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1500 Kan Wall vs GK + Sisters Inquisition alliance (completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Who's guns will last to the end?
Gk + Sisters
Tie game! (could always happen lol)
Orks! Cause orks always win!

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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

1500 GK + Sisters Inquisition alliance (goes first with initiative)

Coteaz (warlord - Princips of decit) (Divintion powers = Prescience + Misfortune)
St. Celestine

Battle sisters x10 with melta and multi-melta
Seraphrim with 2 sets of hand flamers and sister superior with power sword
Retributor squad with 3 heavy bolters inside the bastion

Henchmen squad with 3 bolter acolytes + 2 Jokaero + 2 plasma cannon servitors (received rending, +1 armor, and increased gun range)
Grey knights strike squad with psycannon and all with power swords
Dreadnaught with twin linked auto cannons and psybolt
DK with teleporter and incinerator.

Storm raven with las cannon and multi-melta
Bastion with icarus lascannon









The very large unpainted sister is my St. Celestine (the wings didn't have time to dry so I left them off for this)



Vs

Big mek with KFF (warlord - Dust of Thousand worlds = move through cover for 12' of warlord)
Shoota Boyz x 30 with 3 big shootas
Shoota Boyz x 30 with 3 big shootas
Shoota Boyz x 30
grots with runt hurder (11 model squad)

Lootas x5
Lootas x5

Dakkajet with fighta ace and extra super shoota

3 Killa kans with grotzookas
3 Killa Kans with rockets
3 killa kans with rockets

Aegis with quad gun








Valkyrie proxy as dakka jet





Mission: Big guns never tire

Deployment: Hammer and anvil



Night fighting is in effect first turn.

Initial Thoughts -

GK + Sisters = it's always been a fun choice for me just because I've loved the two armies since reading them in the black library book "Grey Knights" way back in the days. It's not the most competitive list and it's more fluff than actually effective I think but it's got a lot of variety (it's got one of everything just about with zero redundency put in lol) and has some decent fire power but sorely lacking in night fighting ability so it may hurt a bit. Also the troops are pretty dependent on the bastion which kind of hurts it overall though we shall see! At least the DK should be able to flame down quite a lot and St. Celestine can get stuck in pretty nicely given the lack of power klaws in the ork list *well at least not with the kans anyway*

Orks = it's a semi-competitive list I think with decent number of scoring units, alot of resilency and lots of expendable units. Big guns is one of the best missions for this list given that it's got 3 squadrons of 3 walkers and 4 troops making for some really good objective holding power. It lacks any real AP power but more than makes up with it with overload of shooting. Lack of ability to deal with AV14 very well doesn't scare me as the only AV 14 is an immobile bastion and it will be doubtful it'll be up to the challenge of dealing with that many orks. Volume of fire will win it! A variation of this list did fairly well vs deathwing so it's it's more a test to see what replacing some buggies for a dakkajet will do and what a wierdboy and some other stuff swapped in for the aegis and big shootas. See their previous outing here:

http://www.dakkadakka.com/dakkaforum/posts/list/495695.page

(BTW - this game is still being played at the moment, I have no idea who will win lol)


Deployment -

Spoiler:
Fairly linear deployment to hold all 3 objectives.





The retributors are inside the bastion, The storm raven is in reserves




Ork deployment -

Essentially linear deployment across the board with all 3 objectives already firmly controlled by the horde lol





The KFF and move through cover bubble warlord is firmly in the middle of the horde and also conveniently behind LOS of the building as well to make him really really safe lol.



Lootas divide themselves between floors to minimze chance of a shunting flamer death to the whole squad



Overall view from above:



Using princips of decit, the GK move their really far forward dreadnaught back towards their objective and partially hidden behind the bastion for some cover saves (as if he really need it vs ork shooting)

We made a mistake here or rather more or less a change in that we went ahead and rolled all the mysterious objectives already (since something was gonna be in range of them all anyway and we didn't want to look them up later on)
(first GK objective is sabatoged! Doh!)


2nd one near the seraphrim is a 3 - skyfire!



3rd one near the GK - targeting relay (reroll 1's to hit)



Ork Side -

(also sabotaged!)


2nd - Grav wave generator (1/2s enemy charge distance against units holding this objective)


3rd one is also a Grav wave generator


GK turn 1 -

Spoiler:
Orks fail to seize and there is a general advance. The seraphrim getting some LOS behind the green building as they aren't in range to do much and would rather not get charged by running forward. The DK was dastardly and only moved up a bit to get in range to flame the lootas. GK shuffle forward a tad. Top sisters move up a bit as well as the repositioned dreadnaught (who forgot it was nightfighting and was out of range but gets to within 32 inches of some orks.



Speaking of flames - 3 of the lootas instantly die.. The 2 survivors pass morale



Coteaz and the monkeis and servators are at 34' to the closest Kan, and so open fire. Minimum scatter gets about 4 hits that all pen... but nightfighting makes them all poof to nothing.



The retributors and foot sisters gun down 6 boyz. Those heavy bolters are great anti-horde. The dread (being far away) does nothing despite 3 wounds on the lootas. (2+ cover night fight save in ruins)



Ork turn 1 -

Spoiler:
Predictably, everything moves up. Despite the warlord trait of move through cover, the big mob the KFF is with fails to go more than 3 inches! (3, 1, 3)
The kans and boys moved up. The boyz run and the kans shoot at the dread doing nothing. Lootas only get 1 shot so try to gun down the sisters in the open and just kill one. (just for fun shot at the dread to see what happens and it would not have glance/penned)



The other side of the board also moves up and everything shoots at the DK. Between rockets, the 2 surviving lootas (which all missed) lots of big shootas (including the KFF big mek squad's big shootas and about 50 shootas they managed to hit the thing about a dozen times but needing 5's and 6's to wound only get like 4-5 wounds which all get saved. The grotzookas have slightly better luck hitting about 4 times and doing 2 wounds. The DK promptly fail one of them.



The grots with the auto cannon was out of range of the dread so kills off a sister instead (barely). The sabatoged objective does not explode. Not too good a turn by the orks...



GK turn 2

Spoiler:
Storm raven arrives and sisters shuffle around a bit trying to get away from the ork mob a bit.



The grots intercept the storm raven getting 2 glances. Inquision forces decide to just tank it and skipped the jink to improve the killing power this turn.



St. Celestine and the seraphrim get ready to BBQ the boyz. The DK shuffles around slightly to get a flamer hit on the lootas and some of the boys.
GK strike squad is in range of the kans now so stay put.



DK flames the 2 lootas and also clips 2 of the boyz. He rolls a 2 and 1 and so one loota survives! (and predictably fail morale)



The 2 boys die.



The Saint and her band of happy flamethrower toting seraphrim (who passed their faith test with angelic visage (only got 1 faith point that turn)) decide to make BBQ boyz.



With rerolls to wound... they stack up an amazing 22 wounds!! With their bolt pistols, the wounds can be spread to others further back than the flamer templates so it was pretty amazing carnage.



The surviving boys do manage to pass their morale check but holy gack that was alot of killing.



The foot sisters manage to miss a bit and gun down just one of the kans which explode (thanks multimelta!) and kill 2 of the orks near by.



The storm raven does a bit better and takes out the other kan (also explodes and kill 2 more orks behind it and leaves the other with a glance)



Coteaz and the monkies along with plasma cannon servators (and the 36' bolters thanks to the jokaeros) take out all 5 lootas who barely fail exactly 5 cover saves out of some 8 wounds caused. First blood! (incidentially, one of the plasma cannons scatter terribly but also good in that it drifts onto the glanced kan !? The kan also dies from hull points at that point and no explosion occured) Kill point for heavy unit destroyed! Seriously wierd luck on that shot. Suffice it to say, the inquisition did not use their prescience roll to correct that shot.



One of the servators overheats and then goes to roll a 2 on his 3+ armor save. His burnt corpse is quickly tossed over the side of bastion cause we all know burnt servators smell terrible (well slightly worse than monkey doo anyway). The GK psycannon manages 1 pen and stuns a grotzooka kan. Overall, great turn for the inquisition.



Ork turn 2

Spoiler:
Things continue to suck for the green wave as the dakkajet fails to show up.



Start of the turn from the Ork side...



Predictably, orks shuffle forward some more aiming to bring down the flaming sisters.

Grotzookas fire with 3 direct hits and one shot that scatters back into one of them >.< (luckily it does nothing)



The surviving orks, rockets, grotzookas combine to do 10 wounds to the sisters .... which results in just 2 wounds The Emperor surely protects! Some other shooting by the far back mob of boys results in no wounds to the DK so we didn't even take pics.



The boys on the other side mow down 5 sisters including the melta sisters with lots of shots. Sisters make their morale.



Assault! - (now this part we had a bit of rules dispute and just rolled off to see what happens. One of the grotzooka kans was stunned so it couldn't move but the squadmades were still within 4' so they are technically in coherency. The dice roll allowed the remaining members to charge and the stunned guy just sat there. Not sure how this really should be played. Should we just ignore stunned/shaken like in 5th? It doesn't actually say so in the new squadron rules so we're not sure. Someone clarify if they can please)

Suffice it to say, overwatch vs kans was pretty fail as the sisters just tossed krack grenades and did nothing. Both squads of kans and the foot boyz all made it into combat with some rolls. (the far away boys got a nice 5,4,6 to get into combat despite having to go around the kans and into terrain.)



The sisters did a bit better in close combat and st. celestine gets one pen hit on a kan with the krack but fail to pen. The top sisters get 2 hits but also fail to pen. The sister superior fail to do anything and the one sister in base with the boyz actually get 2 wounds with her 2 hits.



Killa kans live up to their reputation however and insta frags St. Celestine (who fails her invul saves on the first dice lol) and then dice up 4 more sisters. The orks lose 2 boys and contributed nothing to combat. The 2 survivng sisters would fail morale and fall back.



some 11'. Things still looking grim for the orks but at least the flamer parade is silenced for now. The kans and boys get like 3-2-1 inches for consolidation.



GK turn 3

Spoiler:
St. Celestine fails to get up.



Overview of the top of the board after movements. The Dread shuffles over towards the sky fire nexus. The battle sisters fall back a bit. The seraphrim regroup but really can't do much. The DK then shuts behind the ork lines going after the now exposed grots with no one around to help them! The damaged storm raven flies off the table hoping to not make a target of itself with dakka jet likely inbound.



DK still just has one wound and is ready to BBQ the whole lot of grots and possibly take over the quad gun next turn.



Flamer templates are mean and hit everything cept 1-2 grots.



Leaving just the handler and 1 grot left alive (who then dies to the squig eating his face from their failed morale test)



The retributers in the bastion and foot sisters gun down some 6 more orks.



The psyfleman dreadnaught then goes and explodes 2 of the rocket kans while the psycannon takes out one of the grotzooka kans. The explosion subsequently takes out 2 of the surviving boys and the lone survivor runs back 11 inches. No Assaults so we go on.




Ork turn 3

Spoiler:
The dakka get shows up and goes after the DK. Must kill all flamers! The lone loota also regoups miraculously. insane courage! While the grot handler runs off the table and the lone surviving boy continue to flee. KFF mech squad of boys move back to grab their objectives. The kans are definately in no position to threaten any of the inquisition objectives at this point and the overall strat is to hold the ork objectives, shoot down the DK, and hopefully the dakkajet can push off either the GK or kill coteaz's squad somehow. Coteaz chooses not to intercept as he wants to shoot the lascannon twin linked with his squad next turn.



Well.. the same picture is still true after and before this shot except... despite the waaaag, the dakkajet getting 8 wounds on the DK, the dreadknight makes all but 1 of its armor saves. The rocket kan fails to hit anything. The grotzooka had to run to break LOS so did nothing. and the big ork horde all fail to wound the DK either completely bouncing off his 2+ armor and T6. !@$#%!@$@#

The lone rallied loota gets one shot also which is again discouraging and needing a 6, still manages to hit and wound. And wouldn't you know it, the DK takes one wound that round from the one loota it failed to kill last turn lol. The Dk is now down to 1 wound but still alive! The boys are too far to charge so we go on.


GK turn 4
Spoiler:

St. Celestine gets back up on a 5 The storm raven also flies up and gets ready to frag the last rocket kan.



The psyfleman gets within control of the skyfire nexus (which is also why coteaz didn't bother shooting interceptor). The GK shuffle around (still holding the objective but they are effectively out of range of everything cept the one rocket Kan in the ruins. The surviving battle sisters move behind the bastion to control the sabatoged objective. (unsure if safe but w/e). Premeasuring with the blast template lets the 2 surviving sisters control the objective despite the fact that it may explode.



The DK gets into base to base with the quad gun and is now controlling it and can also shoot down the dakkajet lol. Seraphrim move up and pass their difficult terrain and join up with the saint again. (one bolt pistol sister and one sister superior left) The psycannon and multi-melta/lascannons together force enough saves that the last rocket kan blows up as well.



The psyfleman dread (barely seeing the blurry dakka jet way in the background) lines up his shots...



and the dakkajet is no more. Failing all 3 pens that the psyfleman made on it. It doesn't scatter and blows up where it is.



The DK then flames down more orks and take out 9 out of 12 orks hit. We ruled that it can't fire both the quad and the incinerator at the same time.



The retributors and 2 surviving sisters then kill 6 more orks out of the top ork boyz. It's pretty much over at this point.



Ork turn 4

Spoiler:
The orks play it out one more turn to see if they can achieve at least a moral victory. The top squad of boys falls back to try and get the objective the DK is holding. The big mob spreads out a bit to hold the objective in the ruins and still threaten the DK with more shooting. The lone loota stands his ground and the last grotzooka kan will take pot shots at the saint and the 2 sisters.



The shooting commences and the boys end up doing nothing on the DK, glancing off his 2+ armor. The grotzooka fails to kill any of the sisters with st. celestine bouncing off the power armor. The lone loota (holding a rocket launcher for some reason lol) gets 3 shots and hits/wounds just once!



And.....



Wooooo! morale victory! The lone loota that the DK failed to kill all game finishes him off in almost tzeentch like karma!



GK turn 5

Spoiler:
Overview of top of game.



Orks control the ruins objective. But will get flamed off by St. Celestine and her surviving seraphrim so it doesn't really matter.



The GK still holds the one in the corner (sat there all game)



The psyfleman controls the skyfire objective.



The 2 battle sisters hold the sabotaged objective (and the retributors can always hop out at this point and help them hold it if needs be.)



The lone grotzooka kan also holds an objective but the storm raven will likely make it go splat by going to hover mode this turn so again, it's not much of a hold.

Game Ends as the Orks Concede.


Ork Turn 5

Spoiler:
Orks - 7 points for 2 objectives at game end and killing one heavy support choice
GK - 12 points for 3 objectives and first blood along with 2 heavy support choice kills

Victory to the Inquisition!

This message was edited 6 times. Last update was at 2013/03/06 12:00:17


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Stabbin' Skarboy





Can't wait till you done editing. I have yet to see orks win against Grey Knights.
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Ok, all done. Hope you guys enjoy.

Sorry it took so long to get up. I was busy reading the daemon codex. Already working on some lists in that thing I wanna try. It's been a few few months since I last tried daemons so I've had them shelved for a while now (ever since flamers and screamers made them pretty OP for a few months - well I guess since december anyway lol)

See the previous report here:

http://www.dakkadakka.com/dakkaforum/posts/list/495850.page

I really need to do what JY2 does and just make a link to put all my battle reports into. It's spread out all over the place.

This message was edited 2 times. Last update was at 2013/03/06 12:01:13


+ Thought of the day + Not even in death does duty end.


 
   
 
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