, I knew I shouldve gotten that posted up earlier so I wouldnt forget certain turn events.

But thanks for the compliments, and the unpainted army thing wasnt why I didnt take pictures, my camera is a bit shoddy is all.

1500 (Work In Progress) 
   
 
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