Game Type: Seize Ground 3 objectives
Deployment Type: Pitched Battle
My List -
SM
HQ
Captain w/Power Sword, Bolter, Artificer Armor and Meltabombs
Troops
Scout Squad w/Heavy Bolter, 4xBoltguns
Tactical Squad w/Flamer, Missile Launcher Sarge w/Chainsword, Boltpistol
-In Rhino
Elites
Dreadnought w/Multi melta,
DCCW
5 Terminators w/4xPower Fist, Sarge w/Power Sword. 5xStormBolters
-In Land Raider
My Captain was riding in the
LR with the Termies and my
Tac squad was in the Rhino.
Opponents List
HQ
Grand Master w/Psycannon
Troops
5 man Grey knight squad w/Incinerator
5 man Grey knight squad w/Incinerator
Heavy Support
Land Raider
Land Raider
GK squad in each
LR and Grand Master was with one of the squads in a
LR.
Objectives are set up with one in the lower left corner (near me), dead middle of the board, and top right (near him)
I set up with my
LR and scouts on my objective and with the Rhino in front of the Dreadnought in the back middle to take cover from some ruins.
He sets up his
LRs in the back right, close to his objective and near some ruins as well.
I won the roll, and he failed to seize the Initiative.
Sm Turn 1: I move my
LR 6" and fire one Lascannon at each of the enemy
LRs. One is saved from my shot via cover, but I had a clear shot to the other and wreck it! The grey knights spill out, probably wondering how the hell that happened so fast. The rhino moves up full 12" with the Dreadnought walking 6" behind. Scouts dont move or shoot.
GK Turn 1: Minus 1
LR already, he moves his
GK and Grand Master towards his objective, running them to make sure they get there. His
LR fires through the ruins and hits my Rhino, wrecking it.
SM Turn 2:
LR moves about 6" again, hitting the enemy
LR twice, but cover saves it from any real harm. Dreadnought moves up another 6" using the Rhino wreckage as cover.
Tac squad that came out of the Rhino moves towards the mid objective, and runs to move squarely onto it.
GK Turn 2:
LR moves and fires at the Dread, wrecking it.
GK now in cover fire storm bolters and PsyCannon at the
Tac squad in the ruins. 1
SM goes down.
SM Turn 3:
LR moves 6" again, fires at
LR but doesn't even glance.
Tac Squad fires a missile at the
GK in hiding, killing 1 with a missile. Scouts still do nothing.
GK Turn 3:
GK LR destroys
SM LR, with the explosion killing 1 Terminator.
GK squad in hiding fires everything at
Tac Squad, killing 2 this time.
SM Turn 4: Captain and Terminator Squad move towards
GK LR now that it is close to the middle objective, hiding behind a ruin wall for cover.
Tac Squad fires and kills another
GK in cover with a missile.
GK Turn 4:
LR fires Lascannons at Termie/Cap squad, killing 1 Terminator.
GK squad fires at
Tac Squad, but all armor saves are made this time around.
SM Turn 5: Captain/Termie squad assault the
LR, but cant do anything to it even with meltabombs and Power Fists.
Tac Squad fires, but misses the
GK squad in cover.
GK Turn 5:
LR tank shocks the termie squad, but they move out of the way in time. The
GK inside then hop out and fire at the
Tac squad now in their sight, killing 1. They then assault the
Tac Squad, but lose a man since they go last (no frag nades). They repay the
Tac squad by killing 4
SM in combat. The
Tac squad holds together to continue the fight.
However the game ends on a roll of 2 to continue. Its a draw (
SM-1,
GK-1, 1Contested)
All in all I was pleased with how the game went. I was pleasantly surprised when I wrecked that
LR first turn, but then when I went for the meltabombs on the second one, I rolled snake eyes. Not bad for a 1000pt list that was more or less geared as a balanced look at things compared to a 1000pt list of 2 scoring
LRs...
SM MVP: Land Raider: Killed an opposing
LR turn 1. I was surprised to say the least
GK MVP: Land Raider (that lived): Took out a Rhino, Dreadnought,
LR, and 2 termies and allowed the
GK troops inside to contest the middle objective. Getting that cover save early on made it possible for him to tie it up.