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CSM v GK 2000 pts


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Playing Chaos Space Marines

 

Daemon Prince MoS Warptime

Daemon Prince MoS Warptime

 

Chosen x10 - 4 paired LC, Plasma Gun, IoCG, Dreadclaw

 

CSM x10 - FistChamp, Plasma Gun x2, IoCG, Rhino

CSM x10 - PS Champ w/MB, Plasma Gun x2, IoCG, Rhino

CSM x10 - PS Champ w/MB, Plasma Gun, Missile Launcher, IoCG, Rhino

 

Havocs x10 - Missile Launcher x4, FistChamp, IoCG, Rhino

Obliterators x3

 

My friend with Grey Knights (working from memory on his list)

 

Kaldor Draigo

Torquemada Coteaz

Henchman retinue loaded with DCA and Crusders and mounted in a Storm Raven (with Draigo)

Psyker conclave

2 Paladins x5 (everything master crafted, and he had at least one apothecary in one of these paladin squads, mixture of glaives and psycannons and whatnot - I'm not a GK player so I'm not entirely sure)

Venerable Dreadnought DCCW, TL Autocannon

 

Set up: Seize Ground / 4 Objectives / Spear Head

 

Summary of the Game (no pictures or maps today...)

 

The board was liberally populated with industrial urban terrain, though there was a more or less open space in the middle:

 

SW: objective in ruins / NW : objective in tower with woods in corner

SE: objective pumping station with silos bordering the NE quadrant / NE: objective near storage tank

 

The Grey Knights had the initiative and set up in the NW quadrant. They occupied the tower with Coteaz and the Psyker conclave, while Draigo, the henchmen, and the V. Dreadnought hovered at the ready near the woods.

 

The two Daemon Princes decided to stay in Reserves with the Dreadclaw full of Chosen. I deployed my Obliterators between the ruined building and the pumping station hunkered behind the Rhino with the Havocs in it, the third squad of CSM were parked in front of that, with the two remaining CSM squads parking in their Rhino between the pumping station and the tall silos (which blocked line of site completely.)

 

I failed to seize the initiative and the Storm Raven moved flat out to loop around toward the tall silos. The psyker conclave sat tight, lobbing their holocaust spell but not doing anything. My Havocs moved toward the objective in the ruins while the Oblits tried and failed to shoot down the Dreadnought with Lascannons. 3rd squad sat tight and shot a missile at the psykers to no effect. 1st and 2cnd squad liked being behind the silos and stayed put.

 

The details get a little fuzzy after the first turn, so what follows is not so much a turn by turn retelling, but different events as I remember them. If you try to reconstruct it as a straight timeline it won't work, but think of it as an anecdotal highlight reel...

 

The Storm Raven ended up a floating lounge, immobilized and without weapons, but it did deliver its cargo of Draigo and the henchmen right on top of my Obliterators. The Obliterators did as well as you would expect, though they did weather through a second assault phase.

 

The Paladins teleported down to the middle of the field into the open area. One of my Daemon Princes landed nearby to say hello, while the other dropped in behind the V. Dreadnought to fight over that objective. The Daemon Prince fighting the Paladins did not get his Warptime off, and never made his points back. Sad end. The other Daemon Prince got his Warptime and then kicked the stuffing out of the V. Dreadnought, wrecking it.

 

My 3rd squad found itself surrounded in their Rhino by henchmen, who were failed to do anything but stun it. They ended up piling out into a very cramped space that barely fit them and catching the henchmen in a crossfire with the Havocs who left their Rhino. The 1st squad disembarked to form a gunline to shoot at Draigo, while 2cnd squad drove around the Silo to engage the Paladin squad who had murdered the first Daemon Prince.

 

The Dreadclaw came down but rereading the rules I found that it's not open topped nor does it have an assault ramp. Well ;) . To keep my Chosen from being charged by the Paladins I moved my remaining Daemon Prince out and assaulted the Paladins. The Daemon Prince I think took a Paladin down, and the next turn my Chosen steamed into the Paladins with their Lightning Claws. In the GK turn they ended up falling back instead of remaining in HTH, then regrouped and charged back in. The end result was not enough Paladins dead.

 

Over near the silo the 2cnd squad disembarked and formed a gunline. The Grey Knights blithely walked into their fire and assaulted them. They lost a man in the assault, but sent the CSM running off the table edge.

 

Here come some shenanigans:

 

Second squad rides in a Rhino called "Ulfknacker", named so because he ran down Arjac Rockfist in a spectacular Death or Glory! attack ages ago. Ulfnacker wanted Grey Knight trophy and ploughed into the Paladins. Unfortunately death rather than glory awaited Ulfknacker, but I was frustrated and had two more Rhinos nearby. The Havoc squad's Rhino, put the hammer down and squashed a Grey Knight in Ulfnacker's memory. Inspired, 1st squad's Rhino around the corner and tank shocked into the same group of Paladins. Incredibly, the Grey Knight's failed their morale check and ended up falling back an awful long way, and due to the previous two DoG! attempts they were strung out and out of coherence with three men left. No regrouping for them with enemies so close their next round, and the round after that I had deliberately moved my Dreadclaw within six inches to keep them running. I'm sure there are some honor names for Rhino 10/1 and that Dreadclaw somewhere in there...

 

Back over by my own objectives things were going about the same. I used "Obduratus", 3rd squad's Rhino, and 1st squad's Rhino to keep Draigo from getting near 1st and 3rd squad. 1st squad took too many losses from a holocaust bombardment and fell back, though managed to regroup next round. Hemmed in and having taken some losses, 3rd squad sent its Rhino to break out, scattering the henchmen who made a DoG! roll to wreck it. With a free field of fire and some breathing room, what was left of 3rd squad poured fire into the henchmen. The henchmen's will to fight broke, and they spent the rest of their time on the table running off of it.

 

The Havocs found themselves facing Draigo more or less by themselves. Before they broke, 1st squad had put a wound on him, IIRC, but it would be a sad end for dear old 5th squad... Draigo side stepped a desperate and frustrated tank shock in the next to last round, but wasn't in a position to block what happened next. Having regrouped and moved back up to shoot, 1st squad thought about who it should shoot...

 

At this point it's very late in a long game. The Grey Knights hold the objective in the tower near the woods, though their Paladins had abandoned the objective near the storage tank to chase down the Dreadclaw who was harassing the other squad of Paladins while they fell back. 3rd squad had moved to hold the objective at the pumping station, and the henchmen were fleeing nearby the last objective, the one in the ruins.

 

So if I shot any of the Paladins, the Paladin nearest the table edge might be removed as a casualty. If I shot at the henchmen, the henchman nearest the table edge might be removed as a casualty. No, we needed these units as close to the edge as possible. The second to last round I did not shoot at all. In the last round the henchmen ran off the table, the Paladins kept running, the other Paladins forgot about the objective and hammered the Dreadclaw.

 

Perfect.

 

3rd squad sat tight. 1st squad made crossed its fingers and hoped they could get everyone within 2" of the doors of the Rhino that tried to run Draigo down earlier. They piled into the Rhino and the Rhino sprinted between Draigo and the floating carcass of the Storm Raven. Just, and I mean just within enough distance to claim the objective!

 

I am pretty sure this was a 7 round game, and I know it was at least 6, but this was the final disposition of the objectives when the game ended: CSM controlling the ruins and the pumping station, GK controlling the tower, and the storage tank empty.

 

Holy :devil: , I won!

 

As a matter of secondary interest, my opponent played an introductory game with his son between a Typhus led Nurgle army and his GK in a set up nearly the same. The entire thing ended up centering around an epic brawl between Draigo and the henchmen versus Typhus, a band of Terminators, and a DP of Tzeentch. The rest of the action was just two Paladin squads and a Storm Raven gunning down man after man, but Typhus and the Daemon Prince killed Draigo and whittled the henchmen down to just two Crusaders and a Banisher before going under themselves, dragging things out for turn after turn while the humans tried to wound Typhus while the Daemon Prince killed people. Good stuff.

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Thanks, I'm glad you found it entertaining! There were, of course, rules blunders committed early in the game and resolved by the end of the game that would have changed how things went down. I've been playing two years now and this still happens. There always seems to be some new part of the BRB I haven't seen before or a a friendly person to walk by the table and tell us we're doing something wrong. By the time I get 5th figured out, 6th will be upon us.

 

It was a bear of a fight. His Paladins are tooled up to 100 points a piece and he brings two units of five to every game. I hate those things...

The only answer I've been able to come up with for the Paladins is to drown them in rapid fire and try to overload their ability to make their ridiculous saves. I'm shooting way more plasma these days too, but even their invulnerable saves tend to be very good, and the last game was the first game I haven't melted one of my own plasma gunners trying this. But for rapid fire you're setting yourself up to be charged, and I haven't found anything yet that can take them in HTH. Berserkers just don't cut it, and the Paladins tend to have first strike ability anyway. I've tried two Daemon Princes with MoS and Warptime so that I can strike first and get re-rolls, but I'm putting a 140 point monster up against 500 points of "I am designed to kill monsters, especially your daemons".

 

Lascannons and krak missiles to the face have been tried as well, but I just can't saturate enough fire from these to be effective, or he's managed to insert his henchmen to tie up my heavy support. Same goes for melta.

 

I've tried a Chosen squad of x5 melta gunners before. That did OK but was really dependent on the situation. I am thinking of trying x5 plasma gunners to infiltrate or Dreadclaw in and hose them down. In this last game I dropped the 10 Chosen with a Dreadclaw specifically to try and lightning claw them to death, but I lost troops too fast and didn't kill enough of the enemy.

 

But all that seems like tailoring to defeat a common list, and I don't want to have to resort to that.

MoS and Warptime so that I can strike first and get re-rolls

 

Or Initiative 10 via Librarian.

 

Vindicators. :lol: Oblit lascannons while the chosen melta transports or a dread?

 

I've only used the CSM codex so far, so Librarians would be out for me. I usually run 3 Obliterators, and normally give his 1 Storm Raven a high target priority. I have to try and down it before it can deliver its cargo, which is always a group of henchmen who are coming straight for the Obliterators.

 

I'll try your Vindicator idea, as well as a group of Chosen with melta or plasma to see how that goes. Thanks for the advice. These Paladins are frustrating as all get out.

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