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First Batrep & GK questions


Cloud Sensei

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Having recently played my first wh40k game ever with the GK, I have some questions which unfortunately couldn't be answered by the GW store employee or the players that play there. There is also a small batrep( with no pictures), since I only played a 1k game.

 

I used the following list found in my army thread, second post.

http://www.bolterandchainsword.com/topic/308551-first-1500-gkik-list/

 

+++The batrep+++

I didn't know who I would be facing, but I happened to play against the GW employee and his freshly made Khorne demons army. I don't know the specifics but he ran a slaughtercult detachment? With a bloodthirster (D weapons variation and warlord), 2x pack of khornedogs, 1 maulerfiend, 2 cultist groups, 2 x 3 man units of bikers with plasma. We played maelstrom I believe, or something like that on a 2x2 board.

 

We rolled off and he got to deploy first, and got first turn as well since I;ve failed to cease the initiative . I reserved both my terminator squads and deployed my NDK, inquisitor and henchmen. I split my inquisitor and henchmen which later proved to be a mistake. I stationed both in 2 ruins for a cover save. On the warlord trait I got the hammer of wrath first, but then rerolled to the counterattack one. I hoped to get the extra  psychic power or the deepstrike one.

 

--Turn one--

On the first turn, he rolled over an unit of bikers near my inquisitor and fired his plasma. Unfortunately I failed my cover save, so the inquisitor popped. Whoops. Same story for the henchmen, but he killed only one. He moved some of his units closer to mine and flew the bloodthirster up the kathedral in the middle.

 

I rolled for reserves and everything came in. I managed to deepstrike my terminators near his blob of dogs and maulerfind, the paladins were not so lucky. I mishapped and he got to position them, obviously he did it as far away from the fight as he could. The psychic phase went smooth. Got hammerhand, force off on the terminators, force on the NDK and tried sanctuary but failed. He tried to dispel force on the terminators but failed.

In the shooting phase the terminators took down 2 dogs, the NDK flamed all but one of the bikers off the table and wounded the pack of dogs which shot my inquisitor. Psycannon took down another dog. Henchmen made some shots at the bikers and took down one. Paladins couldn't shoot as they weren't in range.

 

NDK charged the lone biker and finished it off.

 

Note: I forgot about the demonbane rule when force weapons were activated, but I discovered this in late turn two. The terminators could have maybe taken another 2 dogs with them.

 

--Turn two--

He moved his bikers into the ruins, nice and comfy with the henchmen. Bloodthirster came down, within charge range. Pack of dogs near NDK ran off to the terminators and he converged the rest of the melee to the terminators. Cultists continuously sat in the ruins and didn't do anything. 

 

He blew the henchmen off the table with his bikers, and that's it. Onto the assault phase. He charged everything into the terminators and made it. He tried charging the bloodthirster onto my paladins but failed by 1, which would prove to be a deadly mistake the next turn. The combat went quite well for the terminators, but the maulerfind and his minus attacks proved to be a pain in the ass. Lost one terminator, and took down 2 dogs. Hammer got a hit on the maulerfind and stripped off a hull point.

 

On my turn, I moved the NDK closer to get me some more hotdogs and the paladins nice and personal with the bloodthirster. Psychic phase!! Got a ton of dice, so I went ahead and casted force on paladins, terminators and NDK. He dispelled the force on the terminators. Casted hammer hand on terminators and paladins, both went trough as he failed to dispel hammer hand on the terminators. With the paladins being superbuffed and basically going super-sayan, the bloodthirster was in a whole lot of trouble. I shot the bloodthirster, no hits.

 

I charged the bloodthirster and the NDK charged some khornedogs. He challenged my librarian, I accepted. Got to strike first. One hit made it trough but one is enough due to force. Splat goes the bloodthirster. Got 3 points (warlord kill, 2 cards). Meanwhile at the moshpit, my knights duke it out with the demons. I lose another termie he loses some dogs, maulerfiend as annoying as ever but hardly hits anything.

 

--Turn three--

He flees with the bikers, cultist remain in their ruins at the points. Tried to shoot my paladins, passed all but one, FnP saved it. He rolled for melee, didn't kill anything, got one dog.

 

This turn I learned that deepstrike is a harsh mistress. Psychic phase, I casted gate to infinity to bring my pallies closer to the fight, got it off, but then I mishapped again. Rolled for into reserves and deepstrike next turn. If not for this I would have surely won as I have noticed later on. Hammerhand and force onto the terminators, he dispelled force. More moshpit fighting, 2 termies die. One remains. NDK take a hit. I take down some more dogs, 2 wounds dogs are quite annoying to kill without force. 

 

--Turn four--

Same story, bikers roll around to capture a points, cultist move closer to my anticipated drop location. Moshpit fighting! He strips another point of my NDK, but a hero was born that day. The single surviving termie shrugs off 8 hits, followed by another 3 from another pack and another 6 in my combat turn.

 

Paladins finally come in, I shoot at the dogs instead of cultists as they are sure to die and reducing the amount of dogs is better. I fight a bit, take down some dogs, terminator survives, NDK loses yet another hullpoint down to 1. At this point I noticed that I'd lose simply because he had more points.

 

--Turn Five--

We roll for game continuation and the game continuous. Same story as previous turn regarding movement. He charges his cultists on my paladins, doesn't do anything and everyone dies. But that's what they are supposed to do anyway, to get those bloodtide points. He takes down both my NDK and terminator, positions dogs so that I can only charge the dogs.

 

I charge the dogs and get pent up in combat since then. Regarding psychic phase, I attempted to manifest force and hammerhand whenever I could. I kill a few dogs, he does nothing. At this point I realized that I could win since he can't break trough my paladins, but unfortunately game ends next turn and he wins off victory points. All in all good game for my first game, but lots of mistakes made.

 

--What I learned--

- When performing deepstrike, do not attempt doing this too close to other units or buildings. Also think carefully whether you really need to do it.

- Do not split squishy units. Losing my inquisitor and thus access to divination was a meaningful loss, which might have made an difference.

- Paladins, either take 5 for double specials, or take none. I definitely felt this one as the additional shooting would have been great.

- Be sure to make use of the shunt, or don't take it. The 30 pts and no henchmen would have meant that I could take the additional pally for double specials.

- When fighting against demons which use massed units, psilencer is great. Take it over incinerator. Don't forget to activate force on it though. 

- Be sure to remember every rule regarding your army, it will make a difference. 

 

+++The questions+++

During the game, there were a few questions which couldn't be answered and some left me wondering.

 

- With the NDK, can you shunt out of combat?

- Can you shoot at an unit which is stuck in combat with one of your own?

- How often do you guys cast banishment, WC3 is no joke and slurps dice compared to hammerhand, force and sanctuary.

- Should I have taken the CAD, and not reserve anything?

- Since I happened to face Khorne daemons, I basically had lots of bonuses from the get go and them being melee was all the better. But how on earth would one deal with mass shooting?

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Congratulations on your first game. The Grey Knights are a tough first 40K army to really sink your teeth into.... they are the polar opposite of something like Necrons. Very unforgiving, but cut like a knife when used properly.

 

--What I learned--

- When performing deepstrike, do not attempt doing this too close to other units or buildings. Also think carefully whether you really need to do it.

- Do not split squishy units. Losing my inquisitor and thus access to divination was a meaningful loss, which might have made an difference.

- Paladins, either take 5 for double specials, or take none. I definitely felt this one as the additional shooting would have been great.

- Be sure to make use of the shunt, or don't take it. The 30 pts and no henchmen would have meant that I could take the additional pally for double specials.

- When fighting against demons which use massed units, psilencer is great. Take it over incinerator. Don't forget to activate force on it though. 

- Be sure to remember every rule regarding your army, it will make a difference. 

 

 

 

-Deep striking is an art. You can invest in some stuff to help with deviation but you will figure out what you can get away with in time.

- Paladins get a lot of hate here. I think they're 'okay' but just too expensive to be competitive.

- Shunt is great for Maelstrom. Sometimes with Grey Knights it's easy to be over aggressive and realize in late game you MUST grab a homefield Objective. I usually save a shunt for such a turn.

 

 

 

 

+++The questions+++

During the game, there were a few questions which couldn't be answered and some left me wondering.

 

- With the NDK, can you shunt out of combat?

- Can you shoot at an unit which is stuck in combat with one of your own?

- How often do you guys cast banishment, WC3 is no joke and slurps dice compared to hammerhand, force and sanctuary.

- Should I have taken the CAD, and not reserve anything?

- Since I happened to face Khorne daemons, I basically had lots of bonuses from the get go and them being melee was all the better. But how on earth would one deal with mass shooting?

 

 

1. No

2. no

3. Never

4. CAD = Maelstrom, NSF = Eternal War. That's a very basic rule I use. Having a small army with no objective secured can make for a VERY long Maelstrom game.

5. Movement and deployment/deep strike is key. You will almost always be out shot. You got to play against an assaulty army that is largely victimized by your bonuses. There are going to be match ups where the first few turns will feel horrible because of the shooting. You'll have to learn how to minimize this disadvantage through playstyle.

 

Welcome aboard, and thanks for posting your batrep!

Nice batrep

 

to the questions.

 

- NDK can't shunt away of combat

- Banishment , only against daemons, but it is WC1 not WC3.

- CAD don't force you to take units on reserve, neither NSF

- Mass shooting is our weaknes. just try to stuck in combat those shooting units.

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