Powefist Gaming Thursday night, played against PJ. I've played against PJ several times before and we always have a lot of banter so this will be a enjoyable game anyway. What's more interesting is PJ is the fella I swapped my Guard army with for his G.K. So we are both using each other's old armies against each other,
lol, though both have changed since the other has now owned the army. I'll give PJ some help with his Guard, though he's had just as many games with them as I have had with my Purifiers

. Looking forward to this!
Grey Knights 'Purifer Order' - 2,000 points
HQ
Castellan Crowe
Elite
Venerable Dreadnought - 2 x twin-linked autocannon, psybolt ammo & searchlight
Venerable Dreadnought - 2 x twin-linked autocannon, psybolt ammo & searchlight
Troops
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
Heavy Support
Dreadnought - 2 x twin-linked autocannon, psybolt & searchlight
Dreadnought - 2 x twin-linked autocannon, psybolt & searchlight
Imperial Guard 'Steel Lions' - 2,000 points
HQ
Company Command Squad w/ Chimera - 4 x meltaguns - Chimera w/ heavy flamer
Company Command Squad w/ Chimera - 4 x meltaguns - Chimera w/ heavy flamer
Troops
Veterans w/ Chimera - 3 x meltaguns - Chimera w/ heavy flamer
Veterans w/ Chimera - 3 x plasma guns - Chimera w/ heavy flamer
Veterans w/ Chimera - 3 x plasma guns - Chimera w/ heavy flamer
Veterans w/ Chimera - 3 x plasma guns - Chimera w/ heavy flamer
Veterans w/ Chimera - 3 x plasma guns - Chimera w/ heavy flamer
Fast Attack
Vendetta
Vendetta
Vendetta
Heavy Support
Manticore - heavy flamer
Manticore - heavy flamer
Manticore - heavy flamer
Pre-game Analysis
Right, I am pretty much bricking it about this game as I know how dangerous mech Guard is and old my list, though PJ has done some tweaks it's now even more dangerous. The Guard list is packed with meltas, lascannons and S10 blasts to bust my vehicles to pieces and plenty of plasma guns to slag my infantry. To add to it there's a crap load of av12, which is going to be hard for my S8 and S7 shootyness.
I think that if I can stop Vendettas and Manticores shooting my tanks should be safe, which means my infantry should be safe even longer. If I can then slow down the melta units I think I'll be ok. That's my plan anyway.
Game: Capture & Control + Spearhead
Deployment
I won the roll off and decided to deploy bottom right corner. The terrain on the board is virtually mirror, though the corner I've given PJ has slightly less room for this tanks as the ruin is slightly bigger. This means he will have to deploy in the ruin and get cover but risk dangerous terrain or deploy on the hill. Now, knowing PJ and any Guard player they will put their Manticores on the hill. I hope my autocannons are in range
So, I deploy bottom right corner and spread my tanks and Dreadnoughts out around the 12" radius. I use a bastion to get some
LOS blocked to a few tanks, though the centre ruin should give me cover nicely. Cowardly Crowe is at the back behind a wall, he will stay there all game.
PJ deploys putting his Manticores on the hill, though one is behind a wall and has cover. He clumps his tanks together and keeps his 'Dettas close.
Both our objectives are in the far corner of where we deployed, surprise surprise..
* Tactical Notes
Ok, I think if I roll out first turn and pop smoke on everything it should give me some cover. I hope PJ will then come closer and do the same trick, the following turn I can unleash psycannon hell from my static Rhino-bunkers. The Dreadnoughts will be the only firing units in my first turn, so those Vendettas are going to have it.
Game plan is to blast the Vendettas as those lascannons will chew up my Rhinos and Dreadnoughts pretty easily. Manticores will be next, though I've spread out so I am hoping PJ gets some bad scatters and I am taking half strength hits. After I'll be going for melta units, I am hoping in that time I have blasted everything else the melta units haven't come too close. Lets rock!
Turn 1
PJ scout moves the Vendettas to get a cover save and shockingly moves them all closer to me. Two move down his board edge and look to be within 24" range while the other moves down the left flank, which I hope the Rhinos by the bastion can clock it.
My first turn, I hold position on pretty much everything so I can blast some Vendettas back to the stone age, only two Rhinos move and those are the ones from behind the bastion.
Shooting; one squad attempts to blast a 'Detta though it out of range. Psycannons blast out and though Pj does reasonably well on cover saves, one Vendetta on his table edge goes boom and the other is weapon destroyed. The other Vendetta I get lucky with the psycannons from the two Rhinos and it's immobilised, which turns into a wreck as it went flat out. Autocannons blast at the Manticores, I explode the one towards PJ's table edge while I stun the other new the left flank. All in all a happy turn.
PJ realises his mistake handing those Vendettas to me on a silver plate and moves the last one 6" away, though I fear it's too late for the surviving gunship. His melta Chimeras come forward using the ruin for cover, though all three tanks pop smoke just in case. Plasma Chimeras lag behind and don't really get out of the deployment zone.
Shooting; single Manticore fires and lays the smack down on two Rhinos, though only scores shaken and stunned. One Dreadnought is immobilised by the remaining Vendetta and shaken. Multi lasers blast at my Rhinos and do zip.
* Tactical Notes
Well that was a explosive first turn. Two Vendettas and Manticore have gone boom and another is wrecked, that's three big threats down in a single turn, I couldn't be happier. I've also managed to surpress a Manticore too so that's brought me some time. Unfortunately for PJ his rolls to damage my tanks wasn't as good as his cover saves. He's only managed to shake and stun two Rhinos and we know what's going to happen to those results
and immobilise a Dreadnought which has perfect LOS on several units next turn.
Plan is to blast the immobilise Dreadnought at the remaining Vendetta and take it out. Other Dreadnoughts will blast the Manticores while psycannons open up on the melta Chimeras. If the Chimeras are opened up I'll psycannon the troops inside. That should deal with the first wave of Chimeras, which PJ really should have rocked all Chimeras up together, and with luck deal with the serious anti tank hardware PJ is packing.
Turn 2
I remain static and moving nothing, I want to use my mass fire power to tackle the Chimeras and I'll then move up next turn.
Shooting; autocannons blast and the Manticore in cover by the objective is taken down to china town and the last Vendetta is nuked. Psycannons blast the
CCS Chimera closest towards my table edge, after smoke saves I make it go boom and one guy inside dies and the squad is pinned. I blast more psycannon shots into the centre Chimera, PJ does very well with covers and it takes 28 psycannon shots to make it go boom - two dudes die from shrapnel. Remaining psycannons blast the
CCS Chimera closest to PJ's table edge and it's immobilised - that will do me enough.
Guard second turn; PJ moves the Veteran meltas out the crater of their tank into part into centre cover, it appears they will be out of melta range so I suggest he issue the go to ground order so they can get better cover and issue get back in the fight turn after. Plasma Chimeras come rolling forward and all pop smoke while the last Manticore rolls down the hill to get some cover.
Shooting; PJ issues the special cover order to the melta unit so they will get 3+ cover next turn. He fires a single multi laser and the immobilised Dreadnought does nothing while the Manticore fires at a Rhino, I get cover and fail and the storm bolter is broken off, oh noes!

I think another multi lasers blasts one of the Rhinos near the bastion and it is shaken and the storm bolter is also ripped off on that one too.
* Tactical Notes
I don't think I've had a too bad turn here. Another Manticore has gone, the last Vendetta went boom and two Chimeras carrying meltas are now craters and a final one has been immobilised. All in all a good turns work for the Purifiers. I think things maybe might turn around next turn if PJ can bring those meltas forward and slag my Rhinos at long range and then plasma the units inside, I guess we will wait and see.
Next turn I'll open fire on the exposed CCS and Veteran melta units, I'll also blast the immobilised Chimera. Remaining shots will go into the plasma Chimeras, though I haven't got a huge amount which will be in range of those.
Turn 3
Once again I remain static, I do have in my mind to drive a Rhino forward, though with all that melta about and if I don't succeed in taking out said melta then my Rhino will be in trouble and I've lost a unit which can get to PJ's objective.
Shooting; immobilised Dreadnought blasts the immobilised Chimera and it goes boom! All melta guys inside die and the Commander takes a wound, though he gets blasted by storm bolters and is dead meat. I attempt to fire at the other
CCS though I am out of range so I fire all psycannons and remaining storm bolters at the melta Veterans in front of me, PJ goes to ground, though I manage to kill all but three who fail morale and fall back 7". I blast autocannons at the Manticore, it does well on cover though this turn it is shaken.
PJ's third turn; he moves a plasma Chimera he had hidden by the bastion near his table edge back towards his objective. I then suggest he go balls to the wall and move all three plasma Chimeras through the ruin or around it, spin them around and bail out the plasmas to bring down the pain. I also suggest he move the remaining
CCS to issue orders. He does all I suggest, though unfortunately the unit which is falling back walks off the board.
Shooting; PJ issues bring it down to one plasma squad, they fire and wreck a Rhino - Purifiers bail out and hide behind though one plasma unit still has
LOS on them. Bring it down is issued to another squad and another Rhino is taken out, it goes boom and I lose a psycannon Purifier. The remaining plasma unit then opens fire and nukes the Purifiers behind the wrecked tank.
* Tactical Notes
Ok, I've taken some damage this turn, though that's ok, I've got plenty more Rhinos and Purifiers. I know I suggested to PJ to do that tactic and now those Guardsmen are dead, though they would be dead next turn anyway and at least PJ has taken something down with him.
Next turn I'll send a Rhino back towards my objective. PJ has one troop unit which is now heading towards his objective and he has popped smoke on the Chimera. If I can stop that I can get a win, though it's going to be tight.
Turn 4
The depleted Purifiers move to engage two Veteran units in combat I move one Rhino through terrain towards my objective and pop smoke and move another forward 12" and pop smoke, hopefully this one can get close enough to the Guard objective if time rumbles on. One of the Venerable Dreadnoughts moves to blast side armour of a Chimera.
Shooting; psycannons blast and wipe out the last
CCS who are caught out in the open. Venerable blasts the side armour of a Chimera and wrecks it. Remaining Dreadnoughts fire at the Chimera heading towards PJ's objective, it gets cover thanks to my own Rhino and PJ makes the saves. I blast the rear of one of the Chimeras the plasma Veterans bailed out of and rip off the multi laser. Psycannons blast into a unit of Veterans, two left and they pass morale.
Assault; Purifiers multi charge the depleted Veterans and a full unit, they cast cleansing flame and kill a total of 5 Veterans before combat starts. After the dust has settled I've lost a Purifier though hammers have smashed the Guardsmen to bits and I wipe them out via sweeping advance.
PJ's turn, I suggest he move the Chimera 12" towards his objective and bail out the Veterans and run them, he does this and gets his objective. He then moves the Manticore to give cover to the Chimera. I also suggest he get the remaining plasma unit back inside thier multi laser-less tank and move it 6" away and rapid fire the Purifiers to death.
Shooting; plasmas blast the Purifiers and wipe them out. Multi laser from the supporting Chimeras blasts the rear of the Venerable Dreadnought and does nothing. Manticore blasts my oncoming Rhino and it's immobilised, there goes my objective possible taking unit.
* Tactical Notes
Ok, looks like I am looking at a draw now as PJ has his objective secured and there's no way I can get it. I haven't got mine yet though I only need to move a Rhino up to get it and job done.
Next turn I'll just fire on the Manticore and Chimera and hopefully score a big enough explosion to catch the Veterans so they take damage and run off. I know it's a long shot, though it's all I've got.
Turn 5
I move the Rhino onto my objective. I blast the crap out of the Chimera and Manticore near PJ's objective and I rip weapons off, immobilise and stun though no boomers. I blast the Chimera with the surviving plasma Veterans inside and do nothing. Psycannons blast the empty Chimera and it goes boom.
PJ's turn; the Chimera moves and the plasma Veterans blast my Venerable Dreadnought and it is shaken.
We roll for next turn and it happens, though PJ has one unit in my face which is going to do down and isn't going to get to my objective and I have no units which can really reach his by turn 7. We agree to call it and day and the game ends in a draw.
Summary
Wow, that was a shower of shrapnel! I am not sure if it's weight of fire power or just good dice rolls, but I didn't expect things to go boom so much and so easily. I am pretty sure that was good dice rolls.
The Purifiers did well. I was expecting them to have a tough battle with mass av12, though I think it was good dice rolls as first turn I took out three vehicles and then each turn after at least two were exploding or been taken out. As expected once the Purifiers were exposed the plasma easily ripped them to pieces, I am glad I kept them in the tank as long as possible.
I am wondering if that single Rhino should have made the break turn 3 instead of turn 4. There would have been a few threats about if dice rolls still would have happened. What if is always a good question.
In this game I think PJ made two critical mistakes. First was his deployment and scouting thos Vendettas. He should have deployed the Vendettas as far away from his Chimeras and then in the scout move put all Vendettas back with the bulk of armour. This would have kept them at range and would have been harder for me to deal with, instead he gave them to me on a silver plate. I also think he perhaps could have used the ruins more for cover as two Manticores I got clear
LOS on. Perhaps if he placed all Chimeras together on one side of a ruin and then the Manticores inside the ruin itself they would have got cover. His other mistake was hanging the plasma tanks back and rolling the three melta tanks forward with only themselves to support each other, this combined with the Vendetta scout move feed the Guard piecemeal to me and I picked off units each turn.
I think if PJ kept his Chimeras and moved them all forward as one formation and then boosted the Vendettas at the back of the board and held the Manticores in a better position then I would have had a much tougher game. I am looking forward to a rematch, hopefully PJ will use this tactics and I doubt things will go the same way as this game.