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Pure GK 1750 Bat Rep Vs Vanilla Marines


iamnothere

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Inspired by Aideonus' bat rep I thought I'd write my own. This list is in Build up to a 1750 Tourny in Febuary so I'm trying to game once a week to get ready.

 

My List (7 KP)

 

HQ Brother Captain - Psycannon

ELITES 5 GKT with 2 Psycannons

TROOPS (1-3) 10 PAGK (Frags and Targeter)

HS 1 1*Godhammer LR

HS 2 1*LRC

 

His list was almost marine hoard and he's quite an experienced player. (9-13KP)

 

Sicarius

Tricked out Command Squad

Tac squad 1 Lascannon/melta

Tac Squad 2 ML/Plas

Tac squad 3 Plasma cannon

Dread Twin Lascannon

Termies Asscannon

Assault squad Fist

6 Scouts

 

We rolled Annialation with pitched battle set up and I had first turn.

 

Terrain brief in my next post.

The list is legal (ish - we wernt worried about 1 0r 2 points here and there) and you can have 2 Psycannons in a GKT squad, 1 on the BC and one in the squad. This squad ran with 3 as I attached the HQ in there as well.

 

I've edited the list so it's easier to make out the quantities of Raiders.

 

Terrain consisted of

 

3 Story Building, 18" Gap, 18" long 1" high hill and a Big gap in his deployment area.

Single story building, 2 barricades, 4" High viewing platform with a big gap on its right in the centre.

Big gap behind the single story building, 18" hill, big gap behind the viewing tower in my deployment zone.

 

I deployed 10 PAGK behind the building on my left and the Godhammer to block LOS next to them. PAGK Squad 2 went in here and I placed the LRC with Squad 3 inside about 8" further right. The barricades in no mans land were no where near big enough to provide cover for the LR so I tried to avoid them with my placement. The BC and GKT squad were placed to the rear and right of this LRC.

 

He then deployed the PC squad on the roof of the 3 story building, with the Assault squad and command squad hard in between the building and the board edge. The ML squad went behind the building with only the ML able to see. In the open ground between the building and the hill went the Termies. The Dread went just behind the hill with the LC combat squad in support. In front of the hill went 2 combat squads of marines in a 10 man block and for all intents and purposes that's how they played. The Plas CS went into the base of the building. He infiltrated the sniper scouts into the viewing tower.

 

As you can see I went for a refused flank approach and deployed mainly on my left. Knowing where the cover was I could predict his deployment and place my GKT far enough away to benefit from the shrouding.

 

I chose a relatively open deployment zone as it meant I could manouver my LR without fear of immobilising them.

if HR 2 LRC is only to mean one LRC then the list is legal points wise, as for the TAD unit, the list shows 2x psycannon in the elites AND a psycannon on the BC.

 

So discounting the landraider which has now been clearly shown (sorry for any misunderstanding there) the list im afraid still is not legal.

Well onto the actual battle, he tried to seize the initiative but rolled a 4 so game on!

 

I started by moving my GKT forward and right to engage the scouts and put more distance between them and the plasma cannon, after the dust had settled only 1 scout remained.

I then moved the LRC forward around the barricade and opened up on the combat squad with the melta gun in front of the hill. Another dead ( I forgot I had a MM).

The Godhammer rolled forward a few inches and put twin las on the Dread but only managed to shake it.

PAGK Squad 1 moved around the building putting it between them and the Command squad /Assault squad combo.

 

He responded by moving both those squads to the other side of the building and trying to fire. Few of them were in range and no GK were lost. The PC squad on the roof aimed for the GKT but were thwarted by shrouding. The Melta, Lascannon and ML squads all tried for the crusader to no avail. The Termies moved forward to support the Command squad but failed to damage the Godhammer. The scout decided that discetion was the better part and hid behind a broad piller.

 

This is where I made some tactically questionable decisions, namely electing not to shoot so I could get the charge. PAGK Squad 1 advanced towards the command squad and it was only after I'd got there I realised just what a mistake I'd made. Not shooting and then charging Sicarius' Command squad! I lost 4 before I could even hit and then another 2 to power weapons. I killed 2 in return. FnP is a bi*ch. Unfortunately this wasn't my only mistake. I made a similar decision with PAGK 3 from the crusader, fluffed my rolls and lost another 4 in a protracted combat with the 2 combat squads in front of the hill. Happily it tied up the melta gun. The GH managed to pop the dread and a termie this turn though and my GKT split with the HQ going for the scout and the GKT going for the Las cannon squad. I'd also deployed PAGK squad 2 from the GH and targetted the Termies.

 

In return he jumped the assault squad over the building and charged both the PAGK2 and the Godhammer. This combat went my way with no effect on the LR and 2 casualties to me. Sicarius continued to munch PAGK1 and the slugfest continued with casulties on both sides in front of the hill. The plasma cannon had no real target, the ML and LC both missed.

 

So far 1 KP to me and I start to realise why I used to keep GK out of combat...

@MAL

Your really going for this arent you!!! Th BC at the top is his HQ. The 5GKT is his elite(therfor 4GKT and another BC).

 

I assume this is right iamnothere

 

Also in regards to your report ALWAYS shoot before charging. Unless theres a chance you could wipe out the unit and not get the chance. But going by this units makeup id say there was a good chance most would still be left. And yes, FNP is a major pain!!!!

I'm looking at the options at the start of turn 3 and realise that the 3 PAGK squads will be lost this turn. Sicarius and power weapons will see to that. So I decide to back the Godhammer up and pop 2 Termies. This gave me space to manouver and reduced the number of powerfists. I advanced the crusader around the slugfest in the centre and targetted the Las squad with machine spirit aiming at the PC squad on the building. Only the Lascannon passed his save and didn't run - oh woe is me. The BC chases the last scout into some cover but is out of range to charge. The GKT get a bit bogged down in the tower. Sicarius finishes off PAGK Squad 1 and the 2 combat squads finish PAGK squad 3. Although they are much reduced with only 3 left in 1 squad (unfortunately the one with the melta). PAGK Squad 2 is meanwhile soundly thrashing the assault squad 5 kills to 2 :P

 

Oh and did I mention the termies failing their morale check and falling back 7"? This meant they were within 6" of the crusader and had to fall back another 9" at the start of his turn. The scout kept running but fluffed the difficult terrain roll (4" including the run). Sicarius moved forward and assaulted PAGK Squad 2 whilst the lone las cannon failed to pop the crusader. Unfortunaltely the now unengaged melta gunner stepped calmly towards the Godhammer and it was 6 to hit, 15 to penetrate and another 6 on the chart to leave a LR sized hole in the table!

 

The rest of his force had no target so sat tight in the building. End of turn 3 and I had 2 KP to his 3, the tables were turning :D

Sounds like a tough game so far. I haven't yet gotten a chance to play against the new marine codex, but it sounds like they're way better now. First off, I remember always smashing marines in combat with GKs, even command squads and the like. And second, combat squads actually seem really effective.

 

Question (to everyone): when a player splits a tac squad into two combat squads, do each of those combat squads provide a kill point, or do all 10 men have to die for you to get the 1 KP from the entire tactical squad? I was under the impression that each 5-man combat squad gave a KP, but as I said, I have no actual experience with that yet.

 

Good batrep so far. Can't wait to hear the rest!

Yep, it's a KP per combat squad so 2 for a full squad that's been split but only 1 if it hasn't.

 

Turn 4 and normally it would be time to start objective grabbing but with anniahlation, it's time to finish off squads. Priority 1 was the lone scout which my BC dug out of cover in the assault phase - "just to be sure".

Then it was the lone Lascannon which took 6 Hurricane shots and the Assault cannon to the face - "just to be sure".

I split fire with the multimelta and toasted a termie - nice B)

My GKT decided they could put psycannon fire down onto the melta squad from the comfort of the ruins, taking it down to 1 marine - unfortunately that left the melta :o

I didn't all go my way and I swapped PAGK squad 2 for the assaut squad leaving Sicarius free to advance.

 

Making a beeline for my GKT he came storming across to try and balance the KP ledger!

 

This turn and he remembers hes given the Tac squad with the plasma gun tankhunters (he did say at the start) and he comes out gunning for the crusader. The Termie regroups and tries for the crusader - happily he's too far away this turn - phwew! The melta gun is undecided and moves towards both the crusader and the GKT - this puts him out of range for the GKT and out of effective range for the crusader - not even a glancing hit!

 

End of turn 4 and it's 5 - 4 KP in my favour.

 

We might not get another turn so I need to kill stuff and stay safe. I back the cruasader away from the plasma gunner and the termy with a 12" move. I then unload the multimelta into the termie for another KP! My BC rejoins the GKT in the cover and togther they unleash hell on the melta gunner, Sicarius and the command squad were still at near full strength so a worthless target. Another KP.

 

In response Sicarius gets 9" closer for next turn combat. With no I5 characters I do not want to mess with this monster. The rest of his turn is spent trying to pop the LRC with the ML. I start sweating when he gets a glancing hit but I'm only shaken and breathe a sigh of relief.

 

I know now that unless he wipes me out I've won as it's 7KP to 4. My whole list only comes to 7. He rolls for game length and it's a 1! Game over.

 

Hard fought game that only really went my way on turn 4. My non shooting PAGK showed me I was trying to be too clever. Keeping the GKT at range kept them alive and the ammount of decent fire a squad like that puts out is scary.

Ideally I'd like to include a second crusader and drop a PAGK squad but I'll see how the next game goes first.

@MAL

Your really going for this arent you!!! Th BC at the top is his HQ. The 5GKT is his elite(therfor 4GKT and another BC).

 

I assume this is right iamnothere

 

Well it doesn't say there is a second BC, and even if there is it would put the points cost over, so either way its illegal. Im sorry if people are having a hard time understanding this, but a list that doesn;t follow the rules = illegal, and doing it without permission = cheating.

 

Now im not saying hes cheating, it may just be a honest mistake as thats the only unit that can have psycannons that can only have 1, but part of the reason this board is here is to help people, so im notifying the OP that his list is not codex legal.

 

*Edit* additional information:

 

Also i'd like to direct you to his list above, if there was a second BC surely it would be listed seperately with the other BC as a HQ choice, plsu the fact that if there was a second BC it would be 8 KP. (the GK TDA's only count as elite if selected as a seperate unit, the retinue upgrade for the BC doesn't take an elite slot as per the retinue rules.)

Mal, I don't understand what's so difficult about this.

 

There are two ways to get a BC

-An HQ choice of a GK Hero, choosing the BC option

-As the mandatory upgrade character in a squad of Elite GKTs

 

You may only have one GK Hero as an HQ, but you may take up to three squads of GKTs (not counting retinues).

 

The elite squad (and yes, in the initial post it is clearly labeled as Elites) MUST take a BC as an upgrade character, so it is unnecessary to write it in the list. By virtue of the fact that there is an elite GKT squad there, there MUST be a BC within it.

 

The GKT squad can only take one psycannon as a unit upgrade, but the BC in that squad has access to the armoury, and may therefore take a psycannon that way.

 

The current list, exactly as written, is 1727pts, actually LESS than the legal limit by almost a full PAGK's worth.

 

In case you don't believe me, do the math yourself:

(by squad) 91+300+277+277+277+250+255=1727

Ok I made a mistake and forgot the TDA squad commander held the same rank as the army general, so sue me! thats no reason to be unplesant!!!

 

I made a mistake about the rank of the GK TDA unit commander, I fail to see how that justifies such a response. I came back on here because something was bugging me while I was trying to sleep when I remembered then when fielded as an elite not a retinue I remembered the squad commander is a brother captain, not that i've ever fielded the unit as an elite, I always take the retinue option.

 

So yes, I made a mistake, and I aplolgise to the OP for that mistake.

Sorry about the tone of my response. Just so you know, making the mistake isn't what bugged me. It was the fact that several people corrected you, and instead of looking in the codex to see if they might have a point, you kept arguing with them without a true understanding of the rules in question. You even admit to not fielding or knowing much about the unit. I was just frustrated that you refused to believe anyone else might know what they were talking about, and in fact, your last post (the one I was responding to) was pretty scornful as well, which is really what pushed me over the edge.

 

That being said, I am sorry I stooped to that level. It wasn't necessary, or appropriate. My bad.

We all come on here to live and learn. I've just denied myself a whole PAGK :D and Mals learnt about GKT Elite slots.

 

Getting hit by the Melta was a blow but at the start of a game I planed on losing half of my Raiders either to math hammer or the dice gods. It did feel close all the way through to turn 4 when I started poping single models.

Sorry about the tone of my response. Just so you know, making the mistake isn't what bugged me. It was the fact that several people corrected you, and instead of looking in the codex to see if they might have a point, you kept arguing with them without a true understanding of the rules in question. You even admit to not fielding or knowing much about the unit. I was just frustrated that you refused to believe anyone else might know what they were talking about, and in fact, your last post (the one I was responding to) was pretty scornful as well, which is really what pushed me over the edge.

 

That being said, I am sorry I stooped to that level. It wasn't necessary, or appropriate. My bad.

 

Im sorry if I came across as a little too pushy in some of my posts, that has never been my intention, I was just convinced that there was something wrong with the list, and it had been niggling at my mind since I first read the opening post. I was convinced I had figured out what it was, but I was wrong. If it helps I did check the codex, but for the life of me I completly missed the BC in the elite squad, I just checked the number of psycannons avaliable, and when the Bc in the squad was first mentioned I immediately thought of the retinue option.

 

Once again, my mistake. Sorry guys.

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