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First game with 7th ed GK codex - 1500


TheDarkOne

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So I played 2 games over the weekend, both against the same opponnent. He plays an eldar Wraith Army,

 

Farseer - stones, lvl3

Spirit Seer - i dunno

2 7 man d-cannon wraithgurad

9 man axe wraitguard

7 man sword wraithguard

wraithknight with double d cannon

bunker, escape hatch

 

I brought:

 

Grandmaster, Psycannon, Curiass, Sword

Librarian lvl 3, soul glaive, liber daemonica book

 

10 terminators, 2 psycannons, assorted weapons

6 terminators, psycannon, assorted weapons

 

2 dradknights, both hv incinerator, hv psycannon, hammer, teleporter

 

and I used the teleporty detachment from the codex.

 

Warlord trait, stubborn guys near my warlord. game 1, rolling for psychic powers,t he librarian rolled 2 on sanctic, got gate and cleansing flame (I didn't go all sanctic because the primaris would be useless), 1 on divination (prescience instead of scryrers), 1 on telepathy (mental fortitude becomes psychic shriek). Grandmaster gets forewarning and shrouding.

 

Farseer ends up with guide prescience and some useless power. spirit seer gets voice of twilight and something else.

 

playing 6 objectives, primary, kill points secondary. I win the roll to go first, and put my 12 termis (10+characters) in a blob between 2 buildings. a dreadknight behind either building flanking my termi blob. he deploys his bunker in the middle of his deployment zone (standard deployment), with the escape hatch 12" forward in about the middle of the table. he puts a gun squad with characters in the bunker, his second gun squad on my right, in a building next to the bunker. axes in a crater to the left of the bunker. swords off to the right side, doomed to a life of useless futility. wraithknight behind the building with the gun squad in it.

 

He steals the initiative!

 

he moves the swords and axes closer, and moves the wraithknight out of cover to shoot at my stuff. no psychic powers, wraithknight takes a wound off my left side dreadknight.

 

My turn 1, the terminators arrive! they deepstrike off to the left, a good distance away from the axe guys, but in psycannon range. big termi blob moves up. Dreadknights jump out to get some shots off. psychic phase, I gate over to the right to threaten the swords wraiths, and scatter 12" to the left, back towards the center. now the guns can pop out the escape hatch and shoot my terminators... uh-oh. I position the EW grandmaster near the front. libby casts prescience on his squad, and perils, losing a wound. grandmaster casts shrouding (i'm in a crater now). dreadknight ont he right shoots all weapons at the gunners in the building ruins, kills 2. dreadknight on the left kills 2 axe guys. combined shootign from the big termi blob kills 3 more shooty ruins guys, just 2 left. small termi squad kills 1 more axe guy. no assault.

 

His turn 1, the guns pop out of the bunker, the wraithknight jumps out in front to threaten the termi blob, the swords prepare to throw their lives away. axes move to be able to counter-charge anything that gets at the middle gunner squad, and also possible long charge the 10 termis. psychic phase, he gets prescience off on the gunner squad in the middle. but nothing else, as I've got more dispel dice. shooting, the wraithknight shoots the dreadknight, 2 hits, 2 wounds, one of which was a 6 to wound! the dreadknight fails both invuls and dies, NOOO--. both gunner squads shoot at the terminators, who go to ground, for a 2+ cover save. I lose 2 terminators on the side from the prescience gunner squad shooting. he doesn't assault anything as it would unpin my temis.

 

My Turn 2, sheesh, its going to be a rough turn, snap shots only, and -1 dread... the termis on the flank move up to shoot the axes, the dreadknight left alive decides its time to get up close and personal with the gunners in the middle. psychic phase, the librarian executes cleansing flame, perils-ing himself to death... I pictured him exploding in a giant nova... the nova kills 2 gunners from the middle squad and 2 swords. no prescience... so, I cast forewarning, and the dreadknight casts sanctuary. shooting, dreadknight pours 6 psycannon shots and the torrent template into the gunner squad in the middle, thinning them out to 3 gunners and the characters. the termi squad kills another axe. grandmaster squad snap fires and manages to strip a rending wound off the wraithknight! chaarges, the dreaddknight chargers, and takes a wound from overwatch. in combat he massacres everyone but the farseer who stays in combat. 

 

his turn 2, axes move up to counterchange the dreadknight, there's only a couple of them left though. wraithknight falls back to deal with the 6 man termi squad. swords and guns position themselves to try to hurt the big termi blob. no psy powers. shooting, i lose 2 wounds on the grandmaster to d cannons. i lose 1 terminator from the small squad to the wraithknight. swords charge in like fools, and are wiped out by terminators. the axes rush in, the dreaknight liquefies the farseer for slay the warlord, and then falls under a million axe attacks. 

 

My turn 3, the 5 man termi squad moves up to threaten the wraithknight. the bigger blob moves to wipe out the axes. psychic phase, i get forewarning and hammerhand off, activated force weapons for the small termi squad. shoot the axes, they all die, no need to charge. psycannon from small squad takes a wound off the wraithknight. small squad charges, but loses 1 guy to overwatch and can't make it into combat. 

 

His Turn 3, at this point he's worried, so he moves up and shoots everything into the big gk blob, kills 2 more termis. charges them with the wraithknight, in combat he kills 1 more termi, and loses 2 more wounds, he's down to 2. 

 

my turn 4, small termi squad shoots the remaining wraithguard to death, activated force weapon halberd scores a lucky 6 to wound in combat with the wraithknight ending the game. 

 

We reset the board and prepare to play again.

 

game 2, same lists. 

 

psychic powers:

Libby: Sanctuary, Hammerhand, Forewarning, Psychic Shriek

Grandmaster: Prescience, Hallucination

 

Farseer: Prescience, Fortune, Guide

Spirit Seer: +1/-1 Armor save, voice of twiglight

 

we did vanguard deplaoyment, and 6 objectives again. he won the roll to go first,and deployed all his stuff in the middle of his triangle, gun squads on either side of the bunker, the escape hatch again mid table, and swords off to the right, wraithknight behind the bunker. I got the warlord trait that my warlord and his unit can auto deepstrike turn 1, and reroll scatter! so I only deployed my dreadknights, in my zone, behind buildings. it was night fight turn 1.

 

I steal the initiative!

 

My turn 1, grandmaster and unit arrive turn 1 auto, i pass my reserve roll for the other terminators. the big squad deepstrikes next to the gun squad to the right of his bunker, the swords and other gun squad will have a few turns of movement before they can affect the battle. the other termi squad lands beside them. dreadknights jump forward. psychic phase, i give my termis a 3++ with forewarning and sanctuary. I cast prescience on them too. Shooting, I reduce the gunner squad near the terminators to 2 models with shooting. I kill 1 other gunner from the 2nd squad with dreadknight shooting. 

 

His Turn 1, the axe squad disembarks the bunker out its back door, and can assault this turn... uh-oh! the 2 remaining gunners on that side go towards my 5 man squad. wraithknight moves to mid table, left gunners move around back of the bunker, swords move to follow them. psychic phase, he gets fortune off... thats it. shooting he manages to take 1 wound of my right side dreadknight, and 1 dead terminator from the smaller squad. his axe squad charges my big termis suqad. I kill like 2, and he kills 2 termis, drawn. 

 

My turn 2, dreadknights jump forward, right one to charge the wraithknight, left one to charge the 2nd gunner squad behind the bunker. psychic phase, i get sanctuary off but not forewarning. i get prescience, and hammerhand. hammerhand as well on the smaller squad. sanctuary and activated force weapons on the right side dreadknight. shooting, 5 man squad kills 1 more gunner, dreadknigtht kills 4 gunners out of the behind the bunker squad. 2nd dreadknight takes 2 wounds off the wraithlord with shooting. Assault, the small termi squad charges the lone gunner, the left dreadknight charges the remaining gunners in the bigger squad, and the right side dreadknight charges the wraithknight, but is killed by a lucky 6 to wound from overwatch!!! not again! in combat the smaller termi squad does away with the 2 wraithguard. the dreadknight kills all but 1 of his gunner wraithguard, but is down to 2 wounds from overwatch and a bad save. in the big combat we draw again, this time by 1 loss each. 

 

His turn 3, he moves the swords to help vs the dreadknight, and moves the wraithknight to assualt the small terminator squad. psychic phase, he can't get anything off! Yay no fortune! the terminators proceed to tear them a new one, reducing the entire wraith mess to a pile of smoking ash. the spirit seer bites it too. the farseer makes a break for it though. dreadknight dies, but takes all the swords with him. wraithknight kills 1 terminator, and takes 1 wound, down to 3... 

 

My turn 4, I split the characters off form the termi squad. grandmaster goes after the remaining wraithcannon wraithguard, libby after the farseer, termis after the wraithknight. psychic phase, termis both get hammerhand off, grandmaster presciences the bigger termi squad. libby casts hammerhand, activates soul glaive force weapon. shooting, grandmaster kills the gunners with his psycannon. assault, libby makes it in with the farseer, termis make it into the wraithknight. libby eviscerates the farseer with S7 reroll to hit and wound. termis kill off the wraithknight with weight of attacks. 

 

I win game 2!

phew, I don't like to cheat, even if it is by accident!

 

I was thinkking that this list was effective against this wraith army (read not top tier), but may be harder to win against more traditional balanced lists, and basically auto loses to white scars.

 

If I was extending the same ide up to 1850, I woudl do it like so:

 

Libby, ML3, Glaive, Curiass

Libby, ML3, Liber Daemonica book

 

10 Termiantors, 2 psycannons, assorted weapons, meltabomb on justicar
10 Termiantors, 2 psycannons, assorted weapons, meltabomb on justicar
 

Dreadknight, Hv. Psycannon, Hv. Incinerator, Hammer, Teleporter
Dreadknight, Hv. Psycannon, Hv. Incinerator, Hammer, Teleporter

Allied Inquisition:

Ordo Malleus Inquistor, ML1, Terminator Amror, Psycannon, 3x Servo Skulls

Ordo Malleus Inquistor, ML1, Terminator Amror, Psycannon, 3x Servo Skulls

 

More psycannons, both inquisitors take divination to prescience both blobs. Servo skulls to try to stifle white scars scout and facilitate more accurate deepstriking. librarians hoping for gate and vortex...

 

Still only 4 units on the board, or 6 if combat squadding. 12-14 warp charge.

 

Does the liber daemonica book thingy grant an extra warp charge, or just know one addl spell?

Each relic can only be taken once, there is no restriction saying one model cannot have more than one different relic. 

 

 

Yes there is. Read page 59 under 'Relics of Titan' carefully. 'A model can take one of the following'. 

 

Does the liber daemonica book thingy grant an extra warp charge, or just know one addl spell?

 

 

No you just know one extra spell than normal for their Mastery level. 

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