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GK Foot List Vs...


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The other day i played a mate with his deep striking blood angels list.

 

I used:

 

HQ

Inquisitor /w Rad grenades + psychotroke + 3x servo skulls 64

 

Heavy Support

Dreaknight /w Teleporter + heavy incinerator 235

Dreaknight /w Teleporter + heavy incinerator 235

Dreaknight /w Teleporter + heavy incinerator + hammer 245

 

Troops

5x Terminators /w psycannon +4x Halberd + 1x demon hammer. 225

5x Terminators /w psycannon +4x Halberd + 1x demon hammer. 225

5x Terminators /w psycannon +4x Halberd + 1x demon hammer. 225

 

Elites

Venerable Dreadnaught /w 2x TL auto cannons + psybolt ammo 195

Venerable Dreadnaught /w 2x TL auto cannons + psybolt ammo 195

 

1844

 

He used:

 

Libby

2x Priest w/JP, LClaw, Priest

2x Sang Guard w/2 infernous pistols, PFist

2x10x ASM w/2 meltas, PFist, hand-flamer

5x ASM w/melta, infernous pistol, hand-flamer

2x5x Devs w/4x Missiles

5x Devs w/4x PC

 

 

 

We played a 5 objectives mission and i chose first turn. I deployed my three dreadknights centrally, with my two vendreads on either flank looking in. My HQ was deployed with one terminator unit, and i left my other 2 terminator units in reserve for deepstrike. I spread my servo skulls out evenly along the mid way mark unsure of what he would do.

 

he deployed all but his 5man ASM unit in his left corner providing a massive blob of (50) FNP marines. This ended up working to his disadvantage once i started dropping heavy Incinerator templates on him. FnP obviously worked well to negate this, but i was hitting enough marines that i was causing casualties through weight of fire. My priority target was his plasma dev unit, which ate 2x heavy incinerator templates, and a rifleman volley. I was afraid of what ap2 could do to my 2+ foot list, especially the Dknights, so decided to remove them with overkill if necessary.

 

His turn saw him mobilise like a nest of disturbed wasps. a nipple unit and an ASM unit jumped right, while another nipple unit and ASM unit jumped forward, each to meet my incoming dreadknights. Most of his melta was just out of range, leaving him to chip only 1-2 wounds off my dreadknights. This put him in a tough spot for the following turns: hope to get lucky with ineffective shooting, or get into melta range and then combat. Knowing he couldn’t out run me forever, and being stuck in his corner, he chose the smart option and decided to commit into my dreadknights before my terminators arrived. This allowed him to get within melta range, and then charge. The Dreadknights took it on the chin, and in combat the 3 of them killed:

 

The libby

A priest

2x sang guard units.

18x ASM.

 

This left my terminators to clean up the remaining units, and once i had finished off a couple of stragling ASM he conceded due to having no troops left.

 

An Issue i noticed with the Dreadknights were the low number of attacks my Hammer wielding one had. When charged he only had 3 attacks, and i spent about 3 combat phases fluffing the rolls to hit which allowed extra chances for the power fist to wound, and ultimately kill. The two standard Dknights worked wonders even when charged generating 4 attacks each, which was enough to win combat most times. I did get placed into a scary situation where one got charged, failed his attacks, and lost combat. fortunately at Ld10 with only a -1 modifier he didn't run, but the possibility of doing so was worrying. Swords on the Dreadknights seem to be the way to go. Unfortunately i cant fit more than one into my 1850 list with out dropping an entire unit of something else, so will have to make do with one atm. By rerolling to hit and to wound you really maximise the damage the dreadknight can do in combat, and with only 3-5 attacks each, it only takes one or two unfortunate misses to put you in trouble. The dreadknights in general were fantastic and thanks to their 2+/5++ shrugged off most wounds. Ven Dread support worked well to put pressure on his sang guard units. By removing FnP every roll to save was a risk for him, and the rounds started to get passed his armour. Something I failed to do was support my dreadknights in combat with my terminators. Instead of holding back my deployed squad i should have moved them up. Had i done this I probably wouldnt have lost 2 of my dreadknights.

 

Overall, a good game.

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Dreadknights with Hammers have 4 attacks on the charge, not 3.

 

Long story short, don't take hammers for close combat, take two Doomfists. You don't pay anything, you get get 5 attacks on the charge since you have two of the same special weapon, and still have Force Weapons, plus 2D6 armor penetration.

He said when he got charged, not when he charged.

 

I can see a use for the hammer, but only as a last 10 points with nothing else to spend it on. I have 1 with a sword and heavy incinerator, and 1 with fists and heavy incinerator. I do love them, though I can only afford to for 1 personal teleporter.

 

What turn was it when you tabled him? Nicely played, DK's are tough in combat, thanks to some nice luck one of mine survived a charge from a chaplain led death company, and killed quite a few before he eventually died. maybe worth giving them counter attack if you use a grand master, though rerolling 1's with the heavy incinerator is good fun :)

 

Keep up the good work :D

I really like the NDK with a hammer for some AT. When I ran dreadknghts, I would sometimes (read as OFTEN) flub my damage roll on the vehicle damage chart, allowing something nasty to shoot out of a top hatch of a vehicle instead of getting out to be ate up with stormbolter fire and assault there after. The hammer is str 10 with 2d6 pen and always shakes a vehicle, so I makes it so a nasty vet squad just doesn't lose a multilaser and then returns fire with rapid fire plasma.

 

In assaults, min normally did just fine with only 3 attacks vs most units. They just died to weight of numbers assault normally, even with the sword. So from my experience, just keep them out of cc unless you are trying to tarpit. I had used my 2 to tarpit like 90 orks once. They did a great job.

@Nurglez: Tabled him, minus 7x ML dev guys, by turn 5.

 

Another mistake i made was on turn three. After i charged one of his 10x ASM units on turn two, i managed to get it to run. It would, most likely, have run off the edge on turn 3, as i moved back with in 6", and it was only 5" or so away from the edge. However i decided to charge it again in that turn. This mistake cost me a dreadknight when i didn't need to lose one. This particular Dknight got bogged down and eventually killed in combat with the same unit. Though he did cut down a sang guard unit that joined the assault in support. This drew my attacks from the ASM squad, and allowed the fist to work in its hits. Combat lasted about 4 phases.

Yeah, took the sword in my recent game. Unfortuately it got nuked down before i had a chance to swing it though.

 

So in my second game with my dreadknight list, i played against a vanilla marine player with a solid MotF dreadnought list. It was a standard kill points mission.

 

He had, from memory:

 

Librarian /w Smite + rhino

MotF /w Conversion beamer.

2x Dread /w Assault cannon + fist

2x dread /w MM + fist

1x Dread /w Rocket + lascannon

10x tac squad /w MM + melta (combat squaded) In a Las/Plas razorback.

10x tac squad /w plasma gun + plasmacannon (combat squaded).

8x dev squad /w 4x ML + 1x lascannon

3x 5x scouts with a couple of assorted small arms.

 

I had:

 

Inquisitor /w 3x servo skulls

3x Dreadknights /w 3x Teleporters + 3x incinerators + 1x sword.

3x 5 Terminators /w psycannons

2x Vendread rifleman.

 

I got first turn, deployed the 3 dreadknights, 2 vendreads and 1 terminator unit with the inquisitor pretty centrally. His list was going to be difficult for me due to the wide variety of AP1&2 spread evenly through out his units, and often well hidden behind numerous meat shields. Unlike my previous game against blood angels, alot of work was required in order to neutralise the AP1&2 guns.

 

Knowing this was a shooting war i couldnt win, all three dreadknights teleported right in his face first turn and dropped their flamers on the dev unit, a 5man tac squad, and another 5 man tac squad. below average rolling, like rolling three one’s to wound on a roll of 2+ from 5 dice, made my shooting even less effective. My ven dreads killed one of his Multi-melta dreads, and stunlocked an assault cannon one.

 

His turn saw him slap me across the face and pitty me... with a big smile. Combined shooting killed one dreadknight and took another to 2 wounds. I failed three out of four 2+ saves, and rending + AP1&2 did the rest.

 

Turns 2 and 3 saw combat between my dreadknights and any juice targets, such as the plasma cannon unit, las/plas RB, tac units that got in my way. Ended up losing the last dread in his turn 3 when he combo charged it with a dread and a tac squad. Needing to only wound once (thanks to a vicious shooting phase) they dragged it down with the power fist. The dreadnought failed to hit like a boss, and my dreadknight joined in the failhammer. With 4 pens on the damage chart against his dread, i rolled only 1’s and 2’s and thus failed to damage it. Grave disapointment. Thankfully the damage to his army as a whole was done, and my terminators were starting to arrive to clean up any stragglers.

 

My vendreads spent turns 3, 4, 5 and 6 not doing anything. 4 hits, 4 fails to glance. Pretty much sums up their second half of the game. But they got as good as they gave. Turns 3, 4, 5 and 6 saw the ML+Las dread fire at one of them, but i passed every single cover save across those turns. The entire game pretty much went like that. When i had shocking rolls, so did he. When he had shocking rolls, so did i. Gave an interesting roller-coaster feel to the game.

 

The game finished on turn 6, with me in the lead of kill points 7-5. Considering he had far more kill points up for offer than i did, he did extremely well in keeping the final score close. Im happy with how the list preformed in this game. Despite having a good match up against me, the list worked how it was intended to. The dreadknights got stuck in early, attracted almost all incoming fire, thus allowing my vendreads to fire unmolested, and for my terminators to come in after and finish off the already softened enemy.

 

2 for 2 with this list so far, looking forward to my next game.

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