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The New Grey Knights (with Inquisitorial Henchmen!) vs Eldrad's Mechdar 2K (with Pics)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Can the Grey Knights ground the flying Eldars?
Yes, Grey Knights have the firepower to get the job done.
Draw.
No, mechdar resiliency combined with lots of GK Kill Points = victory for space elves!

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Made in hr
Screaming Shining Spear






SabrX wrote:In hindsight I'm not sure what I would have done differently or what changes should be made to my list. Perhaps Seer Council would fair better.


I think you should have done the opposite, play aggresively at the start, then defensively by the endgame. You had wrong timing at pulling away those dragon Serpents. Seer Council would indeed have fared better against his list, because he has nothing in it with which to counter it(no 2+ saves or FNP units or large blobs of infantry, etc), but against an all-comers MEQ list, the list in the OP is better.

It was an interesting read and I really didn't know who will win when I started reading it and that made it all the more interesting. Good job, both of you!
   
Made in us
Fixture of Dakka





San Jose, CA


Post-Game Analysis finally up.


svendrex wrote:
Is there any way you can shave off enough points for a second inquisitor so your other unit of serivors will not mind lock themselvs? A bland one is only about 45 pts or so I think.


In that case, I'd probably ditch them for some more plasma or melta-henchmen, then use any left-over points on upgrades for my units.


SabrX wrote:Good game jy2. This was my second time playing Eldar. I was doing pretty well during the first few turns, but Lady Luck ditched me. By then your Rifle Dreads finally did what they were supposed to do: destroy vehicles.

In hindsight I'm not sure what I would have done differently or what changes should be made to my list. Perhaps Seer Council would fair better.

It was a lot fun towards the end having Eldrad going rambo against your army.


Though I am no expert in eldar tactics, I would probably have opted to go 2nd if I were playing mechdar and react to the Grey Knights deployment/movement. I would have then concentrated on 1 flank, as it would probably have taken the grey knights 1-2 turns to adjust to eldar maneuvering. Then I would have played aggressively, casting fortune on the fire dragon prisms and rammed them down the GK's throats. If I couldn't get to the dreads, I would've taken out the chimera screen and then try to assault its occupants so that I couldn't be incinerated to death.

Seer Council wouldn't have changed the game much IMO. I would've just assaulted them with 1 unit or 1 dread and let you kill them. Then my 2 purgation units, with their 8 S6 incinerators, would've probably wiped them out (with help from the rest of my army, or course).

Yeah, Eldrad was just super-resilient this game. If only my librarian hadn't died so early, he could've have negated Eldrad's psychic powers.


DarthDiggler wrote:
Could it have been possible to go all out to kill the Dreadnoughts. Once they were down (or weaponless) you could have pulled the survivors back to be out of range of the rest of his army. I understand you needed to get rid of a few Chimeras to get to the Dreads, but it looks like after turn 2 you could park 1-2 Serpents with Fire Dragons on chimera wrecks, disembark and shoot a dread. Eldrad could also have been used as an assault element early on to attack a dread. I wasn't there so it might not have been possible, but against this Dread GK list, taking out the Dreads asap seems to be the key to victory. You might lose whatever you send in to do the job, but once they are gone your surviving skimmers are almmost invinvible. Just a thought.


That would be harder said than done. I think SabrX would've gladly sacrificed his fire dragons for my dreads....if only I hadn't protected them the way I did. I had them screened out by my vehicles. Thus, they would most likely be getting cover and there's no guarantee he could've got within melta double-tap range of them. Basically, in order to get into good firing position of my dreads, he would most likely have to move flat-out twice, disembarking on the 3rd turn. Then he would've had to endure 2 full turns of 4 dreads firing at them, because they were my target priority #1. If he were to disembark early (i.e. after only 2 turns), then he would've been shooting at vendreads in cover out of double-melta range. His chances to kill me were low and he would be most likely lose his fire dragons next turn (as well as wave serpent without cover).


Just Dave wrote:Great battle report; interesting, good balance of detail and images and only one proxie, great report man. Interesting to see the GK perform too.

Also, the Achilles Heel pun; indisputable genius.

Also also, I don't think I've ever predicted one of your games correctly.


Thanks, I like to interject some humor into my reports to make them a little more entertaining. Glad someone caught it.

There will be some proxying in my reports though, as the new knights aren't out yet and I like to experiment with the competitive builds but don't always have all the models. I will be working on converting more rifleman dreads and getting more knights, though it won't be a fast process.


Araenion wrote:
I think you should have done the opposite, play aggresively at the start, then defensively by the endgame. You had wrong timing at pulling away those dragon Serpents. Seer Council would indeed have fared better against his list, because he has nothing in it with which to counter it(no 2+ saves or FNP units or large blobs of infantry, etc), but against an all-comers MEQ list, the list in the OP is better.

It was an interesting read and I really didn't know who will win when I started reading it and that made it all the more interesting. Good job, both of you!


Thanks. I agree with your assessment, though I don't think the seer council build would have done much better. My list is built with enough volume of fire and tarpitting dreads to be able to deal with them IMO. I could be wrong though....until I actually face them.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in hr
Screaming Shining Spear






I didn't count on those Incinerators(they're template weapons, right?), but your success at wiping them out in the scenario you suggested would depend on several things, like the size of the council and the consolidation move. Jetbike profiles are quite large(for a non-vehicle/MC unit, at least) and a good consolidation roll would've spread them out enough so that you couldn't get to all of them with your templates and usual infantry firepower breaks against a fortuned 3+ save, which is slightly better than a regular 2+ save. Of course poor rolling can cripple the council, but above average rolling can mean only 1 or 2 dead at the end of your shooting phase.

But if it were me, I wouldn't have used it lto destroy your dreads, I'd use them to destroy your Chimera screen. Seer councils are notorious at wrecking multiple AV10 that moved 6" or less. And if you spread your chimeras out, that would mean I could probably get a clear shot at one of your dreads, so again it's my benefit. I'm not saying it would've been impossible for you to deal with them, just that it would've been difficult, because killing Chimera/Rhino/Razorback walls are the Council's specialty.

But I could also be wrong, as I'm really approaching your GK list as a mix of IG/MEQ which may not be wholly accurate.

This message was edited 1 time. Last update was at 2011/03/27 23:20:53


 
   
Made in us
Fixture of Dakka





San Jose, CA

Yeah, incinerators are basically S6 templates.

Seer councils may or may not work against this list. I've only played against them once so I can't say for sure. But as with any deathstar list, you can take them down through volume of fire, something that MSU-type lists usually have in spades. I have no doubt I can kill 1 squad. The question, though, is how much damage can they do before they're taken down. I may have to sacrifice 3-4 KP's of units (vehicles) to them before I take them out, but once I do, the rest of the army will be pretty thin as is usually the cases with these armies.

Also, one thing to note, if his jetbike farseer fails even 1 save against my incinerators (they will be doing multiple wounds), he is instantly killed and the rest of the council will be much, much easier to take down.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Sure Space Wolves Land Raider Pilot




Since the melta henchmen were at half strength and fell back how could they regroup?

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 us
Fixture of Dakka





San Jose, CA

rovian wrote: Since the melta henchmen were at half strength and fell back how could they regroup?


You can still regroup at half strength. It's only when you're below half strength that you can't regroup.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
 
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