Got a game in with Shaun last night. Excellent chance to test out my modified Grey Knights list using a second
FoC.
Grey Knights 'Purifier Order' - 2,000 points
HQ
Castellan Crowe
Inquisitor Coteaz
Xenos Inquisitor - conversion beamer
Troops
3 x Servitors - 3 x plasma cannons
3 x Servitors - 3 x plasma cannons
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
Heavy Support
Dreadnought - 2 x autocannons, psybolt ammo & search light
Dreadnought - 2 x autocannons, psybolt ammo & search light
Dreadnought - 2 x autocannons, psybolt ammo & search light
Space Wolves - 2,000 points
HQ
Rune Priest - chooser of the slain, living lightning & jaws of the world wolf
Rune Priest - chooser of the slain, living lightning & murderous hurricane
Troops
10 x Grey Hunters w/ Rhino - 2 x flamers, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x flamers, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x meltaguns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x meltaguns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns, wolf standard & mark of the wulfren
Fast Attack
Land Speeder - 2 x multi meltas
Land Speeder - 2 x multi meltas
Land Speeder - 2 x multi meltas
Heavy Support
5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers
* Note - Land Speeders are proxied with D.E Venoms and one Rhino is proxied using a B.A Razorback.
Game: Hammer and Anvil + Crusader - night fighting is ineffect
Warlord Traits - we both got princeps of deceit (Crowe is my warlord)
Deployment
Objectives had been placed with one bottom right flank, one centre right flank, one bottom left flank and one top right flank.
Shaun won the roll off for deployment and deployed first, he took the table edge on the right. He put his Rhinos in pairs with two on the centre objective and two on the bottom right objective, the other two are in between. Speeders are deployed at the front. Long Fangs both deploy in a tower ruin with Rune Priest attached to each unit - Rune Priests had both swapped their powers for prescience, while the warlord got the no cover save psychic power, not sure what the other Rune Priest got.
I deployed all my Rhinos together behind a large ruin, this should block
LOS and force Shaun to come at one flank or split his forces. I put a Dreadnought and Crowe on the long table edge where I am, both are using the ruin for cover. Another Dreadnought hides in a ruin behind the Rhinos while the last Dreadnought hides in the shrine ruin, where the objective is. I deploy Servitors with the Inquistior in the same ruin as the Dreadnought behind the Rhinos, this is my fault as I put the objective in the wrong place (on the shrine) and I have no place to put the Servitors. Coteaz and Servitors deploy on the objective in the bottom left corner (top floor of ruin) with Coteaz at the front so he can asborb krak missiles etc. I had switched Coteaz's psychic powers for prescience and the power which gives counter attack and changes ballistic skill for overwatch; so the second power is kinda useless...
* Tactical Notes
Ok, even though I've deployed back, the Land Speeders can still reach me turn 1 - if I deploy any further back then I will have trouble reaching the objectives in Shaun's deployment zone. The Land Speeders are target priority. After the Speeders have been tackled I'll be going for the Long Fang unit with the Rune Priest warlord (I'll use Servitors here) and dakka some Rhinos to take out mobility; this should leave Shaun stranded mid field, which I can dakka up as he comes close to me.
Turn 1
Shaun zips his three Speeders towards me, two coming down the long table edge closest to me and one going down the table edge closest to Shaun; two Rhinos support the single Speeder while one Rhino support the other two. Rest remain in position and bunker down on the objectives.
Shooting; Long Fangs with the Warlord fire at Coteaz and his unit; but Shaun casts prescience before shooting, so no re-rolls to hit. Shockingly Coteaz gets instagibbed by the first krak missile, while all Servitors are safe and sound. Multi meltas fire into my Rhinos, one Rhino on the front rank by the two Speeders is stunned and loses two hull points, while one at the back is wrecked after it loses all its hull points thanks to krak missiles and multi melta shots.
My first turn; Servitors pass mindlock test and are ok. The Dreadnoughts come out to play and that's all my movement done.
Shooting; psycannons rip into the Speeders and all Speeders go down, even with cover saves thanks to jink and night fighting. The two Rhinos coming down the long table edge closest to Shaun (left flank) are both taken out; both Grey Hunter units pass pinning tests. Plasma cannons fire from both Servitor units into the Long Fangs with the warlord Rune Priest; all Fangs (except squad leader) and Rune Priest are killed - unit passes morale test.
* Tactical Notes
Two big boo boos by my this turn; I placed my objective in the wrong place thinking the Servitors can sit by it - there's no room for them to deploy as the ruin went over my deployment area. Second mistake was forgetting search lights on the Dreadnoughts, I just remembered them as I wrote this!
I thought I was in for 'one of those games', as Coteaz got instagibbed first turn and I rolled three 1's for gets hot! on the Servitors; luckily they passed armour saves. Though my shooting wasn't too bad and I've taken out five of Shaun's armoured unit and now two Grey Hunter units are stranded mid field and either need to make a break and come to me or hold position.
Next turn I will tackle the oncoming Rhino on the right flank while Dreadnoughts start blasting Long Fangs as Purifiers start taking out Grey Hunters on foot. Once this intitial wave is clear, I'll move my units out towards Shaun's deployment zone and secure objectives my side.
Turn 2
Unit of melta Grey Hunters on the right flank move 6" forward, their Rhino pivots and uses the ruin for cover while they bail out to take out the closest Rhino. The warlord Priest abandons the remaining Long Fangs and moves to join the full strength unit. Grey Hunters on foot on the left flank; melta unit moves forward while flamer unit holds position in a crater. A Rhino leaves the objective on the bottom right flank and comes down the board towards me.
Shooting; meltas from the right flank blast the closest Rhino and it goes boom; all Purifiers are safe. Melta unit on the left flank blasts the closest Rhino and only manages to strip two hull points off including stunning it. Long Fangs fire at the Dreadnought by the shrine ruin and score immobilised.
Grey Knights second turn; Servitors do well and pass mindlock test. I move the Dreadnought on the right flank back, I do not fancy it getting melta'd. I notice Crowe (who I forgot about) and he comes out ready to assault the melta Grey Hunters who just wrecked the Rhino. Purifiers in the crater of the wrecked Rhino attempt to move through terrain, but roll snake eyes. Two Rhinos move out and start coming down the right flank one behind the other, they are behind Crowe. Purifiers on foot from the first wrecked Rhino move to support the immobilised Dreadnought, while two Rhinos move out to unleash dakka - they use the large ruin for cover from the Long Fangs.
Shooting; Inquisitor's Servitors drop mass plasma cannon shots on the flamer Grey Hunter unit and the entire squad is wiped out. Other Servitors blast the Long Fangs, two Long Fangs die before a wound is allocated to the Rune Priest, though Shaun does look out, sir with the Long Fang Sgt, who takes a plasma hit and dies. Two Dreadnoughts on the left flank also fire into the Long Fangs and the squad is wiped out leaving just the two Priests; they pass morale. Psycannon death opens up on the Grey Hunter unit by Crowe; five remain and they pass morale. Psycannons open up on the melta unit on the left flank, six remain and pass morale. Dreadnought on the right flank fires at the S.W Rhino coming down towards me and wrecks it.
Assault; Purifier unit in terrain is 7" from assault, so no way they will make it into the fight. Crowe easily charges and adapts blade shield stance and casts cleansing flame, though all Grey Hunters are fine and Crowe loses a wound.
Turn 3
Depleted melta unit on the flank moves to engage the closest Rhino. Rune Priests move through the tower ruin and go their own way. Plasma unit out of the wrecked Rhino on the right flank moves towards the Servitors.
Shooting; melta fires at a Rhino and manages to take another hull point off as well as stun it (Rhino only has one hull point left. Plasma guns and bolt guns fire into the three man Servitor unit and they are all wiped out - objective is now unclaimed.
Assault; Crowe does his blade arc thing and kills two Space Wolves, though the Grey Hunter with mark of the wulfren gets revenge and kills Crowe; squad consolidates back towards Shaun's deployment zone.
Grey Knights third turn; Rhinos on the right flank, one moves forward 12" while the other holds position for full dakka support. Purifiers on foot on the right flank move through terrain and roll 1 and 2, they run and still not in the ruin any where near the objective. Purifiers by the immobilised Dreadnought get ready to dakka and assault the Grey Hunters who assaulted the Rhino; both Rhinos on the left flank move away, with the one with one hull point moving 12" and using a wrecked S.W Rhino for cover.
Shooting; Dreadnought on the right spots a easy target on the warlord Rune Priest and instagibs him with autocannons. Purifiers and Servitors dakka into the plasma unit; only half of them remain and they pass morale. Purifiers by the immobilised Dreadnought dakka into the Grey Hunters as does the Rhino which moves 6"; three left who fail morale and fall back.
Assault; Purifiers by the immobilised Dreadnought attempt to assault the falling back Grey Hunters - they fail.
* Tactical Notes
The Servitors are making a excellent tag-team with my Purifier units; Purifiers use mass fire power to take out vehicles while Servitors blast the survivors to bits with plasma cannons. I am really liking them so far, though pity I've lost a unit of them.
Game wise things aren't going too bad in terms of destroying Shaun's units; he has two full operational Rhinos left with full strength units. Everything else is dead or seriously depleted. Progression wise Shaun is winning the game as he holds two objectives, I still haven't got mine my side. I was hoping the Servitors would hold one (they died), and the Purifiers would move in, but the Purifiers do not want to get their arse in gear. I was also hoping to assault the Grey Hunter unit which fell back, win combat and consolidate into the shrine ruin; that would put me closer to the objective.
Next turn I'll move Purifier units onto the objectives my side while I start moving Rhinos up and lay down fire power taking out remaining units as I move up.
Turn 4
Shaun starts his turn by bailing out the squad by the top right objective (they now claim it) and the Rune Priest joins them. The depleted plasma unit falls back to support them as nothing they can do. Falling back melta unit auto regroups and moves to assault again.
No shooting from Shaun - Long Fangs are dead, melta armed Marines are dead and boltguns are out of range.
Assault; the three amigos attack the closest Rhino with krak grenades and manage to reduce it down to two hull points remaining after they glance it.
My fourth turn; the two battered Rhinos move up the left flank with the two hull point Rhino leading the way. Both Rhinos on the right flank move 12" up. Both my Purifier units on foot fail to get in reach of the objectives.
Shooting; psycannons snap fire from the Rhinos which moved up the right flank and kill a single Grey Hunter. Psycannons on the left flank fire at the Rhino by the objective along with autocannon fire, though fail to cause any damage. The depleted melta unit gets dakka'd and is wasted.
* Tactical Notes
Right, nothing to much going on here. I'm starting to clear up the field, but turn 5 is going to be crunch time. I still haven't got any objectives, I hope my dice rolls are good and I can get them next turn. If I can get close to Shaun's objectives, then I can get out and contest.
Next turn the two hull point Rhino will move up 6", squad will bail out and contest - other Rhino will follow and lay down supporting fire power. Rhinos on the right flank will move up, but I doubt will get close to the objective. It comes down to the two units getting my objectives.
Turn 5
Shaun bails the Grey Hunters out of the Rhino and claims the objective in the centre; luckily for me he hasn't used his Rhino to block movement, so I can rock up and dakka them in a tick. The depleted plasma unit which fell back now move forward to assault the oncoming Rhino.
Shooting; plasma guns from the centre objective dakka my Rhino, but Shaun doesn't do well causing damage and only causes a glancing hit - Rhino survives with a single hull point.
Assault; Grey Hunters charge the Rhino and immobilise it with krak grenades - one of the best results Shaun could ask for.
At the moment Shaun is winning the game with 7 points to 2.
My fifth and possible last turn. I move and run my Purifier units and they claim the objectives by my deployment zone, yes! Rhino down to the last hull point moves up 6", the Purifiers bail out and contest the objective in the centre as the other Rhino rocks up behind. Purifiers bail out the immobilised Rhino to tackle the Grey Hunters while the other Rhino speeds 12" forward.
Shooting; I attempt to repair my Rhino, I get lucky and it is working! Slight cheating here by me, I move the Rhino after and immobilise it in terrain - serves me right,
lol! No idea why I moved it for. Shooting wise the Grey Hunters on the centre objective get shot by psycannons and storm bolters, but eight remain. Grey Hunters by the previously immobilised Rhino get blasted in the face and are wiped out.
We roll for turn six and it is game on, though we agree to end it here due to time.
* Tactical Notes
Woo, it's coming close. If Shaun can take out my Purifiers in his face and block the objective off nicely, then get his last Rhino into my deployment zone, then we will have a draw, providing he takes out both Rhinos and the other Purifiers close to him.
Turn 6
Shaun moves the Rhino I've ignored all game into my deployment zone; he has a point for line breaker
atm.
TBH I am not worried about this as I have Servitors, Purifiers and two Dreadnoughts which can take this empty Rhino out.
Shooting; Grey Hunters on the contested objective fire into the Purifiers, though all are safe. The Grey Hunters on the top right objective fire boltguns and kill the halberd armed Purifier.
Assault; Grey Hunters charge the Purifiers - Purifiers cast cleansing flame and kill three Space Wolves before combat starts, though Grey Hunters pop their standard; at I4 strikes, all my Purifiers are dead except the hammer armed Purifier, who strikes back killing two Grey Hunters and wins combat; the Grey Hunters fail morale and fall back, giving me the objective.
In my turn I move the single hammerfier into the base of the tower ruin (stills claims objective) while empty Rhino moves forward and blocks the front of the objective off, while Purifiers move up in their Rhino and bail out and claim it also - the objective is now protected by Rhinos. Other Purifiers attempt to assault the Grey Hunters holding the objective, though only get 5" charge range and need 8". Dreadnought fires at the empty Rhino and easily takes it out.
Game ends with Purifers scoring 12 points (three objectives, line breaker, slay the warlord and first blood) to Space Wolves 4 points (one objective and slay the warlord).
Summary
Really enjoyed that game. Things didn't start off too well, as I was rolling loads of 1's, but turn 1 started good for me when I was dishing out the pain. Turn 4 come crunch time as I still hadn't got any objectives, so turn 5 was really pushing for it. Luckily I got the objectives my side and as a bonus got one Shaun held as well.
Mistakes I made was putting the objective in the wrong place like a doofus, forgeting about my search lights and moving the repaired Rhino when I shouldn't have.
Shaun played well, though I think he should have left plasma units close to the objective and unit long range plasma shots to give support. Everything else should have rushed forward. Couple of big mistakes he made was not 'ringing' his objective with his troop models and using the Rhino to shield them. And splitting the warlord Rune Priest, doing that trick gave me a point.
Servitors did well and complement my Purifiers. They are great for taking out infantry and will help me tackling Terminator units etc. I know they are not mega competitive, especially if they mindlock, but I like the dumb slobbering retards

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