Urkh Posted January 3, 2013 Share Posted January 3, 2013 Hey guys! I had a game yesterday against my cousin's Grey Knights (randomly selected opponent between him, my friend Necrons, and my brother's Tyranids). We play pretty often, but today I figured I would give you my first BatRep!The ListsBlack TemplarsHQEmperor's Champion - Suffer Not the Unclean to LiveMaster of Sanctity (Warlord) - Power Fist, Plasma Pistol, Crozius, Artificer Armor, Terminator Honors, Holy Orb of AntiochEliteDreadnought - Twin Linked Lascannon, DCCW+SBTerminator Squad - x5 terminators, x2 w/ CML, Tank HuntersAssault Terminator Squad - 5 TH/SS Assault TerminatorsTroopsCrusader Squad (CCW) - 10 initiates, one with power axe, one with meltagunCrusader Squad (CCW) - 10 initiates, one with power axe, one with meltagun, 4 neophytes (EC is here)Crusader Squad (bolters) - 5 initiates, one with plasma cannon, one with plasma gunCrusader squad (bolters) - 5 initiates, one with plasma cannon, one with plasma gunFast AttackLand Speeder Squadron - x3 Land Speeder Typhoons w/ Heavy bolter + TML (together in a single squadron)Heavy SupportLand Raider Crusader - Smoke (Assault Terminators and Chaplain ride in here)Grey KnightsHQOrdo Xeno Inquisitor (Warlord) - Rad Grenades, Psychotroke Grenades, Combi-Plasma, Mastery level 1Ordo Xeno Inquisitor - Conversion Beamer, Mastery Level 1ElitesPurifiers - 10 purifiers, 8 with Falchions, 2 with Nemesis Daemon HammersPurifiers - 10 purifiers, 8 with Falchions, 2 with Nemesis Daemon Hammers - Rhino as a DTTroopsStrike Squad - 5 Grey knightsTerminator Squad - 10 Terminators, 9 with Hammers, 1 with Brotherhood Banner, 2 with psycannons (grenade Inquisitor here)Heavy SupportPurgation Squad - 5 Grey Knights, 4 have psycannons, one has a Sword (Conversion Beamer Inquisitor here)Dreadnought - Twin-Linked Heavy Flamer, DCCW w/ Heavy Flamer, Psyflame AmmoDreadnought - Twin-Linked Heavy Flamer, DCCW w/ Heavy Flamer, Psyflame AmmoFortificationAegis defense line with quadgun.We rolled "Big Guns Never Tire" for our mission, and "Vanguard Strike" as our deployment type. We rolled for 5 objectives, and he won table side choosing, so he placed 3 and I placed 2. His defense line was making a "U" right in the middle of his deployment zone.He placed one of the objectives next to the quadgun, his second just outside his defense line nearer to his short table edge, and another along a pond (which we always deem and dangerous terrain, and is surrounded by a forest.) along his long table edge.I placed my first behind a Hill that blocks line of sight by my short table edge, and another in a forest along my long table edge.Other Terrain includes another hill that blocks line of sight behind his aegis defense line, and a forest along his short table edge. (the rest of the terrain was being used in the 'nidz vs 'cronz game)My Warlord Trait was Master of manuever (personal 3) and gave my chaplain and his squad outflank (which i didn't use).His Warlord Trait was something that also didn't come up during gameplay.Both of his Inquisitors took the Divination Primaris Power, giving them the ability to reroll all failed to hit rolls.I won the roll of for deployment. I put one of my shooty crusaders next to each objective. the LRC was behind the forest for cover (in case he stole the initiative), and had my 5 man shooty terminators behind it as well as the 10 man crusader squad. The speeders, Dreadnought, and the 14 man crusader squad hung out behind the hill that blocks Line of Sight.He put the Purgation squad next to his quad gun, the Terminators behind the line but just hugging the wall, the Rhino just behind them, the strike squad near his outside objective, and the non-rhino purifier squad near the objective in the lake. The Two Dreadnoughts started out behind the defense line hill because he figured my speeders and termies could kill them first turn if he left them out in the open, giving me first blood and two victory points for killing Heavy Support.He tries to steal the initiative and fails. I roll a 5 for nightfighting, so it seems we're in the dark! The game starts and we roll for mysterious objectives. My forest objective gives me +1 to my cover save, and my hill objective halves charges against my unit. His Defense line objective is nothing of note, the just outside the defense line objective is sabotaged! The lake objective is still undiscovered, as the purifiers are not close enough.Turn 1: TemplarsI move the Dread and the 14 man Crusader Squad out from the hill's protection toward the objective in the lake. The crusaders stay behind the dread to protect themselves from the purifiers behind the lake. The LRC cruises towards the lake as well 12", and the shooty termies and 10 man crusaders follow. The speeders position themselves deeper into my deployment, but in a spot where they can fire on the grey knights by the objective just outside the defense line.I send as much firepower as I can towards the purifer rhino, trying to get an easy first blood, but unfortunately, he makes all his night fighting cover saves, because i'm still just too far away. I do manage to destroy it's stormbolter and remove a hull point. The LRC pops smoke.Turn 1: Grey KnightsThe Rhino moves towards my forest objective and the purifiers get out. The dreadnoughts come out from behind the hill and will end up running in the shooting phase. The Terminators move out of the defense line towards the center of the board (near my LRC), but the squad doesn't fully clear it due to difficult terrain rolls. The lake purifiers move into the forest around the lake, but still do not discover the objective.The disembarked purifiers fire upon the crusaders in the forest. When it comes time, my men go to ground and receive a nice 2+ cover save (night fighting plus the objective increase as well). Still, torrent of fire from so many psycannons and storm bolters kills 3 crusaders, leaving the cannon and a bolter left. The Purgation squad fires on the LRC, and manages to remove 2 hull points past my 4+ cover save (he got a few rends), and destroys my assault cannon and shakes me. No other shooting of consequence happened.Turn 2: Templars (THE SUN IS UP!)LRC moves towards the lake purifiers and the Terminators and Chaplain pop out! dreadnought heads towards the middle of the board, while the EC squad continues (with running) towards the lake. Not a lot of other significant movement.My Chaplain (who was shaken) fires his plasma gun at the purifiers just in front of him and hits! I precision shot it to the guy with a hammer, and he dies. I then unload of a torrent of plasma cannons, Krak Missiles, and heavy/storm bolters into the purifiers by my forest objective, destroying the squad and getting first blood. My dreadnought pops a lascannon shot at the terminators and kills 1.My Assault terminators successfully charge the lake purifiers, losing 0 to overwatch, but two from failed saves because they hit first. They then proceed to wipe the squad out, and consolidate further into the forest, away from the grey knight terminators.Turn 2: Grey KnightsThe Terminators clear the defense line, the rhino moves up to try and block my forest squad from seeing the terminators with the plasma cannon. The strike squad moves to be just outside explosion range of their objective, and the dreadnoughts do everything they can to try and be useful (they were taken in the case he fought my brother's nidz).The Purgation squad (defense line objective) fires on the Chaplains Assault Terminator Squad. Two Termies die before the chaplain is the closest model. i still have 15 wounds left to roll (that psychic power and psybolt ammo tick me off...). In an act of heroics, the final terminator jumps in front of the chaplain and absorbs every single shot like a boss. Not a single 1 was rolled in those 30 rolls. He's going to be getting some honors from my bits when i get around to priming my new stuff tomorrow. The terminators try to kill off the chaplain as well, but also fail (not as many shots made it through, luckily), but the chaplain does take a single wound. The strike squad fires on my shooty termies and kills one of the CML. Why he was in front, idk...Turn 3: TemplarsThe Chaplain and his bodyguard run through the forest back into the safety of the LRC, who cruises back into my deployment zone to take over my hill objective as the crusaders who were holding it step out to get better Line of sight. The EC squad finally makes it to the lake objective, revealing it to also increase cover saves by 1, and the dangerous terrain claims the life of a neophyte. The 10 man crusader squad runs to 1'' away from the rhino, and will shoot a meltagun at it and miss... I smell some sort of witchcraft here!The Dreadnought Pops another terminator. My Shooty terminators fire at a dreadnought, and remove a single hull point. The Speeders fire at the terminators and kill 4 more.My Crusaders charge the rhino, and manage to wreck it.Turn 3: Grey knightsDreadnoughts move closer to my forest objective, the terminators move towards the crusader squad.The Strike Squad fires on my shooty terminators again, killing the second CML (why I didn't move him to the back after the first one died...idk...i'm an idiot) The Terminator squad fires on my 10 man crusader squad, who, without cover, get decimated down to 3 models. The Purgation Squad fires on the EC squad, who goes to ground and loses the rest of the neophytes despite a 3+ cover save.The Terminators successfully charge the three crusaders. Psychotrike grenades do nothing. With his flagpole, the brotherhood banner terminator (who strikes before me due to SNTUTL) puts them all to death (1, 2, 2 for armor saves), leaving the squad wide open.Turn 4: TemplarThe LRC makes it to the hill objective; no one gets out. My shooty terminators move towards the grey knight terminators.A plasma cannon from the hill squad manages to kill 3 of the terminators, and the Speeders do their job and kill another terminator and the inquisitor (giving me slay the warlord), and leaving only one terminator left. My other plasma cannon tries to off a dreadnought, but scatters to do nothing.My three shooty terminators assault the last grey knight terminator. we all strike at the same, and due to low rolling by both of us, no one dies (we both only had to roll one invuln save, and we both got 5s)Turn 4: Grey KnightsThe Dreads move close enough to finally unload their fire upon the forest crusaders. Like true Templars, they weather the fire and hold their ground. The Purgation squad fires upon the EC's squad yet again, and yet again, they go to ground and lose 2 power armored crusaders. Luckily, they're still within 3" of the objective, and since they've gone to ground, won't get pulled off from righteous zeal. The combat between the terminators continues and the final grey knight terminator dies!Turn 5: TemplarsThe forest Plasma Cannon fires at the dreadnought with 1 hull point left, but scatters off into the distance. The hill crusader squad fires it's plasma weapons at the full dreadnought. The cannon glances the dread, removing a hullpoint, but the plasma gun penetrates and blows the thing up! The Speeders finish off the dread with 1 HP left, and my cousin concedes.Final Score:Templars 13 (Hill objective, Lake objective, forest object, First Blood, Slay the Warlord, Two Heavy Support killed)Grey Knights 6 (Aegis Defense Line objective, just outside the defense line objective)My thoughts:The most important thing I did this game was decide to kill those purifiers from the rhino on turn 2. If I hadn't done that, I would have lost first blood because he would have finished that squad, and lost the objective. I knew I wasn't going to be able to kill the 10 terminators in one turn, but I knew I could at least severely cripple the SV 3+ purifiers.Land Speeders, as always, kicked butt. I made sure to keep them at least 30'' away from his purgation squad, who were bunked down in the ADL and not moving, but I feel that if he had shot at them with his terminators, he would crippled a lot of my firepower. At the end of the game, he asked why I don't run nine landspeeders. I replied, "because I don't have enough bases?" He says they're broken at 210 points for a squadron of 3.We did the math, and frankly, at turn 5, it really came down to if I could have destroyed those dreadnoughts. If I could kill them, I would have won; if I killed one of them, and he could manage to kill my crusaders holding the objective, it would have tied; if I didn't manage to kill either, and he got the objective, he would have won. Unfortunately for him, I have lots of Krak Missiles.Suffer Not the Unclean to Live didn't really do anything at all except make it easier to kill a rhino. Frankly, against Grey Knights, I think that means that everything went according to plan. I don't want to be getting into close combat with those guys with anything less than a terminator, who are all already S8 w/o the vow. However, it would have helped a LOT against my friend's 'Crons, and would have been quite useful against my brother's Nid'z who, in close combat, are already I5+ or make me I1, so i'm striking last there anyways.FYI: Get's hot rolls were always taken, never resulted in casualties. Landspeeders moved every turn, even if it was just an inch, to get Jink.So, what did you guys think? C&C welcome! Link to comment Share on other sites More sharing options...
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