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Imperial Fists and Grey Knights vs Eldar Adepticon Mission[1850]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Judgemental Grey Knight Justicar






I modified my Imperial Fists/GK list a bit to try out Dreadknights, and take on a nasty Eldar mech/Wraithknight list. We played the Adepticon mission #1, along with their modified Maelstrom objectives. Take a look at the lists and give me your thoughts on this battle!

Spoiler:
Imperial Fists
1- Chapter Master: artificer armor, thunder hammer, stormshield, combi-grav, bike
6- Bikes: 2 grav guns, Sarge with combi-grav, multi-melta attack bike
6- Scouts: Heavy Bolter
5- Devastators: 4 Lascannons
7- Devastators: 4 Missile Launchers
7- Devastators: 4 Plasma Cannons
Grey Knights (NSF)
1- Brother-Captain: Halberd, Psycannon (Warlord- Master of Ambush; Prescience and Scrier's Gaze)
5- Terminators: 1 psyannon, 1 hammer, 4 halberds
2- Dreadknights: Sword, Psycannon, Teleporter
Fortification
1- Imperial Bunker: ammo store, void shield

Eldar
1- Spiritseer (Warlord- re-roll reserves and +1 to Seize; Dominate, Hallucinate, Psychic Shriek)
5- Wraithguard in a Scatter-Laser Wave Serpent
5- Dire Avengers in a Scatter-Laser Wave Serpent
5- Dire Avengers in a Bright Lance Wave Serpent
3- Jetbikes w/ Cannon
6- Jetbikes w/ 2 Cannons, Warlock
3- Scatter-Laser War Walkers
2- Wraithknights


Deployment
Spoiler:

No night fighting. Dawn of War deployment. I won the roll to deploy first and choose first or second turn. Due to my warlord trait and Adepticon's FAQ on infiltrate, I infiltrate the Brother-Captain and his unit, the Bike Squad w/ Chapter Master, and 1 Dreadknight. I had placed my Bunker near an objective in one corner, with the Lascannon and Plasma Cannon Devs in/on that. The Missile Devs were in the opposite corner in the ruins, again on an objective. Another Dreadknight is in the middle of my deployment zone on another objective.

My opponent "castles" on top of one objective in the corner. He only deploys 3 Serpents and both Wraithknights, outlfanking the War Walkers. There was another objective near center board, and one directly across the board from the Bunker in his deployment zone. Unfortunately for me, I forget that part of his warlord trait adds 1 to his Seize the Initiative roll, and my aggressive deployment bites me in the tail when he rolls a 5 and seizes!


Eldar Turn 1
Spoiler:

He draws Objective 64, needing to run, turbo boost, or go flat out 3 units. One Serpent shoots at the Termies, I believe killing 1.

One Wraithknight shoots the Dreadknight, maybe doing a wound.

Second one Distorts the Dreadknight for First Blood!

The other two Serpents drop their shields and unload on the Missile Devastators, killing all but two. They fail morale and begin running away.


IF & GK Turn 1
Spoiler:

I drew Objective 66, needing my warlord within 12" of his table edge. Easy enough first point. My Brother-Captain failed to cast Prescience, and my opponent denied Hammerhand. My bikes moved up conservatively, staying out of range of many of the Wraithguard's guns for next turn. Chapter Master called down his orbital bombardment on the Wraithknight. If it had stuck, it would have gotten two Wave Serpents and the Knight. Unfortunatley, it didn't but scattered onto one Serpent, blowing it up but killing none. My Sarge popped his combi-grav, but poor rolling on the grav guns meant only two wounds dealt to the Wraithknight! So much for Alpha strike...

The Termies shoot at another serpent, forcing it to jink, but only doing 1 hull point of damage.

The Missile Devs regroup, and I only move one to get at least the potential for damage. Both of them actually hit, and both pen, but he jinks them both away.

My Dreadknight shunts up, hoping to rescue the devs and bikers. He tries to finish off the Dire Avengers by dropping the Pie plate, but it manages to scatter back toward me, completely missing anything! My other two Dev squads are sitting in the corner twittling their superhuman thumbs...


Eldar Turn 2
Spoiler:

My opponent makes great use of his warlord trait again, keeping his small jetbike unit off the board and ensuring his war walkers come in. He brings his large jetbike squad behind my Termies, hoping to kill a Psycannon. He brings the War Walkers in to help dump more dakka onto my bikes, and Vector Dances the the Crimson Hunter to aim at them as well.

He draws Objective 66, which he would discard at the end of his turn. He has no intention of leaving the castle until things have been dealt with in his corner.

His 7-man jetbike squad wipes out my entire Terminator squad AND the Brother-Captain. I failed every invul, and a good number of armors. Slay the Warlord to my opponent!

Wraithguard pop out, and a few get shots into the bikes, as well as the Wave Serpent.

The Crimson Hunter Exarch takes his turn, doing some damage.

And the Dire Avengers as well.

And another Wave Serpent....

And the War Walkers finish them off. I am officially neutered. That was a LOT of dakka!

Both Wraithknights shoot at my Dreadknight, causing one Distort wound, but I make my cover save. I took a wound from a normal D-Cannon shot though. He again ignores his Maelstrom objectives for now.


IF & GK Turn 2
Spoiler:

I draw Objectives 32 and 54, needing Objective 2 and to destroy an enemy unit. My scouts come in, and I get the right side of my board, where Objective # 2 is. Finally a bit of luck!

Dreadknight jumped down and kept his toe in the ruins, but had enough range to drop his Pie plate on the Wraithguard and their ride. However, it scatters (again) and I only kill a single Wraithguard. Sigh.

The only thing in range of my Devs are the bikes, and even then only the Lascannons. However, they do have clear line of sight to the Bikers and kill 2.

The Scouts also kill a few, including the Warlock. The bikes fail morale and run off the table. I score both my Maelstrom objectives, and am now up 3-0 on Maelstrom points, but have given up both STW and First Blood secondaries.


Eldar Turn 3
Spoiler:

His last reserved unit of Jetbikes come in. He draws Objectives 34 and 43. So he needs Objective 4, and he gets a point for every Objective he controls at the end of his turn. That is the exact Objective I don't want an army like Eldar to draw....

Now that he's crushed most of my army, he feels confident to move out of his castle. The Wraithknights move upfield. Luckily for me the Wraithguard can't embark and then turbo-boost onto yet another objective, so they move up along with their ride.

Serpent shoots and kills the one Missile Dev he can see.

Crimson Hunter vector dances over and kills the other Dev.

Jetbikes jump onto objective 4, and make all their Dangerous Terrain.

He turbo-boosts a Serpent onto Objective 6. His Wraithknights again shoot at my Dreadknight, wounding but failing to kill him.This nets him his previous Maelstrom Objective 64, 34, and gets 3 points for 43! 5 points this turn!


IF & GK turn 3
Spoiler:

I draw Maelstrom Objective 12, 23, and 56. I need Objective 2, 3, and need to slay the warlord. I would discard 56, as I have no chance of killing that Spiritseer at this poing. My scouts hug the ruins wall, blocking as much line of sight from the rest of his army as they can while staying in claiming range. My Dreadknight stays put, trying to kill the Wave Serpent across from him. However, he again whiffs badly with terrible dice and only succeeds in forcing it to jink.

Lascannons shoot the Wave Serpent on Objective 6, glancing one hull point. He didn't have to jink thanks to the cover save. I only had one Plasma Cannon in range, and it glanced thanks to Tank Hunters, but he again made his cover save. I score one more Maelstrom point thanks to the Scouts, making it 5-4 Eldar thus far.


Eldar turn 4
Spoiler:

He draws Maelstrom Objectives 23, 12, 63, and 34. He needs Objectives 2, 3, 4, and to force a unit to go to ground. He would discard 63. The majority of his army moves up toward my Dreadknight. I felt he moved far more conservatively than he needed to, but he REALLY wanted the Dreadknight dead.

he knows he can't take Objective 2, so he shoots the Serpent and the Crimson Hunter at the Scouts. The serpent could only see 1, but the Crimson hunter killed 2. The scouts pass morale. The Wraithknights Distort my Dreadknight, and the jetbikes have Objective 4. Because Objective 4 is outside his deployment zone, he gets 2 points for it.


IF & GK turn 4
Spoiler:

I draw Maelstrom Objectives 45, 61, and 16. Now that I have no mobility, I have no chance for these. Two of those require me to essentially get on Objective 6, and my opponent nominates his uninjured Wraithknight to be the unit I need to kill. Awesome. My Lascannons shoot the Serpent near the scouts, bringing it down to 1 HP. He again didn't need to jink thanks to the ruins save. Scouts throw a krak grenade, which does nothing. However, they assault and kill the Serpent. These guys are my MVPs so far, sadly enough. His Dire Avengers were not pinned. I score 0 Maelstrom points this turn.


Eldar turn 5
Spoiler:

He draws Maelstrom Objectives 62, 14, and 54. He needs to kill an enemy unit, make an assault move, and take Objective 4. He moves his Dire Avengers into position to kill the scouts, as does the Crimson Hunter. The Jetbikes are already on Objective 4, so they simply assault move right back to where they are, passing all their DT.

Crimson Hunter kills all but a few scouts.

The Dire Avengers shoot the scouts, killing all but the Sergeant. He passes morale, and my opponent had been overconfident in the DA and Crimson Hunter's ability to kill them, so no other guns were in range! He did score 2 Maelstrom points this turn, however.


IF & GK turn 5
Spoiler:

I draw Maelstrom Objectives 46 and 22, needing a unit within 12" of my opponent's table edge and Objective 2. The scouts come through again! The sarge does, however, roll double 1's for his shots on the dire avengers. I re-roll thanks to my Chapter tactics, and then roll double 2's. Lol, can't win 'em all. The Lascannons shoot the Dire Avengers, killing a few, but they pass morale. I score 2 points for Objective 22 because it was outside my deployment zone, and 46 for being within 12" of his table edge.

We had to call the game due to time there due to time. The final Maelstrom score was 12 to 8 in favor of the Eldar. Due to Adepticon scoring, that translates to a 19-11 win for the dirty Space Elves! The Fists and Knights are sent home packing!


Eldar turn 6
Spoiler:


IF & GK turn 6
Spoiler:




This message was edited 3 times. Last update was at 2014/11/26 02:00:48



 
   
Made in us
Devestating Grey Knight Dreadknight







Do you have any spare points? If so give the Halberd-wielding TDA falchions instead. I would also suggest dropping the Heavy Psycannon and instead getting the Incinerator, which will save some points anyway and let you get falchions.

EDIT: That's what I get for not reading the List thoroughly, he had TWO Wraith-knights.... yea halberds were the better choice. I still would suggest the flamer though.

This message was edited 1 time. Last update was at 2014/11/26 00:34:28


 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Member of the Malleus





WI

I think halberds are better in this case. The higher strength will help vs the Wraithknight and Wraithguard.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Judgemental Grey Knight Justicar






Report complete!


 
   
 
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