Monday, May 23, 2011

Mordrak's Turn 1 Blitz (#1)

This is the first army I decided to try. Partly because it involved the easiest proxies (since I only plan in buying one more army for a while, I want to make sure I like it before I spend any cash), and partly because I had some cool modelling ideas for the Ghost Knights.

GM Mordrak
5 Ghost Knights
Librarian
Teleport Homer
Power: Might of Titan
Power: Shrouding
Power: Sanctuary
Power: Warp Rift
Power: Quicksilver
Staff of Warding

10 GKSS
2 Psycannon
Psybolt Ammo
1 Daemon Hammers

10 GKSS
2 Psycannon
Psybolt Ammo
2 Daemon Hammers

10 GKSS
2 Psycannon
Psybolt Ammo
2 Daemon Hammers


Nemesis Dreadknight
Personal Teleporter
Greatsword

Nemesis Dreadknight
Personal Teleporter
Greatsword

Vindicare Assasin

So, this is the first army list I decided to play as a Grey Knight. The focus was first turn destruction. I intended to scout the 2 dreadknights, and between them, Mordrak's crew, and the assassin, do enough damage to the opponent on turn 1 that he would have to struggle to catch up.

I will do some battle reports eventually, probably using vassal (again all proxies right now, so they are not very pretty), and an analysis on each unit seperately, but here I will talk about how they performed in this specific list:

First, in all 3 games that I played this Saturday, we rolled Dawn of War, so my first turn strike did not really pan out.

Mordrak's unit did very well the first game. He teleported in next to isolated troops and opened fire. The librarian guided in 2 combat squads of GKSS, and together those units took and held the opponent's objective while the rest of my army tied up his elite forces. In the next two games however, Mordrak made less of of a difference. Once the opponent knows what he can do, he deploys in a way that minimizes the damage that Mordrak's unit can do, especially without psyammo for his knights. In the second game, anihilation, there was a confusion about the rules that we played through, but I went first, and Mordrak's unit did not rock, and was wiped out. This meant that on turn 2, I was trying to make up a 3 KP deficiet. The 3rd game was against IG vehicles, and although Mordrak did not rock again (and I lost 2 knights deepstriking into cover), he did force the enemy to pack his vehicles really close together, which limited his mobility in a way that helped me later.

GKSS did what they were supposed to do. On the objective games I combat squaded them, on the anihilation games I didn't. They always deepstriked in, and took out troops, valkaries, land raiders (immoblized 2 over 3 games) and land speeders. Sometimes they died, but they took a fair amount of punishment, even in combat squads, and returned fire. I have no complaints about thier performance (except when 5 assualted an IG squad and got wiped out to the man (alot of really bad rolls on my part and really good rolls on his).

Vindicare - he took alot of fire, and survived it, but with an all deepstriking army in Dawn of War (especially if I didn't go first), there was literally nothing else for enemy to shoot at. He destroyed a few vehicles over 3 games, not stellar, not suck.

Dreadknights - Did pretty well. We played where the teleporter added jump infantry, but did not take away monstrous creature. When these guys got to something they did pretty well - even lasted a turn or 2 against assault terminator command squads. They were supposed to provide my army with mobility (since nothing else had it after the initial deepstrike. They did damage, and generally were worth it, but when only 1 got a scouting move, it generally took the other one 2-3 turns of just moving to be able to do something (and they didn't always make it, although a dreadknight charging a squadron of lascannon valkaries meant those valkaries were not shooting their lascannons at my troops). I will probably put a ranged weapon on them from now on, so that can do something other than move for 3 turns.

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