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@leerm02 thanks for comments.
I lpayed with this list against the new Gray Knight codex. the opponents list were as follows:
Grand Master Nemesis Dreadknight, 6 man strong Strike Squad and 3 man strong Paladins.
We both set up more or less out side line of sight of each other. He won the roll-off and teleported the Dreadnight close to the center, there he used some 2D3 smite power and shoot down five bikes with some splashed mortal wounds on the other units on top. after that he did not have anything in reach to charge.
In my turn I moved forward with what I had left, then shoot at his terminators that had enhanced save from both psychic power and some other fraction ability that gives cover if beyond 12'' to a 2+ with a +2 on the roll. I still manage to take down two terminators, with a lucky KMK shoot. Reason that I did not aim at Dreadnight was that if I would, it would teleport once again and deny me my charge.
After this I charged with my Warboss and three PK biker Nobs. He then activated a 3++ and I managed to get one hit throw (he used a normal RR on one of the wounds) making a total of 3 damage. He hit back, failing quite a few, but still removed another two bikes.
His next turn he used his super smite, got a bit lucky with the wound roll and removed the Warboss, then shoot away the rest of my list except the Grot Cannon.
I must say, it felt like we were playing in two different leagues. The Dreadknight felt superior at everything and despite that the Strike Squad got the chance to show what they were capable of thy also feel solid with their stormbolter and 3 attack power weapons...
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