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Made in us
Grey Knight Psionic Stormraven Pilot




California

Hey everyone, I'm Dezstiny and here are 2 games I had at Games Empire down in Pasadena just the other day. They were both Great and fun and each game was considerably close down to the end.I have been in the hobby for a number of years now off and on never really diving into the 40k scene until about 2 years ago when I started picking up the game again with GK towards the end of 5th Edition. I have played in a number of the local tournaments which I will tell you, I got my *cough* *cough* handed to me just because of overall inexperience and intimidation of all the strategy in competitive list that I had never played against before. However, 2 years later and I have really come to start getting the jist in playing the game and what to expect. Cheese and Broken are just becoming relatively normal and that's definitely a tale tale sign that I'm getting used to things. In addition I really am getting around to the idea of playing to objectives, armies central strengths and weaknesses, needing to know when and how to support units, and overall little micro that comes from experience ( one foot inside of cover, one model out of L.O.S etc. ). So here is my first trial battle report(No pictures) sadly but I think quite well detailed so that one can get an ideal presentation in mind. I hope you enjoy

My First match up of the day. I still feel bad because I told him that I was going to be there around 11 but didnt get there to around 12 because of stuff that just happened to come up on the way
there. I was truly surprised that he was still there but, with a happy face he still agreed to have a match with me, just a nice definitive sign as to what type of person he is.


Brotherkererkose's 1500pt SM list

Warlord Trait: Move through cover ruins

HQ
librarian
psychic shriek

Troops
10 Tacticals
missile, plasma
drop pod

10 Tacticals
flamer, plasma
drop pod

10 Tacticals
missile, plasma
drop pod

10 Tacticals
plasma gun, plasma cannon
rhino

Fast Attack
10 ASM
power axe

6 Devs squad
4 MLS
1 LC

6 Devs squad
4 MLS
1 LC
___________________________

My 1500pts of Gk
Warlord Trait: Move Through Cover Ruins

HQ
Xenos Inquisitor
3 Servo Skulls
Ulumeathi Plasma Syphon
Power Armor
Psycher

Elites
1o Purifiers
4 halberds
2 psycannons
2 incinerators
Sword
DH

Razorback

Troops
5 Terminators
2 hammers
3 halberds
Incinerator

1o Strikes
2 Psycannons

Fast Attack
1o Interceptors
2 Incinerators

Heavy Support
Nemesis Dread-knight
Heavy Incinerator
Teleporter Pack

Nemesis Dread-knight
Heavy Incinerator
_________________________

My Initial thoughts: (written after the fact however)Every game I have ever had with Brotherkeroske since coming to play at Games Empire (not gonna say his name unless he says it's ok) has been very enviting, a share of laughs through bombardments or ridiculously bad or good rolling and overall just absolutely pleasant in that of the spirit of 40k. His list is heavy with drop pods which for my grey knights isn't that big of a deal with warpquake, in addition to that with my inquisitors ulumeathi plasma, I'll get a 12" protection bubble against his plasma weapons coming in. Seeing his entire army is practically all scoring if he could just bottle kneck me and hold the objectives he'll win but gk love them some close combat so.... we'll just have to see how things play out.
___________________________________

Deployment: Vanguard Strike
Initiative: deferred to SM
Mission: Big Guns Never Tire
3 Objectives: one placed in the his ruins, one placed in mine, and another centrally left of the LOS blocking terrain in the middle of the open
Night Fight: Off

Ruinous Wasteland Setting

Map Lookout:
From Left to Right long Table wise.From My P.o.V. there is a 3 story ruins in the top left corner and a 2 story ruins in the lower left hand corner. Towards the middle is of the board there is a lone ruinous pillar in the top middle, one piece of 2 story L.o.s. Hill Blocking terrain, and another ruin in the lower left middle. Towards the right of the table is a piece of Ruionous terrain in the upper middle piece of the board, and a piece of ruinous terrain in the lower left middle.
____________________________________-

Pre-Deployment:
I set one servo skull down near the middle objective just behind the L.O.S blocking terrain another near the ruins pillar on his side, and another near the ruins on the left hand lower side

Deployment: SM
He deployed his librarian with a Dev squad on the top level of the ruins on his side, the ASM in the middle behind the L.O.S blocking terrain, another DEV squad near the pillars which destroyed my servo skull, and the plasma cannon rhino squad in the rhino next to the 2nd DEV squad near the ruins pillar. He then had the 3 drop marine squads in reserves.

Deployment: GK
I Combat Squaded all of my units. I then placed a 5 man interceptor with 1 incinerator squad alongside the shunting dread-knight near the ruins on my side in the middle, just behind so he couldn't see them. I then placed 5 purifiers along side my inquisitor consisting of 2 psycannons 1 sword 1 incinerator and 1 halberd in the bottom of the ruins of the right hand middle ruins where the objective was placed. I then placed a Nemesis Dread-knight towards the right of them alongside the rhino with 5 purifiers consisting of 3 halberds 1 DH and 1 incinerator with 25% of the rhino behind the right hand ruins. along side them was the other 5 man interceptor squad with 1 incinerator behind the ruins. My two 5 man Strike Squads one containing 2 psycannons the other with all swords, along side my 5 terminators went in reserves.

Seize: I don't try to seize

Turn 1: SM
Spoiler:
Movement
He begins by dropping 2 tactical squads in the midst of my army right in front of my Inquisitor squad immediately putting pressure on the unit. He then move his ASM just behind the Blocking L.O.S terrain in the middle of the board. Everything else stays put.

Shooting Phase
He opens up first with his first set of drop pod marines 2x tapping into the squad of 5 marines and the inquisitor. He amounts a load of hits and backs it up with a considerably good amount of wounds.Both plasma 2x tapping shots hit and wound as well and here I make a great colossal mistake.( I had totally forgotten about the Ulumeathi Plasma which makes his plasma guns BS1 within 12", had this happened he would have missed both shots. Instead I start taking saves, which I fail horrifically, until I reach the commander to which he then must look out sir the plasma wounds. He fails to do so, insta gibbed and he takes First Blood and Warlord in one foul Swoop . He then picks off the rest of the squad down to the 1 purifier with the incinerator. With his second squad of deep-striking marines he unloads into my 5 man interceptor squad, yet I amount a number of saves and as this unit was not the unit consisting of the plasma but the flamer and missile launcher, thankfully I only lost 2 guys, to which they would pass their morale check. His libby Dev squad unloads his Missile unit into my Shunting Dread-knight which He avails 1 wound with the lascannon. His other Dev Squad then takes some shots at my other NDK to which the LC proceeds to put a wound on him as well. The rhino plasma cannon team shoots at the interceptors behind the ruins(because there are windows) and amounts 2 wounds causing a morale check which they pass.All in all a very good turn for Brotherkeroske. Not only did he neuter both of my interceptor squads but killed off my command squad in addition to obtaining F.B. and Slay the Warlord.

Assault Turn:

None because there is nothing that can.


Turn 1: GK
Spoiler:
Movement
It's at this time when I'm moving my guys that I remember my Inquisitor had the Ulumeathi Plasma to which I profoundly begin to kick myself over and laugh about. He offers to allow me to 123 it and the chance for him to not have died but just come back in form of reserves but, I refuse. The only way to learn is to feel the pure sting of my negligence to remember. I begin by thinking as to how I want to go about trying to recover here. I have 2 tactical squads breathing down my neck contesting my home objective yet I need to get to the other side of the board. I have to decide as to who I need to keep back and who needs to go forward. So I begin by shunting my Dread-knight forward and just under the ruins with the Libby Dev squad in a manner where most of the squad will not be able to take shots at me. Unfortunately I know that he will probably be tar-pitted by the ASM squad however it's what I have to do in-order to try and have any chance in being able to tie up the DEV squad on his home objective. I then move my interceptors 6" towards one of his tactical squads hopefully to be able to get into combat and cause some wounds their. My 1 purifier with incinerator passes morale and gets into position to flame his units as they are nicely congregated due to how they came in. I move my dread-knight on the right side over committing him to help and take care of the back field objective and drive the rhino forwards just behind the middle right ruins and pop smoke. The interceptors also move over to support the dread-knight as now that they are down to 3 people and there are 4 missiles a LC and plasma where they were trying to go... they will just be shot off the board.

Shooting
Shooting from the Shunting dread sees off 2 MLs to which they would then pass morale. I shoot into the tactical squad with my interceptors amounting 2 wounds and the purifier amounts another 2 wounds. the HI on the walking dread also amounts a few more wounds and really these flamers are taking effect slowly but surely as put enough wounds on marines and they are bound to fail some.The other interceptor squad near the walking dread-knight fails to do any wounds.

Assault
I initiate assaults with my interceptor squad that was near my shunting Dread-knight, to which they staunchly fail a 4" charge with a 3 -_- The Nemesis Dreadknight also fails to charge through Dangerous terrain, and to add insult to injury the 3 interceptors near the walking dread fail their charge length through Dangerous terrain having only needed 6 and are then wiped off through over watch... at this point you just have to laugh at the luck I'm having. I mean what in the blazes of Christ is going on?!? However at least my lone Purifier makes it into combat with 6 of his marines. He tries to cleansing flame, is denied and they somehow with my luck tie combat.


Turn 2: SM
Spoiler:
Movement
His last Drop Pod comes in near his other 2 drop pods in support to help tie units up as at the moment if he can just tie up my objective and hold his he wins because he has FB, LB, and Kill the Warlord. He begins his turn by detaching his Libby moving down a floor and getting insight of my NDK to try psychic shriek on him which would amount terrible things if I were to horridly fail my leadership test and almost cement a win already. In support he pushed his ASM close up in support to tar-pit him as well. Everything else just shifts a little bit .

Shooting
He begins with psychic Shriek on the Nemesis Dread-knight. He rolls a 10 for leadership and thankfully fails his psychic test due to the fact that with aegis his L.d. for psychic test is reduced by 1. He does not have anything else in sight to shoot at him so moves on to his plasma cannon team which takes a pop shot at the rhino yet misses. He then follows up with the Dev squad next to it and puts 2 Hull points worth of damage on it. As his libby Dev squad could not see my Shunting dread they fire at the rhino blowing up and killing a guy inside. They pass pinning. Stormbolter shots from the Drop pods go into the squad amounting 2 more wounds to which they pass morale for that as well. He then begins shooting plasmas and missile pods in addition to a lot of bolter shots into my lone walking Dread-knight but in a turn of luck has some horrid roles of his own failing with the plasmas and being unable to amount too many wounds from the bolter shots as I save them. the new squad of deepstriking marines however manages to wipe out the 3 interceptors that somehow failed a 3" charge from last turn

Assault
He charges in with his ASM to tie up my shunting dread. In the combat I challenge his sergeant which he refuses, and then begins throwing krak grenades at me in efforts to amount some wounds which none are dealt. My dread-knight follows up with 3 wounds to which he sticks and passes morale. the lone purifier gets off cleansing flame this time and amounts 1 wound to which he does not manage to kill the purifier. He passes morale and they stick.

Turn 2: GK
Spoiler:
Movement
I roll for my reserves and get in my 2x pycannon squad interceptor squad yet I fail on my last Strike squad, and terminators not what I was hoping for. I still have hope to turn around this game as it's still very early. If I can just get a number of my units into combat I can start turning around the match. I deep-strike my psycannon strikes behind the ruins where his libby Dev squad is. I then get my NDK into better position to make the charge on one of his marine units. I move my 2 purifiers into the middle right terrain as they won't be able to get anywhere with out being shot up right now.

Shooting
relatively short as there isn't much on the board for me to shoot with. I just run my purifiers deeper into the ruins to make sure they are out of L.O.S of his Devs and plasma cannon marine squad. I also run my psycannon squad underneath the ruins so that his units cannot template them with krak missiles to death.

Assault
Things finally start taking a turn. My Purifier uses cleansing flame amounts no wounds and once again they somehow tie combat. (Purifier is determined to make up for his squads negligence earlier in the match it seems =) My walking nemesis Dread-knight amount a couple of wounds in his combat. And then my Shunting dread once against challenges his commander which he refuses and amounts a nice considerable amount of wounds in this combat as well. They break yet I unfortunately capture them with Initiative roll. I was hoping to break out on his turn and get in to support the strikes that just began to deep-strike.


Turn 3: SM
Spoiler:
Movement
Brotherkeroske begins by reattaching his libby to the Dev squad in the ruins and jumping off to lower floor because they have move through cover ruins and will do so without having to take dangerous terrain checks. they move to surround the psycannon marines. His Devs near the pillar ruins stay where they are while the rhino with the plasma cannon squad move up on my right of the L.O.S middle blocking terrain to support the tactical squads if needed be. in addition to that, they are within a turns distance to be able to grab the middle objective.

Shooting
He begins by shooting his pesky stormbolters that I totally forgot about trying to move out of L.O.S for, focused primarily on the Devs, but thankfully they do not amass any wounds. His Libby then shoots psychic shriek at my psycannon squad which passes leadership yet I lucky deny with D.T.W. he tries snap firing into the squad and gets 1 shot in killing a strike squad member.

Assault
He engages the second squad of tactical squads into the assault with The walking NDK, to which he amounts a couple more wounds in which he is now down to only 2 more models in the squad and quickly losing his staying power in the area. In a huge turn of events my purifier then cleansing flames his tactical squad killing 2 out right and breaking the squad! My other Nemesis Dread-knight also manages a few more wounds on the ASM causing them to break yet he once again catches the squad determined to destroy them all.


Turn 3: GK
Spoiler:
Things are finally beginning to a turn around into a game again. He's beginning to lose models and staying power, I have to take all advantage of this as possible.

Movement
I roll for reserves and get both the terminators and strike squad in. The terminators deep-strike in a very aggressive position just in between the objective and the rhino plasma cannon/ Dev units near the pillar. I also drop my 5 man strike squad near the lower left side ruins in hopes to come in and support the Nemesis dread-knight trying to slay its way through units. I move my purifier a little bit to position him to flame the 3 marines he just broke out of combat. the purifiers move further out in efforts to try an assault the rhino.

Shooting
I have a nice effective shooting phase in which the purifier who has been holding his own in combat flames the 3 marines to which he fails 2! the 5 strikes that had just come on run 6" towards the tacticals close to walking nemesis Dread-knight. The terminators shoot into the Dev squad amounting many wounds to which he fails only 1 of 6 yet the one need to get rid of the lascannon marine =)The 4 man psycannon squad shoots into the libby Dev squad dealing one wound as well.

Assault
I initiate an assault into the Libby DEV Squad and thanks to their psychic nades make his squad I1 do to having a psycher in the squad! He then challenges my Justicar in glorious combat. My opponents Librarian only has a 3+ save so If I can just amount 1 wound I can F.W. him to death and kill him. I roll... 1 4.... to wound..... its a 3 His librarian then rolls... and gets one 4, he then rolls to wound and..... he gets the 4!!! We both share a moment of joyous laughter. My opponent is utterly thrilled to see that combat go his way. In the rest of the combat I amount another wound to his squad and he does the same to mine. On over to the Shunting dread combat... things are winding down... He once again fails to accept the challenge to which I then finally finish killing off the squad. I then consolidate a whopping 6" towards the other side of the ruins. On over to the walking dread combat He off 1 tactical marine to which they stick. Then we go over once again to purifier. He makes assault gets off cleansing flame and kills the last marine before he can strike back!!! ( I tell you these 1 man marine squads man, they just make games for me, absolutely amazing fun to watch the epic things these guys can do and that's not even purifiers this just goes for marines in general) He then consolidates a whopping 5" just behind the ruins. The 2 purifiers from the exploded rhino also try their charge yet fail due to the fact they had a 10" charge through crater.


Turn 4:SM
Spoiler:
Things are really heating up now, The early game advantage my opponent once had it now completely gone and with that he is now somewhat on the back end really needing to try and pull something out to get the game once again back in his favor.

Movement
He mobs his Devs squad away from my newly arrived deep-striking terminators. His plasma cannon squad does not have a shot at the newly arrived terminators despite them being about 7 " on the other his side of the middle L.O.S blocking terrain. The plasma cannon squad disembarks in efforts to support the last tactical.

Shooting
His Devs desperately snap fire into the newly arrived terminators to no avail . the drop pods shoot at the 2 purifiers eliminating them in their quest for the rhino.

Assault
The libby DEV squad finally kills the last 2 strike squad members and consolidates up 3 " to the next floor of the building where his objective is. His marines try krak grenading my NDK which he does nothing. My NDK finishes killing off the tactical squad he has been in combat with so long.


Turn 4: GK
Spoiler:


Movement

Come-on!! I can do this all I need to to do is get him the heck off my objective and take him off of his
My Strikes Roll great for the dangerous terrain test sprinting towards the walking Nemesis Dread-knight Combat near my home objective. The shunting Nemesis Dread-knight rolls super to get up into the ruins 2nd floor where my opponents libby Dev squad is. My terminators move up in striking range of the DEV squad that had been occupying the pillar ruins. And my purifier looks ready for a charge on the plasma cannon team which has just got out their vehicle ready for more heroic action. The last 2 purifiers 1 with a hammer another with a halberd get out of the ruins in effort to make one last courageous charge on the rhino which is 10" away.

Shooting
My Shunting Dread flames into the Libby-Dev squad which does no wounds. The terminators decide not to shoot in fear of not making their charge. ( they need about 8")
My one purifier moves in position to flame the newly disembarked Plasma-cannon squad amounting 6 wounds 2 of which he fails.

Assault
My strikes roll well and make it into combat with the last of his tactical squad near my home objective. The terminators also make their assault, and finally the Nemesis Dread-knight makes his assault in the ruins! Everything is going greatly now. The terminators butcher the Devs. The shunting Nemesis Dread-knight slays the librarian and Devastator in combat. the Strikes amount a number of wounds in addition to the walking dread-knight to leave just one last marine who passes morale somehow on a 3. The purifier then charges the Tactical squad in glorious manner. My opponents then over-watches to which he avails wound which he, like a boss passes! =P My opponent then gets ready in dismay for some more cleansing flame. I roll and... 2x 6s . Just like that he bites the dust. My opponent then lets out a glorious laugh with a hint of joy and relief. The tacticals then consolidate 1"( We both imagine his tacticals having stumbled to the ground in absolute joy and relief of as to what has just occurred, giving praise to the emperor)

Turn 5: SM
Spoiler:
All but hopeful my opponent pushes on hoping to continue to defy me of my home objective and claim it with his tactical squad cementing a win on secondary as we would tie in primary 1objective a piece but he would win on secondary with L.V, F.B, and kill the warlord.

Movement
He moves his rhino line to tank shock my terminators, in addition to lining them up to shoot them off the board.

Shooting
He engages in tank shocking the terminator and I fail morale! on an 11. He then begins pouring shots into the squads and manages to wipe them to a halberd! which as having already falling back

causes them to fall back even further! thankfully he only falls back 5" and actually closer to the tacticals than originally started.

Assault
The Strikes and Nemesis Dread-knight kill off the last tactical.(At this point the game is over as I have his objective my objective, line breaker and kill the warlord, but we don't know that as we are
just having a great time)


Turn 5: GK
Spoiler:
Movement
Not much left but to mop up some last marines.
My strikes go to engage the tactical squad while the dread-knight holds the objective and the terminator also joins in.

Shooting
I kill off 2 marines form shooting from both the strike squad and terminator. I choose not to shoot the H.I on the walking dread claiming my back objective for I am charging through terrain with my strikes and any more casualties could amount a failed charge.

Assault
It's a good thing I didn't shoot the HI because I roll 2x 1s for my Strike squads charge distance luckily they are 2" away to make the charge and so. The terminator also charges in and no wounds are dealt from over watch. In assault the terminator kills 1 marine and the strike squad manages to kill 5more. He gets his attacks back and kills the 1 terminator!. He then passes morale. We roll and the game continues.

No mercy for the corrupt


Turn 6: SM
Spoiler:
At this point we know that I have won but just finish up with the formalities

Movement
None there is nothing is to move

Shooting
bolter fire sparks off the dread-knight

Assault
the last 2 marines are taken down through the strikes and with that we call the game

END
_____________________________________

Primary: Big Guns Never Tire
2 objectives-0 GK
Secondary
2-2 Tie
LB,W.L -F.B,W.L

Results
Win by GK

_____________________________-

My After Thoughts:
Wow what a close game and very exciting with a lot of laughs and fun. My opponent played out the match considerably well for the most part. I can't believe I forgot my inquisitors wargear that made it so that could make all plasma weapons within 12" of him count at being BS1 which caused me both First Blood and Slay the Warlord. He did forget to challenge my NDK with the librarian in addition to the Asm Sergeant which could've definitely held out my Nemesis Dread-knight for another turn which may have been the difference to be able to try for another psychic Shriek on him or the terminators as well as keep me from snagging his objective as well. He also did not account for the Nemesis Dread-knights and lone purifier to create so much a problem for him. We talked it over and considered what he could've done differently and came to agree that possibly by combat squadding his drop pod units and plasma cannon team to double up on objectives, that would have probably helped with tieing up units, making me have to go through multiple assaults, in addition to accepting challenges to waste a turn. Other than that He played out the game pretty much as well as he could have. That failed psychic shriek on my Nemesis Dread-knight just before getting into combat with his ASM was definitely a big moment for had he been able to kill him then I would have had major problems deep-striking my terminators on the field for he could template them with massed amount of wounds as well as LC fire. However that is just how the game rolls out. ALL in all a great game and as this was by no stretch of the imagination an absolutely hardcore competitive tournament game as serious mistakes were made on both side; At least we both know now what we need to work on, what not to forget anymore.

____________________________________________________

2nd Match
(Don't know if he wants me using his real name or not and I don't remember him giving me a name for a dakka account) So I'll just refer him to as the Sisters player.2nd Game. He had just finished a match up against some pesky eldar =P and barely lost the relic on the 2nd to last turn after failing a morale check just a little after the game I had with Brotherkeroske. He still wanted to play and asked If I was up for a game after he was done with the one he was in, to which I happily agreed to. As he finished up his game I set up the Imperial City map we were going to play on. (Games empire has fantastic terrain)

Toocool61's Adepta Soritas w GK 1750
WT: 12" use commander morale bubble
HQ
Saint Celestine

Troops
8 sisters
2 flamers
rhino
(Celestine in here)

10 sisters
2 flamers
rhino

Fast Attack
5 Dominions
4 meltas
Immolator
TL MM

5 Domminions
4 meltas
Immolator
TL MM

Heavy Support
3 exorcist
w their D6 str 8 ap1 shots

GK Detachment

HQ
Coteaz
Prescience
Forewarning

Troops
3 plasma cannon servitors
2 crusaders

3 henchmen, preacher

Heavy Support
NDK
PT, HI ,GS
_________________________
My 1750 Grey Knights with Space Wolves Allies List
WT: Move through Cover Ruins

HQ
Xenos Inquisitor
3 Servo Skulls
Ulumeathi Plasma Syphon
Power Armor

Elites
1o Purifiers
4 halberds
2 psycannons
2 incinerators
Sword
DH

Rhino 40

Troops
5 Terminators
2 hammers
3 halberds
Incinerator

1o Strikes
2 Psycannons

Fast Attack
1o Interceptors
2 Incinerators

Heavy Support
Nemesis Dread-knight
Heavy Incinerator
Teleporter Pack

Nemesis Dread-knight
Heavy Incinerator

Allied Detachment

HQ
Rune Priest
JAWS, Murderous Hurricane
Runic Armor

Troops
5 Grey Hunters
Mark of the Wulfen
Wolf Standard
1 Flamer

Drop Pod

1750pts
__________________

My Initial Thoughts: (written after the fact)
YEAAA BUDDYYYY!!! Since I have started to actually start playing this game regularly and intuitively engaged in the gaming;since I picked up my Gk about going on 2years now, I have never once, ever, played a Sisters Player. In fact they are the only faction I have yet to play in the entire game so after this I will have officially played out and against every army . However what that does mean is that I know nothing about them he gave me a run down of his list As he was setting up his units for deployment and it sounds really nasty, with so much melta and AP1 shooting it makes me cry with my elite army but at least there is a good amount of cover on this map to hopefully provide some help(which I did not purposely do in making the battlefield). His whole army of vehicles has 6++ invulnerables so that will be interesting and I have never played against Saint Celestine so it would be nice to see how she plays out. This game is going to be a little weird as my army is generally an army that plays aggressively on my opponents side of the table yet, I have most of the high point objectives... so as the battle progresses and since he has the 1st turn I'll decide on what action to go about once we get started. I still need to play to my strengths and that is up close and personal so this is definitely going to be interesting. All in all I think this is going to be a great game.
_______________________________________

Mission: Scouring
Deployment: Hammer and Anvil
6 objectives: the 4 point and 3 point objective are on my side. the 4 point is in the middle open and the 3 point just right towards the open in the alley way. Another 2 point objective is on my left just across on the other side of the 3 points. The second 2 point objective is just ahead of my 2 point objective on his side and a 1 point is in the middle across from my 4 point on his side. the last 2 point objective off to the right near the ruins.
Initiative: deferred to Adepta
Night Fighting: is On

Mistake on my part: had my inquisitor in the rhino with my purifiers for 11 peoplez instead of just having 10. I would have to detached him and run him behind the vehicle it probably wouldn't have
made a difference being outside since my opponent wouldn't be able to see him behind the rhino and I did well making most of the cover saves against the units that were trying to pop the rhino anyways, but
still something I have to remember for next games sake

Demolished City Setting

Map Layout:
My P.o.v. short table edge going from left to right. There is a 2 story ruins to wards the top left hand side, a piece of a hill with shrubbery towards the left upper middle, then another piece of hill shrubbery, and then a Large 3 story building towards the lower left middle hand side. In the middle upper part of the board, is a wishing pond. In the middle of the board is A Large Piece of L.O.S blocking piece of terrain. Toward the upper Right of the board is another 3 story ruins, some shrubbery and trees just about 12 or15" in front of the building to the right a little bit. Then going down is a ruinous terrain leaving a 10" or so alleyway between that and the central L.O.S blocking terrain. There is then another hill and shrubbery just lower of that set of ruins and at the very bottom is another low ruinous area.
________________________________-

Pre-Deployment
I set down 1 servo skull half way between the two 2 point objectives, another by my 4 point objective, and the last one by the right side middle ruins. I then place chooser of the slain by his 1 point objective.

Deployment: Sisters/GK
He places (from left to right my P.O.V.) his Nemesis Dread-knight both of his immolators with dominions, then 3 exorcist, then 2 rhinos, all side by side in a line across his deployment side all up 24". He then places Coteaz with the 3 plasma cannon servitors along side the 2 crusaders in the right upper ruins on the second floor. Finally he places the second small henchmen unit on the lower floor out of L.O.S.

Deployment: GK
(From left to right) I place one 5 man interceptor squad with incinerator just behind a hill out of L.o.s. my shunting dread behind the Large middle L.O.S blocking terrain. My second 5 man interceptor squad with incinerator behind my rhino on the way right behind the shrubbery, and my walking dread just behind the rhino as well

Seize: I don't try to seize

Turn 1: Sisters/Gk
Spoiler:
Movement:
My opponent unable to scout move forward due to servo skulls stays put with his entire army. He does however cast forewarning on his lower unit of henchmen in addition to to prescience on his plasma cannon servitors.

Shooting:
In the shooting phase he opens up with his exorcist trying to knock off some wounds from my walking dreadknight but thanks to nightfighting and pretty low D6 shots is unable to cause a wound on my Dreadknight. His plasma cannon servitors also try their luck but also fail to due any damage

Assault:
There is nothing to assault so he ends his turn


Turn 1: GK
Spoiler:
Well I see that my opponent has not moved at all pretty much meaning that he is wanting me to come to him. I due have the ability to get over to my opponent but I know for a fact that after this night fighting ends I will be in a world of hurt from all the melta and AP1 shots he will be throwing out but it can't be helped. My army was designed to play aggressively so what better test than to go up against multiple melta, AP1 and rhinos.

Movement:
I begin by deep-striking the Rune Priest and Grey hunters drop pod behind Coteaz in his deployment zone and do so successfully to where I am able to get my units just under the ruins so that his plasma cannons cannot wipe my squad do to Coteaz "I've been Expecting You" special rule. They are lined up, ready to flame and shoot off his bottom henchmen unit for First Blood. I then Shunt my interceptor and Shunting Nemesis Dread-knight across the field over next to his 2 immolators and Dread-knight of his own just behind the shrubbery to block L.O.S. (not for the dread-knight though). I really don't feel comfortable doing this, he will easily be able to take it down but if I don't shunt him forward in support of my right flank, he will be able to focus everything he has on said right flank. I move my rhino on the other side up 12" and pop smoke. I then only move my interceptor squad on that side up 12" as I don't want them totally exposed by shunting over towards my opponent. My walking Nemesis Dread-knight also walks up behind the rhino.

Shooting:
I first try my luck with the HI on my shunting dread on the huge parking lot of 2 immolators and exorcist. I get 1 nothing, 1 glance on an immolator, and the last one he passes with a 6++ save which would have been a penetration. Moving over to my Rune Priest squad I Murderous Hurricane his 3 henchmen and preacher , flame them and unload the rest of my bolter shots into the squad. I roll pretty bad and he rolls quite well to where he has 1 henchmen left denying me first blood primarily in thanks to forewarning giving them a 4++ save. I try my luck with the stormbolter from the drop pod yet it also fails to finish off the last guy, he does fail morale but has a ways to go before running off the board.

Assault:
Nothing happens in assault as there is nothing I can assault with

This is a pretty big deal. I expected to get FB here but now my opponent will probably get it next turn. My shunting Dread-knight has moved up in a position where he will be very exposed to incoming melta fire in addition to that night fighting will be over on his turn giving him free rein to start shooting up my other Nemesis Dread-knight along with rhino.


Turn 2: Sisters/GK
Spoiler:
Movement:
My opponents parking garage suddenly roars into action as all his vehicles begin to move out in direction of their objectives. He sends 1 immolator around in flank to get a clear shot at my shunting nemesis dread-knight disembarking the dominion squad in side. The other immolator squad moves just behind the shrubbery a little more north west also disembarking the dominion squad inside and jumps his own Dread-knight onto the hill top. He keeps his exorcist still in the middle of deployment area but moves both his rhinos over towards the shrubbery that is in-front of the ruins which Coteaz is in. He dis-attaches coteaz to go down and deal with my rune priest unit and keeps his plasma cannon servitors still in efforts to begin shooting at the Gk force coming down his left flank. He rolls to see as to whether or not his henchmen will rally but fails again! however does not roll high enough to run off the board. He still needs another 5" he rolled a 4. He then cast prescience on the servitors but my rune priest denies it. He then cast forewarning on himself and succeeds.

Shooting:
My opponent begins by by opening up his disembarked dominion squad that has L.o.s of my shunting dread to which he scores 3 hits and 3 wounds. I begin my day proceeding to fail all three 5++ saves taking him down to 1. The immolator then shoots it's MM at the Nemesis Dread-knight hits, wounds, and once again I fail my save, 4 in a row giving up First blood, and moreover losing any measure of existence as little as it was on my left flank. He then shoots the HI into my squad of interceptors killing 2 which they pass morale. He then shoots 2 exorcist into my walking Nemesis Dread-knight yet luckily for me he rolls low on the D6 shots and only amounts a couple wounds which I then save 1 leaving him with 3 remaining. The last exorcist tries it's luck shooting at the rhino yet I am now red hot on my 5++ and pass both the glance and pen.(yea I could've used that on my shunting dread on the other side of the board.) My opponent then shoots his servitors into my rhino trying to knock it out. He overheats on 2 of them in which 1 of them dies. the last one hits but once again I pass my 5++ save. Coteaz fires his cyber birdy into my grey hunters unit and kills 1.

Assault:
He tries to initiate an assault from his Shunting dread into my interceptors but he has to charge through difficult terrain and doesn't make it. He takes no wounds from over watch. On the other side of the board Coteaz make assault. I strike activating the standard and whiff on almost all of my attacks only able to cause 2 wounds which he promptly saves with his 2+. He then hits back killing another 2 grey hunters. they then roll for morale and stick.

This turn Hurt a lot. I lost my shunting dread and any sense of standing in my left flank. I also somehow totally whiffed on killing coteaz despite having mark of the wulfen and a rune priest who only needs coteaz to fail one wound in order to force weapon him to death.


Turn 2: GK
Spoiler:
At this point in time I'm beginning to pretty much abandon any idea of winning this match based on brutal force but based upon objectives. I have a 4pt and 3 point objective in close proximity on my side of the field in which If I could just link a strike squad between them I would have 7 points right there and enough to pretty much win the game right there given I can keep my opponent from getting the 3 point objective near the ruins where my large force of purifiers in the rhino, walking dread, and interceptors are.

Movement:
I begin by rolling for reserves and am quite happy with the results. I get in 1 squad of strikes(the one with 2 psycannons) as well as my 5 man terminator squad. I deep-strike my terminators right in front of my opponent rhinos just below the ruins where the plasma cannon servitors are(I'm hoping to wipe them out, but also I know I need some more staying power in the area to try and hold up my opponents forces). I also deep-strike the psycannon strike squad next to my 4 pt objective via direct hit. I jump my 3man interceptor squad over the hill just in front of his dominion squad along side the immolator it just got out of. My 5 man interceptor squad the shunts over in back of his Congo line of exorcist in hopes to be able to get some pens of the back armor and hopefully blow up at least 1. My purifiers then disembark the rhino hoping to present more targets and possibly pop some vehicles. Finally my walking dread-knight walks up a little bit more.

Shooting:
I begin by shooting my 3 man interceptor squad at the 5 dominions that had just got out of the immolator. The flamer and stormbolter shots see off 3 of the squad and even manages to pen and destroy the MM on the immolator, they pass morale. I then move on to run my newly deep-strike psycannon squad to space them out a bit. Next I begin to shoot at the 2 plasma cannon servitors he has posted in the ruins as I can't have them pie plating my newly deep-strike terminator squad which landed in front of them. Shooting sees me kill them both off though the 2 crusaders that were in the squad stay alive as I couldn't see them and they were out of L.O.S. I then begin trying to shoot some psycannon shots into my opponents exorcist managing a glance and a pen. He then saves the pen on a 6++. Finally my shunted 5 man interceptor squad tries their luck flaming 3 exorcist in the back. amounting nothing on one, a glance on another and pen on 1 of them. He then proceeds to once again save the pen with a 6++ (I'm like banging my head inside because this is the 3rd 6++ he's passed on a penetrating hit for his exorcist and without the inability to take them out I'm just going to continue to be pelted by mass ap1 str8 fire power )

Assault:
In assault my 3 man interceptor squad assaults his sisters, wiping them with no wounds taken in return and consolidate in back of damaged immolator which had lost its MM. I once again whiff on my attacks against Coteaz which he follows up with 2 more wounds. I take 1 on my rune Priest and 1 more GH dies. He had already done 2 psychic test in his turn and is why he couldn't try and activate his F.W.

Well things are looking quite bad right now. I can't take out any of his exorcist. Coteaz continues to defy me and now My opponent is in pretty good considerable position to counter attack. I really have to hope this game ends on turn 5 because the way it's going right now, I probably won't have anything left by then.


Turn 3: Sisters/GK
Spoiler:
Movement:
My opponent begins by moving his dread-knight in position to clean up my 3 man interceptor squad. He then re-embarks his other 5 dominion squad in their immolator and moves 6" over to get ready and go over to his left flank in support. The other immolator which has no MM and lost its dominion squad moves over just in back of the exorcist close to where my 5 man interceptor squad which had just shunted last turn are. He keeps the 3 exorcist stationary still not having moved them. He moves over his rhinos and disembarks both units. He moves down his 2 crusaders to go and support Coteaz. Finally the lone henchmen that had been running for 2 turns now finally runs off the board.

Shooting:
He begins by flaming my 3 man squad with his dread-which kills 1 yet I stick. 2 exorcist unload into my 5 man interceptor squad killing 2 of them. the last exorcist rolls a 6 for its shots gets 5 hits and 5 wounds and I fail 2 of the 5++ saves leaving me with just 3 terminators left. He then unloads his sisters into one 5 man purifier squad killing only 2 surprisingly mainly thanks to good rolls on my part. Finally Saint Celestine's squad shoot into the terminator unit killing 1 more terminator the last one with the hammer unfortunately leaving only 2 halberds left.

Assault
:
Assault sees his dread-knight offing my 2 interceptors. Coteaz accepts a challenge from rune priest slaying him while the crusaders take on the 2 GH still locked in combat. I deal no wounds, fail morale, but they catch and we lock.


Turn 3:GK
Spoiler:
This is pretty much desperation time now. I need to somehow keep my opponent on his side of the board tied up for 2 more turns keep hold of my objectives and hope the game ends on turn 5. Lets see if I can pull out what seems to be looking like a sure loss.

Movement:
I begin by rolling for reserves and to my pleasure the second strike squad does not come in.(I don't want them in right now so that they can possibly come down and take hold of an objective.) I move my psycannon squad in a manner where 1 psycannon can see hopefully being able to get a lucky shot on the the pesky exorcist. My purifiers make room for my nemesis Dreadknight who is trying to make a long 9" charge through difficult terrain. Finally my terminators stay put. I also move my rhino in a manner as to screen my opponents exorcist form being able to shoot at my purifiers. My 3 man interceptor jumps in back of immolator hoping to blow it up.

Shooting:
I begin by shooting my 1 psycannon at an exorcist which does nothing. one purifier units flames a rhino and a number of sisters causing a penetrating hit making it so that the rhino is immobilized. In addition my opponent loses both flamers that were at the head of his sisters unit. psycannon shots try their luck on an exorcist unit causing a glance and a pen to which my opponent for the 4th time passes a 6++ to stop the pen. ( Come one Man! ) I then initiate assault from terminators into one of the rhinos trying to hopefully destroy it so that my opponent cannot re-embark in the rhino and drive over to my side of the field. They do only one glance the rhino. I then try my luck trying to flame Celestine's unit with my HI from walking dread-knight yet she makes her save. My 3 man interceptor squad tries their luck flaming his immolator in the back causing a glance.

Assault:
The interceptors assault and succeed in blowing up the immolator and killing 1 melta gunner inside from the explosion, they then pass pinning. My Dread-knight makes its 9" charge through cover and challenges Celestine which he accepts. Celestine is unable to hurt the dread-knight and swings back to instantly kill her knocking her down to which my opponent would then need to make a leadership test to see if she gets back up. They then pass morale. Finally Coteaz along with the crusaders finish smashing there way through my GH.(I'm just absolutely dumbfounded that Coteaz has just smashed himself through an entire unit of GH in addition to a RP. Obviously what this means is that next time I play my Rune Priest he will be modeled with a force axe for the ap2. I could care less if he I1 as at the end of the day he does have a 2+ and that will provide protection against fragile units, I just can't have Coteaz smashing thorough these guys like nothing.


Turn 4: Sisters/GK
Spoiler:
Movement:
He begins by jumping his dread-knight over to deal with the 3 man interceptor squad. his dominion squad run through the crater on over to get in range to try and blow up my rhino. He rolls for Celestine to get up which she does and then flies away to get away from the dread-knight. the exorcist continue to stay stationary un-moving in confidence to deal with my terminators or possibly my dread-knight. Coteaz rolls well and comes out from the ruins into the main fight having attached to the 2 crusaders. 1 rhino begins its move to try and get over to my side of the field.

Shooting:
He begins by shooting the flamer into my 3 man interceptor squad killing 1 yet they pass morale (deja vu ) his dominions try blowing up my rhino but only amount to be able to take off 2 hull points. 1 Exorcist rolls well and finishes off my terminators. The other also rolls well shoots at my Nemesis Dread-knight and causes 3 wounds. I pass 2 leaving 1 remaining wound on the dread-knight. He then begins to fire into my purifiers but I do rather well on saves.

Assault:
His dread-knight assaults and wipes my 2 man interceptor squad. Coteaz unit also try for assault fail and take 2 wounds from over-watching incinerator fire which he then fails one of them. In assault however Coteaz manages to take out 2 purifiers while in return am able to cause 2 wounds on coteaz from halberds. He fails a save and force weaponed to death!


Turn 4: GK
Spoiler:
The turns are starting to move much quicker now.... mainly due to the fact I have lost so much but I still have a chance. I need to keep him from getting my objectives while tieing up him at his if I can do this I'll win the game. Of course hoping the game ends on turn 5

Movement: My strikes automatically come in and I deep-strike them down by the ruins where another 3 point objective is although they are not currently scoring as they are not within 3". I then juggle around my purifiers to try and get some shots into his vehicles. the nemesis dread-knight moves into position to assault the sisters squad that Saint Celestine left out of after dieing for a first time.

Shooting:
Shooting from the 1 psycannon that can see by my 4 point objective sees me put a glance on a rhino psycannon shots from purifiers into the rhino also sees me put only another glance into the rhino as he for the 5th freaking time passes another 6++ invulnerable save. (I mean there is just nothing you can do when your opponent is passing every 6++ save that he has to take on penetrating hits on his tanks) I shoot my HI from my dread-knight into my opponents rhino as well as sisters squad. wrecking the rhino and killing a couple sisters. another purifier unit shoots into Celestine and she fails 2 saves!

Assault:
In assault I make my charge through difficult terrain to beat up his sisters unit to which he consolidates 2" just not enough to get out sight of the exorcist.


Turn 5: Sisters/ Gk
Spoiler:
My opponent at this point in time is in pretty much clean up mode. All he needs to do is kill my last dread wipe my purifiers and stop me from capping and he will win.
Movement:
He begins by shunting his Dread-knight across the field to my backfield where my strikes have been largely neglected due to the fact his dread had cleaning up to do in his backfield. The rhino full of fresh sisters moves up and disembarks next to the 3 point objective in flamer template range to get my 5 man strike squad which had just deep-struck. He then moves coteaz' unit along with Celestine into the fray to get ready to wipe out both of my purifier units. his dominion squad moves in closer to blow up my rhino which has somehow made it through the whole game so far. finally his exorcist stay still looking to finish off the dread-knight

Shooting:
This would be a nasty turn of shooting for him as his Dread-knight first incinerates my 5 man squad killing off 2 the two closest which of course happened to be the 2 psycannons they then pass morale. His dominions succeed in finally blowing up the rhino. His unit of sisters flame and bolter the crap out of my strikes yet somehow 1 marine lives on and does not break. Coteaz shoots his birdy at a purifier amounting no wounds. Celestine also shoots her heavy flamer at a unit causing no wounds. Finally the exorcist finish off the loan dread-knight.

Assault:
Celestine issues an assault into the inquisitor purifier unit which had just killed coteaz and wipes the squad.


Turn 5: GK
Spoiler:
Well this game is pretty much done and it looks like a loss. II do currently hold my 4pt. objective he holds a 1 pt and 3 pt with his sisters and has first blood while I have nothing. So as of now he is winning on secondary. Well the best thing I can do is somehow tie up his 3 point objective, and then hope the game ends on 5 but that is a far stretch of the imagination but hey.... here's to hoping.

Movement:
My strikes stay still. Coteaz and his retinue of purifiers move up to assault Celestine. My 1 strike also moves up to try and contest the sisters.

Shooting:
The strikes holding the back objective rear their head around the corner taking pop shots at the sisters dealing out a couple wounds. The one strike squad member then shoots deals out 2 wounds and he fails them both! He then rolls for morale and....passes Purifiers shoot into Celestine hoping to insta gibb her but she passes the incinerator wounds yet fails a bolter shot wound.

Assault:
I assault with the one strike into the 6 women sisters squad. He misses all the over-watch shots and in combat we stalemate. As for the Inquisitor assault.... Celestine strikes and kills the purifier unit. The inquisitor then strikes back with his 5 attacks. He hits 4 times and does 2 wounds... Celestine rolls and.... she fails a save!?!? The inquisitor has somehow just slapped Celestine for warlord tieing the game in secondary. I also currently hold a 4 pt objective to his 1 meaning I am winning Primary and tieing on Secondary... If somehow this game ends on turn 5 this will perhaps be the most upset game I have ever played.

I offer my opponent the right to roll for the game.

He rolls and......


Spoiler:
It's a 1!!!!!!!!!!!!!! OH MY GOD!!!!!!!! somehow despite being beat utterly senseless throughout the whole match I managed to steal the game away at the end and win with just 5 models on my side.


Turn 6: Sisters/GK
Spoiler:
Game ended on Turn 5


Afterthoughts
This has got to be one of the most fun and exciting endings I've had in 40k though I haven't been playing for a while but even still... it couldn't really come any closer than this. My opponent played this match out to pure perfection for the most part and had rolls going for him almost the entire game until the very end when he gave up warlord and couldn't stop 1 strike squad marine from contesting his entire sisters unit. My opponent was a great player and a good sport. We both shared a handshake after the game both in absolute disbelief of the outcome. Their is no way from my P.O.V. I should've been able to pull that out the chances were just too low but somehow it happened. I played to my only hope and that hope of winning through objectives is what happened to win the game. If there is one thing many people say it is that through these elite armies that generalship and serious sense of strategy is made. You learn to remember and play out every scenario because only through strategic play are you going to win most of your games. If you can begin to do that one can only question to how far one is capable of going and with that I'll continue to build up more and more experience until I can play my list inside and out. All in all I just have to thank my opponent for such a great game. We played it true and shared a numerous number of laughs with the few spectators watching our match and that happiness which draws itself from having fun will always be greater than of winning at least to me... because at the end of the day there is luck involved in this game and as seen here the outcome doesn't always reflect the game but as long as both people were enjoying it then everybody wins.



EDIT** Found out the dakka name of Sisters player from brotherkererkose's battle report that he just posted so I will add it in


This message was edited 15 times. Last update was at 2013/12/30 23:04:42


2500pts 2000 
   
Made in us
Fixture of Dakka





Los Angeles

I do know that horde marines need more ways to deal with Armor 2+ . A previous game had me torn up by nobs in 2+.

While your one flamer GK ate through two smaller tacticals, I'd still call the dread knights your MVPs.

Fun game, Dez. I'm looking forward to a rematch. I'll bring the camera.

This message was edited 1 time. Last update was at 2013/12/28 18:01:30


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

Jea, we will definitely have another game you can count on that Somehow you're going to have to be able to introduce some more ap2/3 in shooting while still be capable of dealing with horde and cheap GEQ armies. Possibly try out some centurions with grav cannons to gun them down from range or even deep-striking them in support of your drop pod marines in place of the plasma cannon Dev team and attach them to the libby? also I think flamer plasma might be a little better for your tactical that are coming down in drop pods. flamer for hordes and weak GEQ while 2x tapping plasma gun for the marines. the missiles have to snap fire out of drop pod assault so they didn't come to help much there. You had 2 squads of DEVS to be able to have plenty of long ranged AV, and with centurions they could easily glance a tank to death. Definitely would try combat squadding those marines. The only trouble you would have then dealing with are flyers but the way you deal with them is either you shoot them down or you get in combat/ across the board so that when they fly over they can't shoot you(unless they're heldrakes) to help minimize the firepower coming in.

This message was edited 1 time. Last update was at 2013/12/28 19:53:35


2500pts 2000 
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

Finished posting up the second game

2500pts 2000 
   
Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

Sounds like a great day of gaming. Wish I lived closer so I could get more games in with you all. That is a cool "swiss army knife" army you have there with tools for any battlefield role.

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

@Blade Walker

Jea, the list has been working out great! I really just went out trying trying to make sure my army had the ability to deal with anything it encountered in addition to bring units that I like to field. Purifiers are my favorite unit in the codex and back at the beginning of 6th ed I stopped bringing them because I couldn't get them to work however a week earlier to these games, I tried them out against an IG player for the sake heck of it in a 1500pt game and just by giving them a rhino and different configuration made them capable of being productive. The psycannon purifier team took out a leman Russ squadron blowing up 2 in one shooting phase! while the purifier rhino squad were able to get across the field and soak up tons of damage due to their high threat yet still flame a few squads. The game was close but I narrowly pulled it out thanks to first blood. Interceptors and Dread-knights had been working for me for a while but when I was able to trade in the 10 man purifier unit with a rhino for a 10man interceptor squad because I had been running 2xs yet still prove to be beneficial, I was stoped . I can deal with mostly everything through some measure of strategy in 1750pt list as I have servo skulls to prevent 1st turn scout moves and infiltrations vital for these biker armies out there. I also have purifiers which make me even more capable of dealing with horde armies. terminators will always have their field days and I don't mind those occasional games and through the guidance of servo-skulls they have come in to, for the most part make up their points during games through killing other units and the amount of firepower it takes to bring them down. the 2 strikes are fantastic in offering me 2 units that can deep-strike and cap/support anywhere on the field when I need them to and the 2x psycannon strike squad is still a nice addition to be able to pop some vehicles from afar. The 2x Nemesis dread-knights are working great despite only one having jet pack but I actually find it better this way. One can shunt along side the interceptors while the other moves up the field in support of the purifiers in the rhino and with a deep-striking RP squad I am providing a number of targets for my opponent to deal with. They are still awesome in combat and great AV, able to go toe to toe with most units while their flamers greatly help make up their points. Finally the RP vastly increases my base in being able to deny psychic powers which with Eldar, tyranids, and daemons heavily rely on, making for a great impediment to mess up any type of 2+ re-roll-able stuff they are trying to implement. With Jaws I can also easier deal with Destroyer Lords, Tervigons, and Riptides while with Murderous Hurricane I can obtain a strong field presence by causing any unit I shoot at to treat everything as Difficult and Dangerous Terrain (Yea lets see a warp-spider do their move, B.F. and assault jump pack move shenanigans now) I also get a large number of cheap shots to kill off low Toughness models and possibly even cause morale checks. Since my games I've taken out Chooser of the Slain and wolf standard, and removed the power armor from the inquisitor. They are great add-oms I tell you but I had to decide between 3 more hammers and melta bombs on my rune priest. In the end the ability to make every unit in my army capable of taking down a tank and being a threat to anything they came across I feel is greater than re-rolls to hit and increased BS on my RP, and now I have an additional hammer in my puriifer unit so that when they break apart both units have at least 1 making both pretty much just as deadly in their own way. All in all I'm having absolutely an awesome time with these list. They are a Jack of All trades with a hint of strength in C.C. due to F.W. but that's exactly what a list should be. I should be able to go to any game and feel I have a chance to win because my force is well balanced to deal with what anybody can bring to oppose them.

This message was edited 5 times. Last update was at 2013/12/29 20:23:55


2500pts 2000 
   
 
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