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Made in gb
Tower of Power






Cannock

Played Chris at Powerfist Gaming last night. We're playing a mission from the Battle Missions book. I've never played a mission from that book before. I've not heard great things about the Battle Missions, though I'll reserve judgement for the time being.

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

Salamanders - 2,000 points

HQ

Vulkan He'Staan

Elite

5 x Terminators - heavy flamer & 2 x chain fists
5 x Assault Terminators - 5 x thunder hammers & storm shields
5 x Assault Terminators w/ Land Raider Redeemer - 5 x thunder hammers & storm shields - Land Raider w/ extra armour & multi melta
5 x Sternguard w/ Rhino - meltagun, combi melta & 2 x combi flamers

Troops

10 x Tactical Marines w/ Rhino - meltagun & multi melta - sgt w/ combi melta
5 x Scouts - sniper rilfes & camo cloaks

Fast Attack

10 x Assault Marines - 2 x flamers - sgt w/ thunder hammer
5 x Vanguard Veterans - sgt w/ thunder hammer

*Note

Before people start screaming about the Salamanders is a illegal list, the mission we are playing is Clash of Heroes. In this mission the FoC is different which allows you to take 4 elite choices. The heavy support and fast attack are only a single choice, however as my G.K list is all I own, me and Chris agreed I could take the extra heavy Dreadnought and he take a extra fast attack unit.

Some more info on the battle mission. Deployment is spearhead though 9" radius from the table edge. Mission is your hero must kill the other hero, first player to do that wins. Also any models killed by the hero is counted for too using victory points. Whoever wins the roll off goes first, though roll a dice and on a 1 I go first instead. Also no reserves are allowed.

Pre-Game Analysis

Ok, this mission is a bit funky and odd. Deployment is closer, though I'll be hanging back to give myself more breathing room. My problem is that Vulkan is far more killy than Crowe, Vulkan is pretty badass to be honest. Another issue I have is the roll off at the start of the game, I really want to go second and if I do, I don't want a 1 to show up making me go first.

Right on Chris' list. The Land Raider is going to be a issue, I hope my psycannons get decent rending rolls and I can at least immobilise it. I'll start picking off Terminator units before they reach my lines with mass psycannons and use autocannons to deal with the two Rhinos. After that I'll torrent Vulkan's unit and hopefully deplete the unit and put some wounds on Vulkan, this should allow Crowe to mooch up and finish Vulkan off, that's my plan anyway.

Deployment

Chris wins the roll off and deploys first top right corner. Land Raider is at the front (Vulkan inside) and Rhinos behind getting cover along with the jump units (Assault Marines have split into combat squads), all Terminators on foot are more over towards Chris' table edge.

I deploy my Rhinos pretty far back and use a terrain piece to possible stop units assaulting my tank lines. Venerables take a left and right flank with normal Dreadnoughts in the middle, all Dreadnoughts except the left Venerable are on a hill and can see over my Rhinos better. I put Crowe behind a small wall almost right in the corner of the board.

Chris infiltrates his Scouts and puts them on top of the centre tower.









* Tactical Notes

Ok, I've deployed back but hopefully not too far back so my psycannons will be out of range. The Land Raider is going to be pretty tough to stop as I am hoping for good rending rolls, if I can stop it, then it will block those Rhinos. The Terminators on foot shouldn't be a problem as it will take them several turns to reach combat, I also think the Rhinos will take some time to get into range so the squads inside won't cause too much damage. The multi melta on foot isn't a worry short term either, probably will take it 2-3 turns to get into range.


Turn 1

Chris rolls the dice and he keeps first turn, which is good as I'd be pretty annoyed if I got first turn.

Chris moves out his vehicles using a train formation. He then moves and runs all infantry units, though most units get a 1-2 to run while a one unit gets a 5 - that should keep units away from me for a bit.

Shooting; Scouts fire at a Dreadnought and do nothing. I think that's it.

Grey Knights first turn; I hold position and nothing moves. Gauging distance, two Rhinos might be in range of the Land Raider, others will be out so I pop smoke on four Rhinos going from right to left.

Shooting; I fire psycannons and autocannons at the Land Raider and I manage to stun it, which is reduced to shaken thanks to extra armour. That's it!





* Tactical Notes

Well that first turn could have been more eventful. Majority of my psycannons would have been out of range and the only damage I've managed to do is stun (twice) a Land Raider, the psycannon did manage to penetrate though, shame I didn't immobilise it. On a good note all infantry hasn't closed much of a gap.

Next turn I am expecting the Land Raider to disgorge the unit inside and hammer the crap out of my Rhinos. If they do I'll multi assault them. If not I'll psycannon the Land Raider and start picking on a incoming Terminator unit.


Turn 2

Chris moves his Land Raider just over 6" with the two Rhinos following behind. Terminators, Assault Terminators, jump infantry and multi melta unit move up and run, though still a distance away.

Shooting; Land Raider fires multi melta and explodes the closest Rhino on the left of the Rhino line, a psycannon dies to shrapnel in the face. Scouts fire at the Dreadnought again, get a few rending hits, though do nothing.

Grey Knights remain static.

Shooting; I fire a few psycannon shots into the Land Raider and do nothing. Venerable Dreadnought on the left blasts the oncoming Assault Squad with the sgt and only a flamer remains - unit passes morale. Remaining fire power I pour into the Terminators and leave just the heavy flamer standing - passes morale.





* Tactical Notes

I'm starting to cause some damage now. Depleted two units by a decent amount, though unfortunately didn't stop the Land Raider and now next turn it's going to roll up and burn those Purifiers.

I think next turn is crunch time as a lot of things are going to be on my doorstep. If I can take what's coming to me and then get out and deal damage I'll be happy. I am hoping Vulkan is going to come out to play.


Turn 3

Land Raider rolls up 6" so it's in my face, the two Rhinos move around and the Sternguard bail out. Assault Terminators on foot move and run while Vanguard and the Assault Squads move up, one Assault Squad could possibly assault my Rhino on the far right.

Shooting; Land Raider burns Purifiers with it's super flamer leaving just the halberd alive, I think it causes minor damage to Rhinos. Sternguard fire meltagun and combi melta and wreck a Rhino - Purifiers bail out behind as no room at the side. Scouts fire at the same Dreadnought again and do nothing.

Assault; Vanguard charge and kill the single halberd Purifier, they consolidate along my board edge. Assault Marines charge the Rhino and use brute strength instead of krak grenades, only two attack and do nothing.

I bail out a unit of Purifiers to tackle the Vanguard while their Rhino moves into the crater of the exploded Rhino, this will allow for another Rhino to move up, squad disembark and block some LOS to my troops. Another Purifier unit bails and moves up to assault the Sternguard while Purifiers bail out their Rhino which the Assault Squad tried to take out, their tank moves 12" and blocks the Sternguard and Hammernators approach.

Shooting; psycannons, storm bolters and autocannons are fired into Sternguard, Vanguard, multi melta squad and Assault Squad - all these units take morale and pass them all.

Assault; Purifiers charge and kill the remaining Vanguard, Purifiers multi charge the Land Raider and Sternguard, I didn't position the Justicar right so he didn't attack the Land Raider, though the Land Raider is immobilised and the Sternguard have two dudes left who fail combat and fall back. Assault Squad gets battered by Purifiers.





* Tactical Notes

I think I had a pretty decent turn there and the board is looking slightly less green with infantry. I've managed to take out a Assault Squad, Vanguard, deplete Sternguard and immobilise the Land Raider. I don't think I've taken too many losses either. I am expecting trouble next turn as Vulkan and his posse are bound to bail out and assault the Purifiers right in front of them.

Next turn, if Vulkan does bail out I will fire at his unit with everything I've got and hopefully take out the unit and put one or two wounds on Vulkan. Any spare shots will go into finishing off depleted units.


Turn 4

Vulkan and Assault Terminators bail out the Land Raider and move round to the Purifiers with the single flamer Assault Marine. Sternguard regroup and move into a ruin. Hammernators move and run into the same terrain as the Sternguard while the melta combat squad bails out their tank to cause some damage.

Shooting; flamer burns some Purifiers while the Land Raider supports, it also burns the Purifiers which just battered the Sternguard, though that unit is wiped out by the solo Terminator's heavy flamer, multi melta scores weapon destroyed on the Venerable while assault cannon causes minor damage to a Rhino. Multi melta from the combat squad wrecks the closest Rhino to them. Meltas blast the lone Rhino I am using to block and it is immobilised and weapon destroyed while Sternguard wreck the last Rhino to hold any troops. Scouts fire at the same Dreadnought and do nothing again.

Assault; Vulkan and his buddies charge the Purifiers, though Vulkan cleans house while the halberd totally fails.

Grey Knights fourth turn; I move all units towards Vulkan's unit.

Shooting; I blast Vulkan's units to bits and all Terminators die and Vulkan is left with two wounds.





* Tactical Notes

Things are starting to shape up now. A unit of Terminators are gone and Vulkan has taken a wound. The other Hammernators are still out the fight, though next turn I expect they will be assaulting if they make good terrain rolls. On the bad side, Chris is taking out my tanks and infantry slowly but surely, tanks are dropping fast. I've also lost a autocannon arm on a Venerable too.

Next turn I am hoping that Chris gets brave and brings Vulkan towards my Purifiers. If that happens then Crowe can move out and get him next turn. I just hope that the Purifiers can cause enough wounds.


Turn 5

Chris moves Vulkan and the single flamer Assault Marine towards my Purifiers while the Hammernators move out of terrain to assault another unit. I think that's all his movement.

Shooting; Vulkan and the flamer fire at the Purifiers and kill a psycannon Purifier. Land Raider fires multi melta and assault cannon and takes out another Rhino. Meltas fire and slag the Rhino I am using to block.

Assault; Vulkan and the Assault Marine charge, Vulkan rolls rubbish and only two Purifiers go down, Vulkan doesn't take any wounds. Hammernators charge and batter my Purifiers.

Crowe moves out and gets ready to jump in the fight. Remaining infantry units and close by Dreadnoughts turn and prepare to assault the Hammernators.

Shooting; all units blast the Hammernators and only one survives who passes morale. One Dreadnought which got immobilised by the assault cannon by Chris just, fires into the multi melta squad - unit fails morale and falls back.

Assault; Crowe charges into Vulkan and rolls a 6 for D3 attacks, manages to wound with twice, though Vulkan makes all the saves. Vulkan scores 3 wounds on Crowe, I fail all of them. Chris reminds me about heroic sacrifice, which I cast and then roll a 5+ to take Vulkan down with me.

The game ends with Chris scoring the win as Vulkan has taken out practically a full Purifier unit.

Summary

It was something different playing a new mission, though I don't want to sound like a sore loser (though I probably will), the mission was a bit weird and unbalanced. Vulkan is pretty badass and when you have a badass HQ like Vulkan or say Mephiston or even cool powers like jaws of the world wolf or mindwar, then you have better chances of winning the mission. I think perhaps if you killed the HQ you should get a set number of kill points instead or kill points equal to the characters wounds. Also a pity the hero can only be killed by the other hero or else Vulkan would have been I.D'd to a autocannon. Ah well, can't win them all.

I think I played the game pretty well. The mistake I know I made was not putting the Justicar by the Land Raider so he can hit with the master crafted hammer, that's what it is for! I just didn't give it any thought. I also forgot about heroic sacrifice even though I didn't cast hammerhand, good job Chris reminded me!

One thing I've never done too much before is blocking. I used the Rhino to force the Hammernators to move through terrain which kept them out of assault for another turn. It also forced Chris to use his meltaguns on it which is brilliant instead of my Rhinos which actually hold infantry.

Chris played pretty well. He kept Vulkan under wraps for as long as he can and without the fear of force weapons just ploughed him into units. While Chris' tactics were spot on, I think walking Terminators across the board is a bad idea, especially when they take until turn 4 to reach combat. I would have added more Sternguard instead (Chris didn't have a second Land Raider)

I'd be interested in a game using my Purifiers against Chris' normal Salamander Drop Pod list, that should be fun

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

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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Haemonculi Flesh Apprentice






He could have just combat squaded the terminator assault squad and it would be a legal list in regular rules.

He's very nice to remind you of heroic sacrifice btw. I don't think I would have.

Great looking Sali army! Thanks for sharing!

   
Made in us
Frightening Flamer of Tzeentch





Nice to see some LOS blocking terrain on the table. Funky special missions can be a real blast to play. I wouldn't have reminded you about HS either.

Do not fear 
   
Made in gb
Tower of Power






Cannock

Red Corsair wrote:He could have just combat squaded the terminator assault squad and it would be a legal list in regular rules.

He's very nice to remind you of heroic sacrifice btw. I don't think I would have.

Great looking Sali army! Thanks for sharing!


I'll mention that to him anyway, while in this game it is a moot point, though in normal games he uses two Terminator Assault Squads. If he had these as a single unit he could combat squad when they arrive via derp strike (he uses a heavy Pod list normally) and this way he'd get both his Terminators in on a single turn providing target saturation. Nice idea, Batman.

You probably wouldn't remind me of heroic sacrifice as you're a meany

-666- wrote:Nice to see some LOS blocking terrain on the table. Funky special missions can be a real blast to play. I wouldn't have reminded you about HS either.


When I rocked up the table there wasn't that much terrain on there, I immediately thought of you and found that tower thingy and plonked down some more ruins.

And you're a meany too

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

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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Lol @ them scouts, just kept plinking away at the dreds, doing nothing, nothing and nothing again.
Should have shot at open purifiers

Anyways, nice paintjob, nice rep!

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Tower of Power






Cannock

I was wondering why he kept shooting at the Dreadnought all the time, I just let him get on with it

Thanks about the report

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

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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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