Showing posts with label Grey Knights. Show all posts
Showing posts with label Grey Knights. Show all posts

Wednesday, April 30, 2014

Warhammer 40K Battle Report: Iron Hands/Grey Knights vs Tau/Astra Militarum



Last week I came back from vacation and was finally able to make it to league night.
The League is currently 2 Headed Giant. (2 Man teams, of 1000 points a piece)

Capnmoe and I got to team up with two of our friends over at Lonely Havocs, Slender and Jon.

Jon brought Tau and Slender brought IG.

I brought my Iron Hands and Capnmoe felt like getting the new Aquila Strongpoint that he won from the Titan Tournament on the table...



Our List:
Master of the Forge
5 Man Tactical Squad - Razorback with TL Lascannons
5 Man Tactical Squad - Razorback with TL Lascannons
Landspeeder - Typhoon Missile Launcher, Heavy Bolter
Landspeeder - Typhoon Missile Launcher, Heavy Bolter
Vindicator
Predator - Autocannon with Lascannon Sponsons
Predator - Autocannon with Lascannon Sponsons
Aegis Defense Line with Quad Cannon

Coteaz with 2 Jokaero Weaponsmith, 3 Servitors with Plasma Cannons and 5 Warrior Accolytes
Ordo Xenos Inquisitor
6 Warrior Accolytes in a Razorback with Psybolt Ammunition
6 Warrior Accolytes in a Razorback with Psybolt Ammunition
Vortex Missile Aquila Strongpoint

Their list as best I can remember:
Cadre Fireblade with 2 Drones
3 x 10 Firewarriors
2 x 5 Pathfinders
2 x Hammerheads
Aegis Defense Line with Quad Cannon

Company Command Squad with Plasma in a Chimera
Platoon Command Squad
10 Man Infantry in a Chimeria
10 Man Infantry on foot
3 Heavy Weapons with Autocannons
Leman Russ Punisher
Leman Russ Battle Tank

Game was Scouring
Deployment was Hammer and Anvil
No Nightfighting
3 Objectives on each persons side, but we had the larger point objectives.
They won the roll and chose to deploy first.

Friday, April 25, 2014

40k Battle Report: Grey Knights Vs. Tyranids


The new Warhammer 40k league began at Fantasy Books and Games. It had been awhile since I played 40k because of our raging Warmachine obsession, and was really nice to get back into it. It's a 2 headed giant league where each team brings two 1000k lists. Makers is on vacation this week so I had to go at it alone. I brought Grey Knights to the fray and was paired against a fantastic Nids player.

Deployment: Dawn of War
Mission: Crusade (5 Objectives)


My List (Chaos Space Marines/Daemons):

HQ
Grey Knights Grand Master (Warlord, FnP 3" from an objective)
  • Incinerator
Inquisitor Coteaz (Prescience, Forewarning)(Warlord, May reroll reserve rolls)
    Troops
    5x Grey Knight Terminators
    • Psycannon
    • 4x Nemesis Force Halberds
    • Nemesis Daemon Hammer

    5x Grey Knight Terminators
    • Psycannon
    • 4x Nemesis Force Halberds
    • Nemesis Daemon Hammer

    2x Jokearo, 3x Servitors, 5x Warrior Acolytes (Jokearo upgrade: Units weapons have rending)
    • 3x Plasma Cannons
    • 5x Bolters
    6x Warrior Acolytes 
    • 6x Bolters
    • Razorback
      • Psybolt Ammunition
    6x Warrior Acolytes 
    • 6x Bolters
    • Razorback
      • Psybolt Ammunition
    6x Warrior Acolytes 
    • 6x Bolters
    • Razorback
      • Psybolt Ammunition
      • Assault Cannon
    Heavy Support
    Dreadnought
    • 2x Twin Linked Autcannons
    • Psybolt Ammunition
    Dreadnought
    • 2x Twin Linked Autocannons
    • Psybolt Ammunition
    Dreadknight
    • Heavy Incinerator
    • Personal Teleporter
    Dreadknight
    • Heavy Incinerator
    • Personal Teleporter
    Fortification
    Aegis Defense Line
    • Quad Cannon


    Opponents List (Tyranids):

    HQ
    Hive Tyrant (The Horror, Paroxysm)(Warlord)
    • Twin-Linked Devourers
    • Wings
    Hive Tyrant (The Horror, Psychic Scream)
    • Twin-Linked Devourers
    • Wings
    Hive Tyrant (Warp Blast, Psychic Scream)
    • Twin-Linked Devourers
    • Wings
    Tyranid Prime (Warlord)

    Elites
    Zoanthrope (Paroxysm)
    Venomthrope

    Troops 
    10x Termagaunts
    10x Termagaunts
    10x Termagaunts
    10x Termagaunts
    3x Warriors

    Fast Attack
    Harpy
    Harpy
    Hive Crone

    Heavy Support
    Carnifex
    Exocrine

    Fortification
    Aegis Defense Line
    • Icarus Lascannon

    Friday, September 27, 2013

    40k Battle Report: Eldar/Grey Knights Vs. Tyrant Swarm Tyranids



    Deployment: Hammer and Anvil
    Mission: The Scouring

    My List (Eldar/Grey Knights):

    HQ
    Farseer (Warlord. Prescience, Fortune, Terrify)
    • Jetbike
    • Singing Spear
    The Avatar of Khaine
    • Fast Shot
    Inquisitor Coteaz

    Elites
    7x Harlequins
    • 7x Harlequins Kisses
    • Troupe Master
    • Shadow Seer (Veil of Tears)
    Troops
    3x Guardians Jetbikes
    • Shuriken Cannon
    3x Guardians Jetbikes
    • Shuriken Cannon
    3x Guardians Jetbikes
    • Shuriken Cannon
    2x Jokearo, 3x Servitors, 5x Warrior Acolytes
    • 3x Plasma Cannons
    • 5x Bolters
    5x Warrior Acolytes
    • 5x Bolters
    Fast Attack
    Stormraven
    • Twin-Linked Lascannons
    • Twin-Linked Multimelta
    • 4x Mind Strike Missiles
    Heavy Support
    Wraithlord
    • 2x Flamers
    • Ghost Glaive
    • Scatter Laser
    • Bright Lance
    Wraithlord
    • 2x Flamers
    • Ghost Glaive
    • Scatter Laser
    • Bright Lance
    2x War Walkers
    • 4x Scatter Lasers
    Dreadknight
    • Heavy Incinerator 
    • Personal Teleporter
    Fortification
    Aegis Defense Line
    • Twin-Linked Quad Gun

    Opponents List (Tyranids):

    HQ
    Swarm Lord (Iron Arm, Enfeeble, Warp Speed, Endurance)
    Hive Tyrant (Life Leach, Warp Speed, Endurance, Enfeeble)
    • Twin-Linked Devourers
    • Hive Commander
    • Old Adversary
    • Armored Shell
    Hive Tyrant (Unknown)
    • Wings
    • Twin-Linked Devourers
    • Old Adversary
    Hive Tyrant (Unknown)
    • Wings 
    • Twin-Linked Devourers
    • Old Adversary
    3x Tyrant Guard

    Elites
    Doom of Malan'tai
    • Mycetic Spore
    Troops 
    10x Termagants
    10x Termagants
    Tervigon (Iron Arm, Life Leach)
    • Adrenal Glands
    • Toxin Sacs
    • Regeneration
    • Cluster Spines
    • Psyker Power +1
    Tervigon (Endurance, Life Leach)
    • Adrenal Glands
    • Toxin Sacs
    • Regeneration
    • Cluster Spines
    • Psyker Power +1

    I won the rolls for deployment and to go first. Night fight was on. Objectives are marked on the picture below.



    Deployment: I chose to set up my aegis and Coteaz's Acolyte unit at the edge of my deployment zone in a spot where I thought I'd have good firing lanes on anything advancing forward. Farseer, Harlequins, and the Avatar were placed in the center behind the aegis. The Dreadknight deployed behind a piece of line of sight blocking terrain. I put all of my bikes along the back of my board edge. I didn't want to have to roll for reserves for them and didn't want them to get shot up. I had also planed to use them as an outflank blocker incase he had anything that could come on near my deployment zone. I was outflanking the War Walkers and kept the 5 Warrior Acolytes in the Stormraven.


    My opponent deployed 1 Tervigon in the back near the 3 point objective while the Swarm Lord with 1 Tyrant Guard, the foot Tyrant with 2 Tyrant Guard, and 2 units of Termagants deployed in the center behind the number 2 objective. He was outflanking with the other Tervigon and deep striking the Flyrants and the Doom.



    Turn 1: Fortune, Prescience, and Veil of Tears go off on the Harlequins. Perfect Timing and Prescience go off on the Acolytes and Coteaz. I cast Terrify on a unit of Termagants next to the foot Tyrant. Jetbikes move forward along the edges of the board. Farseer, Harlequins, the Avatar, and the Dreadknight move up into the mid field hoping to draw out the Swarm Lord. Shooting would see the unit of Termagants on my left wiped out, the Swarm Lord down one wound, and the Swarm Lord's Tyrant Guard dead. The unit of Termagants that were terrified were brought down to only 3 models, failed their leadership test, and fled.



    The 3 fleeing Termagants auto rally thanks to Synapse. A multitude of powers go off on his units including Iron Arm and Endurance on the Swarm Lord. He casts Enfeeble on the Dreadknight. The Tervigon in the back spawns 13-14 Termagants and rolls doubles. There will be no more spawning for her. All of his units except for the Tervigon move forward. Shooting puts a wound on the Dreadknight and the Swarm Lord runs a few inches forward into the forest. He rolls for It Will Not Die on the Swarm Lord and regains the wound he lost.



    Turn 2: I roll for reserves and the War Walkers make it in while the Stormraven with Acolytes stays out. Prescience and Perfect timing go off on Coteaz and his Acolytes. Even though Shadows in the Warp is affecting my Farseer and Shadow Seer, Fortune, Prescience, and Veil of Tears are all cast successfully as well as Horrify on the Swarm Lord. Bikes move up to assist with the Termagants. War Walkers position themselves so they can either help with the Swarm Lord or Termagants if necessary. Shooting would see the large unit of Termagants wiped out and 2 wounds on the Swarm Lord. At this point I knew my only chance to kill The Swarm Lord was to assault him with everything I had in range, otherwise he would just assault one of my units on his turn. So thats exactly what I did. The Harlequins, Farseer, The Avatar, and he Dreadknight all assaulted him. Hammer of wraths cause no wounds. He immediately challenged which I knew he would do. I declined the challenge with my Farseer. Since he had Iron Arm up he was at toughness 9. So I was going to need rends and smashes to take him down. The Swarm Lord and Harlequins both swung at the same time. He would cause 3 wounds which I took on the Harlequins. Loosing 2. The Harlies did 1 wound in return with rends. The Avatar would do 1 as well. It finally came down to the Dreadknight who caused 2 wounds dropping the Swarm Lord. Hooray!!! My opponent told me it was the first time he had lost the Swarm Lord since he's been playing at our FLGS. Afterwards I consolidate each unit a few inches.



    He rolls his reserves and everything comes in. 2x Flyrants deep strike in front of the aegis. The Doom and his pod come in behind the aegis. The Tervigon outflanks mid board near my walkers and bikes. Sadly for him Coteaz was expecting this and as per his special rule his unit got an immediate free round of shooting at everything that came in from reserves within 12" of him. That gave me shots on one Flyrant, the Doom, and the Spore Pod. Coteaz's units shooting would see the spore pod destroyed, the Doom brought to 1 wound, and 1 wound on the Flyrant. Shots from the Tervigon would kill one War Walker and strip a hull point from the 2nd. My dice went super hot against the leadership rolls for the Doom of Malanti's Spirit Leach and both Wraithlords and Coteaz's unit managed to make their test on 3d6 and didn't loose a single wound. Shooting from the 2 Flyrants would reduce Coteaz's unit to him, an Acolyte, and a Jokearo, but they managed to pass their leadership and hold strong. The foot Tyrant took shots at the Dreadknight taking him out.



    Turn 3: I fail my reserve roll for the Stormraven. Powers go turbo mode again and are all passed despite Shadows in the Warp. At this point I'm in awe of my dice rolling. One unit of bikes moves up to the objective on the center rock formation. While the unit in the back near the 4 point objective moves back trying to get away from the Flyrant. Everything that was within 6" of the Doom of Malanti moves away so as not to get Spirit Leached in my own shooting phase. Bikes would kill 2 Termagants hiding behind the rocks in the center. The Doom dies and the Flyrant in front of the aegis takes another wound. The Avatar takes 2 wound from the foot Tyrant. The Harlies multicharge 3 Termagants and the foot Tyrant and his guards. The Avatar charges into the foot Tyrant as well. He challenges and the Farseer declines. Termagants all die as well as the Tyrant Guard.



    The active Tervigon spawns 10 Termagants and poops out rolling doubles. Both Flyrants attempt to vector strike my bikes off of objectives and fail killing one bike a piece. Shooting from the back Flyrant was poor and left one bike on the objective while the midfield Flyrant shot the rest of the bikes off the objective. Termagants assaulted the Wraithlord on the aegis loosing 3. The foot Tyrant fell to the Avatar.



    Turn 4: My flyer finally comes in and unlike my other turns I fail the majority of my powers. I move the Stormraven on in and place it near a 2 point objective. Since we were playing The Scouring he could hold it. Jet bikes move to take the objective in rocks in the center and Coteaz's unit moves to take the 4 point objective near the dino skull. Shooting from the lonely jetbike in the rear knocked the Flyrant to the ground wounding it. The Stormraven would finish him off. The War Walker knocked the midfield Flyrant out of the sky doing 2 wounds and the jetbikes manage to finish him of with a couple of bladestorm rends. At that point my opponent conceded. Final score was 14-4.


    That's 2 Tyranid players that have felt the wrath of the brightly colored Eldar in the past few weeks. I'm really looking forward to trying them in the upcoming Titan Tournament and the 2 headed giant league starting next week.

    Tuesday, July 30, 2013

    40k Battle Report: Grey Knights/Necrons 2k Team Tournament


    This past weekend, Capn'Moe and myself attended a 2000 point, team tournament at a LGS. The games were pretty normal, with a few rules changes here and there. The Missions caught us off guard, but more on that later. Army Lists rules were the standard 2000 point total, 1000 points per person. Everything counted as Allies of Convenience at a minimum. Warlord traits were changed to a popular rule going around, which I greatly enjoy, where you roll the d6, then choose which chart you will select from.

    We anticipated there to be around 10-12 teams total, with maybe 8-9 showing up. Turns out 14 teams showed up.

    Things got intense quickly.

    We saw a list with 2 Heldrakes and 3 Vendettas, One list with 4 Heldrakes, and tons of other weird combinations like Tyrinds/Imperial Guard, and Necrons/Daemons.

    Surprisingly no 4 Land Raider lists, Tau/Tau, Tau/Eldar, or Necron/Necron, all of which we had planned for.

    Actually we only saw 2 Tau Players all day at the tournament which was surprising.

    Our List:

    Grey Knights: (Makers)
    Inquisitor Coteaz
    Henchman Warband - 2 Jokero Weaponsmiths, 3 Plasma Cannon Servitors, 5 Acolytes with Boltguns
    Henchman Warband - 8 Acolytes with Boltguns
    Dreadnought - Auto-cannon, Auto-cannon, Psybolt Ammunition
    DreadKnight - Heavy Incinerator, 2  Nemesis Doomfists, Personal Teleporter
    DreadKnight - Heavy Incinerator, 2  Nemesis Doomfists, Personal Teleporter
    Aegis Defense Line - Quad-cannon

    Necrons: (Capnmoe)
    (Warlord)Necron Overlord - Mindshackle Scarabs, Gauntlet of Fire, Sepiternal Weave
    7 x Necron Warriors in a Ghost Ark
    7 x Necron Warriors in a Ghost Ark
    6 x Necron Warriors in a Ghost Ark
    Annihilation Barge
    Annihilation Barge
    Annihilation Barge

    First game mission rules were interesting. 
    Dawn of War Deployment, Night Fight in effect 1st turn.

    Primary Objectives: 10 points for win, 5 points for draw, 2 points for loss.
    - 1 objective placed in the center of each table quarter worth 2 points, and 1 objective placed in the middle of the table worth 3 points.

    Secondary Objectives: 5 points for win, 2 points for draw, 0 points for loss.
    - 1 kill point for each troop unit you destroy, 2 kill points for all other units.

    - 1 bonus point for First Blood
    - 1 bonus point for Slay the Warlord
    - 1 bonus point for Line Breaker
    - 1 bonus point for "Last Laugh" (Being the last team to kill a unit in the game)

    Our opponents for the first game were Blood Angels/Daemons

    Reclusiarch with 10 Death Company in a Rhino
    5 Assault Marines - Meltagun, Infernus Pistol
    Predator - Autocannon with Heavy Bolter Sponsons
    5 Terminators - Assault Cannon
    5 Devastators - Lascannon, Multimelta, 2 Missile Launchers, Stormbolter

    Skulltaker
    20 Bloodletters
    Herald of Nurgle - Loci of Fecundity, Mastery Level 2, Gift
    20 Plaguebearers
    5 Tzeentch Flamers - Pyrocaster with a gift
    Soul Grinder - Mark of Nurgle, Phlegm Cannon

    Jokero extended range of their unit by 12" and made everything rending.
    Coteaz rolled on Divination and got Prescience and Perfect Timing.


    48" Twinlinked Plasma Cannons that Ignore cover, and 36" Twinlinked Bolters that ignore cover and are rending...Essentially, the best possible outcome.

    We put everything on the table except for the small unit of Acolytes, and castled up Coteaz and his unit behind the Aegis Defense line with Coteaz on the Quad Cannon. The Dreadnought was just to the side of them with a firing lane straight at the Terminators and Devastators, but still in a good position to charge in if the Death Company were threatening. We deployed the Dreadknights on both flanks to clear objectives, and maximum coverage on shunt moves. The Necrons formed a wall on the line in case they stole the initiative.

    They deployed everything on the board except for the Flamers and the Assault Marines. Plaguebearers on our right, in a large blob behind a hill. Just to the left of them...in the open was the devastators. The Soul Grinder was in the middle behind a forest (Which they never moved him into for some reason) The Terminators were between him and the Devs. On the left of us was the Bloodletters behind a hill, and the Predator and Rhino full our Death Company, both of which were out in the open.

    They did not steal the initiative.

    We started by moving the Necrons forward and taking their down the Predator to 1 hull point and wrecked the Rhino for First Blood. The Dreadknights shunt moved across the board and use their torrents to take the unit of bloodletters down to almost half. A few more shots here and there took out a terminator or 2, and one Devastator. We ignored the plaguebearers completely, hoping to just out range them and let them have one objective.

    On their turn they fired a few shots here and there, Warp Storm table took out few models from Coteaz's unit, but no real major loses. They assaulted in the Bloodletters and Skulltaker to one of the Dreadknights and challenged, I accepted, then casted Dark Excommunication. It was successful and took away his Cloak and Sword. He was then instant killed, giving up Slay the Warlord.

    Our next turn, Necrons easily took out the Predator, the other Dreadknight took out the Death Company. Most of the terminators and devastators died to Necron shooting, and things started to snowball from there.

    They weren't really ready for the Dreadknight shunt moves at all, and it totally caught them off guard. The Torrents from the Heavy Incinerator made it worse. They deep striked in the Flamers near our small Acolyte unit but didn't shoot at them for some reason. They were then decimated by the Dreadnought and Acolytes at point blank range in the following turn, which allowed the Acolytes to easily claim that objective.

    The game ended after turn 3, with us winning by a score of 19-4. We held two of the 2 point objectives and the middle 3 point objective easily. We didn't lose a single unit the entire game, and the only thing they had left was 5 Assault Marines, the unit of Plaguebearers and around 5 Bloodletters locked in combat with a Dreadknight.

    1-0

    Makers Game Thoughts: Their list was interesting, but I questioned a lot of their decisions in deployment and list building. They were great guys to play against however and very friendly.
    Capnmoe Post Game Thoughts: It was obvious that these guys lacked a lot of tournament experience. Some of their tactics and moves just didn't make much sense to me. They were nice guys but would have been better suited to be playing a Rogue Trader Tournament. The unit of PB's and the Herald were tough unit for sure.

    Second Game:
    Vanguard Strike Deployment
    Scoring was table quarters (A scoring unit has to be in that table quarter, with nothing else there to contest it.)

    Our Opponents were running Salamanders/Dark Angels

    Vulkan and 5 x Terminators with Thunder Hammer & Stormshields in a Land Raider Redeemer
    10 Man Tactical Squad - Flamer, Multimelta in a Drop Pod
    5 Man Tactical Squad - Razorback with Twin linked Lascannon.

    Belial
    5 x Deathwing Terminators with Cyclone Missile Launcher, Chainfists
    5 x Deathwing Terminators with Cyclone Missile Launcher, Chainfists
    5 x Deathwing Terminators with Cyclone Missile Launcher, Chainfists

    Jokero gives extended range again this game.
    Coteaz powers are Prescience and Forewarning.

    No Night Fighting.

    We win and choose to go first, deploying everything as close to the line as we could.

    They chose to deploy only the 5 man in the Razorback and the Landraider...that's it.


    We moved up only what we needed too and popped the razorback easily. We then moved around the right flank with 2 Arks, to put some fire on the Landraider causing it to lose 2 hull points.

    On their turn, the drop pod came in on our left flank and scattered to the far left corner of the board. The 10 man popped out and the Multimelta managed to wreck one of the arks, dropping out a squad of 7 Warriors.

    They attempted to Deathwing assault directly in front of our lines.

    1st unit of terminators dropped in and scattered back about 6" away from Coteaz's bubble. 2nd unit dropped in, scattered and had to roll for mishap. We placed them in the back corner farthest away from us, making them foot it the entire way across the board.

    Belial and his unit came on, in the back corner of the table as well.

    On our turn we I shunt moved a Dreadknight right in front of the Landraider, essentially blocking it in with no where to go. The Necrons followed up behind me and glanced down the Land Raider, wrecking it and forcing the Terminators and Vulkan out for some hand to hand combat.

    Then we were free to just take the Terminators in waves of plasma cannon fire. With the Jokero making them 48" range, it just became a shooting gallery.

    The Game ended very quickly after that and we tabled them on turn 5, finishing the game in just over 1 hour.

    Vulkan held off the the Dreadknight in close combat for 3 turns in a 1 on 1 duel, but eventually fell when the 2nd Dreadknight assaulted in.

    Final score 19-2

    Makers Game Thoughts: After the game we talked and I realized a few things. First, the Thunder hammer/Storm Shield option is far better than all chain-fists, I guess it was a modeling choice. Second was that he rolled for scatter on Belial's Unit, and he then rolled for mishap. After looking it up...his unit doesn't scatter. Also deploying only 2 things to start the game was a horrible idea in my opinion.
    Capnmoe Post Game Thoughts: Put more than 2 things on the board at the start of a game. Your just asking to loose doing that. Terminator Ork conversions are awesome.

    2-0


    Third Game: Championship
    The last game of the day came down to the two team who had not lost yet, and who had the most points total. We learned that we had a 5 point lead over the next closest team, so we felt pretty good going in.

    Our first 2 games went fairly well because of our luck of the draw on matchups.

    But for this game, our opponents? Yep, the 4 Heldrake list....Shit.
    These guys had all of their stuff painted to Tournament quality, and played a very similar list at Adepticon this year. They were seasoned veterans, who knew the rules, and you could tell weren't here for fun.

    We expected to play these guys at some point during the day, so we weren't that surprised to find out who it was. Most of our friends at the store wished us luck...and laughed a little under their breath.

    Their List from what I can remember.

    Chaos Lord - Terminator Armor, Burning Brand of Skullthrax, Khorne Axe, Mark of Khorne
    15 Cultists
    15 Cultists
    18 Cultists
    Forgefiend - Hades Autocannon
    Heldrake - Baleflamer
    Heldrake - Baleflamer

    Chaos Sorcerer - ML3, Mark of Nurgle, Sigil
    8 Chaos Space Marines with Mark of Nurgle
    5 Terminators - 2 x Combi-Melta, 2 x Combi-Plasma, 3 Axes, 2 Swords
    10 Cultists
    10 Cultists
    Heldrake - Baleflamer
    Heldrake - Baleflamer

    The mission was Kill Points.

    Spearhead deployment (Similar to Vanguard Deployment, however you and your ally are in opposite corners, and you have to be at least 12" from table center, and 9" from opponents deployment zone)


    My Grey Knights were in 3, and CapnMoe's Necrons were in 4.

    We deployed everything except for the unit of 8 acolytes.

    Cover was sparse, with roughly 1 large piece per corner.

    In area 1 he deployed the unit of Marines with the Sorcerer, and in area 2 he deployed 2 units of 15 cultists and the Forgefiend.

    Jokero gives his unit rending.
    Coteaz got Prescience and Scrier's Gaze.
    This was going to be rough.

    We won the roll and decided to go first.
    They did not seize the initiative.
    No Night Fighting on turn 1.

    CapnMoe moves an Ark and of course immobilizes himself, seems to be one per game with us on that.

    Dreadknights shunt move over to area 2 and torrent the two units of cultists he has deployed behind a large rock, decimating both units, they fail Leaderships and then run off the board.

    The Dreadnought pops off some shots and causes a few wounds on the Forgefiend, while the Necrons follow up and wipe if off the table.

    With table area 2 clear for now, we push over and focus on area 1. Only 2 Plasma Cannons have line of site, and manage to take out a single Chaos Space Marine.

    On their turn, their sorcerer casts invisibility, and they move up a small amount. That's really about it.

    On our turn we start to push back over toward area 1 and take out a few more space marines, but mostly our turn is spent getting ready for their turn as we really don't have a lot to shoot at.

    I tried to use Scrier's Gaze to try and keep our 8 man Acolyte unit out but I rolled 3 5's so they came on, in the back corner. I spaced them out exactly 2" apart from each other on the table edge to avoid them from getting flamed.


    Bottom of turn 2.
    They have 2 drakes come in, and the Terminators with the Lord.

    The drakes come in, one from each side and start to focus on the GreyKnights and the Quad Cannon hopping to take it out before it can fire interceptor.

    One of them ended up being too close and within range of Coteaz's unit for his "I've Been Expecting You" rule. They failed to kill the quad cannon and  interceptor fire lit up the rear end of one and brings it down. The debris scatters onto his Chaos Space Marines taking out 1 more.

    The terminators scatter and end up too close to the Grey Knight lines and Coteaz's bubble. The warband gets the free out of turn shot at the unit and takes it down to the Lord and 1 terminator.

    Between the vector strikes and torrent weapons, the Grey Knights are reduced to 2 acolytes with Coteaz, a Dreadnought with 1 Autocannon, and the 2 Dread Knights. The terminators manage to get off some shots and put 2 wound on one Dread Knight.

    Top of turn 3, CapnMoe unleashes a hail of fire on area 1 and starts lighting up some drakes, stripping hull points everywhere. In the end one drake made 2 saves to keep itself in the air. It would fly off the board next turn with 1 hull point left.

    Bottom of 3, all cultists come in.
    His sorcerer and marines move up closer to the Dreadnought, Coteaz, and his 2 Acolytes but fail the multi-charge.

    He manages to get into close combat with the Dreadnought though, and takes it out before it can strike back.

    More shooting here and there, but they are now just trying to take out the Arks and Barges with Balflamers and Vector Strikes, which is causing them issues.

    Top of 4
    We move everything towards Area 1 and manage to wipe out another unit of cultists with an Annihilation Barge.

    The second Dread Knight moves in to assault with the terminators and attempts a Divine Intervention, which passes. This puts a fresh 4 wound Knight, with Assault Bonuses into a challenge with the Terminator Lord which then instant kills the Lord.

    The other Terminator fails his Leadership test and starts to fall back.

    Bottom of turn 4
    Somehow the Heldrake that we killed earlier comes back on the board, as well as the last unit of Cultists, and the other Heldrake.

    We failed to realize that the one Heldrake was already dead from earlier, It was getting late and we were both exhausted and starving. Also Capnmoe was coming down from caffeine issues from earlier that day, but you'll have to ask him about that...

    After a few more torrents, and some shots from the Cultists they manage to put 1 wound on all of our Arks, take out 1 of the Barges, and finally kill Coteaz and the unit of Acolytes that came in from reserve.

    Top of Turn 5.
    Both Dreadknights torrent the last unit of Cultists and wipe them off the board. They then BOTH roll 1's for consolidate moves...moving 1" away.

    We put a few more wounds on some Heldrakes that are in range, and we shoot everything left at the lone terminator who makes 14 saves in a row and refuses to die.

    As of this moment we have 8 Kill Points and they have 5, We have Linebreaker and First Blood, they have Linebreaker.

    Bottom of Turn 5.
    The Sorcerer casts Hallucination on one of the Dreadknights, which is successful on a roll of 3!
    He rolls a 5, the Dread Knight smashes himself, activates his own fist and Instant kills himself.
    Giving them 6 kill points and a guarantee on Last Laugh, they are now down by 2 kill points.

    They move all 4 Heldrakes and attempt to Vector Strike everything they can.
    One of CapnMoe's Arks is taken down to 1 Hull point. At this point we think the score is 7 to 6 since we weren't paying attention and forgot we killed the Heldrake that they brought back on. The score is really 8 to 6. So it seemed like a real nail biter.

    They get every torrent they can on that ark, and it comes down to one dice roll.

    This Dice roll has to be a 6 to put them to what we thought would be a 7 to 7 tie...at the time.

    He rolls it...and its a 2.

    Victory!! 3-0!

    Makers Game Thoughts: Best game I've played in a long time. Including the fact that we essentially took on 5 Heldrakes and still pulled out the victory.

    Capnmoe Post Game Thoughts: Always remember when you kill one of your opponents strongest units. I would have been super sad if we lost because we forgot we killed it. Aside from that, this was a great game. A real test of what our list could do. Any time you can essentially take on 5 Heldrakes with a list that has no flyers and still win, it's been a good day.



    1 word....ThunderCougarFalconBird




    With the winnings I was able to pick up a Riptide for my Tau allies, and a unit of 10 Noise Marines. Capnmoe was able to come away with a Wraithknight and more Jetbikes

    It was a hard fought tournament with a huge turn out, in the end I'm glad that we chose to go to this tournament instead of the other 2 that were happening nearby that day.

    Thoughts? Comments?

    Tuesday, July 9, 2013

    Warhammer 40k: Rogue Trader Tournament Results


    Makers and I attended a Rogue Trader Tournament this weekend at Fantasy Books and Games. As always we had a great time and got to play against some great armies. Makers brought his Daemons and I brought out my Necron/Grey Knights. Even though the Rogue Trader tournaments are designed to allow for more casual and fun armies to be used, it seemed this weekend that no one got that memo. Everyone brought their "A" game armies.

    Game Summary for Capnmoe and his Necron/Grey Knights:
    Game 1: Eldar/Dark Eldar, Hammer and Anvil/Big Guns Never Tire
    This was a really cool list. I got to learn a lot about how awesome Dark Eldar beast packs are when paired with Eldar Farseers. There's just no stopping that unit. It has something like 40 wounds to go through. Tough stuff. Im gonna look into making one for my Dark Eldar. Still in the end the space elves crumbled. 

    Win




    Game 2: Tau/Eldar, Vanguard/The Scouring
    This game was against an opponent that I've played against quite often, so I knew his tactics going in. He was trying out the Faolchu's Wing and Mantle of the Laughing God combo on his Eldar HQ in this game, and I have to say, it's pretty cool. Luckily I managed to get my Necron Overlord into an assault with the Farseer and cut him down. There would be no late game contesting shenanigans from him. The combined shooting of the Tau and Eldar just wasn't enough, and I managed to pull out another victory.

    Win



    Game 3: Space Wolves, Dawn of War/Purge the Alien
    I really wish I would have gotten some pics of this game.  My opponent had some really great models and oddly, it was the only fully painted army I faced. He was running a Forgeworld character named Bran Redmaw that had some really cool rules. Still Bran wasn't enough to stop the Necron/GKs.

    Win

    Game Summary for Makers and his Daemons:

    Makers Typing:

    Game 1: Tau/Eldar, Hammer and Anvil/Big Guns Never Tire

    Top of Turn 1 After Scout
    Top of Turn 2
    Hammer and Anvil + going second is never good for mass hounds, especially when you're up against Tau.
    I've played against this guy a few times, and normally it was an easy game. With his knowledge of the rules, and 2 new codex (He has ran Tau and Eldar for a long time) this game was a bit different.

    He had a rather fluffy list with some interesting unit choices (Same person Capnmoe played in game 2 listed above)

    Overall, the mass amounts of shooting, outflanking of his Kroot, Scorpions coming in and tying up my Plaguebearers, Zero LoS terrain in the middle of the board, and rolling more 1's and 2's than I've ever rolled before, he pretty much had me in control all game.

    We only managed to get 2 full turns in due to time unfortunately (I still say 2000 points is too many but that's not my call) Had it gone one more turn I'm pretty sure I would have won.

    On my last turn, I dropped a Portaglyph next to the objective he held, and failed to spawn anything, even with Fateweaver's reroll. If I had spawned anything, I could have contested that objective, and I would have won.

    Result: Loss

    Game 2: Space Marines, Vanguard/The Scouring

    Bottom of Turn 1
    Interesting list of 2 Vindicators, an Iron Clad Dreadnought, Landraider Redeemer, Lascannon Dreadnought, 2 Rhinos full of marines, and a unit of 10 scouts, with Pedro and a Librarian.

    This was a fun game. I've never played against my opponent before, I believe his name was Luken, but definitely look forward to playing against him again.

    At first I was a little worried about all the Mech he had on the table, so I decided just to ignore the Land raider all together, and avoid it. I used the big building in the middle for LoS blocking and moved around the right flank to get in quick, using the 2nd unit of hounds as a distraction.

    My big thing here were my powers. All my MC's had Invisibility, and Puppet Master, Herald of Tzeentch had forewarning, so 4++ hounds and 3++ hounds with the grimore, etc...just a lot of good stuff.

    In the end, we called it on turn 4 because of time again...and it was a draw. Didn't see that one coming. If I would have made 1 more 4+ save I would have won...

    Things of Note:
    - Puppet Master'd his Vindicator and the blast scattered back onto itself...blew it up.
    - Warp Storm changed his Librarian into a Tzeentch Herald, which then promptly shot the back of the other Vindicator and blew it up...
    - Iron Clad Dreadnought locked up a unit of hounds in close combat on an objective, and everyone was telling me to fall back instead because I couldn't hurt it...but I knew that walkers can't contest...so I got that objective.
    - He managed to lock up a unit of 5 hounds with 10 scouts for the whole game with some amazing rolls.

    Result: Tie

    Game 3: Chaos Space Marines, Dawn of War/Purge the Alien
    2 Land Raiders. 1 filled with Kharn and a bunch of Berzkers, the other filled with Thousand Sons and a Sorcer. 2 Hell Turkeys....and 2 units of 10 Marines with Mark of Nurgle. That's it. Simple and too the point.

    Game started off pretty interesting. I scouted up my hounds into cover in the middle and on the left side of the board, thinking they would easily survive the initial round of shooting from his minimal shooting, and then tie up the 2 units of marines with them. Game starts, he goes first. He moves up both Landraiders and assaults out of them into my hounds. We then had about a 30 minute argument store wide about whether or not you can assault on the top of turn 1. Including 2 judges being involved. End Result? We Rolled for it, he won, he assaulted in.

    Update: Yes, you CAN as long as the unit you are assaulting in with did not make a scout, or infiltrate move. While this move was not possible in 5th edition (You could not assault at all in the top of turn 1) It does not say anywhere that you can't in the 6E Rule book, it was just assumed.

    Back to Live Action!!! Thousand sons move in and tie up the hounds, Kharn and the berzerkers do the same and decimate the majority of their unit. he fire a few shots but nothing major for shooting. I Load up on the unit of hounds with the thousand sons, with forewarning from the Herald of Tzeentch + Grimore for the 2++ save on the unit, Fateweaver starts putting Firey Form on the Daemon Prince with the Eternal Blade to turn him into a Close Combat Animal, while firing off some shots at the other Nurgle Marines taking out quite a few. Princes used stuff like Dominate and Hallucination on the marines as well to basically take them out of the equation, greatly limiting his options on his turn.

    Next turn he bring in one Helldrake, and fires off some shots at my Plague bearers which doesn't do much against them with FnP, and Kharn wipes out his unit of hounds. But he loses quite a few Sons against the other unit. Khorne Herald takes out Sorcerer in Close combat.

    My next turn, the Herald with the horrors manages to fire off a whole ton of shots at Kharn and the berzkers, who fails the 2+ deny the witch, and decimates the unit down to 1 berzerker and Kharn after he fails the toughness test.

    In the end, I end up assaulting the unit with the Plaguebearers, wiping them out for Slay the Warlord.
    The CC Prince assaulted in with the hounds and wrecked both the Sons and the Nurgle Marines.
    His other Helldrake never came in, which result in a Kill Point.
    When we stopped he only had 1 unit of 4 Marines on the table, 1 Landraiders, and 1 Helldrake.
    I was only missing the 1 unit of hounds.

    Hounds are amazingly resilient and I still say that telepathy is the 2nd best choice for Psyker powers behind Divination.


    Win

    As I stated last week, my list was more fluffy and fun than competetive, and I really didn't think I had any chance of winning, but I did have a good time with some good players.

    Essentially If I would had made 2 specific rolls, I would have won all 3 games. Even with Fateweaver's Re-roll, things can still go badly, but that's why we play the games.

    Funny enough, One of the big points I got for painting/conversion was due to the fact that I use a Finecast Lord of Change for my Fateweaver (I hate the Fateweaver model from 1982...) and the resin had warped, so I was forced to pin/greenstuff both legs and wings to make it stand up straight, hence changing the pose of the model...

    Anyways, I have been pushing hard lately on my Daemons, and only have a few things left to paint to have them finished so I think I'm going to take a break from them for a bit.

    Next league starts in 2 weeks and is about allies.
    With the new Space Marine codex coming up, I'm debating running some Blood Angles/Tau for a change of scenery. Almost all of my Angles are painted, however none of my tau is...

    Tournament Results
    Overall: Capnmoe
    Best Painted: Makers
    Best General: Jeff Nauman and his Grey Knights
    Sportsmanship: Evan and his Space Wolves

    Tuesday, June 11, 2013

    40K Battle Report: Necrons/Grey Knights Vs Dark Angles



    Deployment: Vanguard Strike
    Mission: Crusade

    My List (Necron/GKs):

    HQ
    Inquisitor Coteaz (Prescience, Perfect Timing)
    Necron Overlord
    • Warscythe 
    • Sempiternal Weave 
    • Phase Shifter
    Royal Court
    Harbinger of Despair
    • Veil of Darkness 
    Harbinger of Destruction
    • Solar Pulse 
    Elites
    5x Deathmarks
    Troops
    2x Jokaero Weaponsmith, 3x Servitors, 5x Warrior Acolytes
    • 3x Plasma Cannons 
    • Bolters 
    5x Warrior Acolytes
    • 5x Bolters 
    7x Necron Warriors
    • Ghost Ark 
    7x Necron Warriors
    • Ghost Ark 
    6x Necron Warriors
    • Ghost Ark
    Fast Attack
    6x Canoptek Wraiths
    Heavy Support
    Dreadknight
    • Heavy Incinerator
    Annihilation Barge
    Annihilation Barge
    Annihilation Barge
    Fortification
    Aegis Defense Line
    • Twin-Linked Quad Gun
    Opponents List:
    HQ 
    Belial
    Librarian (Prescience, Perfect Timing)
    Command Squad

    • Apoth
    • Salvo Banner
    Elites
    5x Deathwing Knights
    Dreadnought

    • Multimelta
    Troops 
    5x Deathwing Terminators

    • Plasma Cannon
    10x Tactical Squad

    • Lascannon
    10x Tactical Squad

    • Plasma Cannon
    5x Sniper Scouts
    Fast Attack
    3x Ravenwing Bikers

    • 2x Melta Guns
    Heavy Support 
    Vindicator
    Predator

    • Autocannon
    • 2x Las Sponsons
    5x Devastators

    • 2x Missile Launchers with Flakk Missiles
    Fortification 
    Aegis Defense Line

    • Quad Gun


    I got to pick my side and and I chose the side with a nice large piece of LoS blocking terrain.

    We rolled to see who would deploy first and he won. (Yes we did this out of sequence)

    We rolled up 5 objectives and placed them on the board. He placed 3 and I placed 2. They're circled in yellow in the above pic. (Looking back, it should've been me who placed 3 objectives since I won the roll to pick sides. This would put me at huge disadvantage for this game since he would place all 3 of his objectives behind his line. Against a salvo banner DA list, that's a major downer. But I needed practice for DieCon against worst case scenarios, and this would prove to be good for that.)

    I rolled Princeps of Deciet for my warlord trait for what I believe was the 3rd time out of the 5 games during this league run. Again it would prove to be totally worthless. My opponent was using Belial as his warlord so he was using The Hunt which gives an extra victory point if Belial or his unit slay my warlord. 

    My jokaero rolled and got rending for the unit. 

    Our psyker powers are shown in the list above.

    No night fight turn one.

    He set up his entire force behind the aegis line on the hill and in the forest. He reserved the Deathwing, Deathwing Knights, and Ravenwing Bikes.
    I ran my aegis through the LoS terrain down to my far board edge. I had Perfect Timing so firing through the forest in front of Coteaz's unit on the quad-gun would be a non-issue. Annihilation Barges deployed on the right supported by Wraiths. My warlord was in the Ghost Ark in the center.

    I rolled twice to steal the initiative and failed. Womp Womp! 

    Dark Angels Turn 1:
    Scouts moved up behind the trees

    Shots were taken at the Wraiths with no wounds.
    3 warrior acolytes were killed. 
    The Ghost Arc in the center with my warlord was immobilized.

    Necrons/Grey Knights Turn 1:
    Prescience and Perfect Timing go off without any problems.

    Both Ghost Arks on the left move forward 12". 
    2 of the Annihilation barges move forward 6" and one moves 12"
    The Wraiths move 12"over the hills.

    After my shooting, the Vindcator had 1 hull point and the Predator had 2. One of the tac squads was reduced to a single man.

    Dark Angels Turn 2:
    The bikes outflank near my Wraiths and both Deathwing units drop in near them as well.

    This was a great turn for the DA. They whittled the Wraiths down to a single man and managed to destroy a Ghost Ark and an Annihilation Barge taking first blood. Warriors from the Ghost Ark were placed behind LoS blocking terrain on an objective.


    Necrons/Grey Knights Turn 2:
    Prescience failed and I took a perils. Perfect Timing goes off.
    Reserves failed me and instead of getting the 2 things that I really needed, the Warrior Acolytes decided to show up instead. They walked on the board and headed for the objective in the back behind LoS terrain.

    The only Ghost Ark that was still mobile moved forward 6"
    The 2 Annihilation barges turned to shoot at the Terminators.
    The Warlords unit disembarked from its Ghost Ark and moved to help with the Terminators and bikes.
    The single surviving Wraith moved up to assault the Predator.

    By the end of the turn 1 Terminator still remained and the Wraith only managed to take 1 hull point from the Predator. Shooting from the Ghost Ark failed to take the last hull point from the Vindicator. It seems like I keep getting close to killing things off and then just fall flat. Sad times.


    Dark Angels Turn 3:
    His Scouts start to move over the hill to the objective near his Predator. The bikes and single terminator move towards the Annihilation barges.

    Deathwing Knights move back to the objective near his Predator.

    Bikes destroy one Annihilation Barge while the Terminator assaults in and destroys the other.

    The single Wraith dies to what seemed like a billion salvo banner shots.

    Necrons/Grey Knights Turn 3:
    Prescience goes off but I perils on Perfect Timing...robble.
    The Deathmarks make their reserve roll and the Dreadknight fails to come on.

    Deathmarks attempt to make a surgical strike to kill the salvo banner command unit only to scatter off the board. I roll a 1 for the mishap table and they die horribly...this put a major damper on things. At this point I just say, screw it, I'm gonna play the rest of this dangerously and see how it pays off. Maybe try some things I would've normally been too conservative to do. I figure he's already taken out the major power base of my army (Annihilation Barges and Deathmarks) why not. 

    The Ghost Ark moves forward up to his line.
    The 4 remaining Necron Warriors on the objective move up the hill to fire at the Vindicator.

    Warrior Acolytes manage to kill the remaining Terminator.
    He looses one melta bike from the Warriors and Ghost Ark in the back.
    Warriors managed to take the last hull point from the Vindicator.
    And the Ghost Ark and Warriors inside remove 2 hull points from the Dreadnought.

    Dark Angels Turn 4:
    The Command Squad gets Prescience and they move up the hill to see the Necron Warriors on the objective. Belial leaves the Deathwing Knights and joins the scouts on the objective near his Predator. This would turn out to be a huge move. Bikes move back to the trees his Scouts started near.

    He salvoed the poor Warriors unit to death. 
    He fired everything else that could hurt it at the Ghost Arc. My jink saves went turbo and I managed to come out of it unscathed. 

    Necrons/Grey Knights Turn 4:
    Prescience and Perfect timing go off, but I'm a just out of range. I move Coteaz's unit forward past the aegis line into the forest in front of it. The Dreadknight finally auto-came-in from reserves. I tried to deep strike him right on top of the hill to support the Warriors that were going to attempt to take the objective there, but instead he scattered down the hill 12". The Ghost Ark moved up to his aegis line. The Warriors jumped out to attempt to shoot the Command Squad and the Libby/single tac squad guy off of an objective on the hill. The Warriors with my warlord started their slow trek across the board to attempt to get within range of his line.

    Snap shots from Jokaero managed to finish off the dreadnought.
    Shots from the Warriors and Ghost Ark only managed to kill 2 from the Command Squad but at least they took out his apothecary.
    Belial kept me from flaming the Scouts off of his objective so instead I targeted the command squad which failed to do any wounds. 

    Turn 5:
    With the banner still intact all of this units moved to position themselves to take out the Warriors on his hill which they did. The Dreadknight took wounds and was dropped to 1. He moved his Deathwing Knights out to get him but failed his charge. I tried firing back in retaliation but at this point my spirit was crushed. We rolled to go to turn 6 but I decided to throw in the towel.

    Final Score. Dark Angels 10. Necrons/GKs 4

    So I ended the league 3-2. Not bad, but I must admit, I expected to do better. Still I think the practice was good and I worked out my final list for DieCon's Gateway Grand Tournament. Now I just need to finish some painting and get my display board in order and I'll be ready. 

    Monday, June 3, 2013

    40k: Battle Report - Necrons/Grey Knights Vs Tau/Eldar


    Deployment: Dawn of War
    Mission: Crusade

    My List (Necron/GKs):

    HQ
    Inquisitor Coteaz (Prescience, Scrier's Gaze)
    Necron Overlord
    • Warscythe 
    • Sempiternal Weave 
    • Phase Shifter
    Royal Court
    Harbinger of Despair
    • Veil of Darkness 
    Harbinger of Destruction
    • Solar Pulse 
    Elites
    5x Deathmarks
    Troops
    2x Jokaero Weaponsmith, 3x Servitors, 5x Warrior Acolytes
    • 3x Plasma Cannons 
    • Bolters 
    5x Warrior Acolytes
    • 5x Bolters 
    7x Necron Warriors
    • Ghost Ark 
    7x Necron Warriors
    • Ghost Ark 
    6x Necron Warriors
    • Ghost Ark
    Fast Attack
    6x Canoptek Wraiths
    Heavy Support
    Dreadknight
    • Heavy Incinerator
    Annihilation Barge
    Annihilation Barge
    Annihilation Barge
    Fortification
    Aegis Defense Line
    • Twin-Linked Quad Gun
    Opponents List (As Best As I Can Remember):
    HQ 
    Commander
    • 2x Markerlight Drones
    • Missile Pod
    • Missile Pod
    • Drone Controler
    • Neuroweb System Jammer
    • Puretide Engram Neurochip
    Darkstrider
    Eldrad (Prescience, Puppet Master, Psychic Shriek, Foreboding)
    Elites
    2x Crisis Suits
    • 2x Plasma Rifles each
    Riptide
    • Heavy Burst Cannon
    • Counter Defense System
    • Twin-Linked Fusion Blaster
    Stealth Team
    • Fusion Blaster
    • Shas'ui
    Troops 
    10x Fire Warriors
    10x Fire Warriors
    10x Dire Avengers
    • Exarch with Diresword/Shuriken Pistol and Defend
    Fast Attack
    Razorshark Strike Fighter
    7x Pathfinders
    • Recon Drone
    • 2x Rail Rifles
    Heavy Support 
    Hammerhead
    • Longstrike
    Broadside
    • 2x Shield Drones
    • Railrifle
    • TL SMS
    Fortification 
    Aegis Defense Line


    I got to pick my side and since the terrain was pretty even just decided to stay on the side I was standing on.

    We rolled up 4 objectives and placed them on the board. They're circled in yellow in the above pic. 

    I rolled Princeps of Deciet for my warlord trait which was utterly useless. Not sure what my opponent rolled. 

    My jokaero rolled and got 2 upgrades: Extra 12" range and 5+ invuln for their unit. 
    (Our psyker powers are shown in the list above.)

    We rolled and turn one would be Night Fight. He won the toss and chose to deploy first. 

    As you can see he set up his entire force behind the aegis line and in the ruins on his table edge. He reserved the Stealth Suits, Crisis Suits, and the Razorshark Fighter. 
    I tried to do something similar with my deployment placing my barges on the same side of the table as his Riptide and my Wraiths near the Elven castle to push up the side and hopefully sweep down his flank. 

    I rolled to steal the initiative and failed. 
    Thanks to Coteaz, I got to roll again and managed to pull out a 6 for the steal!

    Necrons/Grey Knights Turn 1:
    I lit off my one Solar Pulse so I wouldn't have to deal with night fighting. Prescience on Coteaz's unit. 

    I moved all of my vehicles forward 6" and the Wraiths moved 12" up behind the castle. 

    I shot all of my annihilation barges at the Riptide and managed a few wounds. The jumps from all the tesla shots would end up killing a couple Fire Warriors he had in the ruins and amazingly the Broadside and its drones. That netted me first blood. The Ghost Arc in the ruins fired at the Fire Warriors in the ruins and killed a couple. The 2 Ghost Arcs and Coteaz's unit behind the aegis line, fired at his Pathfinders nearly wiping them out. 

    At the end of the turn his Fire Warriors failed their moral test and fell back a few inches but they didn't leave the board.

    Tau/Edlar Turn 1:
    His breaking Fire Warriors rallied and moved back into position into the ruins and onto the objective.
    His Riptide moved forward, looking for some payback.
    Longstrike's Hammerhead moved down to support the Fire Warriors in the trees.

    The few Pathfinders still alive fired marker lights on the Ghost Arc near the castle, which had my warlord in it, and got a couple hits. The Riptide blew up the Ghost Arc near the building with TL-Fusion/Overcharged rending burst cannons, and killed 3 of the guys inside. Longstrike blew away the Ghost Arc near the castle killing 2 inside. Eldrad Puppet Mastered a single warrior and caused no wounds.



    Necrons/Grey Knights Turn 2:
    Rolled my reserves and everything was coming in. My Dreadknight deep striked just in front of his Dire Avengers. The Death Marks came in just in front of the Fire Warriors.

    Death Marks marked the Fire Warriors. 5 Warrior Acolytes walked on the back near the objective in the ruins. The Wraith's continued to move up through the castle. The Ghost Arc in the ruins pushed forward to the Fire Warriors in the ruins, killing a few more. The Annihilation Barges all moved slightly to pick up a jink save and shot the Riptide down to 1 wound. Deathmarks killed a hand full of Fire Warriors in the woods. Dreadknight killed nearly all of the Dire Avengers.

    The Wraiths would fail their charge attempt.


    Tau/Edlar Turn 2:
    Crisis Suits, Stealth Suits, and his Razorshark all come in.

    Stealth suits came in near the ruins and took some shots at an Annihilation Barge, removing a hull point.
    The Crisis suits dropped in near the objective by the castle, on my side, and attempted to shoot the unit of Warriors, killing only a couple. One would get back up.

    Darkstrider and his Suit Commander joined the unit of Fire Warriors in the trees. The flyer attempted to pie plate the Wraiths but rolled "gets hot".

    The Riptide and a puppet mastered Annihilation barge killed the Dreadknight.
    The Firewarriors and Longstrike killed the Deathmarks.


    Necrons/Grey Knights Turn 3:
    Warriors disembarked from the Ghost Arc in the ruins, and together cleaned off the objective which they now held.

    Warriors from the exploded Ghost Arc near the house moved towards the objective in the ruins to help the Warrior Acolytes.  They would end up killing off the stealth suits with help from an Annihilation barge.

    The Annihilation barge near the house finished off the Riptide.
    The Warriros on the castle objective and another Ghost Arc would take out the 2 Crisis Suits.
    Coteaz's unit would finish of the last couple Dire Avengers and Eldrad.

    The Wraiths multi-charged into Longstrike's Hammerhead and the Fire Warriors in the trees with his 2 HQs. The Wraiths took out the Hammerhead and all the Fire Warriors and Dark Strider.


    Tau/Edlar Turn 3:
    With nothing left but the flyer he moved forward in a last ditch attempt to snuff out Coteaz and crew but couldn't pull it off.
    The Wraiths would drop the his Suit Commander during the assault phase.

    At this point we ended the game.

    Win goes to Necron/Grey Knights!

    This puts my record for this league at 3-1. The one loss was to a very strong Tau list. There was also a really good game against Noise Marines. The lesson I've learned so far is that I strongly fear armies that have ways to remove my cover saves. Looking forward to this weeks game. Would love to get paired against Makers since I need practice against new Daemons.