Mr.darkness Posted June 22, 2012 Share Posted June 22, 2012 So, I have been playing a lot lately ( an increase in spare time ), with practically all my games on vassal. They have all been with GK, and I thought that I wold try my hand at writing a couple of battle reports. I am posting them in the grey knights section, as well as in the batreps section. These will be drip fed in as I can be bothered to type them out. So, batrep no.1, vs a great guy called 'eslin' It's annihilation, spearhead deployment,2k points and I get first. The army lists are as follows: mr.darkness GK HQ 2k Coteaz Inquisitor w rad/psychotroke Elites 2x psyflemen ( venerable) Troops 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ 3x meltaguns/psyback 10x DCA 10xDCA fast attack 2x SR w/ MM/lascannon heavy support 2x psyflemen Eslin GK Q: (212) Coteaz (100) Xenos inquisitor w/power armour, 3 servo skulls, ulumeathi plasma syphon, rad grenades, psychotroke grenades, psyker mastery with hammerhand (112) Elites: (695) paladin squad w/ psybolt ammunition paladin w/ master crafted psycannon and daemon hammer paladin w/ master crafted psycannon and halberd paladin w/ psycannon and daemon hammer paladin w/ psycannon and halberd paladin w/ halberd paladin w/ brotherhood banner paladin w/ daemon hammer paladin w/ halberd and master crafted storm bolter paladin w/ master crafted halberd paladin w/ halberd Troops: (688) 3x acolyte w/ 3x melta in heavy flamer/multilaser chimera (112) 3x acolyte w/ 3x melta in heavy flamer/multilaser chimera (112) 3x acolyte w/ 3x melta in heavy flamer/multilaser chimera, searchlight (113) 3x acolyte w/ 3x melta in heavy flamer/multilaser chimera, searchlight (113) 6x psyker, 1x acolyte in heavy bolter/multilaser chimera (119) 6x psyker, 1x acolyte in heavy bolter/multilaser chimera (119) Heavy Support: (405) Dreadnought w/ twin linked autocannon, twin linked autocannon, psybolt ammunition (135) Dreadnought w/ twin linked autocannon, twin linked autocannon, psybolt ammunition (135) Dreadnought w/ twin linked autocannon, twin linked autocannon, psybolt ammunition (135) deployment I deploy first, and I decide to risk it, by deploying the SR as far forwards as possible, with the dreads out on the flanks, the vens giving cover to the non-vens. The acolytes deploy in a little block, ready to just shoot at whatever gets out of the vehicles. he deploys with the dreads quite far back, mostly getting ocver from the hill in his deployment. The psykers in their chims are also at the back, with cover, whilst the other chims are on the flanks, blocking line of sight to the pallies. He tries to sieze but fails ( we decide to cancel out the re rolls seen as we both have coteaz). T1 darkness - the SRs speed forwards almost the full 24, and try to get in range of the dreads at the back with their MMs. The dreads just make sure that they can see the chims, and the RBs just shuffle to make sure that they all have LOS. SRs wreck one of the dreads with their MMs. The other dreads manage to wreck one more of his, as well as wreck/explode two of the chims. The Razors finish off the small squads from inside the razors, giving me a total of 6 KPs on the first turn! Eslin - He moves the untouched pallies forwards to try and get assault on the SR after he has ( hopefully wrecked them ). The acolyte chims move to try and give their pallies cover, from my dreads, and the final dread, and psyker chims stay still. His shooting manages to wreck both the storm ravens, and cut one of the squads down to 2 DCA and their inquisitor. He tries to assault, but he is out of range with both pally squads. darkness:Eslin 6:2 T2 darkness -All I do in movement in make sure that the DCA will be in range of one pally squad, and shuffle the dreads so that they can all see the pallies which I am not going to charge. Shooting manages to kill 2 pallies ( about average for the dreads) and thats it. In assault then both DCA ( 2 in one squad and 7 in the other) manage to charge the pally squad with both the inquisitor and coteaz in. everyone gets hammerhand off, and we both have rads/psychotroke. I won't bother to put down all the details, but the important ones are that the pallies are auto hit, and only get one attack, but so do the big squad of DCA. By the end of the DCAs attacking ( he is at ini 1 because of coteaz's psyk out grenades ), then three pallies are dead, and the other one one wound. he is not going to get many attacks back, and its obvious that I'll kill him in the next turn, or the turn after, as I still have a large number of PW attacks in future turns. At this point then he calls it. even if he does win the combat then he will be shot to pieces by the dreads by the time he gets to me, as they will just instagib the remaining pallies whilst backing away. One thing I'll say now is that he mixed up the psycannons in the pally squad. because he combat squadded then he had 4 psycannons in one group, and none in the other. By accident, then he placed his CC ICs ( with the grenades) in the psycannon squad. This meant that the big squad of DCA got the charge on him, and put him to ini one with the psyk-out grendaes. If he had got the charge, then he would have killed one squad with only minor casualties, and then the other (smaller) squad would have been easy pickings. He did admit that I probably would still have won, but it definitely would have been a different game. game 2, against hoverboy's Tyranids, 2k, but I have a different list. darkness 2k pallies 2k coteaz/draigo HQ Coteaz Draigo Troops 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ /psyback 6x acolytes w/ /psyback 10x paladins w/ 1. psycannon/halberd 2. psycannon/MC halberd 3. psycannon/sword 4. psycannon/hammer 5. MC halberd 6. Sword 7. Banner 8. Hammer 9. Halberd 10. MC sword Fast attack 10x interceptors w/ psybolts, 2x psycannons heavy support 3x psyflemen 2k coteaz/draigo HQ Coteaz Draigo Troops 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ /psyback 6x acolytes w/ /psyback 10x paladins w/ 1. psycannon/halberd 2. psycannon/MC halberd 3. psycannon/sword 4. psycannon/hammer 5. MC halberd 6. Sword 7. Banner 8. Hammer 9. Halberd 10. MC sword Fast attack 10x interceptors w/ psybolts, 2x psycannons heavy support 3x psyflemen Hoverboy's '22 models of doom!' HQ Tyrant+Paroxysm+Leech+2xTL.Brainleech+O.Advesary=225 2xT.Guard+Whip=130 Prime+Boneswords+Devourer+Regen=100 Elites 3xHiveguard=150 Troops 6xWarriors+T.Sacs+Whip&Sword+Devourer=300 6xWarriors+T.Sacs+Whip&Sword+Devourer=300 H.Support Tyranofex+Rupture cannon+Cluster spines+Shreddershard=265 Tyranofex+Rupture cannon+Cluster spines+Shreddershard=265 Tyranofex+Rupture cannon+Cluster spines+Shreddershard=265 Total=2000 This one is pitched battle, capture and control. We both deploy the objectives in building in our deployment. Deployment He wins the roll off, and deploys the MC in a line, with the other guys behind them so that I cannot see them. One of the warrior squads in in the same ruin as his objective. I deploy with the interceptors one one flank, my razors surrounding my objective, and my pallies spread out opposite his objective. The dreads at the back, with clear LOS to all the nids. I try to sieze, and do so on the first roll!! T1 Darkness - The pallies run forwards, eager to get to grips with the filthy xenos..... Then trip over the rubble and move 3 inches. The dreads keep up with them, and the interceptors move forwards to make sure that they are in range. In shooting then the pallies are obviously out of range, so they run, and get 6 inches forwards. I then plink off some wounds from the hive guard and MCs, but cause no serious damage. Hoverboy - He shuffles everybody a bit to the left, so that they all have LOS. In shooting then he shoots EVERYONE at the pallies. He manages to kill on of them, and plink a couple of wounds off some others. T2 darkness - The pallies only manage to get 4 on their DT, so they shuffle forwards. I make a bit of a mistake as I move the interceptors for no real reason, and end up losing the extra psycannon shots I could have got. Dreads also move forwards to make sure that the pallies are within increased aegis ( I don't like paroxysm!!), whilst the RBs just sit still and make sure that they can see. I decide not to run the pallies, and shoot everything at the wounded fex, which goes down under weight of fire. Hoverboy - He shuffles away a bit, and tries to make it so that it'll me harder for my pallies to assault ( which works ). He then unloads into the oallies again, killing another, and causing a couple more wounds around the squad, including one on draigo. He sends a couple of shots the interceptors way, but they amoount to nothing. T3 darkness - once again, the pallies only manage to move three inches, so they continue theur race with the geriatric snails towards the nid's line. I shoot at a variety of different targets due to rangesm and end up knocking a couple of wounds off practically all the monstrous creatures. I m nowhere near in range for an assault, so its back to Hoverboy Hoverboy - He begins to move the warriors and the tyrant towards the pallies, bur make sure that the fexes are back away from them. Once again, its everything at the pallies, but doesn't really do any significant damage ( i.e. no dead pallies). He gets some sort of rending flamer from the fex at one of the interceptors, and manages to kill one. T4 darkness - I finally get a decent DT roll for the pallies ( 5 and 4), and they move into the killing ground that the nods have set up, ( there is a little semi circle of nids, and I'm stood in the middle :) ). My other guys shuffle around a bit for LOS, but nothing major. In shooting then I manage to focus fire down another of the fexes, leaving only 1 left to deal with, who only has 2 wounds left, as well as the tyrant, who has 3, a ton of warriors and a couple of hiveguard. Hoverboy - He moves in for the kill. He runs the 2 wound fex away, and moves his big warrior squad, and tyrant in ready to charge the pallies. He stuns a dread, and tries to do some damage to the pallies, but nothing gets through. He proceeds to charge his fex w/ tyrant guard, a lrage squad of warriors, and a tyranid prime into the pallies, who proceed to s*** themselves ;) Most of my guys are at ini one because of lashwips, but I get a few halberds off, and kill a couple of warriors with my autopass banner activation. He causes a couple of wounds and kills one, but then I strike back with all the rest of my guys and kill practically all of the warriors. There is a little showdown between the tyrant and coteaz ( the tyrant charged through cover so is ini 1). Coteaz manages to force weapon him to death, just as he is cleaved in half by a huge claw. I win the combat by 9, and fearless saves kill the prime and remaining warrior. I consolidate towards the objective. T5 darkness - Draigo splits off from the pallies and goes towards the final fex, whilst the rest of the pallies go towards the final squad of warriors on the objective. The interceptors also jump towards the same squad. Shooting clips another wound off the fex, leaving him on one wound ( the same as draigo ), and facing off from the very same guy. I assault the fex with draigo, and the pallies/all the 'ceptors assault the warriors on the objective, making sure that I am contesting. Draigo kills the fex. Over the next 2 turns then I wipe out the the warriors, and take the objective. Draigo gets killed :o by hiveguard after failing 1/2 2+ saves, and we call it game. Whilst we both did dameg, I always felt that I could get the win, as he never made a move towards the objective. Nevertheless, I enjoyed the game, and Hoverboy was a great opponent. Well, for anyone that made it this far, thanks for reading, and I would love some C&C on the reports, or how I played, thanks!! Link to comment https://bolterandchainsword.com/topic/254535-gk-batreps/ Share on other sites More sharing options...
shortysl Posted June 23, 2012 Share Posted June 23, 2012 I did notice that in your first game against Eslin, he appears to have a squad of Paladins with four Psycannons in it (out of 5 members). I don't have my codex to hand but is that even legal? Must admit, I don't take much notice of the Paladins entry, they don't interest me, so forgive me if I'm wrong. Link to comment https://bolterandchainsword.com/topic/254535-gk-batreps/#findComment-3093097 Share on other sites More sharing options...
Mr.darkness Posted June 23, 2012 Author Share Posted June 23, 2012 Yeah, I too was slightly confused, but I assume that he combat squadded, which would allow him to place all 4 psycannons in one squad. Thanks for the comment! Link to comment https://bolterandchainsword.com/topic/254535-gk-batreps/#findComment-3093105 Share on other sites More sharing options...
Mr.darkness Posted June 23, 2012 Author Share Posted June 23, 2012 Right then, I've got another Bat rep for you guys, and this time I think that I have pictures!! game 3 vs Grim, capture and control, spearhead. I used my 1850 version of my pallies: HQ Coteaz Draigo Troops 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ 3x meltaguns/psyback 6x acolytes w/ 3x meltaguns/psyback 10x paladins w/ 1. psycannon/halberd 2. psycannon/MC halberd 3. psycannon/sword 4. psycannon/hammer 5. MC halberd 6. Sword 7. Banner 8. Hammer 9. Halberd 10. MC sword heavy support 3x psyflemen whilst he was using DE: haemy wwp haemy wwp haemy wwp 5 grotesque 5 grotesque 7 harlies, jester, seer, 2 fusions, 2 kisses 7 harlies, jester, seer, 2 fusions, 2 kisses 10 wyches, haywires 10 wyches, haywires 10 wyches, haywires 3 wracks, raider 3 WRACKs, raider talos, heatlance talos, heatlance cronos,vortex mmh, don't like the look of those WWPs!! deployment is like this: Obviously a lot of his stuff is in reserve, so that they can come on from the WWP. But, it should also be noted that he can come on from the whole of the bottom board edge, so I have to be sure not to move too far over there, or risk getting assaulted straight from reserve. T1 Grim - He loads people up into the raiders, and moves forwards, but not fast enough to get cover, he does shoot off some dark lances, but they do nothing. Darkness - I sit still, and SHOOT! the first dreads wreck/explode both the raiders but find out that I have to roll to see the harlequins! I shoot the erst at the grotesques and a some of the close stuff at the top harlies. End of T1 T2 Grim - He gets two wyches squads and 2 MCs from reserve, and they come in from the bottom right. Everything else moves and runs towards my lines, and there is little/no shooting, which does nothing. In assault then coteaz casts sanctuary, and the top harlies fail an assault. darkness - I shuffle around a bit and begin to move away from the wyches at the bottom. In shooting then I manage to wipe out the grotesques ( along with the WWP ), and do some more random damage to the harlies, and taek a couple of wounds off elsewhere, but nothing else major. I don't bother to assault because the pallies shot the grotesques, and I know that I will win even if they assault me. T3 Grim - He roll for reserves, and gets the last MC. We run into a bit of an issue now as we don't know whether the pallies can shoot at him. I say that because he has to move in from the centre of the portal, so he is in range, but he thinks can avoid it by moving sideways. I say that it doesn't really matter. He finishes his movement, but then calls it, and says that I can have the game. I guess that his idea is that the pallies will instagib the MCs, and then I just have to shoot the wracks off the objective. Overall I think it was a good game, but, like he said, his list needed a bit of a re working, as I really don't feel that there was much he could do against the pallies, without the usual massed splinter fire and dark lance fire of the DE. Well, I think that report was a bit better, because of the pics, but please tell what you think of it!! Link to comment https://bolterandchainsword.com/topic/254535-gk-batreps/#findComment-3093122 Share on other sites More sharing options...
Mr.darkness Posted June 23, 2012 Author Share Posted June 23, 2012 Ok then, 4th report coming up, this one vs an air cav list spearhead, Sieze ground, 4 objectives, he gets 1st. I use the same pallies list as above, and J uses something along the lines of: 3x vendettas w/ 10x infatry squad in them 6x valks, 5 w/ infantry squads, and 1 w/ PCS 1x vanquisher the anti tank one) w/ commander pask. I basically use the same deployment as long time, but in a different box, with the pallies in fron and the dreads on the flanks ( though I should have put them at the back!!, as you'll see in a minute) He does scout moves, followed by his normal moves, so Ill show you a pic of that: J - His shooting from the vendetta and pask, wrecks both the dreads on the right flank, and I learn a valuable lesson about dread placement!!. He shoots the other six valks at the allies and does 4 wounds on different guys, so nothing major. darkness - Pallies move towards the top valks, whilst the razors shuffle around so they can all see the 'dettas. In shooting then I manage to shake/stun 2 of the dettas with glances from the razors and the last remaining dread, whilst the pallies manage to wreck one valk, and stun/shake the other two in that squad. End of turn 1: T2 J - He runs away the disembarked infantry squad, and then speeds the valks so they get cover. The 'dettas only shuffle backwards, so that the one that is not shaken can still shoto all three lascannons. In shooting then he manages to wreck one of the razors and stun another. The guys get out and pass their pinning. Darkness - I continue to move the pallies upwards, and the stunned razor passes fortitude, and moves with the others to make sure that they are in range of the 'dettas In shooting then the dread manages to wreck on 'detta, stun another and destroy the weapon on another!! The pallies manage to wreck two valks, and stun another. All in all a successful shooting phase! End of T2: T3 J - His turn is short and sweet. He moves the remaining flyers around a bit, making sure that only 1 speeds, and shoots the rest to no effect. He stuns a Razor, and tries to wound the pallies with the infantry squads and valks, but fails to do anything. darkness - I spread out the pallies so that they cover to objectives, and move the razors towards the one at the bottom. In shooting then I manage to shake two of the three remaining valks, shake a vendetta, and destroy another lascannon. end of turn 3: T4 J - He moves all the remaining vehicles flat out , around the objectives, and also makes sure that all the infantry squads can rapid fire at the pallies. Shooting does a couple of wounds to the pallies, and stuns a razor, who easily shakes it off in the next turn. Darkness - In movement then I split off coteaz and draigo from the pallies, so that I can assault different squads. I also disembark some of the melta acolytes, so that they can melta the vendettas that are sitting on their objective. In shooting then I manage to wreck the valk, so now coteaz can assault, and also manage to wreck the last two valks with my meltas. In assault then draigo and coteaz assault, but after draigo finishes of hi squad then he says that he has to go. The board looks like this: And personally I think that I've got the game in the bag The pallies can almost definitely get both of the objectives that they are sat on, and the acolytes can at lest contest, if not capture theirs, whilst he can only capture the one that his IS is sat on. It was another great game against a great opponent, which I think that I played well in. I have been very happy with all of the lists that I used, apart form the interceptors in the game that I played Hoverboy, so I would probably drop them. I don't think that I have any more saved, but I might, and If not then its just a case of waiting for me to play more!! Thanks in advance for any comments, and I would particularly like to know if you prefer the pics as actually there, or just a link to them? Link to comment https://bolterandchainsword.com/topic/254535-gk-batreps/#findComment-3093140 Share on other sites More sharing options...
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