BC, psycannon, unguents of warding
- 4 GKT retinue: 1x psycannon, 1x TH/SS
8 PAGKs, frags, targeter, unguents of warding
7 PAGKs, incinerator, frags, unguents of warding
7 PAGKs, incinerator, frags, unguents of warding
Land Raider, smoke
Land Raider, extra armour, smoke
(1500 pts on the nose)
I put unguents everywhere under the theory that psyker powers -- especially Lash of Submission -- would be common. As it turns out, I needn't have worried. Read on for the skinny, if you dare!
Saturday Night Warmup
I got there Saturday night and played a warmup game a Space Marines player who had a DIY Ultramarines knock-off.
2x 10 Scouts with BP/CCW
5 Scouts: sniper rifles (missile launcher?)
2x 10 Assault Marines: power fist
Land Raider, multi-melta, hunter-killer missile
Land Raider Crusader, multi-melta, hunter-killer missile
We rolled Seize Ground (4 objectives)/Pitched Battle on a table with a good amount of jungle scattered everywhere and a large Imperial landing pad off-center as the only sight-blocking terrain. He won the roll-off and forced me to deploy first, but stole the initiative to take the first turn. The landing pad kept him from getting good looks with anything, and his shooting was therefore largely ineffective. I sent one Raider and GKTs slowly around the right, luring his Crusader and trailing assault marinees over toward them. After he swallowed, I charged my left raider full tilt into the center of everything, disgorged GKs, and ate his assault marines. I turned the other raider around and barrled it back around the left side full speed, in the wake of the first raider. He pounced on my exposed GKs with his other assault marines and shots from the Crusader and Vindicator, wiping them out. I then rammed his Vindicator with the leading Raider, removing the demolisher cannon. The trailing raider then took its spot, disgorged GKs, and slaughtered the other assault marines in a virtual repeat of the earlier scrap.
Meanwhile machine spirit shots had immobilized and blown most of the weapons off his normal Raider, my footslogging PAGKs were holding an objective free and clear, never challenged, never called into action, and it was clear they were going to sit tight and keep it to the end. The GKTs danced around the landing pad in the early part of the game, safe from everything, but then made a run toward an objective in the same direction they had traveled at the beginning of the game. I sent the victorious GKs onto the landing pad to claim a 2nd objective, ran one raider to contest the one held by some scouts, and the other raider and GKTs contested the 4th objective. He was able to kill 4 of the GKTs and damage the other raider with the Crusader, but it was too late. GKs win 2-0 in the 6th turn.
Sunday: Game 1
I'm assigned to the same table upon which I played the previous night's warmup game against Imperial Guard. This is what I recall of his list.
Command Officer in a squad, including a Commissar
Armoured Fist unit with lascannon
Armoured Fist unit with autocannons
Ogryns in a Chimera
2 Sentinels: autocannon, lascannon
3 Sentinels: autocannon, lascannon & HK missile, ???
The game was Sieze Ground (3 objectives)/Spearhead with a secondary objective of killing the opponent's HQ. He won the roll-off and forced me to deploy first. I deployed most of the army out of sight behind the landing pad -- my footslogging PAGKs just had to walk 4"-5" to claim an objective but would otherwise be entirely safe from enemy fire -- but with one raider and GKTs on the right flank. His autocannon team took root in some jungle with clear line of fire to two objectives, the lascannon team parked on an objective with decent sightlines to that half of the board. He screened them with the sentinels, had the leman russ and ogryns behind them centrally, and the hellhound and a chimera (carrying troops?) were on his right/my left behind the autocannon team ready to go wherever. His HQ and a Chimera were deployed deep into his deployment quarter.
Just like Saturday night's warmup, my opponent siezed the initiative and took first turn. In the early going he approached with his sentinels and took shots at my exposed raider with them and the lascannon while the GKTs too fire from the autocannons, Chimeras, leman russ, and anything else that he could bring to bear. AV 14, the shrouding, and terminator armour all conspired to keep damage minimal. I moved the hidden raider into the open on my left flank (far side of the landing pad), giving it shots to the side armour of the Russ, where for the rest of the game it did nothing but stun or shake the tank despite multiple penetrating hits (typically two per turn). The other raider and psycannons from the GKTs slowly dismantled the sentinel units, though I had an uncanny ability to roll 1s and 2s for damage, so one sentinel from the 3-model unit survived all the way into turn 4.
Thus distracted, he was able to bring swing his Ogryns around toward the GKTs, where they unloaded and opened fire to no effect. I disgorged GKs from the nearby raider and chomped them, though it took three assault phases and I lost four GKs during the process. The GKTs also started dying to freakishly poor armour save rolls, though 2 survived all the way to the end. His hellhound was never in a position to fire on anything it could hurt until, in the 5th turn, I finally exposed my footslogging PAGKs to claim their nearby objective. They took a few casualties, but by then my leftmost raider had gotten pretty close so I loosed the GKs from inside. They assaulted the tank and blew it up. They then proceeded to eat the autocannon unit after suffering heavy casualties from it in the ensuing shooting phase. On turn 5 I finally managed to blow apart the Russ, the GKTs contested a central objective otherwise claimed by whatever was inside the Chimera there, and my other raider was contesting the objective held by the lascannon team. On turn 6, it was 1-0, Grey Knights, but no secondary objectives for either side, though I did earn another one of the secondary bonus points.
I'm assigned to an ice table with large pumping stations connected by raised pipes zigzagging roughly across the center of the table and a few scattered forested hills. My opponent is the B&C's own Inquisitor Rex, who as it turns out used to live where I do played regularly at the game store I regularly frequent. He was very cool and had an amazing, mostly Forgeworld, gorgeously painted and detailed IG army themed to be Elysian Drop Troops. To the best of my remembrance, it was:
Malleus Inquisitor w/2 mystics in a Land Raider
Drop platoon (Troops), 3 squads
Heavy weapons platoon (Troops, 2 squads), autocannons
Drop unit of two squads, demo charges
Infiltrating/outflanking unit (not sure what weapons were)
Squad with 3 missile launchers
The game was Capture and Control/Pitched Battle with a secondary objective of getting more of your units into your opponent's deployment zone than he does to you. He won the roll-off and forced me to deploy first. I deployed into one corner, footslogging PAGKs holdng my objective on a forested hill and flanked by both raiders and GKTs. His objective went behind a pumping station and claimed by one of the squads of his autocannon platoon, backed by those autocannons, land raider on his left flank, leman russ, snipers, and missile launchers on his right flank. Everything else went into reserve.
Then, for the 3rd time in a row, my opponent successfully siezed the initiative! In the first two turns, I failed 4 out of 7 armour saves on my GKTs and was left with just one guy with a stormbolter as a result, though my land raider managed to shrug off most of the shooting directed at by his land raider. I had just started to advance my raiders -- earning an immobilized result on his leman russ -- and GKT(s) forward when he dropped the 3 squad platoon directly around my objective and PAGKs sitting there. He inflicted several casualties, but then I chomped them easily with shooting and a clean up assault from one of my raiders and their GK cargo, as well as the objective-holding GKs. His other drop troops came on in front of my objective and nearly wiped out a unit of GKs with the demo charge. I elected to Go To Ground with them but it didn't help. The remaining GKT and footslogger GKs and shots from the land raiders took care of them. His infiltrators came in on the wrong table edge and were useless. I lost the final GKT, the savaged GK unit, and several other GKs in the ensuing turns from all the shooting he could bring to bear. He also exploded one of my raiders with lascannon fire from his raider. However, I was able to screen the surviving GKs with a pumping stating and the remaining Raider and approach his objective pretty free and clear from shots. I tank shocked the platoon squad on the objective, they failed their morale check and ran off the table. Though there were a few turns left -- we went all the way to turn 7 -- he couldn't kill the raider or completely finish off the GKs and I slaughtered the last of his Troops units. GKs win 1-0 and claim the secondary objective as well with both the raider and remnants of a GK unit in his deployment zone.
I'm assigned to the top table, where a crash-landed, wrecked Dark Angels Thunderhawk is the centerpice terrain unit! It's absolutely stunning and has to be most expensive piece of terrain ever, supposedly donated to the Con after GW pulled the GT out of Minneapolis several years ago. Otherwise there's not much there other than little boulders and swamps, so hardly anything to block line of sight ... though that Thunderhawk, angled in one of the table quarters, was a real monster.
My opponent was, unsurprisingly, Orks. To the best of my remembrance:
Warboss, nob/painboy retinue, all in a battlewagon with deff rolla and zzap gun
Big Mek with shokk attack gun
10 Slugga Boyz
30 Shoota Boyz
12 Boyz in Trukk
12 Boyz in Trukk
10 (?) Grots
I think one more unit of something, can't remember what...
The game was Sieze Ground (3 objectives)/Dawn of War. The secondary objective was to claim one of the objectives that you have secretly chosen to be worth double for you if you kept it. My opponent was a very fun guy who used cookies that he'd frosted with the Bad Moons symbol as his objectives, giving them to his opponents after the game. He won the roll-off and deployed the small Boyz unit as far forward as he could -- within reach of an objective -- and the Big Mek and grots on an objective closer to his table edge. The final objective was tucked behind the Thunderhawk and I wrote it off immediately as unreachable and likely the one he chose to be worth double for him. It was all going to be about the one in my half of the table near his small Boyz unit -- which I had selected as my double value objective -- and the one claimed by his grots opposite that by about 28". I deployed only my footslogger PAGKs, backed by the GKTs, into the far left corner about 20" away from the near objective and behind the only cover -- a smallish forest -- on my half of the table.
I tried but of course failed to sieze the initiative. His Boyz walked onto the objective and hunkered down in the light cover of the crash trench it was situated in. One truck caromed around the far side of the Thunderhawk and the other Trukk raced forward to back up the Boyz on the objective. His battlewagon lumbered on the left table edge, driving straight for my deployed GKs. The bikes were between the battlewagon and Trukk, the stormboyz held tight behind the thunderhawk. He either failed night fighting or failed to hit/wound so I was full strength going into my first turn. I maneuvered my deployed units over toward the objective and though the GKs failed to spot the 12" distance the GKTs didn't and put hurt on the Boyz. Combined with machine spirit shots from a land raider, only 3 Boyz were left though they stayed put. The raiders blew up the central Trukk and stunned the other Trukk. I had deployed the GKs down the front hatch of both raiders in case Boyz were exposed, and they slaughtered most of the boyz from the wreckage of the destroyed trukk, forcing them to fall back and off the table.
In the ensuing turns he charged the battlewagon down the side and dropped the warboss and nobs right on top of my PAGKs. Though I rolled really well for once, they were easily chomped and he only lost one nob, though several wounds were scattered around the unit afterward. I shot up the bikes and forced them to flee the table. I immobilized the battlewagon with shots through its side armour and blew up the remaining Trukk and took a few Boyz down with stormbolter fire as well. While the nobs were victorious in the forest I pumped fire from the GKTs, a land raider, and a GK unit now sitting on the cleared objective into them, peppering them with regular wounds and the occasional loss of a nob through that kind of attrition. The other GK unit embarked on the other raider and I moved that slowly forward into his territory, just passing the thunderhawk and putting a few wounds into the shoota boyz. He jumped his storm boyz toward my objective, but I shot them down. I put my GKT unit -- still at full strength -- between his nobs and my objective and dared hm to assault them through cover as I continued to put wounds and the occasional casualty into them. He never did pluck up the courage to do anything else with them. The GKs holding my objective were taking casualties from shoota boyz and the big mek but still managed to have two models left at game's end on turn 5, so I kept it. On the bottom of turn 5, his shoota boyz and grots were still holding one of his objectives and the boyz from one of the destroyed trukks were holding the Thunderhawk objective. I charged both land raiders forward, dumped GKs out, inflicted a crapload of wounds with the incinerator and stormbolters, engaged both the grots and stormboyz, inflicted 4 wounds onto the grots and 7 into the shoota boyz during the assault and took no wounds in return (I arranged the charge such that only about half of his shoota boyz could get engaged; land raiders is big!). He needed snake eyes to keep the units on the table, failed, and the GKs ran them down, end of game. Victory for the GKs, 3-2.
Inquisitor Rex, my round 2 opponent, took 1st place (best overall) even though I beat him because of the absolutely stunning appearance of his army. He took all 20 pts for army appearance -- the only player at the Con to do so -- which is more than can be earned by winning any single game. He also maxed out his other categories and managed to win his other games (2-1 record) and edged me out by 2 points because of my average paint score. (I only earned 12 out of 20, mostly because my bases are pathetic.)
This was a really fun Con, and the tables were genuinely excellent, and sometkimes spectacular. A truly excellent mix of terrain and themes, many of the tables had a story to tell (e.g., the Thunderhawk table, a Titan manufacturing facility). I was surprised at the mix of armies. About 40% marines, 25% Orks, and a mix for the remainder, though a number of armies weren't present at all. No Tau, no Tyranids, no Dark Eldar, no Witch Hunters (not even allied).
Edited by number6, 10 February 2009 - 03:59 AM.