Here I am again with an other 1000pt battle report.
The armies:Black Buzzards (DE)HQ
Succubus, venom blade, haywire grenade
TROOPS
5 wyches, hekatrix, venom blade
Raider, lance, NS
6 wyches, hekatrix, venom blade
Raider, lance, NS
6 wyches, hekatrix, venom blade
Raider, lance, NS
FAST ATTACK
9 Reavers, 3 heat lances, arena champion, venom blade
9 Reavers, 3 heat lances, arena champion, venom blade
Grey Knights (GK)HQ
Xenos Inquisitor, rad grenades, psyker (Divination)
Xenos Inquisitor, rad grenades, psyker (Divination)
TROOPS
10 Grey knights, 2 Psycannon, Psybolt ammo
10 Grey knights, 2 Psycannon, Psybolt ammo
HEAVY SUPPORT
Rifleman Dread, 2x TL Autocannon, Psybolt ammo
Rifleman Dread, 2x TL Autocannon, Psybolt ammo
Rifleman Dread, 2x TL Autocannon, Psybolt ammo
Notes: Two prescience psykers makes this a beastly list that can put out 32 S5 B4 twinlinked shots and 20 S8 BS4 twinlinked shots. I swear this is shootier the Tau! If you manage to get past the shooting and the overwatch they have power weapons that can re-roll to hit in close combat at S5 and grenades that give you -1T. Not too many feet on the ground though.The scenario:The mission was Crusade with three objectives (the shield markers) using Dawn of War deployment. Night fight on first turn. Warlord powers: I got Master of The Ambush (Yay re-roll outflank), my opponent got Dust of a Thousand Worlds (move through cover). I won the roll off and decided to go second. For combat drugs I got Serpentine (+1WS). My opponent got prescience(re-roll all failed to hits) and perfect timing (psyker's unit has ignore cover).
Deployment:My opponent deploys centrally near the two objective.
I deploy my raiders out of sight as best I can.
Turn 1(GK):The GK move forward to secure the two objectives. They can't see anything so don't shoot.
Turn 1(DE):I move my raiders to the right flank out of line of sight.
Turn 2 (GK):The GK secure the two objectives and set up in cover. They still can't see anything so don't shoot.
Turn 2 (DE):One gang of reavers come on and hide out of sight. The raiders turbo so that they end up 19" away from the GK squad, this means they will have to move to shoot with their psycannons reducing their effectiveness.
Turn 3 (GK):The left squad of GK casts prescience on the other squad (so that they can re-roll to hit), the right squad casts perfect timing (so that they ignore cover) and they absolutely wreck the raider on the flank. It explodes leaving only 2 wyches alive (who pass their pinning test). A psyfleman dread wrecks another raider though it doesn't explode and the wyches emergency disembark 3" away from it). The two other dreads shoot at the last raider (carrying the succubus), it passes 6 cover saves out of 7 only to explode to a single penetrating hit, leaving the succubus, a hekatrix and a wych in a crater (they pass their pinnin g test). At this point I think I might be reporting my first loss with my jetbike heavy list. Things are looking worse then bad.
Turn 3 (DE):The second gang of reavers comes on and turbo boosts the right grey knight squad with some fantastic rolling they manage to kill six including a psycannon (go removing models from the back)! The Succubus and her remaining comrades run and cover a total of 11" (re-rolling the run move is handy with fleet). The other reavers bladevane the left squad killing three GKs. The squad of six wyches advance and kill a GK with a lucky grenade. The unit of two wyches moves and charges needing to charge 10" the GK decide not to overwatch them as they will most likely not make it. They make it
. The remaining squad of six wyches charges in without getting overwatched as the GK are already locked in combat. The wyches kill one GK and despite re-rolling to hit and wounding on 2+(hammerhand, rad grenades, presience) the GK kill only one wych (go dodge).
Turn 4 (GK): The left squad of GKs cast prescience on themselves and obliterate 6 reavers, leaving only three heat lances (they pass their leadership test). Two of the dreads target the reavers only managing to kill 1. The last dread targets the succubus' squad killing one wych (they pass their leadership test). The wyches kill another GK in assault, the GK fail to kill any wyches, but they hold.
Turn 4 (DE): One of the reaver gangs take out a dread with two pens and a glance, the other reaver gang explodes another dread with a single pen. The succubus takes a hull point off the dreadnought with a haywire grenade and then charges along with her hekatrix (squad of 2 ftw!). They dodge the autocannon overwatch. What's this the unit has equal numbers of models with different weapon skills so you use the highest? (WS9), they are only hit on 5+! The succubus uses a haywire grenade and inflicts one wound, the dreadnought fights back, gets one hit, but then fails to wound. The justicar rolls a double 1 for hammerhand and gets eaten by the warp (SLURP!), leaving the inquisitor to fight the wyches. The wyches inflict two wounds, but the inquisitor holds.
Turn 5 (GK): The left squad of GKs cast prescience on themselves and obliterate another 6 reavers, leaving only three heat lances (deja vu). The succubus finishes off the dread and consolidates towards the remaining GKs. The wyches cut down the GK inquisitor (warlord) and consolidate onto the objective.
Turn 5 (DE): The reavers heatlances kill 4 GKs including the psycannons. Overwatch fails to kill any reavers as they charge. the succubus throws a grenade to no avail and then charges in. The reavers inflict six hammer of wrath hits that fail to do anything. The succubus issues a challenges which is accepted by the justicar who is promptly cut down. The hekatrix kills a GK. The reavers kill another GK leaving the inquisitor standing, very alone (he fails to kill anything). He holds, and the game ends. The DE have one objective and have killed the enemy warlord. The GK have first blood. DE Victory!
DE 4 (1 objective, kill the warlord)
GK 1 (first blood)
ConclusionThat was a really close game! Very intense. Divination is a scary discipline, with a great primaris power, prescience lasting from your movement phase to your next movement phase means you get to re-roll shooting, close combat and overwatch. Psibolt grey knights are even more impressive this edition with the boosts from divination, overwatch and hull points. Rifleman dreads are just as effective as ever against raiders. Wyches don't like exploding transports, but on the other hand when a transport is wrecked things are not that bad. Fleet is amazing it makes wyches charge impressive distances reliably, and re-rolling the run dice makes them cover distances on foot quickly when they need to. Plasma grenades a nice bonus and are fun to resolve (come on throwing grenades is cool
). Even a single haywire grenade is great, making short work of a walker and most likely coming out of combat at the end of your opponents turn (one HP shouting, and then one HP in each round of assault). Night shields are useful, but not really needed on assault units. All in all a lot learn't.
Hope you enjoyed the report!