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Battle report from a roughly 1500 point game I played yesterday to try and shake off the ring rust; neither me nor Monkeyboy had played for almost two years so we decided to throw a couple of army lists together and have a go. There are... deviations from the Codexes in both lists, but they came to 1500 points-ish so it was all good.
Inquisitor Lord with Mastercrafted Force Weapon, Power Armour and Rosarius
Acolyte with plasma pistol
3 combat servitors
Land Raider transport with smoke, extra armour and a pintle storm bolter
Canoness with Mastercrafted Force Weapon, Rosarius and Inferno Pistol
Storm Trooper squad (7 troopers with 2 flamers)
Storm Trooper squad (5 troopers with 2 plasma guns, veteran sergeant with auspex)
Space Marine tactical squad (8 Smurfs, 2 rocket launchers, sergeant with powerfist and bolt pistol)
Seraphim Squad (6 Seraphim with 1x Twinlinked inferno pistol, 1 veteran superior)
Dreadnought with missile launcher, Assault Cannon, smoke and extra armour
Grey Knight Grandmaster with mastercrafted NFW and targeter
Inquisitor with power armour, targeter, auspex and plasma-bolter combi weapon
2 Heavy bolter servitors
1 Plasma cannon servitor
Box'O'ISTs (4 ISTs, 2 meltaguns, 1 veteran with a teleport homer, in a Rhino with smoke, extra armour and a pintle storm bolter)
IST Squad (4 ISTs, 2 grenade launchers, 1 veteran with a teleport homer)
Grey Knight squad (5 Grey Knights, 2 Incinerators, Justicar with targeter and teleport homer)
FAGK Squad (9 Grey Knights, 1 Justicar with targeter)
Dreadnought with lascannon and Close Combat Weapon
Deployment: Spearhead, DH gets the table edge, chooses south-west. WH get north-east. Big set of ruins (represented by ciggie boxes, a noodle-bowl pillbox, a crystal ornament and a can of air freshener) dominate centre of the table, a dirty, sweaty bog-marsh-mire which suspiciously resembles a carpet sample runs along the east table edge, Frisbee Hill rising in the centre-south of the map with Mount Pillow looming over the north.
DH deploy first - Box'O'ISTs & Dread on the right flank, idea being to cut off the space behind the hill so's the Land Raider can't dump it's Assaulty Inquisitor Lord mob all over the Shooty Inquisitor retinue. ISTs, GKs and Inquisitor retinue on the left, covering the north of the ruins; ISTs will move up into the ruins and claim them so's Monkeyboy doesn't lodge himself in there and cause problems, the GKs will provide a bit of cover for the Inquisitor retinue in case the Land Raider. Grand Master Badnasty's terminators join the FAGK and the Callidus in reserve for deep strike goodness.
WH deploy second - Land Raider and Dread deployed just north of the sweaty bog-marsh and noodle-bowl pillbox. IST squad and Canoness behind the noodle bowl, Smurf squad behind the ruins. Eversor sitting behind Frisbee Hill so's he can get at the Inquisitor retinue quickly, Seraphim squad and plasma gun ISTs in reserve.
WH Turn 1
Everyone moved, SM squad wheeled around to the north of the ruins, Land Raider and the other units headed south behind them, Eversor hopped behind cover after realising he was in both line of sight AND assaulting range of the Incinerator-bearing GK squad but couldn't get to the Inquisitor retinue. Canoness ran instead of shooting to keep up with the ISTs; Smurfs were going to take a pop at the GKs with the Rocket Launchers but couldn't because they'd moved. Neither of us realised this until after wounds had been rolled for, needless to say it took a while to convince Monkeyboy I wasn't lying about the Heavy weapons no moving rule.
DH Turn 1
Box'O'ISTs move up behind Frisbee Hill, grenade ISTs and Dread following it, GKs take a step towards the ruins to block the Eversor's path to the Inquisitor retinue and give the big bolters and plasma cannon a shot at the Smurfs. The first Shooting phase either of us have rolled in 18 months ends with the plasma cannon blowing up and killing the gun servitor, which Monkeyboy claims is poetic justice for me stealing his missile launcher wounds. Heavy bolters score 4 hits, 3 wounds, 1 casualty. I'd like to say that evened the score but one Smurf with a boltgun doesn't pay for my plasma cannon.
WH Turn 2
Monkeyboy gets both his reserves into play at the first time of asking, which seems to annoy him; he apparently had some Turn 3 master-plan for the Seraphim squad. He sets the poor plasma gun IST squad slogging through the dirty sweaty bog whilst the Seraphims simply leap gracefully over it towards the ruins. The Dread and Land Raider moves along the ruins' east wall between the Seraphim and the ruins, the flamer ISTs and the Canoness move across behind it hugging the north wall, Smurfs move a bit tighter to the aerosol tower. Eversor pops out from behind Frisbee Hill and finds himself in charging range of the GK squad. Monkeyboy tries to shoot the Inquisitor with his mobile missile launcher again, forgetting that LITTLE MAN BIG GUN NO CAN MOVE. Eversor takes a shot at the GKs with his needle pistol; gets an automatic wound, shrugged off by the mighty lads in silver. He then decides to assault the Justicar in typically psychotic suicidal Eversor fashion and hilarity ensues when Monkeyboy rolls a 1 for the assassin's charging attacks. Hilarity fades to horror when he starts swinging the Neurogauntlet; the first dice roll kills both of the Incinerator-toting Grey Knights. Eight hits come back at the Eversor, four miss, four wound, three unsaved, the Eversor goes bye-bye in explosive fashion, though the GK's power armour easily handles the spray of radioactive sludge. Apparently Monkeyboy had planned to keep the Eversor hidden until Turn 3, when the Seraphim were supposed to arrive, at which point the ugly shouty thing would charge headlong into the Grey Knights, hopefully tying them up long enough to allow the flying ladies to get at the Inquisitor retinue. The many flaws in this ploy, and the fact he could quite easily have waited in safety behind the hill for at least one more turn to allow the Seraphim to get closer, only became apparent once he'd wasted possibly the best single model CC unit in the Inquisition's army.
DH Turn 2
Uneventful, after the excitement of Monkeyboy's turn. The Grand Master and FAGK squad are still sitting in reserve, but the Callidus arrives and promptly sets up shop in the ruins. The GKs took a step towards the aerosol tower in case the Smurfs start presenting juicy targets and the grenade ISTs followed them, the Box'O'ISTs swung around behind Frisbee Hill as did Mr Dread, who decided to have a pop at the Land Raider with his big ol' nasty Lascannon. Not even a scratch. The Inquisitor's servitors took another shot at the Smurfs with their heavy bolters but had little joy against the power armour.
WH Turn 3
With no reserves left to dice for Monkeyboy got right to work. The Land Raider stood still, the Dread came up alongside it, the Seraphim moving over to the rear of the north wall to make way for the Dread. The Smurfs stayed stationary as Monkeyboy finally remembered that they couldn't move and fire the rocket launchers in the same turn; the flamer-wielding ISTs came up behind the north wall and the Canoness followed them. The Land Raider had a pop at the GKs with it's Storm Bolter and directed the Heavy Bolter at the Rhino to no effect; the Dread also had a go, making up for missing with the Assault Cannon by blowing the ISTs out of their Box with a solid krak missile to the face. The ISTs, being the stalwart veterans that they are, promptly shat their briches and took to cowering behind the wrecked Rhino. The Smurfs finally got to fire their missile launchers at the Inquisitor; the first shot bounced onto a Sage but didn't explode hard enough to kill him. The second one slammed square into the face of a bolter droid, showering all four henchmen with searing lead and killing the face off the bloke who had previously gotten lucky. No more re-rolls for Mr Inquisitor.
DH Turn 3
Surveying the carnage Monkeyboy's big guns had left me I began to get a bit worried. Pretty much everything he had was still intact, including the beastly Land Raider filled with 200+ points of assaulty Inquisitor Lord nastiness. The arrival of the Grand Master AND my FAGK squad eased that pain a little bit; the Termies landed bang on target in front of the Smurfs, the FAGKs scattered a few inches backwards and actually ended up in a better position, too far away for the Seraphim or (worryingly Wargear-loaded) Canoness to assault and nicely in Storm Bolter range of the Smurf's rear. Callidus moved along the interior wall of the ruins to face the Smurfs, the PAGK squad made a beeline for the ruins leaving the grenade ISTs and the Dread to cover the largely useless Inquisitor retinue, who stayed where they were like the big useless lump they'd proven to be so far. The dismounted plasma ISTs cowered behind their wrecked Rhino. The Shooting turn was a bit disappointing; I mean when you'd expect 2 heavy bolters, 2 grenade launchers, the Callidus' neural shredder and a grand total of 36 Storm Bolter shots to wipe out anything. Not so with the Smurfs, 2 of whom managed to not only survive the barrage but stand firm, though a ricocheting grenade did manage to kill off one of the ISTs cowering behind the ruins. The biggest result came with the Dread taking out his opposite number with a well-placed lascannon to the face. Which was nice. No explosion but nice nonetheless. The Assault phase was limited, the Callidus dispatching the two surviving Smurfs and flitting behind the aerosol tower.
WH Turn 4
Things suddenly not looking so rosy for Monkeyboy, with a ton of Grey Knights threatening the soft footslogging underbelly of his forces, two plasma guns out in the wilderness, and two more units completely destroyed. The Land Raider poked it's nose out from behind the ruins, the plasma ISTs finally got out of the bog, the Seraphim hopped over the wall to get at the PAGK squad, the flamer ISTs followed them and the Canoness brought up the rear. A Land Raider lascannon shot bounced off the Dread, the IST hellgunners and Seraphim ganged up on the PAGKs and whilst the Storm Troopers' puny lasers reflected harmlessly from the silvery sheen one GK died in a hail of bolt pistol fire. The Seraphim followed their pistol shots up with a charge whilst the Canoness, in a fit of apparent insanity, put herself back in easy slaughtering range of the Grand Master by assaulting the Callidus. Both units used their funky Girl Powah! abilities to increase their initiative; the Canoness succeeded whilst the Seraphim failed. The Canoness and Callidus took a wound off each other in a thrilling girl-fight before the Callidus disengaged, allowing the Canoness to slip back behind the aerosol tower. The Seraphim put in a horrendously bad performance, their Girl Powah! costing them the initiative and three Sisters without so much as landing a glove on the GKs, though they decided to stick around for more. That was sad, because I was quite looking forward to the obnoxious bolter bints flapping into a wall.
DH Turn 4
Monkeyboy was in complete disarray, his models were dropping off the table at a frightening rate whereas mine were in the ascendancy. The FAGKs and Termies closed in on the Canoness and ISTs cowering in the ruins, the Callidus made a beeline for the Seraphim and everyone else turned their attention to the Land Raider which, as Monkeyboy pointed out, still contained a big bad Inquisitor Lord as well as a few assault servitors and some floaty skulls. The meltagun ISTs left the safety of their ruined Rhino and took a step towards the plasma squad on the edge of the swamp. Probably not the best idea but they did it anyway, so the grenade ISTs hopped up onto Frisbee Hill and threw a couple of grenades in support; one exploded in the middle of four of the plasma ISTs despite being aimed at only two, one died, the second grenade rolling harmlessly into the swamp. The Dread had another go at the Land Raider with it's lascannon but couldn't make a dent. A combination of FAGK storm bolters and Inquisitor heavy bolters did for the flamer ISTs in the ruins, though 10 shots from the Termies only took a single wound from the Canoness. The Seraphim took the last Girl Powah! point and passed; Monkeyboy heroically decided to throw the Canoness to the Termies in the name of more Girl Powah! points, which I found ridiculously optimistic considering his Seraphim were no facing the same 3 GKs that had slaughtered them last turn AND a Callidus assassin, but hey. The Canoness was duly hacked to bits by several Nemesis Force Weapons, and the Seraphim followed in short order leaving Monkeyboy with lots of Girl Powah! points but no way in which to spend them. Having smushed the Seraphim the Callidus and PAGKs flitted back behind their respective cover to avoid the inevitable tank shock; inevitable, because the Land Raider was pretty much all Monkeyboy had left at this point.
WH Turn 5
The Land Raider sat right where it was and swivelled around to bring it's guns to bear on... well, the Dread and the grenade ISTs, because nothing else was in range, so it swivelled around a bit more to finally disgorge the Inquisitor Lord in the general direction of the Termies. The swamp-based ISTs sat where they were and had a few shots at the melta Troopers; killing two. The Land Raider took first blood in it's duel with the Dread, blowing off the Close Combat Weapon, and the Inquisitor Lord retinue chickened out of facing the Termies, choosing instead to go after the 3-man PAGK squad. The acolyte's plasma pistol killed one and a servitor powerfist killed another, though only after the last two members of the squad had killed all the floating skulls.
DH Turn 5
The poor little PAGK Justicar looked lonely all surrounded by powerfist servitors and so the Termies and the Callidus both went over to keep him company. The Inquisitor retinue also took a wander towards the fray, having little else to do. The melta ISTs took down one of the plasma Troopers, the grenade squad got another, and the Dread ended it's duel with the Land Raider by once again failing to scratch it with the lascannon. The climactic final combat turned out to be a bit of a farce; the Callidus and Termies wiped out the retinue and took a wound off the Lord before his turn even came up and the Justicar finished him off.
The result was a pretty resounding trouncing for the Witch Hunters, which I blame on the ridiculous amounts of wargear Monkeyboy opted for, a lack of aggression with the Land Raider and the fact that Monkeyboy tried to take on some of the best CC units in either Inquisition Codex with a tarted up IG officer and some powerfists. The Land Raider was a nightmare; nothing I had could touch it, and I think if he'd been a bit more committed to driving his assaulty troops through to the soft underbelly formed by the Inquisitor retinue and the ISTs he would've made more of a mess of my forces. He also wasted the Eversor; his plan to pin the GK squad with the assassin whilst the less capable CC units powered past to attack the ISTs and Inquisitor retinue might have worked if he'd gone for it. As far as I'm concerned I didn't have much luck with shooting, but apart from that everything else just sort of fell for me; the reserves came in right when I needed them, and I also gained a newfound appreciation for the Callidus. Never used her before, I usually go for the Eversor, but she's a lot more flexible tactically and is definitely worth the extra points.
All in all it was a fun game, made more fun by the fact I absolutely hammered the arse out of Monkeyboy. He's threatening to bring his Steel Legion round next time, which might be less fun.
Too bad your opponent didn't build his list around the greatest witchhunter units...the battle sisters. Many people tend to underestimate them and their faith points. I went up against a unit of sisters with rhino (I believe it is about 200pts only) with 9 GKT's. I thought it would be a massacre and it was....for me. Using divine guidance, the sisters took out 7 of my termies through shooting!
If you don't have any other anti-tank, you should always get at least 1 meltagun for each stormie unit and mount them on rhinos for tank hunting. Also, I recommend Hammerhand for your GKGM or BC. It can destroy all but the toughest (LR) vehicles. Moreover, your Callidus can cause automatic glancing hits on vehicles with her neural shredder, though if she's not trying to fry and assault a squad, then it's kind of a waste.
Thanks matey, I'll give Hammerhand a go next game; I've never even thought about using it before because I do so love the GM's Nemesis Force Weapon and I tend to forget that squads can assault vehicles, hehe. The Eversor can be handy against lighter vehicles too; in fact pretty much any of the assassins (Culexus aside) can provide a bit of emergency anti-armour if needs be. My normal set-up has no GK Troops squad, the IST grenade squad armed with plasma guns and an extra Dread with TLLC/ ML, and between that, the Assault Cannon/ CCW Dread, the plasma weapons and the general nastiness of the Grey Knights it fares quite well against pretty much everything. Aside from Land Raiders and Monoliths, but nobody kills them easily