Played again against the Nob Biker Army. We played Objectives (2) and Dawn of War.
I had:
Librarian with Warp Rift, Shrouding, Sanctuary, Might of Titans
Coteaz
2 Storm Ravens with MM and Assault Cannons
1 Psydread
1 Standard Dread with spotlight
1 Dread with MM, Heavy Psyflamer, spotlight
2 units of 8 Purifiers (5 halberds, 2 hammer, 1 Psycannon)
6 x Psybacks with 3 Warrior Acolytes each (1 Standard and 2 Meltaguns)
Orcs had 2 units of 5 nob bikers (all armed different), each one led by a boss on a bike, and each one with a medic. He also had 1 unit of 30 hard boyz and 3 units of 10-11 lootas)
Orcs Deployed first, and put one unit of Bikes (1 with leader) on each objective. I started with nothing on the board. I stole initiative thanks to Coteaz.
Turn 1, I Moved both Stormravens flat out to middle of board (near his bikers and 1 of the objectives) (Each raven had a dread and a team of purifiers - the librarian was with one of the purifier squads). I shot a bike, and lit up the Boyz with my search light. Everything in my army fired at the close unit of Bikers, and even though I only killed 1 or 2, every model now had a wound on it.
Orc turn 1, his lootas had to march on, so all he had was a rocket launcher from the bike squad (he had 2, but that was the biker I had destroyed). Shrouding caused his rocket to miss, and he assaulted. Even though I moved flat out, he hit 1 of the stormravens several times (he charged both of them). Then he rolled very poorly (his boss got 3 1's to penetrate armor). In the end, he took off the assault cannon of one of the Stormravens. His other unit of bikes turbo boosted toward my backfield (the other biker boss turbo boosted from off the board and joined them
Turn 2, I unloaded 1 of the stormravens to attack the biker boyz on the middle objective. The other stormraven dropped a dread off in assault range of a group of lootas. Shooting, I did 2 wounds to the unit that turbo-boosted, and killed a few lootas with one of the Ravens (not the unit I was about to assault, because the range was close. I assaulted and wiped out the Bikers (although I lost 3 of them to the boss's power claw before my own hammer took him out), and the dread wiped out the lootas it charged.
The Orks should down the Raven that had dropped its Dread, and some lootas killed a few of the Purifiers that had to bail out. His last unit of bikes charged 3 Razorbacks. Again, because of some bad rolls, he failed to destroy any razorback (he immobilized all 3, and took the weapon off of one).
Turn 3. I Bailed out of the immobilized Razorbacks, and between the meltas and all of the mother shooting, wiped out the bikes (he had really bad rolls for his cover saves)
At this point the Orks knew they were in trouble, and started concentrating all fire on the purifiers and dreadnought that were coming around, a group of lootas managed to take off his flamer. He also managed a lucky hit to shoot down the Stormraven that had gone to pick that team of purifiers up (one of the hardboyz hit it with a missile and "immobilized" it after it moved flat out (and I failed the 3+ cover save the librarian gave me).
Turn 4 - I took middle objective, and started moving everything else at his objective. He shot some stuff with his lootas, killed the closest dread, also picked off a few more purifers.
Turn 5 - I continued to move everything at his objective. I was just out of range of his objective, but we didn't know if there was going to be another turn. Since another turn would have put a dread and maybe a razorback in range of the objective, along with the purfiers, the orks decided to get aggressive, and charge the purifers with the hard boyz. The librarian used sanctuary, and 7 orks died on the charge. Then the purifers used their power and killed another 3. After all the attacks, I had 1 purifier left, so he lost the combat and took additional wounds.
The game ended on turn 5 and because he had taken so many wounds, his hardboys were no longer claiming his objective, so I won.
Overall, I was very pleased with my list. Last week we played this same game, and I almost got tabled by the same army I nearly tabled. In both cases, it was terrible saves that tipped a close fight into a land-slide, so I guess that means that the armies were pretty well matched. (note that pretty much all of the saves were from shooting, because we were both using almost all power weapons in melee)
We only got 1 game in, because some new people stopped by and we chatted with them, arranging some future games. It looks like we are going to start playing some 1500 point games, so I will see if I can adapt my list to 1500, or maybe I'll do a new one, but there will be some 1500 battles.
Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts
Sunday, November 20, 2011
Wednesday, November 16, 2011
Been a while, again
I have been trying different lists, using mostly proxies (which is party why there are still no pictures). Although the game is starting to pick back up in my area, most of the players in the area are pretty new, and of the 3 people that are a good challenge, I only play one of them regularly. He generally plays 2 armies, orks (3 squads of 'kans, 3 squads of loots, 2 HQ with force fields (to protect the 'kans) and the rest are all boyz (2-3 units of 30). The other army is IG (2 big tanks - can't remember the names, 2 squads of 3 jets - 3 twin linked las cannons each, 2 devil dogs - in a squadron, 2 flack guns - in a squadron, 3 chimeras - each one has veterans with a las cannon, and maybe one other vehicle I can't think of).
I generally crush the orks, regardless of my list, but the same list against the IG usually escapes being tabled by one or two models, so I have been trying to find something that can handle both armies:
1 Librarian (warp rift, sanctuary, might of titans, and the stealth power)
1 Coteaz
6x Psybacks with 3 Acolytes, 2 Meltaguns
2x Stormravens with MM and Assault Cannons, with 8 purifiers each (5 halberds, 2 hammers, and a psycannon)
2x Dreadnaughts (1 with MM and Heavy psyflamer, 1 with MM and stormbolter)
1x Psyrifleman
Extra points are in searchlights.
The goal is to up my anti-tank power, while retaining the ability to deal with large amounts of weaker enemies. I think this army will do it. Coteaz will ride in a psyback, and the librarian will join one of the purifier squads - to give a 3+ cover save will moving flat out across the field (with the intention of dumping purifiers and dreads on appropriate targets).
I generally crush the orks, regardless of my list, but the same list against the IG usually escapes being tabled by one or two models, so I have been trying to find something that can handle both armies:
1 Librarian (warp rift, sanctuary, might of titans, and the stealth power)
1 Coteaz
6x Psybacks with 3 Acolytes, 2 Meltaguns
2x Stormravens with MM and Assault Cannons, with 8 purifiers each (5 halberds, 2 hammers, and a psycannon)
2x Dreadnaughts (1 with MM and Heavy psyflamer, 1 with MM and stormbolter)
1x Psyrifleman
Extra points are in searchlights.
The goal is to up my anti-tank power, while retaining the ability to deal with large amounts of weaker enemies. I think this army will do it. Coteaz will ride in a psyback, and the librarian will join one of the purifier squads - to give a 3+ cover save will moving flat out across the field (with the intention of dumping purifiers and dreads on appropriate targets).
Friday, June 3, 2011
New Army List (List #3 for Battle Rep Purposes)
Well, some stuff came up, so I didn't get to play my game with Mordrak last weekend. In the meantime, I've been looking at the codex, and come up with a new list, which I will probably try next.
Librarian with Sanctuary, Shrouding, Quicksilver, Warp Rift.
10 Terminators with Halberds, 1 hammer, 2 psycannons, psyammo
10 GKSS with 1 hammer and 2 psycannons
10 GKSS with 1 hammer and 2 psycannons
2x Venerable Psydread
2x Dread Knight with personal Teleporter and Heavy Incinerator.
Low KPs, for the KP games, up to 6 scoring units.
The goal of this army was alot of durable firepower. This army will park in the middle of the board, and shoot stuff. The Dread Knights will provide counter charge / tarpitting if needed.
Librarian with Sanctuary, Shrouding, Quicksilver, Warp Rift.
10 Terminators with Halberds, 1 hammer, 2 psycannons, psyammo
10 GKSS with 1 hammer and 2 psycannons
10 GKSS with 1 hammer and 2 psycannons
2x Venerable Psydread
2x Dread Knight with personal Teleporter and Heavy Incinerator.
Low KPs, for the KP games, up to 6 scoring units.
The goal of this army was alot of durable firepower. This army will park in the middle of the board, and shoot stuff. The Dread Knights will provide counter charge / tarpitting if needed.
Tuesday, May 24, 2011
Mordrak's Turn 1 Blitz (#2)
Based on my first couple of games, this is my new Mordrak list:
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
1 Daemon Hammers
10 GKSS
2 Psycannon
Psybolt Ammo
2 Daemon Hammers
Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator
Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator
Vindicare Assasin
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
1 Daemon Hammers
10 GKSS
2 Psycannon
Psybolt Ammo
2 Daemon Hammers
Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator
Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator
Vindicare Assasin
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.
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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