My mate Craig came over Sunday not had a game against him for ages. Proxied Grey Knights against him testing out a Purifiers list again.
Grey Knights
HQ
Castellan Crowe
Troops
5 x Purifiers w/ Rhino - 2 x psycannons, 2 x nemesis halberds & nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, 2 x nemesis halberds & nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, 2 x nemesis halberds & nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, 2 x nemesis halberds & nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, 2 x nemesis halberds & nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, 2 x nemesis halberds & nemesis daemon hammer
Fast Attack
Interceptor Squad - psycannon, nemesis halberd & nemesis daemon hammer
Interceptor Squad - psycannon, nemesis halberd & nemesis daemon hammer
Heavy Support
Dreadnought - 2 x twin-linked autocannons & psybolt ammo
Dreadnought - 2 x twin-linked autocannons & psybolt ammo
Dreadnought - 2 x twin-linked autocannons & psybolt ammo
Total: 1,999
Imperial Guard
HQ
Company Command Squad w/ Chimera - 4 x plasma guns
Company Command Squad w/ Chimera - 4 x meltaguns
Troops
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans - 3 x flamers
Veterans - 3 x meltaguns
Platoon Command Squad w/ Chimera - 4 x flamers
Infantry Squad - grenade launcher & autocannon - Sgt w/ power weapon & melta bombs
Infantry Squad - Commissar, grenade launcher & autocannon - Sgt w/ power weapon & melta bombs
Fast Attack
Hellhound
Vendetta
Vendetta
Heavy Support
Leman Russ Executioner - plasma cannon sponsons
Leman Russ Executioner
Manticore Missile Launcher
* All tanks have hull heavy bolters
GameCapture and Control + Dawn of War
Deployment
I won the roll off and decided to go second. I placed on objective in a ruin ontop of a hill while Craig puts his top floor of a ruin mid field his board edge.
Tactical Notes
I have purposeful gone second to avoid the Guards fire power which also robs Craig of his first turn shooting. I will bring all Rhinos on and move 12" to get into what I call the "pilbox" range which is where I can sit there and deliver 8 S7 shots from each Rhino. The Dreadnought will walk on and target the Vendettas and Manticore first to take away Craigs ranged and anti tank fire power
Turn 1
Craig moves all his stuff on and pops smoke on everything where possible. He has a flamer squad in a Vendetta and a melta squad
I roll my Rhinos on moving 12" keeping three at the front and three behind, I pop smoke on all of them due to the board elevation and also my psycannons won't be in range. Shooting I manage wreck the Vendetta with the melta guys in and they fail a pinning test. I manage to weapon destroy the Manticore which is helpful and wreck the melta
CCS Chimera.
Tactical Notes
Not a bad first turn which I managed to take out a Vendetta but as a double bonus the melta squad inside is practically now out the fight stranded on Craigs side of the board plus they cannot move until turn 3 now as they are pinned. I couldn't get LOS on the other Vendetta but I managed to take out a melta CCS which is handy so at least they are foot slogging now. The Manticore is also practially written off as it is barricaded behind the two Executioners and sandwiched between two ruins so it's not going any where and if it does it has just a heavy bolter.
My plan next turn is to move the Rhinos up getting them into position. I'll wait and see about the Interceptor units and Crowe.
Turn 2
Craig moves his armour of Chimera out with two of them going one side of a shrine ruin and the other two coming straight towards me. The melta
CCS move into the shrine ruin for cover. The last Vendetta moves about to get some shots on the Rhinos.
Shooting Vendetta shakes a Rhino, I think some multi lasers stun or shake another Rhino and the Dreadnought that's it!
My turn I leave the front Rhinos where they are but move the Rhinos at the back to make sure they are in range; I'd rather have them firing four shots each instead of been out of range. I shift the two Dreadnoughts about on the right flank to tackle the last Vendetta. Crowe and the Interceptor Squads move up using terrain to block
LOS. I do the fortitude power on two Rhinos and the Dreadnought on the left flank and all pass ok.
Shooting the solo Dreadnought wrecks the plasma
CCS Chimera, supporting Rhino fires mass psycannons at the
CCS but they do well on cover saves. One of the Dreadnoughts on the right flank shakes the Vendetta removing the last serious ranged anti tank for a turn. Remaining psycannons fire at the plasma Vet Chimera and wreck it - only two Chimeras left now!
Tactical Notes
Not another bad turn though to be fair against Craig his dice for saving stuff and doing damage against my tanks isn't going well for him at all. I think worst he has done is just scored shaken on things etc which have all been neturalised thanks to fortitude. His army is also rapidly falling apart as he has two Chimeras left, one on the right flank and one in the centre with the Hellhound. He has the two Russes and the Platoon and that is it really besides the infantry out the tanks.
Next turn I'll finish off the Chimera vehicles and maybe try my luck against the Executioners; could pen them with rending psycannons or stop them from shooting with glancing autocannons.[/i]
Turn 3
Craig pulls the Vendetta back away from me but it's not going to make any difference as the autocannons will still reach. He moves the Hellhound and
PCS Chimera forward with the plasma Vets on foot following behind. The
CCS with the plasmas moves out of terrain with the supporting Chimera carrying plasma Veterans coming close behind as the melta
CCS doesn't get a good move through terrain - hopefully they will be Crowe food!
Shooting Executioners start causing damage shaking a Rhino, mauling a Interceptor Squad despite getting cover saves leaving just the psycannon guy left from one unit who passes cover saves, also immobilise a Rhino and weapon destroy another. Dreadnought gets immobilsed thanks to the plasma
CCS who issued bring it down to itself, though the Dreadnought is still facing that direction
My turn I move the single Interceptor 30" shunt move by the side of the Hellhound while Crowe moves to assault the melta
CCS in terrain. The other Interceptor unit repositions the other side of the shrine unit. That's about it.
Shooting Dreadnought on the left flank wrecks the last Vendetta leaving the flamer squad out the way. The other Dreadnought takes some pop shots at a Executioner but does nothing. The immobilised Dreadnought wrecks the plasma Veteran Chimera supporting the
CCS; the Veterans get blasted by the Interceptors but pass cover saves and remain while the
CCS gets blasted by a squad from inside the tank but thanks to my poor rolls only one guy dies and the Commander takes a wound.
PCS Chimera gets immobilised and crew stunned by mass psycannon fire.
Tactical Notes
Even though I've managed to take out that last Vendetta appears my luck is starting to run out. I couldn't hit anything for toffee in that last round and the single Interceptor failed to damage the Hellhound so no doubt he is dead next turn. I also suspect Crowe might get a beating as well, ah well. I'm a bit disappointed I didn't finish off the
CCS and melta Veterans.
Next turn I'll start moving Rhinos forward to get close to the objective and move a Purifer Squad out a Rhino and into the ruin as my objective is on the first floor and no
LOS can be drawn from inside the building. [/i]
Turn 4
The Hound moves up so just a ruin seperates itself from my Rhino pillboxes. The flamer
PCS bail out of there tank and move forward to flamer Crowe. The melta
CCS moves round to support the battered plasma Veterans and nail the Interceptors or Dreadnought.
Shooting the Hound and Executioners managed to wreck two Rhinos between them, one Purifier unit is left to a single man thanks to the other Executioner he fails morale and falls back. The single Interceptor gets wasted by plasma. The Interceptors get shot and killed while the Dreadnought is stunned by the
CCS meltaguns.
My turn I fortitude the Dreadnought and all is ok. I move Crowe towards the exposed
PCS while two Rhinos smash through terrain moving 12" by the Hellhound. I move a squad from a blown up Rhino towards the mass of Guardsmen of melta
CCS and plasma Veterans while another unit bails out their tank to lend fire support - that will be the Dreadnought and three Purifiers firing at the Guardsmen on foot on the right flank

.
Shooting one Dreadnought takes some side armour shots at the Hound and does nothing while the other fires at a Executioner again and does nothing. Mass Purifiers and immobilised Dreadnought fire at the plasma Veterans,
CCS plasma and
CCS melta - only the melta remains and they pass morale.
In assault Crowe charges and kills the
PCS via sweeping advance. The Purifiers charge the melta
CCS and get locked in combat.
Tactical Notes
Ok it is not going to bad now and at least Craig has nothing to contest my objective. What I need to do now is hope those two Rhinos survive long enough and the two Purifier Squads can move up and hold out until next turn where they can bail out and mass assault the large Platoon and cast cleasning flame. I know it's not the best idea but the Dreadnoughts have nothing else to fire at besides the Hellhound so I'll take some shots at the Executioners again and hopefully stun lock one which will be helpful if the Purifiers make it close enough[/i]
Turn 5
I don't think there's any movement from Craig this turn as I think even the Hound is immobilised.
Shooting the Executioners fire both at a single Rhino, it's immobilised weapon destroyed and stunned. The other Rhino gets blasted by plasma Veterans on foot from eariler and pop it, the Hound blasts the Purifiers but only one man dies.
My turn I move the Purifiers out the popped tank towards the plasma Veterans as I bail out the other Purifiers and move through terrain ready to assault the Platoon.
Shooting Dreadnought fires at the Hound and scores weapon destroyed losing the main turret weapon, other Dreadnought fires at the Executioner and shakes it. Purifiers blast the plasma Veterans who pass morale.
In assault Purifiers pass psychic test for hammerhand and charge and kill the Veterans. Other Purifier unit tries cleansing flame on the Platoon and fails; the Platoon fails combat and fails leadership test even with the re-roll thanks to the Commissar and they fall back 5".
We roll for end of game and it's a 2 so game over. Grey Knights win holding there own objective and dragging Guard of theres and chasing them away in assault.
Summary
I'm really impressed with the Purifier list. It has a lot of shooting especially if the Rhinos don't move and if those Rhinos do take damage most the results don't bother me thanks to not affecting my shooting or using fortitude to stop the tanks been shaken/stunned. The Interceptors didn't do a fat lot this turn I was hoping to move them up slowly and then charge a exposed Veteran unit but they never got the chance. What I have noticed they come in handy for is asborbing fire power which means it is not going into the Rhinos or Purifiers. The Dreadnoughts were the stars of the show though each turn they all did some damage one way or another and more often than not wrecking or exploding something.
Considering Craig hasn't used his Guard for ages and been playing Orks he didn't do to bad once his dice started working,

. I think putting squads in Vendettas is a bad idea especially short ranged units as they get stranded and sit there and do nothing. If you want to get a objective with the Vendetta get the squad inside and move 12" then move 24" next turn. I think the Platoon does well for holding objectives, though I think he may could do with more Chimeras as I took one out first turn and then after that it was one - two per turn there after. I also probably wouldn't take the Executioners definately with sponsons as they cost too much but that is just me.