SyNidus Posted May 1, 2015 Share Posted May 1, 2015 Hail fellow Titanians! So I've mentioned that I have played my GK in a tourney and also a bunch of games. First up, let me give you batreps in summary form, rather than blow by blow of the last 3 games I had with my GK. I will then update to include the tourney report. Hope to share tactical discussions and insights with you all. Enjoy! Game 1 - Eldar Craftworlds NSF: Librarian - ML3 - Combi-Melta, Staff, Liber Daemonica - 170 Librarian - ML3 - Hammer, Combi-Melta - 150 Purifier Squad - 10 man - 4 incinerators, 2 Hammers - 290 Terminator Squad - 5 man - Psycannon, Justi w Hammer - 190 Dread Knight - Teleporter, H.Psycannon, Sword, G.Psilencer - 235 Dread Knight - Teleporter, H.Psycannon, Hammer, G.Psilencer - 230 Stormraven - TLMM & TLLC, Hr. Bolters, Extra Armour - 235 Total: 1500 Model Count: 20 My opponent: Farseer & seer council - inside a falcon Guardian warhost - 3 guardian squads with missile launcher 3 war walkers Vaul's wrath Vyper 3 falcons Dire avenger aspect host - 3 dire avenger squads - 2 inside the falcons, 1 deployed on foot. + This was my first game against the new Eldar. He deployed most of his stuff in the back. But kept the falcons(contents included), the Vyper and walkers in reserve. + I deployed everything I could, he gave me first turn so I shunted across the table, my termies got gate but mishap, going into oncoming reserve. The 2 dread knights killed the Vaul's wrath for first blood and killed some guardians. His turn one saw him shooting at my dread knights and causing a couple of wounds. I was ahead in points because of objectives. + turn 2 - my termies came down closer to my side of the table to grab an objective while my knights dismantled another squad, but one of my knights moved closer to the table centre for another objective. No Raven yet. His falcons came in, Deepstriking without reserve he disembark and killed quite a few termies. My knights lost a couple more wounds but were still swinging. His Vyper and war walkers pour shots in and I'm left with the 2 libbies and a single termie. He catches up on points. + turn 3 still no Raven. Things are looking dire, with only a couple of models (literally, by his turn i had only the 2 knights and my Libby left) the termies charge his seer squad, down to one Libby because of perils btw. The centre knight moves towards his falcons and wipes out the squadron with shooting and charging. The other knight causes a guardian squad to run but doesn't catch them. Eldar turn 2, he kills both my dread knights. My Libby is the last man standing in combat and if he dies I lose. He survives, still tied in combat. Turn 4 and Turn 5 my Raven comes in and unloads the 2 purifiers. In the ensuing psychic, shooting and assault phase, the remainder of my army kills: the war walkers, 2 dire avenger squads, the remainder of the seer council and some other stuff. I was ahead on points. He can't do much now. He conceded. I enjoyed the cleansing flame, and it's pretty devastating, however not having the Raven come in earlier was a real blow. Could very easily have lost here. +Things I think I did well in this game: - I made good use of the mobility and positioning to keep in a central position allowing me to react to his mobility. - I was doing well on points as well, grabbing a couple of VPs every turn. +Things I could have done better: - I could have made better use of my Deepstriking to save the shunt move so that I could extract my dread knights from the mass of Shuriken fire - I need a way to ensure the raven comes in when I need it. Otherwise, it's just too many points held off the board. Game 2 - Necrons Same list as above. Necrons had some stuff, but really the only thing that played a part in the game were his C'tans (he had 2 because he thought we were playing 1850) after turn 2 he realised I was playing 1500 and we rolled to see if he removed enough units to bring it down to 1500 (I wanted him to keep at 1850 just to stress test my list, but he got the roll and removed a ctan and some stuff). Turn one, his royal court of doom used veil of darkness to get close-ish enough to me. He didn't do much though. One of my dreadknights charged, I lost combat (3+ invul and RP is bull:cuss) and because we were so close to my table edge, that knight ran off (suffice to say, when he is undergoing penitent crusades for his cowardice). My other DK shunted over to support next turn. Turn 2, he did more shooting, lost a couple of termies. My remaining dreadknight got one-shorted by the Ctan's transdimensional arrow because he rolled a 6. I was down to my termie squad with the libbies. On my turn, I decided to be cheeky, I dropped a vortex of doom on them which scattered a little, killed a couple more wraiths (he wasn't using lychguard). Then I gated away :troll face: was able to hide my guys so that he couldn't get much shooting done. Did I mention my stormraven has the timing of a taxi driver when you've got half an hour to get to the airport? Yeah, it didn't show. Turn 3, he came after me again, also dodged the vortex's scatter. He couldn't do much shooting this turn so he tried to move his guys as close as possible. The ctan couldn't get line of sight. My turn, the stormraven was probably putting on its make up because it still wasn't there. It just so happens that his royal court was in 12" range...so I dropped another vortex and Gated over to the other end of the board. This time the vortex hit, wiping the squad down to 2 guys - nemesor (his warlord) and obryn who had not yet transformed into a ctan. Turn 4, he managed to bring enough firepower to bear that I was down to 1 librarian. The stormraven comes in - finally. I unload on the ctan only to do only a couple of wounds. Also, my librarian's head exploded when he tried to vortex again. Speaking of vortex, the 2 templates were dancing about his royal court and he was able to dodge it. Lucky fella. Turn 5 he throws everything he's got at my Raven, no problem. My turn 4, it goes into hover. The purifiers unload and manage to bring the ctan down to one wound with soul blaze on him. The stormraven's Lascannon fails to do anything. Now the ctan has 1 wound left, with soul blaze on. I decide to charge him and kill him. Big mistake, I'm down to 3 purifiers. They get into terrain, hoping to survive long enough to get back in the Raven. Turn 6, he couldn't get a bead on the purifiers and my Raven was able to survive the shooting. Almost forgot, the Oberon turns into the Ctan and comes charging after the stormraven....and does 0 hulls. Next turn, the vortex scatters and clips Oberon, I roll a 6, and he disappears. Awesome!. My purifiers get back in the Raven and the Raven flies towards the table edge,to exfil the survivors, but not before taking a pot shot at nemesor who happened to be in the path. He is down to 1 wound. Turn 7, they can't kill my Raven. I decide to finish the job, my Raven hovers and the purifiers murder nemesor. Game ends. Notice how I didn't mention objectives? Because I kept drawing objectives I couldn't capture or complete. Suffice to say, I lost the battle. Fluff-wise I won though, killed the royal guard and ctan in fairly spectacular fashion. +Things I think I did well in this game: - was really good at surviving until reinforcements came in. +Things I could have done better: This game I really felt there was not much I could've done. The knights went down too fast. And I didn't have enough on the board to play with. Though I reckon I could've been a little more careful with the purifiers. ---------- List change------------ By this time, you can bet I was fairly miffed that the stormraven would taken it's own sweet time. I was taking horrendous losses simply because there weren't enough units on the board to play with. So I swapped to a 1500 point version of my tourney list. NSF: Librarian - ML3 - Combi-Melta, Staff, Liber Daemonica - 170 Librarian - ML2 - Hammer, Combi-Melta - 115 Terminator Squad - 5 man - Psycannons, Justi w Hammer - 190 Interceptor Squad - 10 man - 2 Incinerators, Justi w Teleport Homer, Hammer - 290 Dread Knight - Teleporter, H.Psycannon, Sword, G.Psilencer - 235 Dread Knight - Teleporter, H.Psycannon, Hammer, H.Incinerator- 225 Kaldor Draigo - 245 Total: 1500 Model Count: 20 This is something I'm much more familiar with in regards to playstyle. Game 3 - Eldar wraith host The opponent had an army festooned with D weapons. Thankfully, I was able to neutralise them before he could bring the brunt of them into play. Spiritseer with 5 D-Scytheguard in a wave serpent. 2 x 6 man Wraithguard in wave serpents Wraith lord Wraith knight with double Wraithcannons The map is a ruined city with wide roads and a good number of ruins to hide in. My only chance was to surround the wave serpents and kill them off whilst their occupants were still inside. Like the vietcong, my interceptors and dreadknights hid behind building whilst my termies waited in orbit, they did this because i got the First to the Fray warlord trait - Nice. Though the mission was Contact lost and most of the objectives were on his side of the table. Turn 1, like the sporting chap that i am, i give my opponent first turn. Delighted, he takes it and guns his wave serpents forward. No doubt incensed by the smell of what he thinks is a scared rabbit hiding behind a hole. While the 2 wraithcannon guard sit in their wave serpents which hang back a little (not far enough, as you will see), his Spiritseer and Scytheguard come forward. His wraithknight which was deployed on the other side to counter the deployment of one of my knights in the right corner. The wraithknight kills the NDK with a single sD shot rolling a 6 (this is getting too common for my liking). In response, on my turn, my interceptors shunt into position encircling the lead wave serpent, leaving only 1" between them and the hull. The termies deepstrike to cover the rear whilst my remaining knight jumps forward ready to charge in from the front. The Heavy psycannon strips 2 hull points off, then my dreadknight swoops in and kills it in combat. With absolutely no way to disembark, the entire unit, enemy warlord included, has just evaporated. My opponent is visibly shocked and shaken. At this point i only have 1 point, while he has 2. Turn 2, he draws objective cards that keep him close to his original position, though i'd like to think it was the effects of seeing the tactic he had so truly hoped would work, implode before his eyes. They shot, but to little effect, his wraithlord and wraithknight still on the other side of the table. My Interceptors now jump into range close enough to assault and encircle the front portion of another wave serpent, while my NDK and Termies shunt and gate respectively into position. They surround the second wave serpent and he begins to visibly breakout in a cold sweat. Also forgot to mention that i cast invis on the interceptors. Turn 3, he moves his remaining wave serpent and disembarks so that he can get a few shots in, which manages to down a couple of termies. I lost my dreadknight to another shot by the wraithknight. This time my interceptors and termies move in to kill both squads separately. He's leading me in points though. Turn 4 I begin to chase his wraithlord and wraith knight. Both of these units would continue to run, with my termies and interceptors in hot pursuit until Turn 7. FFW > Top of turn 6, my interceptors catch up to the wraithlord and charge it, whilst they could not kill it, they were locked in combat. while Draigo and the termies are close by. Speaking of which, Draigo and the libbies manage to knock of 3 wounds from the wraithknight by purge soul (x2) and Psychic Shriek. Turn 7, now cornered, he charges into the interceptors, hoping to be able to wipe them out and consolidate away. He doesn't manage to. Draigo and co power up with hammerhand, force and sanctuary, they charge in. Draigo kills the wraithknight and the rest of the squad kills the wraithlord. Total Annihilation victory to the Grey Knights. Game 4 - Eldar Mech Alright, so we're back. This game, my opponent ran this list: Farseer on jetbike (escorting one of the jetbike squads) Wraithguard in wave serpent Dire Avengers in wave serpent 3 x 3 Jetbikes with scatter lasers Crimson hunter Crimson hunter Exarch Warwalker Wraithknight He's a fairly new player, but i've seen him trounce a good number of the more experienced players with the old codex. The mission was tactical escalation. For my powers between the 2 libbies and draigo, I had Gate, 2x Purge soul, vortex of doom, terrify, 2x Psychic shriek and scryer's gaze. I won the roll off for deployment. I combat squadded my interceptors and hid the two squads behind cover. Then I gave the opponent first turn. Turn one, he lost 2 bikes to dangerous terrain, other than that he advanced forward some. He also killed on interceptor that he could spot with a heavy wraithcannon shot. My turn one, everyone came in but one of my dreads mishapped, going into oncoming reserves, while another landed close to the spot i initially wanted for him. My termies came in closer to the centre. No effective shooting from the termies but the dreadknight killed off one of the jetbike squads for first blood. Oh they also used terrify to scare one of the jetbike squads off the table. Turn two, his 2 crimson hunters came in. He shot the dreadknight and survived. The termies were left unmolested. More importantly though, he had moved his wraithknight closer, silly boy. My turn, the 2nd dreadknight mishapped again and went into ongoing reserves, but it's okay, i didn't need him there just then. Draigo and Co. tried to pull off some psychic pyrotechnics against the wraithknight but to no avail. I charged in and Draigo killed the monstrosity before it could raise a finger. They consolidated into the shade of a nearby building. I also advanced the interceptor combat squad (2 incinerators). Turn 3, he moved in to bring his wraithcannons into play, the dire avengers tried to shoot the dreadknight, along with one of the hunters and ended up killing him. The wraithguard managed to kill a couple of termies. His farseer and remaining jetbikes moved up the far flank well away from my termies. My interceptor combat squad was also shot down to just the 2 incinerators left but they held. My turn, my interceptors shunted out from hiding, one combat squad going towards the farseer's squad and the 2 incinerators were in position to flame the wraithguard and their wave serpent. My second dreadknight finally lands without mishap, in position to pour fire into the farseer and his squad. I killed his wraithguard with Draigo & Co and the 2 incinerators, also killed their wave serpent transport. The farseer and his squad are taken down to just him and a lone biker. The crimson hunters can't do much. Turn 4, he moves his farseer back, towards the warwalker and he gets into position to fire on my remaining dread and the other guys. He turbos his wave serpent all the way to the other side to claim an objective. He causes some losses for my termies and the interceptor's combat squad. My turn, Draigo and the 2 librarians split off and kill off the dire avengers while moving in position for line breaker. The interceptors kill off his farseer and the warwalker. At this point there was not much left, we continued until turn 5 where we ended the game at 14-7 victory for the Grey Knights. I think i got quite lucky in the sense that this opponent was a bit inexperienced. The most experienced players i've played against spend many many turns manoeuvring out of my traps before they begin firing. - Little tip - Use Psyk-out grenades! These are great for sniping out psykers from units. Game 5 - Eldar Seer Council This is probably the most dangerous Eldar Craftworlds list I've faced since the new codex came out. His list was this: Seer Council - 2 farseers, 5 warlocks, all on Jetbikes 3 dire Avengers in bright Lance wave serpents Swooping hawks, Spiders, scorpions Okay, please bear with me if this batrep is difficult to follow, it's early in the morning and I'm trying to piece together the memories of this game which was about a week and a half ago. Mission: Cloak and Shadows Vanguard strike deployment map He deployed his forces towards the rear with the 3 wave serpents forward, screening the footsloggers. His seer council was towards the rear as well. I deployed everything except Draigo and co,I got first to the fray. Everything was deployed behind cover, with my dreadknights close enough to shunt forward. My interceptors were combat squadded with the 2 incinerators separate from the Justicar. He infiltrated his scorpions close to the furthest forward dreadknight. He went first, pushing forward. He cast invis on his hawks and protect on his seer council (2+ armour). His shooting didn't do much. My turn, my termies came down closer to the center. I advanced conservatively, careful to stay in cover. The knight which was closer to the rear moved forward to the other flank to cover that exit. I was also a bit paranoid of a possibility that he would turbo boost away if I shunted forward. I couldn't get too many powers off, but I managed to get sanctuary on my knights and termies. He did more shooting and advanced forward, nothing much really just lost a couple of wounds on my knights. He did move his spider squad within assault range of my flanking dreadknight. The other knight was within range to assault the scorpions (or so I thought). I also moved up my interceptors, ready to follow up the assault. He didn't skyleap his swooping hawks. My turn, I moved my termies closer, still in the cover of a ruin in the center, but I was within striking distance of one of his wave serpents. I assaulted his spiders with the flanking knight, the other knight could not actually see the scorpions! Which was really sad because he was going to now counter charge me. I wiped out the spiders with the other knight, whilst my termies failed to charge. By now he was leading in points by a small margin. He made the mistake of deciding to move closer and begin to unload on my flanking knight and termies. The wave serpent closest to the flanking dread disembarked from their transport and opened fire, they did manage to kill the flanking knight which was down to 2 wounds after being shot at by his spiders prior to the assault. His hawks blinded my termies but the termies were generally unscathed. He then charged my other knight with his scorpions, I challenged and he accepted with his exarch. I didn't realise that it has a special rule that gives it a bucketload of attacks...which he failed to hit and wound with. My dreadknight then killed him and a swathe of scorpions who then broke and got cut down in sweeping advance! A lot better than I had hoped for actually. My turn three, I shunted my incinerator squad forward next to his hawks, and brought the other interceptor squad up. The termies finally untangled themselves from the ruin and moved closer to assault his council. He had another wave serpent close to his council so I moved the surviving dreadknight into position. The incinerators killed the swooping hawks, whilst the other interceptor combat squad moved into position and tossed Psyk out grenades at the council. They lost a couple of warlocks to shooting and perils and one of his farseers lost a wound. My termies were out of range to throw a Psyk out grenade so I didn't shoot because I didn't want to be out of charge range. The dreadknight shot up the central wave serpent, he still had another on the other side and a third in the rear. My knight killed the serpent in the charge. My termies then charged his seer council, we reduced the council to the 2 seers and a lone warlock, but they stayed locked in combat. His turn four, he brought his third wave serpent up and disembarked. He unloaded his firepower on the knight but was unable to kill him. The hammer interceptor squad was then cut down by blade storm from the flanking wave serpent and dire avengers. In this combat we stayed locked, thanks to fortune and his inability to kill my termies. My turn four, my dreadknight joins the termie combat whilst my incinerators move up to assault the rear centre wave serpent. That turn I kill the wave serpent and the seer council in combat. Turn five, His remaining dire avengers mount up in their wave serpent and they start moving away. My turn I am unable to catch him. The game ends on turn 5, with a narrow points victory for the Eldar. I lost by 1 point :(. I had really bad cards at the start of the game but was able to catch up with cards like overwhelming firepower, blood and guts and slay the warlord, but it wasn't enough unfortunately. He only had the wave serpent and that squad left. - I was too passive. Looking back, I think if I went for an aggressive shunt, I could've panicked him because I could see he was too wary of coming forward beyond his deployment zone. Perhaps a concentrated shunt might've helped to crumble a flank earlier, but I ran the risk of having the rest of his army try and break out. Thinking back though I was definitely too defensive, I should've taken the fight to him from the get go. - the Eldar seer council is incredibly potent, I didn't get as many psychic powers off and i didn't want to risk relying on gate. Plus, getting invis, fortune and protect was such a boost to his army. If I had gotten first turn,I would've shunted forward to take out the seer council, but because by my first turn, he already had protect on his Jetbikes, I know I wouldn't be able to do enough damage to it to kill him. Lesson learned, I need to be more aggressive I think. 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Reclusiarch Darius Posted May 1, 2015 Share Posted May 1, 2015 Farseer & seer council - inside a falcon Wat Guardian warhost - 3 guardian squads with missile launcher Ah k he's a retard. No worries 3 war walkersVaul's wrath Vyper 3 falcons Dire avenger aspect host - 3 dire avenger squads - 2 inside the falcons, 1 deployed on foot.  Wow. Just wow. + This was my first game against the new Eldar. He deployed most of his stuff in the back. But kept the falcons(contents included), the Vyper and walkers in reserve. + I deployed everything I could, he gave me first turn so I shunted across the table, my termies got gate but mishap, going into oncoming reserve. The 2 dread knights killed the Vaul's wrath for first blood and killed some guardians. His turn one saw him shooting at my dread knights and causing a couple of wounds. I was ahead in points because of objectives.  + turn 2 - my termies came down closer to my side of the table to grab an objective while my knights dismantled another squad, but one of my knights moved closer to the table centre for another objective. No Raven yet. His falcons came in, Deepstriking without reserve he disembark and killed quite a few termies. My knights lost a couple more wounds but were still swinging. His Vyper and war walkers pour shots in and I'm left with the 2 libbies and a single termie. He catches up on points.  + turn 3 still no Raven. Things are looking dire, with only a couple of models (literally, by his turn i had only the 2 knights and my Libby left) the termies charge his seer squad, down to one Libby because of perils btw. The centre knight moves towards his falcons and wipes out the squadron with shooting and charging. The other knight causes a guardian squad to run but doesn't catch them. Eldar turn 2, he kills both my dread knights. My Libby is the last man standing in combat and if he dies I lose. He survives, still tied in combat.  Turn 4 my Raven comes in and unloads the 2 purifiers. In the ensuing psychic, shooting and assault phase, the remainder of my army kills: the war walkers, 2 dire avenger squads, the remainder of the seer council and some other stuff. I was ahead on points. He can't do much now. He conceded.  I enjoyed the cleansing flame, and it's pretty devastating, however not having the Raven come in earlier was a real blow. Could very easily have lost here.  Haha that awesome. Purifiers bringing the pain to awful lists. Glad you made him suffer when you Raven finally turned up. +Things I think I did well in this game:- I made good use of the mobility and positioning to keep in a central position allowing me to react to his mobility. - I was doing well on points as well, grabbing a couple of VPs every turn.  Yeah getting aggressive was the right choice. Even thought it meant getting shot up more (because you're in shuriken range), you were able to engage quickly. +Things I could have done better:- I could have made better use of my Deepstriking to save the shunt move so that I could extract my dread knights from the mass of Shuriken fire  You can also deploy aggressively (ie on the front edge of your DZ), then just use normal 12" movement to get into weapon range. They're not gonna charge Turn 1 anyway, so functionally you don't lose anything doing that. Sometimes though Shunt is needed. It's a judgement call. - I need a way to ensure the raven comes in when I need it. Otherwise, it's just too many points held off the board. Aegis Line + Comms Array. It's mandatory for us. Turn one, his royal court of doom used veil of darkness to get close-ish enough to me. He didn't do much though. One of my dreadknights charged, I lost combat (3+ invul and RP is bull:cuss) and because we were so close to my table edge, that knight ran off (suffice to say, when he is undergoing penitent crusades for his cowardice).  Necrons are stupid. Also, DK's are Fearless because they're MC's, so no falling back. You fight until you're dead, like Purifiers. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4026431 Share on other sites More sharing options...
SyNidus Posted May 1, 2015 Author Share Posted May 1, 2015 Actually, the 3 squads of guardians is one of the necessary parts of the craftworld warhost detachment. Anyway, I don't want to get an aegis defense line. It's the unfluffiest piece of crap ever to be forced upon players trying to run a decent army with reserves. Â Anyway, intermission over. Updating now. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4026709 Share on other sites More sharing options...
Prot Posted May 1, 2015 Share Posted May 1, 2015 Thanks for the batrep. Â I'll tell you something.... that Canoptek Harvest formation is something. I've done so many tests with it (As I play crons). The difference between that unit having a 4+ RP and no RP is HUUUUGE. It's night and day. The unit is decent, but you put a Decurion RP on it, it's an unpassable speed bump. The weird thing I found is if you take the Canoptek Harvest formation OUTSIDE of a Decurion, it just feels far less potent. It's good, but there's something about 4+ RP vs 5+ RP (with your force attacks you should be adjusting RP by -1... always remember that.... a 6+ RP feels useless) Â Try to get rid of that spyder. Â But how did the Necron game end? Those C'tan are horrible. I'd only take them in the Burning formation if I was super bored. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4026765 Share on other sites More sharing options...
SyNidus Posted May 1, 2015 Author Share Posted May 1, 2015 Refresh the page, i just updated the rest.I will update Game 4 later on. And i'll also slot the tourney batrep either in this post or make a separate post for that. RD, what do you reckon? Put the tourney rep in this post or in a new post? Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4026809 Share on other sites More sharing options...
Prot Posted May 1, 2015 Share Posted May 1, 2015 Man I'm telling you Grey Knights might be challenged in some ways but if you're doing the right stuff, you're in the fight.  These in game D-weapons (Even turned down for 7th ed) are really gross. It does turn you off of taking expensive, multiwound items.  I always said GW would magic bullet Necrons and they did.... Eldar should trounce them, but probably will trounce a lot of stuff. Yet here you are, smoking them all. lol  The emergency disembarkation is interesting. If you actually 'blew up' the serpent, would he not have had the foot print to deploy in? I don't have my rules with me but every once in a while I have to look up emergency disembarkation and I remember in 3rd edition it would be common practice to do this trick, but to my recollection they've made it a lot harder to pull off now.  I actually think the GK are a good tool against the crons now... I didn't at first but after playing them a while, they do certainly have some advantages that others do not.  What you did with Draigo there... lol I can't imagine a Wraithknight and a Wraithlord running from this dude in a silver refrigerator suit! Funny image.... and I guess they guy just wanted distance for his D shots?  Nice job. Really enjoying this. You are WAY over due for your batreps! :) Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4026889 Share on other sites More sharing options...
jeffersonian000 Posted May 1, 2015 Share Posted May 1, 2015 I'm glad to see the Emperor's Own giving to the Xenos. Well done! Draigo seems to be your All-Star player, just as he is mine. /gratz  SJ Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4027072 Share on other sites More sharing options...
Lord Blackwood Posted May 1, 2015 Share Posted May 1, 2015   Also, DK's are Fearless because they're MC's, so no falling back. You fight until you're dead, like Purifiers. They Are ?  Being a MC dosent make you auto fearless according to the rule book. Do they have another rule that makes them fearless?  SPECIAL RULES Monstrous Creatures have the Fear, Hammer of Wrath, Move Through Cover, Relentless and Smash special rules.  Games Workshop Ltd. Warhammer 40,000 (Kindle Locations 7468-7469). Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4027177 Share on other sites More sharing options...
jeffersonian000 Posted May 1, 2015 Share Posted May 1, 2015 NDKs have ATSKNF, just like any other non-Fearless Space Marine. Â SJ Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4027225 Share on other sites More sharing options...
Lord Blackwood Posted May 1, 2015 Share Posted May 1, 2015 Wouldnt that mean it can still Fall back tho ? Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4027228 Share on other sites More sharing options...
Everon Posted May 1, 2015 Share Posted May 1, 2015 Not in melee. In melee it stays locked in. Only when being shot at do they fall back and auto regroup Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4027332 Share on other sites More sharing options...
Lord Blackwood Posted May 2, 2015 Share Posted May 2, 2015 Not in melee. In melee it stays locked in. Only when being shot at do they fall back and auto regroup And They Shall Know No FearSome warriors refuse to surrender, fighting on whatever the odds.  A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.  Games Workshop Ltd. Warhammer 40,000 (Kindle Locations 10827-10832).  They stay if they are caught by the sweeping advance of an opponent they don't just sit there if they lose combat and fail leadership they fall back  and in this case fall back off the table.  ( and considering necrons are initiative 2 normally its prolly friggin hard to lose that roll to keep you locked ) Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4027384 Share on other sites More sharing options...
SyNidus Posted May 3, 2015 Author Share Posted May 3, 2015 And yup, that's exactly how my dreadknight died. Running off the board like a coward.But he did acquit himself in the following games against the eldar. Game 4 has been updated. I'll be typing out the tourney report soon, hopefully i'll be diligent enough to put in more details. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4028489 Share on other sites More sharing options...
Krieg Posted May 3, 2015 Share Posted May 3, 2015 I get 195 points for your GKT squad, not 190 (hammer, psycannon, sword x3). Â Only mention because you're 1500 points exactly and you have it at 190 in both lists. Â Very enjoyable bat reps though! Thanks for that. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029041 Share on other sites More sharing options...
Reclusiarch Darius Posted May 4, 2015 Share Posted May 4, 2015 >Monstrous Creatures, building sized destroyers of life, are not Fearless by default Why  Ah well, at least you auto-rally thanks to ATSKNF, and you can't be swept in melee. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029419 Share on other sites More sharing options...
Lord Blackwood Posted May 4, 2015 Share Posted May 4, 2015 unless you fall off the table  in which cause yer just screwed  Hell , Imperial Knights aint Fearless dunno where you figured MC would be Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029420 Share on other sites More sharing options...
Reclusiarch Darius Posted May 4, 2015 Share Posted May 4, 2015 Hell , Imperial Knights aint Fearless dunno where you figured MC would be Knight-Titans are vehicles, and don't use Leadership ;)  I just figured that MC's, being giant stompy monsters, were Fearless. Because if certain infantry are just by being fanatics or puritans, why wouldn't a giant monster be Fearless? In fact I'm pretty sure in 5th and 6th they did have Fearless as a special rule. I could be wrong though.  Ah well, like I said, it's kinda cornercase. Maybe don't deploy your DK's on a table edge lol. Shunt them forwards so they can shoot and stab things to death, like they're meant to. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029425 Share on other sites More sharing options...
Lord Blackwood Posted May 4, 2015 Share Posted May 4, 2015 Hell , Imperial Knights aint Fearless dunno where you figured MC would be Knight-Titans are vehicles, and don't use Leadership I just figured that MC's, being giant stompy monsters, were Fearless. Because if certain infantry are just by being fanatics or puritans, why wouldn't a giant monster be Fearless? In fact I'm pretty sure in 5th and 6th they did have Fearless as a special rule. I could be wrong though. Ah well, like I said, it's kinda cornercase. Maybe don't deploy your DK's on a table edge lol. Shunt them forwards so they can shoot and stab things to death, like they're meant to. I wasant aware you could be wrong you know considering how absolutely sure you are of everything and your obvious mastery of the game as a whole, its good to know tho. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029427 Share on other sites More sharing options...
SyNidus Posted May 4, 2015 Author Share Posted May 4, 2015 Roleplay of the space wolf grey knight animosity aside, yeah MCs used to be fearless by default. Not anymore though. Unfortunately, I couldn't assault him anywhere else because he used veil to come over to my side. Thinking about it, perhaps I should have then shunted and gated to the other side of the board where I could deal with the rest of his troops while the royal court stands across the field shaking their fists with the futility of it all. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029445 Share on other sites More sharing options...
PureShield Posted May 4, 2015 Share Posted May 4, 2015 Awesome BatRep! Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029516 Share on other sites More sharing options...
Reclusiarch Darius Posted May 4, 2015 Share Posted May 4, 2015 I wasant aware you could be wrong you know considering how absolutely sure you are of everything and your obvious mastery of the game as a whole,  its good to know tho.  I wasn't aware you could still be salty, even when I get corrected and quite readily accept it. That takes dedication dude. I'm touched. Roleplay of the space wolf grey knight animosity aside, yeah MCs used to be fearless by default. Not anymore though. Unfortunately Stealth nerfs. Seriously GW, when does it end? Why would you take away...urgh. Whatever. I gave up at Hull Points.  I couldn't assault him anywhere else because he used veil to come over to my side. Thinking about it, perhaps I should have then shunted and gated to the other side of the board where I could deal with the rest of his troops while the royal court stands across the field shaking their fists with the futility of it all.  Haha yeah, that would've been hilarious. 'Yeah I totally caught you off-gua...oh right your whole army is no longer here'. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029524 Share on other sites More sharing options...
SyNidus Posted May 4, 2015 Author Share Posted May 4, 2015 Lol, I just remembered why I didn't do that - because his 2 C'Tan were waiting on the other side, not sure how long I'd last with both of them firing their C'Tan powers at me. Â Btw, in regards to my second list, I'm thinking of adding a Culexus assassin in the mix, do you have any suggestions on how I could do that in my 1500 list? Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029838 Share on other sites More sharing options...
Reclusiarch Darius Posted May 4, 2015 Share Posted May 4, 2015 Drop one of the Librarians, he's about the same price. You give up a bit of psychic support, but you gain a psyker murdering machine. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4029873 Share on other sites More sharing options...
SyNidus Posted May 17, 2015 Author Share Posted May 17, 2015 After more games, I don't think I'll be getting the Culexus. I lose too much psychic power at such small points levels and I think it'll be unnecessary for my army. Â Btw, Game 5 is up! This time against the Eldar seer council of doom! Stay tuned, I've got 2 more games to post up, against Khorne Daemonkin and Dark Eldar Covens. Link to comment https://bolterandchainsword.com/topic/306947-sys-long-overdue-batreps/#findComment-4045423 Share on other sites More sharing options...
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