Post by mardaddy on Dec 18, 2007 2:50:44 GMT -5
The heroes of the Imperium:
Grey Knight Grandmaster & 4 Termies (1 w/Incin.)
Grey Knight sqd of 6 (2 Psycannons.)
Grey Knight sqd of 5 (1 Psycannon.)
Stormtrooper sqd of 6 (Vet Sgt w/PwrFist, 2 Meltaguns & Chimera.)
1 IG Plt of 3 sqds, JO w/ML & 2 Flamers... w/H.Bolter & Meltagun in each 3 sqds.
1 IG Plt of 3 sqds, JO w/ML & Standard, Plasmagun... w/Lascannon in each 3 sqds.
1 Leman Russ w/HBolters hull & spons.
The traitorous I.G. enemy:
Mounted HSO w/2 vets w/PwrSwds, 1 Standard & 1 melta.
1 Commissar
2 Plt of four squads each, ML’s through one Plt, H.Bolters through the other.
2 Armored Fist squads w/Chimeras (Smoke, Hvy Flamer hull.)
1 sqd of 8 Ratlings
1 Hellhound w/Hvy Flamer & Stubber.
1 Leman Russ Demolisher (Las hull, Hvy Flamer spons.)
Spec Rules: Feel no Pain, Iron Discipline, Slow and Purposeful(?)
Cannot recall the precise special rules for the IG force I was playing against, but it was described as, “zombie-guard,” they had to roll 2d6 to move regardless of terrain, and could shoot Hvy weapons on the move, and got basically two saves for each shot - one for armor, if it failed, a second for Feel no Pain.
I was in a little awe of the sheer numbers of guard I was facing and the rules I was up against... 100+ models, almost all that can shoot heavy weaps on the advance and with 2 saves. It’s gonna take some hella-playing just to keep from getting run roughshod over... Never mind that hated Hellhound!
Turn one & two he tinked some guys off, took out my Russ cannon, but really only accomplished advancing to the middle of the table. I knocked out one Chimera on the R flank deep in his own lines, causing everyone to spill out. I had Grey Knights and the Russ still in that area, and noticed he had nothing on that flank but a lone melta in the now-footslogging-behind-his-own-lines Armored Fist squad that could possibly take the Russ out, so I started shifted lascannon and Heavy Bolter squad’s away from the R flank to the middle to provide needed support. The Grey Knights would get into assault in that flank by turn four, and any units not engaged there would receive 9 HB shots per turn, including the aforementioned meltagunner!
His other Chimera lost its weapons Turn 3, but dropped off it’s guys and parked to block lascannon visibility to the Demolisher. It was immobilized soon after, and ignored as terrain (did not even bother blowing it up to get it out of the way, just shifted the lascannons around it.) My Chimera immobilized itself on a piece of large terrain turn 3 and my guys spilled out to help the remnants of a Grey Knight sqd (2 guys left) to counter the advancing 2 squads of the enemy coming up the middle. The L flank was looking grim, a lascannon and HB sqd both being whittled away before three advancing sqds and a Commissar in support, ready to attach himself.
Turn 4 & 5 saw a lot of action; the Hellhound had its main gun knocked out, the Grey Knights on the R and middle both were able to get into assault, with the Stormtroopers helping out in the middle. The HQ decided to pay a visit, deep striking behind the HSO and his retinue, taking them all out but the HSO himself with the first volley. Recognizing the threat, the HSO ran away out of reach, so the Grand Master’s attention went on to another enemy squad to the effect of massive casualties... The Demolisher’s cannon and Heavy Flamers ended up killed thee of the Termies, exposing his own backside to the 9 Heavy Bolters shots of my Russ; but to no effect. The Commissar-led two enemy remnant squads in my L flank lines were being given a tit for tat, figured I would win that by odds if I just get lucky against the Commissar...
Turn 6 & 7, The Grey Knight Justicars were just beating the hell out of the squads they were fighting against, in one case killing off an entire squad and a half by himself. The Vet Sgt Stormtrooper fared well, squeezing the life out of all he touched until he met his demise... Finally immobilized the Demolisher and silenced the Hellhound’s stubber... Then Commissar fell, and the remaining enemy infantry fell after that.
Turn 8.
The heroes of the Imperium:
Grand Master
Grey Knight Justicar
1 sqd of 7 w/lascannon
1 sqd of 5 w/lascannon
The traitorous I.G. enemy:
Leman Russ Demolisher.
We still battled it out for two more turns... I maneuvered the Grey Knights to his rear, ensuring the Justicar was always the closest until they got back there to do some damage. My Inducted IG ally lascannon’s failed four full turns to do anything to the Demolisher, and even that late in the game the Demolisher still took out one of those squads before I reached his rear armor. Seven power weapon attacks per turn took out the cannon and the two flamers, leaving only the Demolisher’s single lascannon... we called game.
It was a squeaker! And another rare win for my Daemonhunters - last game vs. Orks and this... looking more and more like I have found a list that compliments my play style. This game could have went either way right up to turn 8, but after I pinchered his Demolisher, he kind of knew it was just a matter of time...
Those Grey Knight Justicars were the heroes of the game; last man standing for each of their squads, and completely engulfed in close combat for three turns apiece, but took it and dished out far more than their 50pts each in damage and delaying of the traitorous enemy...
Grey Knight Grandmaster & 4 Termies (1 w/Incin.)
Grey Knight sqd of 6 (2 Psycannons.)
Grey Knight sqd of 5 (1 Psycannon.)
Stormtrooper sqd of 6 (Vet Sgt w/PwrFist, 2 Meltaguns & Chimera.)
1 IG Plt of 3 sqds, JO w/ML & 2 Flamers... w/H.Bolter & Meltagun in each 3 sqds.
1 IG Plt of 3 sqds, JO w/ML & Standard, Plasmagun... w/Lascannon in each 3 sqds.
1 Leman Russ w/HBolters hull & spons.
The traitorous I.G. enemy:
Mounted HSO w/2 vets w/PwrSwds, 1 Standard & 1 melta.
1 Commissar
2 Plt of four squads each, ML’s through one Plt, H.Bolters through the other.
2 Armored Fist squads w/Chimeras (Smoke, Hvy Flamer hull.)
1 sqd of 8 Ratlings
1 Hellhound w/Hvy Flamer & Stubber.
1 Leman Russ Demolisher (Las hull, Hvy Flamer spons.)
Spec Rules: Feel no Pain, Iron Discipline, Slow and Purposeful(?)
Cannot recall the precise special rules for the IG force I was playing against, but it was described as, “zombie-guard,” they had to roll 2d6 to move regardless of terrain, and could shoot Hvy weapons on the move, and got basically two saves for each shot - one for armor, if it failed, a second for Feel no Pain.
I was in a little awe of the sheer numbers of guard I was facing and the rules I was up against... 100+ models, almost all that can shoot heavy weaps on the advance and with 2 saves. It’s gonna take some hella-playing just to keep from getting run roughshod over... Never mind that hated Hellhound!
Turn one & two he tinked some guys off, took out my Russ cannon, but really only accomplished advancing to the middle of the table. I knocked out one Chimera on the R flank deep in his own lines, causing everyone to spill out. I had Grey Knights and the Russ still in that area, and noticed he had nothing on that flank but a lone melta in the now-footslogging-behind-his-own-lines Armored Fist squad that could possibly take the Russ out, so I started shifted lascannon and Heavy Bolter squad’s away from the R flank to the middle to provide needed support. The Grey Knights would get into assault in that flank by turn four, and any units not engaged there would receive 9 HB shots per turn, including the aforementioned meltagunner!
His other Chimera lost its weapons Turn 3, but dropped off it’s guys and parked to block lascannon visibility to the Demolisher. It was immobilized soon after, and ignored as terrain (did not even bother blowing it up to get it out of the way, just shifted the lascannons around it.) My Chimera immobilized itself on a piece of large terrain turn 3 and my guys spilled out to help the remnants of a Grey Knight sqd (2 guys left) to counter the advancing 2 squads of the enemy coming up the middle. The L flank was looking grim, a lascannon and HB sqd both being whittled away before three advancing sqds and a Commissar in support, ready to attach himself.
Turn 4 & 5 saw a lot of action; the Hellhound had its main gun knocked out, the Grey Knights on the R and middle both were able to get into assault, with the Stormtroopers helping out in the middle. The HQ decided to pay a visit, deep striking behind the HSO and his retinue, taking them all out but the HSO himself with the first volley. Recognizing the threat, the HSO ran away out of reach, so the Grand Master’s attention went on to another enemy squad to the effect of massive casualties... The Demolisher’s cannon and Heavy Flamers ended up killed thee of the Termies, exposing his own backside to the 9 Heavy Bolters shots of my Russ; but to no effect. The Commissar-led two enemy remnant squads in my L flank lines were being given a tit for tat, figured I would win that by odds if I just get lucky against the Commissar...
Turn 6 & 7, The Grey Knight Justicars were just beating the hell out of the squads they were fighting against, in one case killing off an entire squad and a half by himself. The Vet Sgt Stormtrooper fared well, squeezing the life out of all he touched until he met his demise... Finally immobilized the Demolisher and silenced the Hellhound’s stubber... Then Commissar fell, and the remaining enemy infantry fell after that.
Turn 8.
The heroes of the Imperium:
Grand Master
Grey Knight Justicar
1 sqd of 7 w/lascannon
1 sqd of 5 w/lascannon
The traitorous I.G. enemy:
Leman Russ Demolisher.
We still battled it out for two more turns... I maneuvered the Grey Knights to his rear, ensuring the Justicar was always the closest until they got back there to do some damage. My Inducted IG ally lascannon’s failed four full turns to do anything to the Demolisher, and even that late in the game the Demolisher still took out one of those squads before I reached his rear armor. Seven power weapon attacks per turn took out the cannon and the two flamers, leaving only the Demolisher’s single lascannon... we called game.
It was a squeaker! And another rare win for my Daemonhunters - last game vs. Orks and this... looking more and more like I have found a list that compliments my play style. This game could have went either way right up to turn 8, but after I pinchered his Demolisher, he kind of knew it was just a matter of time...
Those Grey Knight Justicars were the heroes of the game; last man standing for each of their squads, and completely engulfed in close combat for three turns apiece, but took it and dished out far more than their 50pts each in damage and delaying of the traitorous enemy...