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Grey Knights vs Tyranids 1000 pts


elithren

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I had an awesome game with my new list of 1000 points worth of GK! The mission was Kill points with Dawn of war deployment, I won the roll to go first and so I did.

 

My list:

HQ

Brother captain and 3 GKT.

 

Elite

Inquisitor with psycannon, 2 mystics, and 1 Meltagun warrior

 

Vindicare Assasin

 

Troop

GKPA 5 man squad, one psycannon

 

GKPA 5 man squad, one psycannon

 

Heavy Support

Land Raider(plain)

 

His list(roughly):

Swarm lord with 1 guard

 

2 Zoanthropes

 

1 Trygon, sorry forgot to type that.

 

2 broods of genestealers(normal stealers)

 

1 brood of Termagaunts

 

 

I deployed first with my two GKPA squads in cover, not too far from each other and he setup his lord, 1 stealer brood, and the gaunts as close to the deployment line as he could.

 

Turn 1, my guys walk on the board, the Inq and the land raider filling in the small gap between the GKPA and the vindicare came on and setup in cover next to one of th GKPA. Since he was so close, I was easily able to hit him with the shooting under night fighting rule for turn one and in the first round of shooting, one gene stealer brood was completely dead. His turn one saw the zoanthropes coming on, trying to shoot but not able to see, which ended all of his shooting. He moved the lord and the termaguants along the left to try and get out of range of my further PA squad and was hoping to get close enough for the combat, but he didn't get too close on his flee rolls.

 

Turn 2, I move the land raider up and then keep on shooting, the Inq putting a wound on the lord and killing the guard and the rest of my guys downing the guants, my guys deploying out of the raider and then assualting the now exposed and lone lord. He managed to kill the 3 termies that assault, while the captain managed to do 2 wound to him. I lost, passed the leadership, and made all the saves for the combat. His turn two saw the advancing zoanthropes scooting forward, again failing their test to see the GKPA due to the aegis rule. He DS in a trygon and also his tried flanking the 2 brood of stealers but they wound up on the far right side of the table and way away from everything. The trygon did manage to drop 2 GKPA from the furthest squad. Nothing happened that round of combat

 

Turn 3, I did a movement shift to allow all my guys to be able to shoot at the now up close trygon, which had one wound from it ds close to the mystic. Both squads focused on it and the Inq got his shots off, finishing it before it did anymore damage. Then, my vindicare used his turbo penetrator round on the lord in cc with my captain, causing two wounds, killing the lord because he doesnt get the invul for ranged shots. His turn was a sad one, he saying himself that it was over but he kept trying. He managed to see the GKPA but they cancelled out his power with the aegis rule and me winning the roll.

 

Turn 4, cleanup! Massive fire at the 2 zoanthropes followed the movement of the land raider and the Inq. The vindicare finished off the last wound that was remaining after everyone was done and then they were gone. He moved his stealers up for a desperate chance to get one of my guys in cc, but he was out of charge range.

 

Turn 5, Tabled him with the Vindicare getting the last kill :devil:

 

I enjoyed the smaller list of GK for this game, the ap of the weapons really messing him up for the stealers and how fast they dropped. He thought it was way mean how the assassin could pickout guys in cc, but the FAQ says so clearly and he further hates that guy(I used the vindicare as a hq base campaign hero who also dropped one of his big meanies during the campaign).

 

Enjoy!

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first of all, gratualations for your victory.

 

what buggs me though.. for a 1k point match that tyranid player got a really really weak setup. as a player of both, GK and tyranids i would love to know his troop strength. how much genestealers, gaunts etc.

got any info on how much units he got and what upgrades they and especially the lord got?

I can't say as for the upgrades but there were 2 squads of 8 stealers and 10 of the gaunts(the shooty ones to clarify because I get the two mixed up), bare bone trygon and normal zoanthropes(dont quote me on that). I know he gave the lord the preferred enemy and the catalyst move because he used it on the Inq, who still managed to hit at BS 1 once!

I have found Grey Knights to do well against Tyranids, it's almost as if we were designed to defeat them (nothing quite like wiping out a whole genestealer brood with incinerators, or hitting a zonathrope with fire from 2 psycannons) they are te one army I would say we can fight against the most competive of Tyranid lists without much trouble, personally I always take a Grand master, there's somthing about having a force weapon that actually works on half the things you would want it to, that and the background of the grand master is epic.

So it seems te Grey Knights have got a part time job as pest control/Ordo Xenos :D .

ah the trygon. was really surprised to see so less units there... there was a missinterpretion from me here, a you stated he played the swarmlord (special character without upgrade options) thats one pretty huge point sink (swarmlord + 1 guard = 340 points).

 

i have to agree that we got some really neat stuff against tyranids... most of em have a 5+ save at best and those we simply burst away. even warriors only got a 4+. well and zoantrophes.. get a hood and a psycannon and your good to go :)

 

however, if played right they got some stuff that really can really screw us. best example swarmguards... i love and hate em (depending on the side im playing on ;) ) 24" s8 shots without the need of line of sight are extremly hard.

Interesting! I'm building up a GK force myself (check out my battle reports in the batrep forum!) and I have some questions about your list.

 

1. Assuming you've played this list before against other armies, do you find that the lone land raider at 1000 pts is survivable? I feel like it might not hold up well as the sole armored target against armies that are tooled out for transport-popping. (I ask because I've been running 2 raiders at 1000 pts.)

 

2. It looks like you got most of the hard work done in shooting here (which I applaud!). Did you find that all the psycannons were worth the loss of bodies? (They would have cost you an awful lot of S6 CC attacks if your power-armor boys had gotten stuck in, but you managed to keep that from happening, so bravo!) Would you take them against a list that wasn't so dependent upon invuln saves (against marines, for example)?

 

3. Do you find the vindicare to be useful in most games? It seems to me like the need to keep him still to make use of his gun would be a serious limitation. Have you found that to be the case, or no?

 

Congrats!

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