Grey Knights vs Space Wolves 1850
So i think this was my fourth or fifth 6th edition game, learned most of the basic 6e rules up until now, learned a few more during this game. As this is my first blogged battle report and since i rarely play against Space Wolves please forgive the all the names i am about to forget and/or mangle
My roster
HQ1: Draigo
HQ2: Coteaz
Troop1: Paladins x7, 2 psycannons, Brotherhood Banner
Troop2: Warband: Warrior Acolytes x4 w/ 3 Plasma Guns, Chimera
Troop3: Warband: Warrior Acolytes x4 w/ 3 Plasma Guns, Chimera
Elite1: Purifiers x10, 4 Psycannons, 5 Halberds, 1 hammer
Fast Attack1: Stormraven, TL Lascannon, TL MultiMelta
Heavy1: Dreadknight w/ Heavy Incinerator
Heavy2: Dreadknight w/ Heavy Incinerator
Total: 1847
The plan for the list
Have the purifiers off to a side for fire support or if it was objective based to have Draigo make them scoring and combat squad
Send the 2 chimeras with the plasma guns after any terminators or equivalent, (hoping cheap guys with ap2 guns would make a good suicide squad
Send the deathstar up the middle consisting of Dragio, the Paladins and Coteaz up the middle
Have the Dreadknights flanking the Draigo-bomb and dealing with any threats accordingly
Coteaz rolls for Psychic powers: Divination tree (anything less would be uncivilized)
1st roll: "Perfecting Timing" (the Draigo-bomb's guns ignore cover) not to bad but I'd rather have "Prescience" (Draigo-Bomb re-rolls ALL failed to hit rolls)
2nd roll: "Forewarning" (4+ invulnerable save for the Draigo-Bomb
Draigo's Grand Strategy lets the Paladins re-roll 1s to wound
My Opponent
This is where it's going to get sloppy because i forget names and know jack about Space Wolves
HQ: named dreadnought that costs 280 points (i shall dub him Bob)
10man squad w/Rhino
10man squad w/Rhino
10man squad w/Rhino
10man squad w/Rhino
5man Terminator squad on foot
Dreadnought
Dreadnought
The Battle!
The Mission: Purge the Alien
Deployment: Hammer and Anvil (short table edge deployment
Primary: 1 point for each enemy unit completely destroyed
Secondary: Slay the warlord, First blood, Linebreaker
I win the roll of and elect to go first, deploy my troops pretty much the way i planned to since there is minimal cover, Stormraven is sitting in reserve
My opponent sets up across from me spread out pretty well across the line of scrimmage, he fails to seize and the battle is on!
Turn 1:
Night fighting, i hate night fighting but since I'm running up the middle with Draigo and friends it's not terrible. Move everybody up into firing positions and start taking some pot-shots at the shadows
My Warrior Acolytes in the Chimera start taking some plasma shots at his dreads and pretty much all miss horribly, about the only thing i get done in turn one is my Purifiers take out a rhino and make 10 of his troops walk
His turn, he disembarks all his rhinos (seemed odd to me that he bought transports and they didn't move the entire game but oh well) moves his guys into position and starts his shooting.
I escape relativity well with 2 wounds to my paladins, a chimera stunned in the back and half my purifiers wiped out
Turn 2:
Draigo casts Psychic Communion to hopefully get the Stormraven here a little faster but it proves unnecessary as it shows up with a 6!
I see Bob the dreadnought HQ almost on my Dreadknight and figure i should knock him down a few pegs so i fire up the TL Lascannon in the Stormraven and... roll double 1s /facepalm
The MultiMelta is out of range so i launch a mindstrike missile to take out a single marine (pesky no psychers in his army)
The surviving Purifiers including all 4 psycannons (they were in the back row for a reason) didn't move and unload on a 10 man squad taking out 4-5, while the 2 dreadknights move into position and take out another 5-6 marines between their two heavy incinerators, the Paladins manage to knock a couple hull points off a dreadnought and are not quite close enough to assault
Perhaps the dreadnought would of died if i had remembered Coteaz has been casting his two shiny new powers on them each turn allowing them to re roll ALL misses... oops lol
My Warrior Acolytes continue to be unimpressive with their Plasma guns even at double tap range with their mighty BS 3... i guess you get what you pay for, i believe they did take out one terminator
and i turn it over to him, my opponent moves closer and does some shooting all around knocking a wound off a dreadknight and another off a paladin. On to assaults!
Bob the HQ and about 5 marines move into base to base with a dreadknight and the remainder of the terminators assault a Chimera, surprisingly the chimera lived to fight another turn without it's multi-laser and with only a single hull point. The big actions was over between Bob and his boys and my Dreadknight, his marines couldn't do much against my toughness 6 and i was directing my attacks at Bob scoring a glance and a pen resulting with Bob blowing sky high (even after re-rolling since Bob was venerable)
Turn 3:
The heat is on now with Bob dead, Coteaz continues to roll psychic checks like a champ and not getting any perils (all the more dangerous nowadays in 6th edition) My purifiers unload on an untouched ten man squad decimating it with SEVEN rends out of 16 Psycannon shots along with a few storm bolter shots.
The Warrior Acolytes finally earn their pay taking out 3 more Terminators with Plasma fire and a Dreadknight picks a fight with a Dreadnought, i decide to try a multi-assault (since I've yet to do one in 6th edition) the bulk of the Paladins go after the 2 space marine survivors of their own twin linked psycannon barrage, while Draigo and another gets in on the fun with a quad locked into assault with a dreadknight
now that we are in assault and rolling dice i remember i forgot to fire anything from my Stormraven this turn... oops again
The Dreadknight and the Paladins clean up the marines and consolidate to the middle of the board
Turning it over to my Opponent he launches a Plasma salvo from one of his squads and manages to take out two Paladins since i can't roll "Look out Sir!" rolls to save my live... or in this case Paladin Steve's life. His remaining terminator picks a fight with a Dreadknight with 2 wounds left on him
Turn 4:
This was the last turn, the Stormraven blew up his last Dread with some TL Lascannon goodness, the Purfiers killed off the last of one of his squads, Dreadknght number 2 another, the paladins blew up a Rhino, the Multilaser on the other Chimera another, and his last Terminator was taken down by the Dreadknight
It was a pretty decisive win for me but i still identified a lot of things that didn't work and several that worked quite well
The Warrior Acolytes and the Chimeras
97 points x2 wasted? their BS3 made the plasma shots almost useless, both Chimeras survived to the end but that was more luck and his ignoring the second one. With Coteaz in your army it's a bonus to being able to take a 12point troop choice but you get what you pay for
The Dreadknights
Awesome as usual, i saved myself 75 points each by not giving them the teleporter to make them Jump MCs since i was going to have them march next to the draigo bomb the whole way anyway. They are certainly better as Jump MCs but still work pretty good if you can't afford it
The Stormraven
I got lucky getting it in on the 2nd turn, but I'm not sold on it as a weapons platform for 205points... if he had some flyer's I'm sure it would of been a different story but I'm still putting a question mark next to it for future use
The Purifiers
They earned their points this game for sure, losing 4 in the first turn hurt but that's my own fault for marching them across the board without a Rhino, and honestly i wanted them for shooting support anyway
All in all not a bad list, going to tweak it a bit and look to play it against a different army.