Thursday, 12 April 2012

Grey Knights versus Deathwing: 1500 Points. Again.

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

So, we played two games in preparation for the tournament. I carried on playing the same list:  

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, meanwhile, changed his list slightly, swapping out the assault cannons on the dreadnoughts for a plasma cannon. He ended up with:

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

We set up as follows, rolling Annihilation and Spearhead.



Deployment


I won the roll off and, this time, decided to go first. I placed the Chimeras and Razorbacks side by side. Worried that the Dark Angels might seize the initiative, I placed the Psydreads behind the ruin wall (so you can't see them.) I stuck my terminators in reserve, ready to deep strike in. Dave settled on placing his Land Raiders opposite, loaded up with his termies rather than Deathwing assaulting. It was fairly clear that this would be a straight up slog fest in the centre of the map.

Good.


Turn One


I raced my dreadnought through the ruin wall, although the other one failed to make enough distance to clear the ruin wall. The tanks zoom forward onto the hill, and pop smoke. A quick turn, but hopefully effective.

The Dark Angels stay put, with the Dreadnoughts moving around behind them a little. The Land Raiders, sensing the melta danger, open up on the Chimera. There's no effect, and everything bounces off or it makes the (shrouded) cover save at 3+. The Dreadnought fires its plasma cannon, but wildly scatters. The other one has manoeuvred  itself behind a treeline and can't see me to shoot.


Turn Three


My terminators, guided by the mystic in the Chimera, teleport in right in front of the tank line. The PAGK disembark their razorbacks. One dreadnought immobilises a Land raider, whilst the terminators psycannon off the melta. The Razorbacks shoot the Dark Angel dreadnought on the right, so it can't shoot next turn.

Over to Dave. His Land Raider moves over the minefield (no explosion, my bad luck...) Belial and his unit of terminators get out, and the Chaplain and his unit do likewise. The Dreadnought previously caught behind the treeline makes its way through the forest.

Right, now down to the horrible business of shooting. The dreads let rip with plasma, killing two of my terminators. The Land Raider follows up but, after a LOT of dice rolling, I save every shot. The other Land Raider follows suit. The melta hits! This is quite a change for Dave! It kills two more swordsmen. The Deathwing fire, to no effect, whilst Belial's unit fire, but on the rightmost unit of PAGK, inflicting a single wound and killing one.

Over to assaults. My librarian throws up his Sanctuary, so on the charge the Chaplain's unit loses one man as they charge the terminators and Belial's loses two as they multi-assault the PAGK unit and the razorback. My terminators die in droves, and another four drop dead whilst I only take one with me. They flee back towards the hill, whilst Dave decides to consolidate his Chaplain and remaining men back towards the Land Raiders. Belial takes all of the PAGK. They inflict a wound, force weapon it and kill him.  The other termies manage to take down two more men, with the warding staff saving another. As its a draw, there's no morale roll.

KILL POINTS: The Pure Grey Knights 1; the heretical Dark Angels 0.



Turn Three


My men shuffle around a bit. One of my Psydreads immobilises the Dark Angel Dreadnought on the far right, whilst the other one wrecks the Dreadnought in the woods. Everything else starts firing. The Chimera wounds the Chaplain and kills the cyclone launcher terminator with its bolter and multi-laser whilst the Psyback wounds the Chaplain as well. Meanwhile the meltas inside the Chimera fire on the Land Raider. PHOOM! I replace it with a large crater as it's melted into a blob. The Pyscannon from the terminators shakes the other Land Raider.

So we move to the assault phase. The Dark Angel terminators roll particularly poorly, and inflict only one wound which the warding staff saves. It's a draw. Over to the Dark Angels.

KILL POINTS: The Pure Grey Knights 3; the heretical Dark Angels 0.

The Chaplain and the other terminator decide to cut their loses and get inside the shaken, immobilised Land Raider. The immobilised dreadnought on the far right plasmas a unit of PAGK, getting two of the buggers and forcing them to retreat.The immobilised Land Raider kills the Psycannon terminator which AGAIN causes them to flee backwards. COWARDS! (Actually, this was just doing me a favour and moving them out of harm's way and away from the enemy by such a distance that they could easily regroup.)

Now it's time for that assault again. I manage to take down another Storm Shield wielding Terminator, whilst they do nothing to my guys because of that lovely little warding staff.


Turn Four


Right, I decide to try out Might of the Titan and so move the Chimera forwards. The damn thing scuppers itself on the crater edge, so everyone disembarks ready to charge next turn. All my guys open up fire on everything they can see, although they only manage to blow off the plasma cannon on that immobilised dreadnought. It's making me WORK for my kill point.

Over to the assault. I manage to take out another Storm Shield, but in return he finally manages to sneak one past the invulnerable save on my warding staff, killing the Justicar.



Now to Dave and his Angels. He fires at the henchmen with his Land Raider. They get a superb save behind that tank, so he only manages to kill two servitors and an acolyte, and does a wound to the Librarian. We then swap to the assault phase. There's just my guy and his terminator. Wiping blood off of his helmet, my man swings and pounds the remaining terminator into the ground. I win!

KILL POINTS: The Pure Grey Knights 4; the heretical Dark Angels 0.

Turn Five

I autocannon and psycannon the remaining dreadnought to pieces, whilst the henchmen move in on the Land Raider. The Inquisitor and the Librarian break off and head through the crater. So, and this is funny, the Librarian uses Might of the Titan on the henchmen (which goes fine) and the Inquisitor. Which rolls double 6's and suicides him. So that's Dave's first kill point there... They bash in on the side, but after 12 blows and 5 hits, they only manage to knock off the assault cannon. I probably should've just sat in the Chimera and blasted the bugger...

In retaliation, the Chaplain and the terminator get out. The Land Raider shoots, hitting the lone terminator on the other side of the battlefield to no effect. The Chaplain then shoots the henchmen, and kills an acolyte. Poor guy. He had a family. And a daughter named Millie. AND THEN THE FASCIST SPACE MARINE KILLED HIM! I hope you feel guilty Dave, I HOPE YOU FEEL GUILTY. They then charge on in against the henchmen and dual assault the inquisitor. 


My psychotroke grenades do nothing (oh, and did I mention my Jokaero rolled a 6 followed by a 6 and a 1 for his weapon engineering roll for a fat load of sweet FA?) No wounds come in on the terminators. The Chaplain comes back with three hits. He rolls three 1s for wounding. Nah mind... The Inquisitor gets mashed to pieces by the power glove, though, and this causes the henchmen to flee, swiftly followed by the Chaplain and his boys.

We roll for game end, though, and he won't have a chance to catch them as the game comes to a finish.

KILL POINTS: The Pure Grey Knights 5; the heretical Dark Angels 2.

Here's some game end shots:


Here's my henchmen charging across the crater, followed by the rampaging Chaplain who, in a fit of spite, is trying to kill the monkey and his lawyer mates (I think they must be lawyers from the suits they're wearing...)

No comments:

Post a Comment