Thursday, 12 April 2012

Grey Knights versus Deathwing: 1500 points

This write up was done before the tournament I played in Liverpool. Obviously I didn't post it as I didn't want people to see the list I was using.

So, in warming up for the tournament in Liverpool I got my mate Dave to pay a visit with his Deathwing. Playing at 1500 points, I was playing:

HQ
‘Leor Kypri’ Ordo Xenos Inquisitor w/ combi-melta, bolt pistol, power armour and psychotroke grenades 
‘Krise, Lord of Thorpe’ Librarian w/ Sanctuary, Quicksilver, Shrouding, and Might of the Titans. 

Elite
‘The Vernon Brigade’ (Motto: ‘We’re with the ape.’) Inquisitorial Henchmen: 3 Servitors w/ multi-melta, three warrior acolytes, mystic and Jokaero Weaponsmith.
Dedicated Transport: Chimera w/ heavy bolter and multi-laser 

Troops
‘Brother Hamley’s Parade Unit’ 10 Terminators w/ psybolt ammunition, 2 w/ psycannon (and sword), 2 w/ daemon hammer, 2 w/ halberds and 4 w/ swords. 
‘Sharn Donagh’s Squad’ 6 man strike squad, w/ warding staff for the Justicar and psycannon
Dedicated Transport: Razorback w/ psybolt ammunition and dozer blade 
‘Adriar Leesh’s Squad’ 6 man strike squad w/ psycannon 
Dedicated Transport: Razorback w/ psybolt ammunition

Heavy Support
‘Brother Mack’ Psydreadrifle: Dreadnought w/ psybolt ammunition, and two autocannons.
‘Brother Sando’ Psydreadrifle: Dreadnought w/ psybolt ammunition and two autocannons. 


Dave was playing:

Belial
Interrogator-Chaplain in Terminator armour. Combi-melta
Dreadnought, assault cannon, heavy flamer.
Dreadnought, assault cannon.
Deathwing squad, cyclone missile launcher.
Deathwing squad, cyclone missile launcher.
Landraider crusader.
Landraider crusader.


Set Up

We got Dawn of War and Seize Ground, with three objectives. Here's the set up of the table before deployment:



I won the toss, and decided Dave could go first. In retrospect, as I ended up with the wrong table edge, this was a bad idea. Dave decided his Deathwing would all walk on except for the Termies, which would Deathwing Assault. I went for no deployment at all, and just walked everyone on. My Jokaero gets the benefit of an extra save for everyone in the unit (fat lot of good that'll do me!)

Turn One


The Chaplain Deathwing assaults in right near the objective on my left hand side. The Land Raiders and dreadnoughts come on, but obviously have nothing to shoot at as of yet.



I settle on coming on on the far edge, thinking that it's best to keep the Deathwing at range and pick them off at a distance. Downside: I'm a far way away from the two objectives on the other side of the table, and a fair distance away from the objective on the hill. I scan the horizon but, failing my night fighting rolls, cannot see any targets to shoot.



Turn Two


Ooo... daylight.

Belial deep strikes in on my side of the ruin, again with a perfect hit. The Lanrd Raider moves up a tad, and the dreadnoughts come over, with a bit of running going on. The other termie unit with the Chaplain advances on the objective, also giving them a bead on my force.

At this stage it occurs to me that I should've popped smoke. Too late though. The multi-melta from the raider is machine spirited but misses. I'm not as lucky with the barrage of fire from the slower moving, higher firing remaining dreadnought, which fires everything, and hits, onto the Chimera. The melta bounces, but the assault cannon rips hell out of the engine, immobilising the tank. The terminators open fire with their missile launchers onto my Psydreadfilemen, but all to no effect.




All my guys disembark. This is far too early for such shennigans - I should be driving towards the bloody objectives! Nevermind. I settle on blasting away at Belial with the Inquisitorial henchmen, inflicting a fair bit of damage: Belial takes the Librarian's bolter in the face for a single wound, whilst two other terminators are melted to death by the weapon fire from the Servitors. Brother Mack and Brother Sando, my Psydreadriflemen, open up on the Land Raider. It takes out the multi-melta and the assault cannon from one. The terminators blow the multi-melta off of the other one. Good shooting fellas!

 Turn Three


The Dark Angel dreadnoughts shuffle around near the back. The Land Raider on the hill pivots and races to the corner of the bill, whilst Belial retreats back onto it. The other terminators (not pictured) advance around slightly on the other side of the fence. One dread pops smoke, whilst the Land Raiders fire. Brother Mack takes the flak, but to no effect. The other Land Raider fires on the Chimera again. Again, to no effect.

My terminators closest to the left flank (that's on the right hand side of the picture below) move towards the Chaplain's unit behind the fence, and I decide to send both dreadnoughts on in to follow them up. They all fire, with the psycannon rending with two shots and managing to take out a Thunder Shield. The Psydreads open fire with their autocannons, and take out another Thunder Shield.

Back to the other side of the field of battle, the razorbacks move up with one racing through the forest. Some PAGK open fire on Belial's unit, getting one of them, whilst the servitors and Jokaero follow up with melta fire, and the Librarian's bolter. Again the bolter wounds Belial, and the melta fire takes down another figure. The razorback follows up, to no effect, but the remaining terminator unit finishes them off.

And here's the other side of the field of battle, with the Chaplain's unit looking across the fence at my side of the battlefield.


Turn Four


Again, the Dark Angel dreadnoughts shuffle around near the back. Both Land Raiders retreat from the hill for the time being, with one of them popping smoke. The chaplain's terminator unit retreats onto the objective that they're on. In the shooting phase, the Dark Angel dreadnought opens fire on my vehicles. Again, I realise I should've used smoke. Too late! The dreadnought blows the heavy bolter off of the razorback that's just gone Duke of Hazzard style through the forest. Cursing myself for not smoking it into safety, we press on.

Over to me. My left flank advance continues, with the terminators making their way to the objective with the Psydreadfilemen. My inquisitor leaps out of the Chimera and races for the hill, blindly - but safely - making his way across the minefield, whilst  the Librarian leaps out and joins up with the terminator unit. Everything advances forwards, with one unit of PAGK leaping into a razorback as I realise it's turn four and I'm not sat on any objectives. They charge forwards.



One Psydreadrifleman immobilises one of the Dark Angels Dreadnoughts, whilst the psycannon fire it comes under only manage to take off an extra weapon. The terminators on the left manage to wound the Chaplain, whilst the other Psydread blows away the Thunder Shield and, joyfully, instant killing the Chaplain.


Turn Five


The Land Raider that retreated last turn pivots and charges towards the other side of the table, where it picks up the remains of the Chaplain's unit. Meanwhile, on the other hill where my tanks are camped out, Dave's dreadnought moves on up to contest the objective, whilst the other land raider - which is currently blocking the immobilised dreadnought's line of fire - reverses back. That dreadnought then opens fire on the razorback, but to no effect. The other one assaults, but - as my vehicles moved at high speed - it's too no effect.

The Land Raider that's just picked up the terminators fires on the left flank force, killing one of my terminators.

Over to me. I shuffle my tanks around on the hillside, and my terminators advance up, psycannoning the arm off of the contesting dreadnought, and shaking it. The jokaero switches to lascannon, and fires alongside the melta. No effect. The Inquisitor keeps running across that minefield, taking a wound from a stray explosive, whips out his combi-melta and sears red hot melta fire into the dreadnought, reducing its other weapon to a puddle of metallic mud. Almost sobbing at how much fire this damn thing is soaking up, my Psydread lights it up with its autocannon, managing - thank the Emperor! - to finish it off. My remaining Dreadnought fires on his remaining dreadnought, blowing up that as well.




Turn Six


The die comes up in Dave's favour and we press on to another turn. His Land Raider moves in to contest whilst he drops off his terminators on the other side of it, blocking any line of fire to them. Git. The Raider fires its Hurricane bolter into my guys, but I save all four wounds. Go terminator armour, go!



The other Land Raider moves on up to contest as best it can, but it just isn't close enough. In spite, Dave fires on my Inquisitor to no effect as the bolt rounds bounce off of his power armour.



Over to me. My psycannons and dreadnought lay fire into the furthest away Land Raider, shaking it. Bonus - no more contesting of that hill!


 The left hand flank terminators assault with their demon hammer on the Land Raider on their side, which is in their way. They bounce off.

Turn Seven


Dave's luck fails him and rather than the game ending, and it being a draw, we play on. With little alternative, the terminators get into their Land Raider again and draw back slightly. If he'd stayed outside, my assault would've got me close enough to contest. It fires at the terminators, wiping out two of them but leaving two more. I ineffectually charge the Land Raider, to no avail. But it's enough to win me the game. One objective is empty, another is contested and the one on the hill is all mine.

Here's the end of game shot:


Here's those terminators on the left flank fending off the Land Raider, with two cowering Dark Angels sat in it.


And here's the other hill, with my terminators claiming the objective whilst the stunned land raider sits down at the bottom. (Or is it shaken? Whichever meant he can't move.)


Conclusion


Dave summed it up: he should've sat back and I'd probably have had a harder time. That sounds about right.

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