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Made in gb
Tower of Power






Cannock

Went to Powerfist gaming had a game against fella called Matt. He is running Grey Knights, he's got some sweet model.

Imperial Guard "Steel Lions" - 2,000 points


HQ

Company Command Squad w/ Chimera - 4 x plasma guns
Company Command Squad w/ Chimera - 4 x plasma guns

Troops

Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns

Fast Attack

Vendetta
Vendetta
Hellhound

Heavy Support

Manticore - heavy flamer
Manticore - heavy flamer
Manticore - heavy flamer

Grey Knights - 2,000 points

HQ

Lord Kaldor Dragio
Inquisitor Coteaz

Elites

6 x Purifiers w/ Razorback - 2 x psycannons, nemesis halberds, daemon hammer & psybolt ammo - Razorback w/ twin-linked lascannon & hunter killer
Vindicare Assassin
Techmarine - conversion beamer & thunder hammer

Troops

10 x Henchmen w/ Rhino - 4 x meltaguns, 2 x Servitors w/ plasma cannons & Jokaero - Rhino w/ hunter killer
10 x Henchmen - 4 x plasma guns, 2 x plasma cannons & Jokaero
2 x Paladins - psycannon & nemesis halberd

3 x Paladins - psycannon, nemesis halberd & apothecary w/ nemesis daemon hammer


Heavy Support

Purgation Squad - 4 x psycannons
Land Raider Crusader - multi melta
Dreadnought - autocannon & psybolt ammo

Game - Capture & Control - Spearhead

Deployment

I lost the roll off and Matt deployed first. He had put his objective in a ruin in his table quarter, the top right. He deployed the Crusader on the right of the ruin along with the Dreadnought. On the left he put the two Rhinos while the Purgation Squad, Vindicare and Henchmen on foot bunkered up on the ruin. The Techmarine stopped at the back of the board but bolstered the ruin where the objective is.

I deployed my Guard as back as far as I can, Grey Knights have a short range and I am going to use that to my advantge - I have longer range fire power and the Grey Knights will need to move up to shoot at me, which they will move into my plasma and melta range. I deploy the Manticores at the back on a hill, along with a plasma Chimera which is by my objective. Out in front I put the remaining Chimeras and a Hellhound using a ruin to block LOS. The Vendettas deploy together towards the left board edge.

Matt then places his servo skulls, he puts one top left corner, one mid field and another top right in his deployment zone.









* Tactical Notes

I've got the range over Matt and he's also deployed further back from me too, the only stuff he will have range on early on is the Techmarine and Dreadnought, maybe Vindicare too. I will try and seize the initiative to get some first turn shooting in seems my Guard are a shooting army, but going second is fine.

My targets will be the Crusader as I can make those Terminators foot slog and also stop a multi melta. The Dreadnought for that autocannon and both Rhinos to stop the squads getting close and disabling that Razorback. I will also scout my Vendettas by the servo skulls, though risky doing it to the one mid board, and chase them off.


Turn 1

I scout both Vendettas, turbo boosting them, one up the left side of the board and chase away the servo skull while the lands mid field and chases off the other skull.

I attempt to seize the initiative but fail.

First turn Matt moves all vehicles up 6" along with the Dreadnought. The Henchmen on foot move out from behind the ruin ready to unleash plasma next turn.

Shooting lascannon from the Razorback blasts and wrecks the Vendetta mid field after scoring immobilised, turbo boosting skimmers don't like immobilised results! Hunter killer and Vindicare fire at the other Vendetta, H.K does nothing and cover save stops the Vindicares shot causing any damage. Dreadnought manages to score weapon destroyed on the Hellhound which the conversion beamer wrecks a CCS Chimera, they pass cover saves. A plasma Chimera gets wrecked by something, I cannot remember what though.

My turn I hold position so Matt has to come closer to get his guns into range.

Shooting I pop smoke on the Hound only as everything else has cover one way or another. I roll for Manticore shots, two of them get three shots and I cannot remember the other, maybe two. One fires at the Land Raider Crusader and it's wrecked - though to my shock no Terminators are inside it, they're in reserve, surprise surprise Cilla! Other Manticores blast the Inquisitors Rhino and best they score is crew stunned twice. Vendetta opens up on the Purifier Razorback and scores immobilised and weapon destroyed, taking the lascannon.



* Tactical Notes

Hmmm not a bad first turn, could have been better. I was worried about that Vendetta placing it mid field just to scare off a servo skull. It cost me in the end and the Vendetta is some nice anti tank and Terminator slaying power. I've also lost the Hounds main weapon, which would have been handy against Henchmen in cover and lost two Chimeras - those aren't a problem as I'll move them onto my objective and move the Chimera out.

I did manage to make that Razorback particularly useless, which is cool, and stopped the Land Raider, though I should have paid attention as no Terminators was inside...looks like it's going to get interesting in the next few turns..

My plan next turn is to focus fire power again on Coteaz Rhino and hoping to stop those meltas the other side of the board. I'll drop some fire power on the Dreadnought and hopefully take it out, all while the Hound will move up to sneak to the objective slowly
.

Turn 2

Matt calls for reserves and only Dragio responds, he riskly deep strikes him by my mass of Chimeras and Draigo lands on target near the two wrecked Chimeras.

Coteaz's stunned Rhino pass fortitude test and rolls up as Purifiers bail out of theirs. Dreadnought also moves up as the rest remains in position.

Draigo casts his psychic power flamer attack hitting the CCS, but only one Guardsmen snuffs it. Dreadnought fires at the Hound again but does nothing. Vindicare snipes the Vendetta, he takes off the pilots head and the jet crashes and explodes. Techmarine unleashes conversion beamer at the Manticore closest to my table edge and stuns it.

My turn I move the Hound out moving 18" using a large ruined wall to block LOS. I move the plasma Veteran squad into the wreck of their Chimera, two die thanks to failed dangerous terrain. The CCS move around their Chimera to confront Dragio. Other Chimeras shift about using the ruin for cover and to target Dragio.

Shooting order FRFSRF at the plasma Veterans supporting the CCS but they fail, they must be deaf as only 3" away. Both units blast Draigo and he returns to the warp. I fire multi lasers at the Dreadnought and manage to score weapon destroyed taking the autocannon. I drop more Manticore templates on Coteaz's Rhino but just score crew stunned again, damn it why won't that Rhino just die?





* Tactical Notes

A impressive turn for me this one. I've disabled the Dreadnought, so I am happy with that. I'm dealt with Draigo before he could rip my men a new one, wasn't a good idea of Matt's to deep strike him that close to all that plasma and melta I have. Shame Coteaz Rhino won't go down, it will soon enough! I'm a bit gutted I lost another Vendetta, that damn Vindicare!

Plan next turn is to start moving out. I will fire at the Dreadnought because I don't want it assaulting my Hellhound, which I will be also moving up. I'll dish out some more fire power to Coteaz Rhino in hope to stop it before the meltas reach my lines. At least majority of the anti tank has disappeared so I can move up without worry.


Turn 3

Matt rolls for reserves and nothing appears.

Movement Matt moves Coteaz Rhino 12" towards me while the Dreadnought advances as the Henchmen move from by the ruin.

Shooting the Dreadnought runs so it's by the ruined wall, the Henchmen run behind a barricade and Coteaz Rhino pops smoke. Techmarine blasts the shaken Manticore with conversion beamer but it does nothing. Vindicare fires at a Chimera but it passes cover save thanks to Coteaz Rhino giving cover, Coteaz Rhino also pops smoke. Purifiers run down the board towards the Henchmen position as Purgation Squad run down into the base of the objective ruin.

My turn I move the Hellhound along my board edge while four Chimeras advance, two together with one behind and one the other side of the ruin to intercept Coteaz Rhino. Everything else holds position.

Shooting the two Rhinos in front pop smoke as they're not going to shoot at anything. Meltas in the Chimera blast Coteaz Rhino but it passes save with smoke. Multi lasers fire at Coteaz Rhino but either miss or the tank passes smoke saves. Manticore bombs the Dreadnought and it explodes leaving the Hellhound free from assault next turn. Another Manticore bombs the Henchmen via indirect fire, only two left who pass morale. The other Manticore blasts Coteaz Rhino but every single shot misses!



* Tactical Notes

A pleasing turn this one. The Dreadnought has been taken care off which was my main worry as I didn't want it to assault the Hellhound. Luckily the Dreadnought was destroyed leaving the Hound free to do what it wants. The smoke on Coteaz Rhino made a lot of saves that turn, it will probably come close into range so I am hoping my Chimera holds out.

Next turn I'll move up the Hellhound using the Land Raider wreckage for cover while the Chimeras advance as the other one tackles Coteaz Rhino.


Turn 4

Matt calls for reserves and both Paladin units arrive, both deep strike by my mech force, the larger unit scatters, but only 7".

Coteaz Rhino moves up 12" and Coteaz bails out splitting from his unit while the Henchmen prime the meltas. Henchmen on foot move back to claim the objective while the Purgation Squad come out of terrain. Purifiers move up using the bunker centre of the board to block LOS from the main bulk of my force.

Shooting meltas fire at the Chimera but best they can do is immobilise it after a single melta hits. Paladins blast psycannon at a Manticore and score weapon destroyed, the larger unit blasts the Veterans in the Chimera wreckage using their psychic power and storm bolters, the entire unit is wasted.

My turn I move up the CCS in their Chimera towards the Purifiers and bail them out ready to unleash rapid fire plasma. I move a melta Chimera up to blast Coteaz and his Henchmen while the plasma units remain to deal with the Paladins. I spin a melta Chimera around on the spot by the terrain piece my side ready to I.D some Paladins. The Hellhound moves up using the Land Raider for cover, next turn it should contest the objective.

Shooting I blast the smaller unit of Paladins with plasma from the squad on the objective, they die. I blast the larger unit with the CCS on foot and meltas from a Chimera and the Paladins are wiped out. I fire the immobilised Chimera heavy flamer at the Henchmen burning several, the meltas from that unit blast the Rhino and it explodes killing a few more Henchmen and Coteaz takes a wound too. Purifiers get shot up by plasma leaving three left.



* Tactical Notes

A good turn for me this one. I've managed to cause some damage to the Purifiers, though sacrificed a CCS, though that's not a problem. I've caused massive damage on the Henchmen and Coteaz has taken a wound also. Both Paladin units have been destroyed too. The Rhino was my main priority this turn as it's the only thing which could have contested my objective besides the Paladins, and all three of those units are dead.

My plan next turn is to move the Hellhound up and contest the Grey Knight objective while finishing off Coteaz and the Purifiers, Manticore will drop rounds on the Purgation Squad.


Turn 5

Matts movement turn he moves the Henchmen away from his objective and the Purgation Squad. He moves the Purifiers towards my CCS ready to assault.

Shooting Henchmen fire multi meltas at the Chimera but both miss if I remember right. Purifiers and Coteaz and a conversion beamer all fire at the CCS, Commander lives with a single wound and passes morale.

In assault Purifiers charge and kill the Commander.

My turn I move the Hellhound up and contest the Grey Knight objective. I bail a melta unit out of their Chimera to blast the Purifiers with support from the battered CCS. I move a Chimera up to burn the remaining Henchmen.

Shooting I issue fire on my target to the CCS as they're firing through my own Veterans to hit the Purifiers, I issue FRSRF to the Veterans but it doesn't happen. Purifiers get shot up and only one remains. Coteaz gets I.D'd by melta while the Henchmen get BBQd by the heavy flamer on the Chimera and are dead. Manticores rain down on the Purgation squad, killing a dude, also if I remember right they have auto regrouped at the Manticore hit them in a previous turn causing 25% damage and they fallen back.

Roll for game next turn and it ends, Imperial Guard win holding their own objective and claiming the Grey Knights.







Summary

A good game with Matt and my first time against Grey Knights. It didn't start off well for me with me losing three vehicles and losing the Hellhound turret, I didn't cause a huge amount of damage to Matt first turn either, though he took the loss of his Land Raider seriously. After that it was a case of narrowing down the anti tank, taking out the Dreadnoughts autocannon worked well and I dealt with Coteaz and Co when they arrived, though I was expecting them to bunker up and long range fire multi meltas.

Mistake I made this game is the firing order in my last turn. If I would have fired the meltas in the Chimera at the last Purifier it would have finished him off and then use the meltas in the immobilised Chimera to gun down Coteaz. I guess it doesn't matter as I claimed a victory.

Matt made a few mistakes in this game. He deployed too far back from me so his 24" weaponry had little effect in this game, in fact I don't think the Purgation Squad even fired this game. He deep striked his units in terminator armour way too close, these would have been better in the Land Raider which should have deployed as close as it can and may have been possible for a first turn assault, depending on my placement, maybe second turn. He also forgot to fire his Purgation Squad on the last turn and brought some units too close to me knowing the danger my Veterans posed. I would have for example bunkered the Purifiers down on the objective with Purgation Squad on the ground floor using their psychic power so they do not need LOS.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Willing Inquisitorial Excruciator





Sarasota, FL

Good report mercer. Your experience won this one for you it seems, well played. He came at you a bit at a time and got picked apart. Deep striking everyone seperate and in random places was just him giving away valuable units. He also should have used Draigos Communion to get his reserves before it was too late to matter (not that those small paladin squads would have done much anyway). Just a quick FYI, Paladins cannot take Psycannons/Incinerators unless they are 5 models or more (2 per every 5).

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Longtime Dakkanaut





Silverdale, WA

Another great batrep man. Congrats on the victory too.

 
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

Great batrep!

This message was edited 1 time. Last update was at 2011/08/05 14:49:43


Renegade Guardsmen 
   
Made in us
Hardened Veteran Guardsman






Doesn't FRFSRF only apply to lasguns?

Other than that, Good batrep
   
Made in us
Death-Dealing Ultramarine Devastator




Bay Point CA

Not a very optimal GK list. I liked the report though. Sounds like Plasma is going to make a return since it lights up terminators.

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200 Point Kill Team
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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

You shouldn't have been able to remove the servo skulls with your turboboost. You can't scout move or infiltrate within 12" of them. Another point is that it looks like he took 2 units of servitors as henchmen...I hope he remembered Mindlock (attached Inquisitors make the unit ignore it...the techmarine doesn't)

I also have to chime in and say the list you fought against wasn't optimized. I'm not surprised you steamrolled him.

Looking for games in Shanghai? Send a PM 
   
Made in gb
Decrepit Dakkanaut




He also has to openly declare any Reserves and how they are entering play
   
Made in us
Regular Dakkanaut




Just going to type a few things as I read here. I'm not too familiar with either codex as of yet (read through them both before, but not at great lengths).

To start off, are Vendettas allowed to Turbo Boost? As far as I've seen, all Fast Vehicles can only Flat out (giving it the 4+ save, where as Turbo Boosting-if I'm correct-gives a 3+). Once again, not too familiar with the Vendetta (or even Turbo Boosting so much, but I do use Flat Out to my DE's heart's are content).

Secondly, from what it sounded like, you Flat Out'd and suffered an immobilized on one of your Vendettas. You then wrecked it because of this. Correct me if I'm wrong, please, but I thought the ruling was that you could only wreck a vehicle going Flat Out on the player turn it moved, not the opponent's turn (IE him immobilizing you wouldn't lead to a wrecked if you Flat Out'd, only if some how suffered immobilized on your turn {dangerous terrain, tank shocking, etc...}.

Third. As Nosferatu1001 said above, I'm very sure he has to declare exactly what units are in reserve at the beginning of the game, as well as if they are deep striking and what not. I do believe I've read somewhere that the opponent doesn't have to declare what units, if any, are inside of transports, but I do know that you have to state what's in reserve.

All in all, nice to see someone using a different type of GK list, though as some of the previous posters said, it might not have been legal or used right (not sure myself).
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Regarding the Vendetta, if you are immobilized on your opponents turn after moving flat out you are wrecked. But if you are immobilized on your own player turn after moving flat out the contents are unable to disembark and are destroyed.

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Hurr! Ogryn Bone 'Ead!




nice battle, always good to see the IG kick bubble gum, but i thought Manticore's can only fire one missile per turn up to a maximum of 4

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rChaos wrote:
Make the guy drink the Adeptus Battlegrey and scream DOES THIS TASTE LIKE PLASTIC 
   
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Blackclad Wayfarer





From England. Living in Shanghai

Each Manticore fires D3 shots each time...It's just plain nasty.

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Made in gb
Tower of Power






Cannock

BladeWalker wrote:Good report mercer. Your experience won this one for you it seems, well played. He came at you a bit at a time and got picked apart. Deep striking everyone seperate and in random places was just him giving away valuable units. He also should have used Draigos Communion to get his reserves before it was too late to matter (not that those small paladin squads would have done much anyway). Just a quick FYI, Paladins cannot take Psycannons/Incinerators unless they are 5 models or more (2 per every 5).


Thanks dude.

The deep striking wasn't a good idea, especially sending in small units i.e Draigo right in front of me when I have buckets of melta and plasma. Thanks about the Paladins. What I think the other player has done is taken a unit of 5 and maybe split them into a two units.

Glaive Company CO wrote:Another great batrep man. Congrats on the victory too.


Thanks dude.

Smashotron wrote:Great batrep!


Thanks bud.

Warmastersolon wrote:Doesn't FRFSRF only apply to lasguns?

Other than that, Good batrep


It certainly does, and I have six lasguns in each Veteran unit I'd rather fire 18 shots at 12" than 12 shots .

unityvybe wrote:Not a very optimal GK list. I liked the report though. Sounds like Plasma is going to make a return since it lights up terminators.


No the list wasn't awesome. I personally would have took less Henchmen and use more Grey Knights. Plasma is awesome for slaying Terminators and monstrous creatures.

Lukus83 wrote:You shouldn't have been able to remove the servo skulls with your turboboost. You can't scout move or infiltrate within 12" of them. Another point is that it looks like he took 2 units of servitors as henchmen...I hope he remembered Mindlock (attached Inquisitors make the unit ignore it...the techmarine doesn't)

I also have to chime in and say the list you fought against wasn't optimized. I'm not surprised you steamrolled him.


Thanks for the info dude. The Grey Knight player just took them off when I was close. No he didn't use mindlock at all, though he only fired them once as they kept moving and they had multi meltas. And yes I know about the list

nosferatu1001 wrote:He also has to openly declare any Reserves and how they are entering play


No reserves was mentioned to me. I was kind of disappointed when I popped the Land Raider Crusader and I mentioned about the Terminators and he said they was in reserve. At the start of the game he told me what was in the other two transports, but didn't mention the Crusader and didn't mention the Terminators was in reserve.

Saptilladerky wrote:Just going to type a few things as I read here. I'm not too familiar with either codex as of yet (read through them both before, but not at great lengths).

To start off, are Vendettas allowed to Turbo Boost? As far as I've seen, all Fast Vehicles can only Flat out (giving it the 4+ save, where as Turbo Boosting-if I'm correct-gives a 3+). Once again, not too familiar with the Vendetta (or even Turbo Boosting so much, but I do use Flat Out to my DE's heart's are content).

Secondly, from what it sounded like, you Flat Out'd and suffered an immobilized on one of your Vendettas. You then wrecked it because of this. Correct me if I'm wrong, please, but I thought the ruling was that you could only wreck a vehicle going Flat Out on the player turn it moved, not the opponent's turn (IE him immobilizing you wouldn't lead to a wrecked if you Flat Out'd, only if some how suffered immobilized on your turn {dangerous terrain, tank shocking, etc...}.

Third. As Nosferatu1001 said above, I'm very sure he has to declare exactly what units are in reserve at the beginning of the game, as well as if they are deep striking and what not. I do believe I've read somewhere that the opponent doesn't have to declare what units, if any, are inside of transports, but I do know that you have to state what's in reserve.

All in all, nice to see someone using a different type of GK list, though as some of the previous posters said, it might not have been legal or used right (not sure myself).


1. Check the rules on fast skimmers

2. Check the rules on fast skimmers

3. Nope he didn't. I asked him what was in his transports and he told me about the Rhino and Razor, he didn't say anything was in the Crusader, but then again he didn't say any units was deep striking.

4. Yup I totally agree.

Lukus83 wrote:Regarding the Vendetta, if you are immobilized on your opponents turn after moving flat out you are wrecked. But if you are immobilized on your own player turn after moving flat out the contents are unable to disembark and are destroyed.


Aye that man.

Fairfeldia wrote:nice battle, always good to see the IG kick bubble gum, but i thought Manticore's can only fire one missile per turn up to a maximum of 4


D3 shtos per turn dude and maximum of 4

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Regular Dakkanaut




'A Skimmer moving that is also fast and is moving flat out can move up to 24" ' P. 71, last paragraph under the heading Moving Skimmers
   
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Neophyte Undergoing Surgeries




I believe in the GK dex the wording on paladins is for every 5 you can take 2 psycannons. If the squad is under 5 you are not allowed to take any. Haven't built a list in AB in a few days but I am also pretty sure if you do not meet this req it gives you an error on the unit.
   
Made in gb
Decrepit Dakkanaut




Its mercer using the term "turbo" when he means "flat out"

Its a common terminology mixup
   
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Tower of Power






Cannock

Yes you're correct Nos. I just like to test people and make sure they're on their toes

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Made in us
Fixture of Dakka





San Jose, CA

BTW, let your opponent know that he can only take 3 special weapons per henchmen warrior unit (3 meltas or 3 plasmas). Good battle. You have a nasty IG army.


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Cannock

Thanks for the info.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Furious Fire Dragon




Great bat rep. Also about the grey knights list the two squads of paladins each had a psycannon, but you're only allowed to give special gun to paladins with at least 5 in a squad, so i believe that was illegal.

This message was edited 2 times. Last update was at 2011/08/09 17:47:33


 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Hey Mercer

Nice report, I was looking forward to seeing how your boys would do against GK. Didn't disapoint.

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Tower of Power






Cannock

rivers64 wrote:Great bat rep. Also about the grey knights list the two squads of paladins each had a psycannon, but you're only allowed to give special gun to paladins with at least 5 in a squad, so i believe that was illegal.


Thanks dude. Yeah I know, a fair few people have mentioned, but thanks for saying.

SpankHammer III wrote:Hey Mercer

Nice report, I was looking forward to seeing how your boys would do against GK. Didn't disapoint.


Thanks mate. I'd like to go against G.K again and see how the game would pan out against a different type of G.K list.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Battlewagon Driver with Charged Engine




Ye Olde North State

Good report, your opponant didn't seem to look over his rules too carefully though...

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Well if you do, post it. I'll be keeping an eye out as I've still not faced them yet.

PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

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Battlewagon Driver with Charged Engine




Ye Olde North State

Well, as people have already posted, you cannot take psycannons in paladin units smaller than 5. It's 2 psycannons per 5 paladins. Also, he didn't roll for mindlock on his servitors. Each turn, servitors must roll a d6 and if they don't get a 4+, they cannot do anything that turn. If an Inquisitor is in the unit, then it negates mindlock. And, with Warrior Acolytes, a maximum of 3 can take special weapons, not 4, like he was playing it. And servo-skulls prevent anything from moving within 12" of them on scout moves. He should have also told mercer what was in what transports, and what wwas in reserve.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in gb
Tower of Power






Cannock

loota boy wrote:Good report, your opponant didn't seem to look over his rules too carefully though...


Appears that way, especially when he bulit the list while I was there. Ah well, never mind.

SpankHammer III wrote:Well if you do, post it. I'll be keeping an eye out as I've still not faced them yet.


Will do buddy

loota boy wrote:Well, as people have already posted, you cannot take psycannons in paladin units smaller than 5. It's 2 psycannons per 5 paladins. Also, he didn't roll for mindlock on his servitors. Each turn, servitors must roll a d6 and if they don't get a 4+, they cannot do anything that turn. If an Inquisitor is in the unit, then it negates mindlock. And, with Warrior Acolytes, a maximum of 3 can take special weapons, not 4, like he was playing it. And servo-skulls prevent anything from moving within 12" of them on scout moves. He should have also told mercer what was in what transports, and what wwas in reserve.


Don't want to sound rude, but you've just posted stuff what everyone else has already said. No point repeating what was said nearly a week ago. He only told me what was in the Razorback and Rhino. He didn't mention about the Crusader at all, so he didn't say if it was empty, and made a big deal out of it dying, when I am not sure why if it's empty. He didn't mention anything was in reserve until I said to get the Terminators out. I suspect they probably was in the Land Raider as on the table edge they was bunched together like a entire unit.

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