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grey knights vs chaos space marines 1850p


yowsaman

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Well i goth my first game with my knights today against my friends chaos space marines.

 

we played capture and control with dawn of war (sigh....)

 

my army was:

 

GKGM: force sword, psystroke and rad grenades, storm bolter

GKliby: force sword, summoning, quicksilver, shrouding

 

4 paladins

10 GKT

7 GKSS in rhino

1 dreadknight

1 stormraven: multi melta, assualt cannon

1 dreadnought with 2 x twinlinked autocannong with psyammo

 

chaos space marins:

land raider: twin linked lascannons, heavy bolter, havoc launcher

2 x 10 beserkers

2x defiler

1 x deamon prince

1 x chaos lord met 4 x raptors

6 x terminators

 

battle ended in a draw.

 

these are some of my observations and a few questions:

- first... grey knight have alot of side rules and by this, i mean ALOT! you really have to remember everything at the same time and it took me quit alot time to look things up. now i even remember that i forgot my GKGM psystroke and rad grenades in assault against beserkers (he did win it tho even if i forgot them)

- paladins are really hard... but they suffer from instance dead... assaulted by a defiler and say bey bey paladins if you fale your save's...also... in my opinion alway's bring a deamonhammer along to take out dreadnought's cause your halberd wont do a thing against them..

QUESTION: can you stack hammerhand? for instance cast it with your libby and then with your palandins? (S6, you can glance a defiler then)

- storm raven: atract's alot of fire. specially if you have one of them. he did survive the whole battle tho and deliverd my paladins right into the heat of battle and nicely let me summon my dreadknight next to him (dawn of war is a pain in the ass, but summoning makes it much more easior :) ). i did role awsome for my cover save's. two times a 6 the second time i moved my raven but did not go flat out and shrouding him. my friend went nuts on me ^_^

- GKSS: nice troop choice to camp your objective. best equip them with psycannons to lay down fire against everything that is comming near your objective.

-dreadknight: well.... again atracts alot of fire and really not sure of his perfomance. against alot of foot slugger this guy will be awsome with his psycannon. but against alot of armor... i really dont know, one blast shot S7 rending isent really a good options to take out armor. he fell against the deamonprince (he did save two inv. saves from the dread. i guess payback for the stormraven). needs more playing before i really decide if he's staying in my army or not.

- dreadnought with autocannons: damn these guy's are really hard with the psyammo. they are the backupfire you really need. if the dreadknight aint performing better in future battles, he's out and one extra psyfeldread is in.

- servo skull:

QUESTION; do servo skulls deny deepstriking enemy's? the book say's infultrator moves and scoutmoves but nothing about deepstrikers. if not, i dont really know what all the fuzz is about against deamonarmy's. or am i mistaken?

 

overall opinion:

like i said before. GK are not your tipical army. i know i really did not have a good competetive list but it was a friendly game and i wanted to test some things out. These are for now the models i own also. others are comming in. You also really need to keep your head straight if you play with these guy's.

grenades, psychic powers in all different phases,.... my head is still spinning :lol:.

if you are new to the game.... DONT PLAY GK! ;)

 

CC alway's welcome.

I would say with Hammerhand you either have it or you don't. If you do, you have +1 strength, and if you don't you don't.

 

However Might of Titan does stack, and that gives you strength 6 and 2D6 armour penetration. That will deal with defilers.

 

Warp Quake is the one you use for dealing with deep striking daemons.

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