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Wolves vs GK


Baba Lem

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Yo.

 

Had a game earlier, I'm still crying. So I'll write my feelings down on the tear-stained pages of my B&C diary.

 

:D

 

I ran;

 

Runepriest with Lightning, Jaws

 

5 Hunters, Flamer

Razorback with LC, twin Plasma

 

9 Hunters with Banner, Plasma

WGPL with Fist, Komboplasma

Rhino

 

8 Hunters with Melta, Banner

Arjac

riding in the HS LR

 

3 Swiftclaws, Flamer

Attack Bike

WGPL with Bike, Fist

 

Land Raider

 

6 Fangs, 3x HB, 2x Missile

6 Fangs, 3x HB, 2x Missile

 

 

He ran, roughly;

 

Grandmaster with Incineratior, Rad Grenades, Psycho Grenades

 

10 Purifiers (Elite GKs, not termis) with 4x Incinerator, 6 Halberds

 

All of that was riding in a Raven with twin MM and twin LC.

 

Two rifleman dreads with psybolt munition.

 

Two troops in RBs, a Dreadknight with teleporter and Incinerator.

 

 

To the game;

 

We scorred Seize Ground with Spearhead deployment. He started and deployed in the North West, while I was stuck South East.

 

There was sufficient terrain on the bord, but at the lane on which we would cross, there was nothing but open ground.

 

A sizeable hill blocked infantry LOS to infantry and obscured vehicles. That thing was pretty central and the only terrain that mattered.

 

So, he started to deploy and brought up: two objectives in his half, two in mine. He parked his Razorbacks on his. The Stormraven was placed on his right flank, going from my perspective. He flanked it with both walking gundreads. Yeeaah. Not so bad, I was thinking and countered, keeping in mind that behind the dreads, there was the Dread Knight. He used the GM's strategy roll to make the Dreadknight a scoring unit.

 

I reacted accordingly, I guess. I faced the dreadnoughts with my Longfangs, being something like 24" away. Just out of range of the Razorbacks, but he moved them up later. I was prettx confident in my firepower. The LR was pretty much indestructible for his Dreads. I got enough firepowers with all lascannons and missiles to take out his little array of armour. And the Heavy Bolters, along with plasma would take care of the Dread Knight.

 

His army was even smaller than my own, lol.

 

I flanked the formation of 'fangs with my Raider. A bit to the side, 24" away from my edge. He was in perfect range to open fire, protect the heavy weapons, and also covered my rhino and RB from the dreads. An armoured, crescent circle almost, with a fixation on the right flank. My bikes remained behind the longfangs to either support them in CC, hunt down dreads and tie them up, or to just do, what tactical reinforcements do.

 

He started his turn.

 

So the Stormraven closed in on my raider, but didn't go too far. Ten inched, I would say. The multimelta was not in melting range. And yet, he glanced it on 6 and wrecked it on a roll of 6, keep in mind, it was AP 1. There goes my raider. Turn 1. First shot into the game. I know, they always say this can happen, but on a six ?! Well, that's game.

 

But that was only the beginning.

 

Disembarking, I directed Arjac and squad toward the Raven. Only to catch the attention of the Dreadknight though, who had teleported on my left flank. Firing his Heavy Incinerator, he killed two Grey Hunters. Could have been worse, of course. The Dreadnoughts joined the firing. Because there was no armour, he picked on my left longfangs to further desabilize the flank he pushed with the dreadknight. After only 7 armour saves, the whole squad had died. Only one missile launcher remained. I was good on rolling ones.

 

Finally my turn, with my Hunters exposed to the Stormraven, and about 400 points taken out. Not bad for him.

 

Not like he moved badly. His dice were just brutal, while mine failed all over the place.

 

Though, I could make him pay somewhat.

 

The bikes swung around to target the Dreadknight, as did my Rhino pack. Disembarking and showing him fire control on 12" with rapid'ing Hunters, the Dreadnight dropped. Lucky rolling ! It took only the Hunters' Plasma and their Bolters. But I would have have the bikes and the longfangs to add on the barrage. Anyway. I was glad to sort that problem. Guiding to the next one, the Storm Raven. But even that was frakked up by the Razor's LC.

 

Not wrecked though, only immobilized and stunned.

 

Arjac's turn, hammer hits. Rolls a one. Ding. Melta too. Can't reach it in close combat, so that was my shooting on the raven. And in general. Because my Heavy Bolters had no infantry to shoot at, I targeted the far GK Razor's, stunning both. And the dreads ate missiles. Also stunning them. No shooting for my opponent.

 

Hah. I thought. But it really came different.

 

Although my Runepriest and the pack from the Razor had moved up centre behind the remaining long fangs, it really was no point. The Razorbacks were all out of range, and the dreads I couldn't keep from activating their psychic powers. All stunned results were lifted from his vehicles. Only the stormraven remained shaken.

 

Didn't stop the squad from disembarking though. With 5 Str 6 Flamer templates, they toasted Arjac's squad and laid a wound on the Anvil himself. Last man standing. They charged him, also he had retreated slightly. They were still in range. The Grandmaster cut him down without really bothering. Just one wound, doesn't help the toughest Wolf. Damn the flamers.

 

A most dire situation, I felt. But at last, his only tough squad was in my midst.

 

In soothing, he killed the other long fang pack and shot them down to two missiles and shook all my vehicles.

 

In turn 2, I circled him. There were ten Knights and their GM in my midst, and they had to be taken out. Taking them out infact, would allow me to bind the Dreadnoughts, contest his objectives with my bikes, and easily hold my own with the support fire of the remaining long fangs.

 

A nice plan, in the very least.

 

Lacking the AP 2 shots of the stunned Razorback, I had to rely on killing them with Bolters. And I didn't roll bad. The Runepriest's guard, who had split off, caused a couple of wounds with their flamers and bolters. Along with three krak missiles from the fangs. A full pack of Hunters with a plasmagun rapid firing as well. And lastly, the bike squad, with a flamer sccoring a full hit on most of the Knights. Rapid firing Bolters all over the place.

 

I had reasoned, that the Bikers would wipe away the grandmaster with their Hidden Fist. The Knights would die in their accumulated amount of firepower of my army.

 

But 30 wounds later, and a couple of good rolls, he had only lost three marines, including a wound on the GM.

 

Reckless at his point, I charged regardlessly.

 

But the Grandmaster reduced my models to init 1 with the psycho grenade. And he lowered their Toughness by 1, with that Bio Grenade.

 

Following two passed tests for the strength-rising psychic power, with the runepriest failed at cancelling, had the bikes die before they even swung.

 

Next turn, they ate the hunters with their flamers. Not much you can do, since Counter Attack doesn't apply when you're being incinerated. Lol.

 

Lol.

 

Yeah, so that was game on turn three. Short and brutal.

 

Tactical mistakes;

 

Charging in the Bikes alone without the hunters - Banner could have done something.

 

But I guess it fell with the raider and the armour saves.

 

B)

 

Oh yeah, before I forget. The Runepriest tried to Jaws the squad too. They were clumped up.

 

He flanked them. Five Halberds under the line. No single dude died.

 

Oh well.

 

Just felt like sharing that.

 

Thoughts about GK with which I would like to conclude - they're so tough in CC by their rules alone, and then they even get those sick extra items like grenades that reduce you do Ini 1 and lower your toughness as well, lol. I mean - its randomized on the Psycho grenades, but still, that's /so/ tough if you consider just any effect in relation to the Grey Knight's abilities.

 

Basically what everyone always says. More plasma. Rapid fire over charging, anyway.

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Yeah, high ap shooting seems to be the best way of taking them out without getting your face slapped in close combat. But with the ability to take a good army of armor 2 units it's going to be a game of attrition. In the battle report the only way that the demons were able to kill any grey kinghts was by shooting them. It's just funny that they released the dark elder codex where they do best in combat to only get replaced by an army that does great in combat, while makeing others do worse in combat.

Are the psych grenades offensive, deffence grenades, or both. And who can use them?

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Psychotroke grenades.

 

They work when the unit is charged, or charges, on the first turn of assault.

 

The grandmaster can take them.

 

And it's just ridiculous, if you consider that they're rather cheap.

 

Just really makes me want to disregard that book in its entirety and plasmagun them down. >_>

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You brought flamers.

 

That is like the proverbial knife to a gunfight with GK because to use them you will inherently be within assault range. Dropping Arjac maxes your squads and allows plasma and/or melta goodness. Dropping the LR let's you add las/plas razorbacks to you Long Fangs.

 

Granted this is assuming you have the models as you could have taken a game with what you have.

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That was not a good fight. Too many points in too few models.

 

On the other hand he brought an army that played to Grey Knight's strengths. Small shooty squads in troops (relatively cheap) and a lot of points sunk into a unit designed to break face in combat, along with the means to get there.

 

You had flamers and heavy bolters...

 

The standard Long Fang pack against Grey Knights is two lascannon, three rocket launchers.

 

The standard Grey Hunter pack has a plasma pistol, meltagun, and a combi-melta, in a Rhino. Most of the time you'll just shoot with them. You'll assault only when the alternative is that he assaults you, and then you don't do it expecting to win, unless you've reduced him down to the point where he can't generate more than about 5 attacks. If they're armed with halberds... well that makes things even worse.

 

Grand Masters will generally be armed with the force sword because it bumps his save up to 3++ in combat. Don't rely on fisting him.

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That was not a good fight. Too many points in too few models.

 

On the other hand he brought an army that played to Grey Knight's strengths. Small shooty squads in troops (relatively cheap) and a lot of points sunk into a unit designed to break face in combat, along with the means to get there.

 

You had flamers and heavy bolters...

 

The standard Long Fang pack against Grey Knights is two lascannon, three rocket launchers.

 

The standard Grey Hunter pack has a plasma pistol, meltagun, and a combi-melta, in a Rhino. Most of the time you'll just shoot with them. You'll assault only when the alternative is that he assaults you, and then you don't do it expecting to win, unless you've reduced him down to the point where he can't generate more than about 5 attacks. If they're armed with halberds... well that makes things even worse.

 

Grand Masters will generally be armed with the force sword because it bumps his save up to 3++ in combat. Don't rely on fisting him.

Funniest thing I've ever read on here.

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