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Made in us
Fresh-Faced New User




1K Grey Knights v Chaos Space Marines

We played a few 1k games this Sunday and I fielded my Grey Knights for the first time in 8th. I managed to get three games in, two against CSM and one against Eldar. I finished deploying first in every game and chose to go first each time.

The loadout choices for my army were mostly influenced by the models I have built trying to get as close to wysiwyg as possible, along with the rule of cool.

Also, this is my first battle report write up, hope it's easy enough to follow.

Grey Knights:

Vanguard Detachment

HQ:
Grandmaster (GM) w/stormbolter (162pts)

Elites:
Paladin Squad - 2x Falchions, Paragon w/Halberd, 3x stormbolters (165pts)
Paladin Squad - 3x Halberds, 3x stormbolters (165pts)
Venerable Dreadnought w/ twin autocannon & twin Lascannon (193pts) (modeled as twin auto-cannons)

Heavy:
Nemesis Dreadknight (NDK) w/ Gatling Psilencer, Dreadfist, & Greathammer (200pts)

Transport:
Razorback w/ Twin Lascannon (115pts)

Total: 1000pts

CSM (best I can remember)

HQ:
Dark Apostle (DA)

Elites:
Berserkers x10 - Chain axes and chainswords
Berserkers x9 - Chain axes and chainswords
Hellbrute (unknown loadout)
Blood Slaughterer of Khorne (or something, it was FW)

Fast Attack:
CSM Bikes x3 - 2 w/plasma

Heavy:
Havocs x5 w/ Heavy Bolters

Transport:
Rhino w/ bolter and Havoc launcher (filled with zerkers)
Rhino w/ bolter and Havoc launcher (filled with zerkers & DA)

Total: ?

First Game:

We rolled up Eternal War; Big Guns Never Tire, Hammer & Anvil. We each only had 1 heavy, so VP conditions were equal for us. We each had 4 CP to use.

I deployed 2 Paladin squads and NDK in reserves. Razorback, Dreadnought & GM deployed securing 2 objectives and taking advantage of GM re-roll aura.

CSM deployed a mini castle right at the edge of his deployment zone, except for Havocs that hunkered down in some ruins ontop of an objective.

Opponent didn't sieze, elected not to use a CP to attempt again.

1st Turn:

There was no movement and no psychic this round as nothing was in range. I didn't bring in the reserves yet so we moved quickly into shooting. I wasn't sure what to hit, but the Hellbrute and Blood Slaughter looked intimidating enough, so I opened up on the Hellbrute with the Razorback's Lascannons and inflicted a whopping 2 wounds. I decided to be stingy with my CP and let it go, resigning to focus fire the Dreadnought into it as well. Had some good rolls, but in the end he was still standing with 2 wounds left thanks to some good saving rolls. End GK turn 1.

CSM pushed everything forward with advances, Hellbrute and Havocs fired into the Dreadnought but to no effect.

2nd Turn:

I didn't move the Razorback or Dreadnought, shuffled the GM a bit. Brought down the NDK behind them to help with fire support and countercharges, 1 Paladin squad teleported in front of the GM to screen and absorb the incoming berserkers. The last paladin squad I dropped behind his Havocs to clear them off the object (and hopefully make him bring 1 of the Rhinos w/ Zerkers back to his side).

Not much happened in the psychic phase, most enemy units were still out of range and I failed Hammerhand on the backfield Paladins.

Firepower from the Razorback, Dreadnought, & NDK finished off the Hellbrute and took enough wounds on the Blood Slaughterer to hit the 1st degradation level. Backfield Paladins killed 2 Havocs, failed their charge.

Movement for the CSM had the full unit of 10 zerkers disembark and move bringing them within charge distance of the razorback and Paladins. He then moved the Rhino up alongside them. The other Rhino continued to push forward into the GK line, keeping the passengers embarked for now (He later realized he should have also disembarked the other squad along with the DA because he missed two fight phases worth of re-rolls with the DA still in the Rhino). The Blood Slaughter was able to move within charge range of the Dreadnought.

Fire from the Havocs was ineffective against the Paladins, only causing 1 wound. No damage from the Rhinos.

The CSM used some clever tactics in the charge phase, first declaring a charge with the Rhino and successfully making contact with my Razorback and Paladins. The Berserkers gleefully followed it in against the Paladins. I decided not to perform a heroic intervention with the GM, fearing he would fall to the sheer weight of attacks from the zerkers. Against the odds, the Blood Slaughter made it's charge against the Dreadnought. He wisely chose to have the zerkers attack the Paladins first, but due to not having those important re-rolls (and he forgot he had an ability that gave him extra hits on rolls of 6's) he only managed to kill 1 Paladin and wound another. I then decided to spend 2 CP to interrupt and swing back with the Paladins before they were dismantled, managing to kill three zerkers. He then piled in for his second attack phase with his zerkers and, due to some poor rolls and fantastic armor saves, the Paragon managed to survive with 1 wound. The Blood Slaughter managed to put a few wounds on the Dreadnought with no damage taken in return.

3rd Turn:

I chose to fall back with both the Razorback and the surviving Paragon and leaving the Dreadnought locked up with the Blood Slaughterer. The backfield Paladins closed the gap with the Havocs and the NDK moved forward, taking position between the zerkers and the Blood Slaughterer. The GM moved up to take the fight to the remaining zerkers.

This psychic phase showed my opponent just how devastating the GK can be. Dreadnought and NDK both cast smite, putting six(!) mortal wounds on the Blood Slaughterer due to it's Daemon keyword and banishing it back to the Warp. The GM then cast Smite & Purge Soul on the zerkers, but a poor roll only caused 2 more mortal wounds. The backfield Paladins succeeded with casting Hammerhand.

The GM and NDK proceeded to open fire on the remaining zerkers, dropping another 2. Fire from the backfield Paladins dropped another Havoc. They both succeeded in their respective charges, the GM cutting down the remaining 3 zerkers and the Paladins easily slaughtering the Havocs and securing that objective.

CSM unloaded the second group of zerkers and the DA and lined up to charge the NDK and GM. He pulled up 1 Rhino to box in one side of my NDK and the other moved on top of the object my Razorback previously held. Once again, the shooting from the Rhinos was ineffective.

The zerkers made their charge into the NDK and the GM, but he prioritized the NDK and put all the Chain Axe attacks and half the chainswords into it, with the remaining chainswords into the GM. I only had 1 CP at this time (I must have used one on a re-roll earlier) and couldn't interrupt. He managed to bring down the NDK, but only caused 1 wound on the GM. In furious retribution, the GM cut down 4 of the zerkers in return.

4th Turn:

The loss of the NDK was a concern, the GM was alone with five berserkers supported by the DA. The lone surviving Paragon was on one wound left and he had moved to the flank to engage the Chaos Bikers. The bikes had only caused a couple wounds to the army up to this point, but they were in a dangerous position to get around the army and harass with the plasma. The Paragon unloaded his stormbolter, taking down one of the bikes. Determined to die with honor, he charged into a flurry of plasma bolts taking a wound but rolling a 5 on his save!

Meanwhile, the Dreadnought and Razorback were now free to rain hell again and the backfield Paladins were holding an objective on the otherside of the table with only Hammerhand to cast.

Muttering litanies, the GM attempted to purge the soul from the bezerkers. Both him and the DA (granting LD to surrounding units) were equal with leadership 10, so it came down to a dice-roll. In a huge stroke of luck, my opponent rolled a one to my six. Five mortal wounds completely wiped the squad he was locked in combat with, leaving the path clear to the DA. He then proceeded to cast GoI on the Razorback, teleporting it to the center of the board on top of the 4th objective and a clear shot on the Rhino next to the DA. Both Lascannon shots hit on the 4s required, blasting through the armor and getting a six and a four for damage, deleting the model from the board (no explode). The GM cut down the DA easily enough, the Paragon took down a biker without suffering any wounds in return, and the backfield Paladins waved at everybody.

My opponent conceded at the beginning of his turn, only having 1 bike and a rhino left.

Overall I'm very happy with the Grey Knights, and this is before the new Codex drops! I really enjoyed the way my Detachment played in all 3 games. I'll try to get the other two games written down, but I'm also working full time and studying for the CFP certification while raising a 2 year old. Time is precious.
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

Nice report.

What was the terrain like?
   
Made in us
Fresh-Faced New User




There were ruins of a building on CSM side where the Havocs embedded. In the middle of the table was a graveyard, it was the first time we used it and set a pretty cool tone. GK just had some wooded terrain for cover on the opposite side. We don't have too much LoS blocking terrain in my group, working on rectifying it.
   
 
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