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Made in gb
Tower of Power






Cannock

Popped down the Vine Inn Gamers club on Sunday. Not only did I get some Magic in, but also got a 2k game of 40k in as well

Thought I would use my G.K as not used them for ages. Been loving the Daemons too much! .

Grey Knights 'Purifier Order' - 2,000 points

HQ

Castellan Crowe
Inquisitor Coteaz
Inquisitor - psyker

Troops

5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
3 x Servitors - 3 x plasma cannons
3 x Servitors - 3 x plasma cannons

Heavy Support

Dreadnought - 2 x twin-linked autocannons + psybolt ammo
Dreadnought - 2 x twin-linked autocannons + psybolt ammo
Dreadnought - 2 x twin-linked autocannons + psybolt ammo

Space Marines - 2,000 points

HQ

Librarian - terminator armour

Elite

Dreadnought - 2 x twin-linked autocannons
Dreadnought - 2 x twin-linked autocannons
8 x Terminators - assault cannon & chain fist

Troops

10 x Tactical Marines w/ Razorback - meltagun & multi melta - Razorback w/ twin-linked plasma gun & lascannon
10 x Tactical Marines w/ Razorback - plasma gun & plasma cannon - Razorback w/ twin-linked lascannon
10 x Tactical Marines w/ Razorback - plasma gun & plasma cannon - Razorback w/ twin-linked lascannon
5 x Scouts - sniper rifles & camo cloaks

Fast Attack

Stormtalon - cyclone missile launcher

Heavy Support

5 x Devastators - 2 x missile launchers & 2 x lascannons

Game: Big Guns Never Tire + Hammer & Anvil - night fighting is not active

Deployment

Five objectives had been placed; Jon put two about 12" from the centre and another in the centre his side of the bunker. I put two deep in my deployment zone, one near the back of the table in terrain and another a little further away also in terrain; both of these objectives are in cover for my troops and a fair distance away from Jon's forces.

I win the roll off for deployment side while Jon wins the roll off for deployment, he decides to go first.

Jon deploys and only has one Razorback with a unit inside; the melta unit; the other half hides behind a barricade on the objective. Dreadnoughts deploy on a hill support with Razorbacks each side and Devastators while the two Tactical Squads deploy far back behind the Razors for cover.

Jon has spread his army evenly and I think the flanks are pretty balanced, however the right flank with only two Razorbacks seems to be weaker. I deploy three Rhinos on the right flank in a triangle formation side on and the other three in the centre; this is taking advantage oif the centre bunker (nice 3+ cover save) and gives me split fire bases in the form of two threats. Dreadnoughts deploy on a hill to get LOS, they huddle together and both Servitor units deploy on the objective bottom left corner; it's the only terrain piece witin my deployment zone you see which is far back.

Jon infiltrates his Scouts and strangely puts them on the objective his side by the bunker; this is a bit of a pickle as they are in open ground so will only get cover from camo cloaks (6+ not very good) and the bunker blocks their LOS.







* Tactical Notes

Ok, there's quite a few high priority targets in Jon's army; the Razorbacks are pretty nasty and so are the Dreadnoughts. The Devs can be a problem, but these guys will give me a point if I can sack them. The priority Razorback will be the one carrying meltas, if I can strand that squad, then I do not have to worry about them.

Terminators I'll deal with when they arrive, hopefully I can bomb them with plasma cannons.

Stormtalon I'll unleash mass dakka and hope weight of shots can bring it down.


Turn 1

Jon moves his Tacticals closer and runs them too if I remember right. Tanks move up as well. I think that's about it.

Shooting; lascannons and autocannons blast the Rhino at the front on the left flank and it loses two hull points. I think that's really about it.

My first turn; I do a bit of sneaky premeasuring and move the one hull point Rhino up while the two supporting it move and hide behind the bunker. One from the other block of three scoots down. Rest remains static.

Shooting; psycannons from the one hull point Rhino take down the oncoming las/plas Razorback; that's the melta dudes out in the open and now on foot. Dreadnoughts fire at Jon's Dreadnoughts, one goes boom while the other gets cover from the bunker and is only immobilised. Psycannons on the right flank rip into a Razorback and it goes boom. Rest of my psycannons are out of range. Plasma cannons bomb the combat squad near the objective by the barricade and they are all wiped out.







* Tactical Notes

Ok, cracking start, Jon has lost half of his anti tank what's on the table and on a good note his melta unit is stranded; if this unit comes towards me then they will die. On another good note a combat squad is down, this will force Jon to make decisions on how to get that objective; he only has a melta unit to get it and a Tactical Squad.

Next turn I'll keep going for the Razorbacks and Dreadnoughts. I'll start picking on the Devs when I get close enough.


Turn 2

Jon rolls for reserves and his Terminators arrive. He deep strikes them bottom right corner behind the trio of Rhinos.

Movement wise the Devs move up as does the Razorback behind them. Melta unit falls back to grab the objective by the barricade. I think that's about it.

Shooting; Terminators fire assault cannon, storm bolters and this pyromancer power blast thingy into Crowe, I roll two 1's and he dies; what a tosser. Autocannons dakka the one hull point Rhino and it goes down, the squad comes under fire from bolters and plasma; plasma cannon scatters and misses and I pass cover/armour saves well, only one dies. Lascannons tackle two of my Dreadnoughts, robbing a lot of my long ranged fire power. Plasma cannon from the Tactical Squad near the bunker hits a Rhino and it goes boom; all Purifiers are safe as houses.

I decide to keep all units static this turn as I want to use full fire power to take out those Terminators; I do not fancy them wading around in my deployment zone.

Only one unit of Servitors can spot the Terminators, but thanks to prescience, they hit twice and hit a total of 9 Terminators; 6 fail invulnerable saves and the Libby also takes a wound. Terminators receive minimum psycannon fire power before they go down; lots of rends do the trick! Due to my position of units I can only get limited dakka now, so the lone Dreadnought blasts the Razorback by the Devs and it loses a hull point while the one on the right flanks gets blown up by psycannon fire. I move a few Rhinos flat out just to get in better position for next turn.





* Tactical Notes

Ok, not a too bad turn. The Terminators and Libby have gone, which is one less thing I have got to worry about. I've also sent a Razorback packing and one has taken some damage. It has been a low damage output this turn, but the plasma cannons did very well for me.

Next turn I'll start moving units up and focus on the Devs and Scouts; Devs will take away Jon's fire power and earn me a point and Scouts means that objective is free. The last Razorback I'll also tackle too.


Turn 3

Jon rolls for reserves and the Stormtalon arrives, it moves 36" down the board on my right flank and stops in front of the Rhinos by the bunker. I think this is the only movement for Jon.

Shooting; Dreadnought fires at my last Dreadnought and scores stunned while Stormtalon fires at the closest Rhino and scores crew shaken. Plasma and bolters blast the Purifiers behind the hill, plasma scatters and misses while my Purifiers pass cover/armour saves. Plasma cannon from the other unit blasts a Rhino, but does bugger all.

I move the Inquisitor's unit of Servitors forward through terrain; they will grab the objective up ahead while Coteaz's unit shuffles a mighty 1" through terrain. Purifiers behind the hill move up onto it to draw better LOS while a Rhino peaks out from behind the bunker to lay down supporting fire; the Rhino has 25% covered, that bunker is very handy. Rest hold position to lay down full dakka into the Stormtalon and Tacticals.

Shooting; Purifiers on foot and unit in the Rhino dakka the Devs and they are dead meat. Dreadnought finishes off the Razorback while psycannons dakka the Stormraven and I take a hull point off it. Psycannons also dakka the Scouts and they are now wiped out. Last Dreadnought goes down to psycannon fire.





* Tactical Notes

Things are going well atm. Devs, Dreadnought and Razorback are gone, so only anti tank fire power is the Stormtalon and plasma cannons, if you want to call the plasma cannons anti tank. Now the Scouts have gone, this will force Jon to react and move up to claim it or let it go to me.

Next turn I'll move up the Rhino supporting the Purifiers on the hill, they can lay down fire power on the melta unit on the objective behind the barricade, then turn 5 they can rock up and bail out and claim it. The other Rhinos will use the bunker for cover and then move up and bail out to take the objective
.

Turn 4

Tactical Squad on the hill move down to grab the objective on the right flank while the other Tactical Squad moves forward to claim the objective behind the bunker which the Scouts once held. Stormtalon comes down to deal with the Servitors in open ground.

Shooting; Stormraven unleashes assault cannon and frags on the Servitors, only who survives who fails morale and legs it. Rhino with two hull points left by the bunker gets shot by plasma gun and plasma cannon, it goes boom. That's it for Jon!

I attempt to regroup the lone ranger Servitor, but he fails and runs off. I move the Dreadnought down the hill towards the objective the Servitors were going for while the Rhino supporting the Purifiers on the hill moves up 6"; that's it for me!

Shooting; squad on the hill with supporting Rhino dakka the melta unit, only the Sgt survives who fails morale and falls back. Stormtalon gets blasted by the Dreadnought and psycannons, it passes a evade save but utlimately goes down. Psycannons rip into the Tactical Squad by the bunker; they take over 25% damage and pass morale.





* Tactical Notes

Right, not to sound cocky, but looks like this game is in the bag. My objectives cannot be contested by anything, so I've got two no problem. The solo Sgt isn't going to survive the fire power I am going to drop on him, plus I'll contest it with Purifiers too. The Tacticals by the bunker I'll unload with psycannons and then charge them, will cast hammerhand so I can clobber them good.


Turn 5

Lone ranger Sgt regroups and gets the objective while both Tacticals move and run to claim the objectives; that's it for Jon!

I move the Dreadnought up and secure the objective the Servitors was going for. Purifiers in the Rhino supporting the unit on hill, move up and bail out and aim at the Sgt. Purifiers who got blown out their ride last turn by the bunker, move up and prime those psycannons and nemesis weapons while mobile Rhinos move up to support.

Shooting; psycannons and storm bolters dakka the Sgt and he is dead meat. Psycannons and storm bolters dakka the Tacticals and they are wiped out.

At this point Jon concedes as he has no way to win this game, as he only holds one objective and has got 3 points for killing Crowe and two Dreadnoughts. I have got four points for slay the warlord, linebreaker, first blood and killing the Devs plus the three objectives I control.

Summary

Not a bad game with Jon tbh. The thing with my Purifiers is they can rock up mid field and just unleash dakka; weight of shots will bring anything down. Once the coast is clear, they can move up and do more or less what they want.

The way Jon played worked to my Purifiers style of play. See, he played defensively and put all objectives close to him. He would have done better placing them further back, which would have made me come closer to him using valuable turns of movement - he could have laid down fire power and took out my rides. Also, infiltrating the Scouts where they did was a bad idea; not only couldn't they draw LOS much, but also had no cover - objectives for a unit like this need to be at the back of the board. I also think not using combat squads caused Jon more problems, as he had loads of Marines just pissing in the wind and not up close firing those bolters.

I forgot to use Coteaz's second power which I rolled for, it gave units within 12" a 4+ inv and would have been useful for when that Stormtalon blasted by Servitors. Ah well, never mind.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

The SM list isn't great (and is possibly under 2k), I also agree with your assessment of him not playing great, he should have focused on your dreadnoughts intially then moved onto to deal with the purifiers afterwards, the terminators would have probably been pretty good for this. Pop a rhino then the terminators dakka the contents.

Armies: Crimson Fists, Orks, Eldar 
   
Made in us
Hoary Long Fang with Lascannon





Memphis, TN

This does solidify your arguement for MSU even further. Where do I submit my formal apology?

Check out this comp!http://www.dakkadakka.com/dakkaforum/posts/list/0/498307.page
My P&M Blog:http://www.dakkadakka.com/dakkaforum/posts/list/497661.page
2500 Brothers of Sanguinor
2500 Purifiers
750 : Bad Wolves

2 successful trades: TemplarCoyote, blood angel

P.M. for a reference! K.C.C.O.! 
   
Made in gb
Tower of Power






Cannock

CaptainJay wrote:The SM list isn't great (and is possibly under 2k), I also agree with your assessment of him not playing great, he should have focused on your dreadnoughts intially then moved onto to deal with the purifiers afterwards, the terminators would have probably been pretty good for this. Pop a rhino then the terminators dakka the contents.


It's not uber awesome, but it's not too bad either. I cannot comment on points cost, but I am pretty sure I've missed nothing off. The guy was checking on his phone his list, so I presume he got it right.

Aye, Termies would have mashed my Purifiers up so easily.

eldartau1987 wrote:This does solidify your arguement for MSU even further. Where do I submit my formal apology?


no worries

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

Great report showing how good your MSU Purifiers can be purely shooting. A bit of a mismatch on list power level it seems but that's 40k!

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in gb
Tower of Power






Cannock

Thanks dude. The Purifiers work very well. I think they are a excellent unit; can knock out 8 S7 rending shots with 6 S4 shots all at 24". Have mix of hammers and a halberd for combat and of course throw in hammerhand and cleansing flame and you've got a top notch unit.


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Haemonculi Flesh Apprentice






Good game, but the other guy had some real issues. Firstly he should have wiped the dreads, then the termies should have shot the servitors with LOS. That changes the game drastically, plus he should realize that in order for you to be able to shoot from your tanks without snap firing you can only roll up 6". I think that is where the real weakness lies for purifier MSU. I also don't understand how he was letting your servitors go to town on him, he can pre measure and you are playing long, he should have been able to out range the servitors.


   
Made in gb
Tower of Power






Cannock

Can't say I disagree with you. He thought the Dreadnoughts were S7, but I told him about psybolt ammo before and during the game. I guess he forgot and would have rather tackled the Purifiers.

I would have deep striked where he did or some where else. Either way I too would have shot the Servitors, which no doubt would have wasted the unit as all Servitors could draw LOS.

Well I had rolled the Rhinos into position earlier and then stayed static. There's only so far he can got to avoid mass psycannons.

The Servitors only fire twice, the first unit which was in his deployment zone and then the Terminators. I did mention to him and above the he deployed too far forward. Should have deployed back to put the Servitors out of range.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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