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Kill Team Grey Knights vs Chaos Space Marines 200pts (lots of pics)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Gimlet-Eyed Inquisitorial Acolyte






So I've just got back after being away for a few months and my gaming group have been playing a lot of Kill Team so I thought I'd have a go. For this game my Grey Knights were pitted against the forces of Chaos. Kill team offers some nice variation and customisation from bigger games, for example you get leader traits (like warlord traits) and you get to pick up to 3 specialists and give them certain special rules. However killing a specialist gives the enemy a VP. In KT every model moves as an independent unit (like LOTR) and everything can splitfire as well. Also the force org goes 0-1 elites, 0-2 troops and 0-1 fast attack, no reserves allowed, and there was 1 relic in the centre of the board. Also for such a small game we used a non-standard board, as the realm of battle board seemed a bit much for 200pts!

Grey Knight Purification Patrol:

5 x Strike Marines, psybolt ammo, 1 with a psycannon, justicar with master crafted sword
1 x Paladin, master crafted falchions (Leader +1 initiative)

Specialists - Paladin has rampage, justicar has rage and psycannon has relentless

The Chaos Horde:

1 x Nurgle Spawn (leader + 1 initiative)
29 cultists with autoguns, 1 x shotgun, 2 x heavy stubbers

Specialists - Spawn has It Will Not Die

Deployment:



So only 6 GK's against the Chaos horde, had a nice cinematic feel! Though being outnumbered 5 to 1 was rather intimidating...

Turn 1:

GKs - Quite eventful, my psycannon specialist moved into a good fire position in the building and started to blast away at the cultists, the paladin moved forwards on my right flank with a marine coming as back-up, the paladin started well sending holocaust into the cultists in the ruins killing 5 straight off. The other 3 marines moved a little and killed off a few more cultists to the left.





Chaos - Not much happened for Chaos, the cultists started to push forwards and the paladin absorbed a lot of fire but came through unscathed. However the Spawn did some damage, not slowed down by terrain it charged up and jumped on the marine escorting the Paladin. It tore him apart in short order and consolidated back into cover.



Turn 2:

GKs - The Paladin moved into the centre of the board, ignoring the spawn for the other marines to take care of it. The 3 marines of the left pushed up to take on the spawn next turn. The Paladin fired off Holocaust again killing another couple of cultists, and the 3 marines took out some more, with a few cultists going to ground to survive. The Psycannon specialist chugged his whole volley into the spawn hoping to do some damage to the T6 monster, however after all was done I only manged to take it down by one wound!



Chaos - This was a good turn for Chaos, the Spawn charged forwards right into charge range of my marines on the left, again the Paladin took a withering hail of fire but was still uninjured. The rest of the cultists continued their push with the heavy stubbers stubbing away in support, and 2 marines died to autogun fire! Then in the assault phase the Spawn made it into combat with my Justicar, who was now in there on his own, though neither managed to hurt each other.



Turn 3:

GKs - well with 3 men down it was time to start rolling break tests, luckily at L9 I wasn't too worried. The Paladin moved left towards the majority of the remaining cultists firing off holocaust again but getting perils with snake eyes! suddenly I'd done more damage to him than the cultists, but he still had one wound left. Sadly he only took out 1 cultist! The psycannon forced a few heads down but failed to kill anything, and the combat with the spawn continued with no end in sight.



Chaos - Now chaos were rolling break tests as well, but at L10 thanks to the spawn. The cultists in the ruins pushed forward, and everyone else continued to fire on the paladin who simply refused to go down, and the combat between the spawn and the justicar stayed locked for another round!

Turn 4:

GKs - the paladin pushed forwards right into the cultists lines ready to assault



Not wanting to risk perils he fired his stormbolter, and killed off both heavy stubbers, then he charged into combat with 2 of the cultists and thanks to rampage and hammerhand had 7 attacks on the charge at S5 with I5! Needless to say the cultists didn't fare well, and the Paladin consolidated back into a good central position. The psycannon specialist managed to kill off another 3 cultists, slowely their numbers were starting to thin! Again the spawn and justicar failed to hurt each other, much to my opponents frustration!



Chaos - All cultists now pushed into range of the Paladin, he really wanted to take him down! Then once in position the first cultist to shoot, who had already 1 marine kill to his name, shot him square in the back and dropped him like a lead balloon! If only the spawn could do so well, still failing to hurt the justicar!



Turn 5:

GKs - well I took some damage in that last turn, my Paladin finally dead, though having killed roughly a third of the cultists on his own! My psycannon specialist holding firm killed 3 cultists and one other was forced to go to ground. I made sure that the cultist that killed the paladin was among them, he was doing far to well for my liking! And in the eternal struggle of Man Vs Spawn there was finally a victor! Sadly my Justicar could hold it back no longer as the Nurgle Spawn devoured him, now I was in trouble, only 1 man left with a spawn right next to him!



Chaos - well my opponent quite rightly thought he had this in the bag now, however made the foolish error of joking 'I bet I fail my break test now' and then immediately rolled a double 6!



Game ends, Grey Knights Victory!

Post-game: Well that was a really fun game, though a hollow victory for my Knights. Maybe the forces of chaos just wanted to leave a survivor to tell the story, or maybe the spawn squeezed himself back into the warp leaving his cultists leaderless, regardless my opponent would have had me if it weren't for that terrible roll!

I found that playing Kill Team adds a lot of character to your models, like my unstoppable Paladin rampaging through swarms of cultists, or even the first token marine to die, absorbed by the Nurgle Spawn. And it was the same for Chaos, like the cultist (nicknamed Dr. Doom) that killed a marine and the Paladin with nothing more than an autogun!

Overall a really good variant on standard 40k, and I'll definitely be playing a lot more games (as it takes less than an hour to play!)

This message was edited 2 times. Last update was at 2013/07/14 23:04:00


3000pts 30 wins 2 draws 12 loses

5000pts 13 wins 1 draws 9 losses

WoC "where the points don't matter" 6 wins 0 draws 4 losses

Things my Giant has pocketed for later in AoS: 1 zombie, 2 spirit hosts, 1 banshee, 1 zombie dragon, assorted phoenix guard

X-wing: Scum and Villainy  
   
Made in gb
Brain-Dead Zombie of Nurgle





Top notch Battle Report

5000pts 18 wins 1 draw 15 losses
1500pts 8 wins 0 draws 6 losses
1000pts 2 wins 0 draws 2 losses
1000pts 1 wins - draws 1 losses
250pts 4 wins - draws - 2 losses 
   
Made in us
Ork Boy Hangin' off a Trukk






I love to see Kill Team battle reports. I haven't played it myself yet, but it seems like a lot of fun. Keep them coming!


5 successful trades to date! 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

Lots of fun to read. The break tests seem rather silly, though. I mean, the Chaos forces shouldn't have retreated with their leader still alive and ready to fight the last GK alive!

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in us
Pyromaniac Hellhound Pilot





Obviously, they feared to face the Imperium's righteous defenders without the aid of the clearly-possessed murderous cultist! Shame the little guy didn't make it...

Great report, thanks for writing it!
   
Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

You are so right that kill teams suddenly makes every model become unique and interesting!

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

This is why I don't like small games.

"Man this is great! I have acquired the upper hand, and am surely going to - "

*Fail*

*loss*

Gimme apocalypse with 40k a side!

40k Armies I play:


Glory for Slaanesh!

 
   
 
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