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moob, 40kenthusiast, myself and another guy we game with went up to Battle for Stones River, in Murfeesburo TN. Overall the tourney was good times. The theme is an American civil war battle hence the 1863pts. All of the tables have a river running through the middle. There is a bridge and shallow crossing on each table. Terrain is pretty symmetrical on both sides. Wish I had remembered a camera for this one. I’m running Grey Knights:
Grand Master-Psycannon, Holocaust and Ungets of Warding
-Retinue of 4x w/ Psycannon
3x Grey Knights Squads of 9x models ea.
-2x Psycannons and Justicar w/ Melta Bombs, Ungets of Warding and Frag Grenades (Had 3 pts left over)
2x Dreads w/ Multimeltas & DCCW w/ Smoke
1x Land Radier Crusader
First Round I got paired up with Blood angels. Deployment was pitched battle. There were 4 objectives pre-placed in the middle near the river with varying point values, 1 worth 3 pts, 1 worth 2 pts, and 2 worth 1 pt. The objectives are upside down and when a scoring unit gets within range they are flipped over to reveal the value. Whoever has more points at the end wins. There are also 2x battle points to be had for killing the most expensive unit.
His List (as far as I know):
3x Tac squads in rhinos 10x strong w/ Sarge (PW), Missile and Plasma
1x Assault Squad w/ 2x Plasma Pistols and Sarge (PF)
Death Compnay 8x models I think
2x Attack Bikes (separate squads)
2x Baal Preds w/ HB Sponsons and Storm Bolters
Won roll for 1st turn/deployment. Had a GK squad and both dreads off to the left, the LRC with a GK squad in the middle and a GK squad screened by the GM and his retinue slightly to the right of center. He puts down his assault squad on the left, a rhino and attack bikes in the middle, and the rest of his force off to the right. Presumably here he’s gambling the two objectives on the right are the high point ones because his options to get to the other two aren’t very good.
I kicked things off by killing a rhino with psycannons, dropping and attack bike, and applying a wound or two to the assault marines. I mostly stay in position first turn except the LRC and Dreads who advance a little.
My opponent immobilizes the middle rhino on terrain and his remaining rhino rolls up on the far right objective, but it’s only a 1 pt. The preds and Death Company move up. His remaining attack bike stays hidden for now. His assault squad jumps forward. He fires the assault cannons at the GM’s retinue, but only kill 1 termie.
Still not ready to go forward too much at this point, my opponent seems all too willing to reveal all of the objectives while giving me targets to gun down. My far left squad and the dreads light up the assault squad knocking out both Plasma Pistols and all but 3 or 4 squad members. The LRC moves up and fires on a pred’s side armor, but does nothing productive. The GM and his ret take out the Rhino on the far right objective stranding Corbulo and one of his squads on a 1 pt objective and the remainig Psycannon shots go on the death company doing little damage.
My opponent is somewhat wary of moving DC towards the the two dreads, so he makes a break for the gun line with the GM. They won’t be assaulting this turn, but my opponent has placed them far enough out to prevent me assaulting them. The Assault squad on the far left flips the objective revealing 3 pts. And falls short of assaulting one of the dreads. The squad in the middle moves forward and runs revealing another 1pts and corbulo’s guys start walking to my gun line. His attack bike rolls up on my LRC trying for a kill, but misses the shot. His immobile rhino rolls a 6 for self repair.
So I have a 3pt within spitting distance and the left of middle objective has to be a 2pt. All I have to do is wipe out his assault squad and contest the 2 pt to win. The GKs on the left move up firing at his assault squad along with a dread killing the PF and leaving a bolt pistol marine standing. The dread assaults in and crushes him. The dread hits the attack bike with it’s multi-melta killing him and LRC keeps shooting at the pred scoring an immobilized result. The GM and the rest of the gun line back up 6” to dodge the DC charge while firing storm bolters and assault cannons, but only dropping 2.
He moves up the now-mobile rhino near the 2pt objective that’s being guarded by the LRC. His death company, seeing enduring another turn of shooting in their future and the game-critical objectives in my hands jump back across the river towards the 2 pt. Corbulo’s squad fires a missile at a dread killing it. The preds unload on the LRC looking for rends but turn up only a destroyed multi-melta.
The LRC continues migrating around the objective to pose a harder target in assaults and the remaining dreadnought moves toward the 2pt. The Dread pops the closest Predator. The GM and his gunline move up firing on DC killing all but 3 and leaving Lemartes with 2 wounds.
His squad hops out of the rhino and charges the LRC doing nothing. DC makes a break for the gunline landing within assault range of the GKs. While they do some solid damage, the Justicar kills all of the DC and passes their “No Retreat” saves leaving a beat up Lemartes fighting 3 GKs. The squad in the middle fires on the other dread with their missile also killing it. The pred fires on the GM and his retinue along with Corbulo’s squad killing 1 more.
I don’t need to do anything amazing here, I just keep him off of the 3pt and contest the 2pt to win. The GKs hop out of the LRC and the LRC backs off a little. The hail of bullets from the squad on the far left, the squad that got out of the LRC and the LRC itself did a lot less damage than I would’ve liked, but I’m set up for a charge so no big loss. I double charge the squad and their rhino, While I wipe out the unit, the rhinos gets away unscathed because of moving over 6”. The GM, lacking real targets starts firing on the squad on the 1pt in the middle. Lemartes only hits two and fails to wound as the Justicar impales him on his NFW.
The rhino moves around the objective trying to keep up speed. The pred and squad in the middle fire on the beat up squad of GKs killing them off and Corbulo’s boys move back towards their 1pt objective.
The GKs walk up to the rhino and light it up with psycannons wrecking it and taking control of the 2pt objective. The GM fires on the squad on the 1pt in the middle killing 1 or 2.
My opponent concedes. His last chance was to contest the 3 pt with the Rhino and 2pt with the pred. With that no longer an option, the game is now over.
I pick up a victory and knocked out his highest point unit (think it was the assault marines or maybe DC)
Final Assessment: Game went about as expected. My opponent gambled too much on the right objectives being high points and rhino’s providing mobility. Psycannons are generally good at putting rhinos in their place. I had the LRC with a unit in case I had to gun for one of his objectives, but as it turns out I just needed it to sit in place with a scoring unit inside. I was a little surprised that both dreads fell to single random missiles, but it happens and the determent they provided to DC proved very useful. If I can make marines walk the board against Psycannons, the game is already over.
The tournament was 4 rounds and I’ll be posting the other rounds a little later. For now I’m pretty burnt out from the 3hr drive there and back.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Good report. I've always wondered how the Grey Knights would fare against 1) Blood Angels and 2) Space Wolves. I've played against Space wolves myself and can honestly say that they kick a$$ (though I did hold my own and tied them). Good to see the GK's besting the Blood Angels also.
My batrep is up:
http://www.librarium-online.com/foru...s-daemons.html (Battle for Stones River RTT Report - 1,863 pts of Chaos Daemons)
Looking forward to reading the rest of your games. I got the brief synopsis, but it's interesting to see the full details of players you know.
Sorry to take so long, I was putting together a giant and a Wyvern
For round 2 I’ve drawn a random slaaneshi CSM list. The mission is to get scoring units to the other side of the river. Deployment is on your half of the river within 3” of it and no closer than 15” to enemy models. I picked up first turn/deployment roll. I deployed all of forces on the far right. I had three GK squads near the table edge with the LRC loaded with the GM and two dreads on their left. General assessment going in was that this would be a problem b/c GKs are not known for having alot of scoring units. The plan was to go across with the GKs and move the LRC and dreds to take out his troops. My opponent’s list was:
Lash Sorceror on foot
6 Chosen, 2 flamer, 2 power weapon, maybe another weapon
- Rhino, extra bolter
2x10 man CSM squad, melta gun, icon, PFist srg, maybe another weapon
- Rhino, extra bolter
12 man CSM squad, melta gun, icon, PFist srg, maybe another weapon
18 man lesser daemon squad
Pred - las cannons
Pred - auto cannon + hvy bolters
2 man Obliterator unit
My opponent deployed all of his forces on the left and kept the chosen in reserve to outflank.
I moved the LRC along the river with the dreads running behind while the GKs started the trek across the river. One squad was close enough to a bridge, but the other two got bogged down in the river.
My opponent started his movement across the river as well. He lets loose with the Lascannon pred dropping the LRC in a single volley. The Obliterators then let loose on the GM and his retinue dropping 2 terminators.
Well my initial expectation that the LRC would get two turns of movement before the oblits melta’ed it to death has been shot to hell and I have a wrecked LRC directly in the dreds’ path. I continue moving the troops across the river and the GM’s squad starts the walk on foot gunning down 1 of the oblits. The Dread have to walk around a building and both of them run again, this time the dred out front pops smoke.
My opponent’s chosen and Lesser daemons are not in yet. One of his rhinos that crossed the river drops it’s troops out and the other makes a break for cover. All of my opponents ranged units open up on the GM and his retinue, but they can only drop 1 more terminator and put a wound on the GM.
I move the lead dred up to a firing position and move and run his buddy up. The GM and the last termie in his retinue advance and open up on the remainng oblit, but do nothing. The dred that didn’t run takes a long shot at the oblit and knocks him out with the multi-melta. 2 GK squads are now fully across the river, but the third was positioned further back and has been moving through terrain the whole time.
My opponent gets the chosen in, but not the lesser daemons. He drives the rhino up 6” off the board edge and fires two flamers out of the hatch along with the comibi’s but only kills 1 GK. His lascannon pred fires at the closest dread killing it. 1 squad stays in their rhino while the larger 12xman with the sorcerer moves up to the edge of the river. His last squad advances towards the GM and open up killing nothing. His psyker tries to lash my GM into assault range, while I’m sorely tempted to let him, I block it with the Ungets of Warding. The rest of his army fires everything into the GM but he still stands with 1 other termie.
The GM and the last of his retinue move up on the closest squad of CSM and fire psycannons killing 1. The last dred avdvances and fires on that damn lascannon pred, but fails to make the armor pen roll. All 3 GK squads fire on the chosen rhino doing nothing with 18 S6 shots! The closest GK squad charges and still does nothing with 13 S6 melee attacks! The GM on the other hand is ready to murder something, he charges in and kills 4 while his last retinue member drops 2 more, the GM takes a wound and has only 1 remaining.
The lesser daemons come in and join the fight while the 12xman with the sorcerer makes it almost all the way across the river. The Chosen hop out of their rhino and open up on the GKs while the rhino peels out driving over 6”. The lascannon pred kills the last dread, apparently this thing can’t fail an armor pen roll. The chosen charges a GK squad and the lesser daemons go after the GM. The GM slays the last of the troops squad losing the last member of his retinue to their I5 attacks. The mass of lesser daemons fail to wound the GM, eat a holocaust, and lose combat, unfortunately, the damage was pretty mild, only 2-3 fall. The chosen lose 2 and kill 2 GKs drawing combat.
My last squad crosses the river and prepares to charge in to assist the other GK squad while the last GK squad moves in to pound the rhino. Their psycannons still do nothing. They charge the rhino and again do nothing. The GM slays 1 or 2 daemons, but drowns in a sea of melee attacks. With 2 squads of GKs I only drop 1 chosen (that’s average) and they drop 2 more GKs from the damaged squad and I lose combat *hits head on table*
My opponent consolidates his position across the river making sure his 3 remaining squads are firmly across and moves both preds 12” to try and shoot something if the game continues. The combat with chosen wears on. I suffer no casualties, but only kill 2 and the last bastard passes his morale.
The game ends as a draw with both players having 3 scoring units across the river. I pick up a bonus point for killing his oblit squad and he picks up 2 bonus points for wrecking my HS section.
Final assessment: his pred really screwed up my plans. The thing could do no wrong. If the stupidity had stopped there I would’ve been less annoyed, but 18 psycannon shots not damaging a rhino and 13 NFW attacks also not damaging the damn thing is just plain ridiculous. If I hadn’t lived through that unfortunate combat with the friggin chosen I never would’ve believed them lasting 3 rounds against 2 squads of GKs. The only saving grace was the GMs ability to completely murder a squad of marines making this a draw. I feel worse about drawing to such a random CSM build than losing to a good build.*hits head on table a few more times*
For this round, each player chooses 2 pieces of terrain and assigns a value 2-8 to each (the total must equal 10). The value you assign your objectives is a secret until the end. Whoever has the most points wins. My opponent is serious slannesh build (how I got bracketed against him with a draw is anyone’s guess). He’s packing:
2x DP’s with wings and lash
3x Noise Marine squads with Rhinos, Champ with doom siren and PW, and sonic blasters
3x Dreads all with two CCWs
2 Defilers both with extra CCW
Deployment is pitched battle. My opponent gives me first turn. I decided to run 1 objective as 6 pts and the other as 4 pts. The 6 pt was further back and protected by the GM and a squad of GKs. The 4 pt was further off to the left with only a GK squad on it. The general plan was to try and draw him away and use a GK squad in the LRC to steal one or both of his objectives. I’m under no illusion going in that this will be anything but rough. GKs do not excel at armor destruction and even less so against 5x walkers. My only hope is that I can block his lashes long enough to get the multi-meltas in the fight. Both of his objectives are clumped together on the right. He deploys in 2x columns, 1 on the left with a dred, defiler, DP and 1 squad of marines in their rhino. The other slightly to the right of the middle with 2x dreds, a defiler, a DP and 2x noise marine squads.
I move up the LRC and the dreds while everyone else stays put. The LRC is just within range of a dread and nails it with the multi-melta. My psycannons drop two rhinos, the one in the left column and 1 of the 2 in the right column. A good start, but still too early to see how this’ll go.
My opponent has 2x dreads frenzy forward. The one in the middle moves a full 12” up and the one on the left goes an extra 4”. The rest of the army advances (defilers fleet) save a squad of noise marines in the right column who lost their rhino. They proceed over to one of his objectives. My opponent attempts two lashes, one on the GM’s squad and one on the GKs to the left. The GKs on the left block the power, but the GM fails his rolls and is drug within charge range of the frenzied dred. The GM’ unit does nothing to the beast, while it tears through two of them.
We’re already off to a bad start here. The LRC moves on a river crossing and opens up with all of his weapons on the noise marines and machine spirits the MM against the defiler. The noise marines take some casualties and the defiler on the right goes down. The dreds move up but have no targets, the DP is hiding behind the bridge and the enemy dred is locked in combat. My psycannons fire at the walkers trying for an immobilized result but fail to do anything productive. Another GK termie is dropped in combat and the GM still does nothing to the dred.
My opponent moves up his left column and drives up the remaining rhino on the right on the bridge. The DP on the right moves up closer to the GKs on my 6 pt objective. Two more lashes go off, this time I can’t block either. Both squads sitting on objectives are drawn into combat, the left squad is fighting a defiler and dred, the right one a DP. My combats go poorly all around as the GM and the last of his men are slayed and the GKs take a lot of casualties while only putting a single wound on a DP and removing a CCW from the defiler.
Wow, this is going pretty bad. Two of my scoring units are basically dead leaving me with just 1 squad and 3 vehicles. Still, the fat lady hasn’t sung yet. The LRC lets loose on the Noise marines reducing the unit to a mere 2 models. The dreds fire on the enemy dred that just killed the GM, but do nothing to it (painful). The DP continues beating down GKs taking no damage and the walkers keep whittling down the squad. The defiler loses another CC arm.
His daemon prince flies in to help the two walkers polish off their squad, while his dread starts moving near mine. His rhino bolts for my 6 pt objective. Both combats end with the last GKs slain.
The LRC moves over to the noise marines and kills them off. The two dreds fire on the enemy dread doing nothing again.
One squad of noise marines sits firmly on my 4pt, while the other hops out of their rhino on my 6pt, the remaining walkers all start moving towards the dreds and LRC except for the one with the deifler who fire frenzies into the defiler’s back armor doing nothing. The DP in the middle moves up by the bridge having nothing left to lash and the one on the left flies out towards his companion. His dread is within assault range of my dreadnoughts and he manages to kill him without eating anything in return.
The LRC moves onto the bridge and lights up the wounded DP killing him under a hail of hurricane bolter and assault cannon rounds while the dread finally gets a good shot off killing the enemy dreadnought.
His defiler continues to move and fleet towards my position and his DP flies up looking for a charge on the dred but falls short. His last dread fire frenzies again this time killing 2 noise marines.
I deploy the GKs out of the LRC and move them to get a shot on the last DP, the LRC and dred also move up to get a clear shot. The combined fire drops the DP to 1 wound.
My opponents lashes the last GK squad into ordinance formation and fires the defiler, but only kills 4 tanks to cover saves.
As ridiculous as it may seem, I’ve found myself in a position where I might be able to get a draw. I try to conga-line my last five GKs stretching coherency, but fall just short of getting both enemy objectives. I do however put an end to his defiler and DP.
My opponent stays on my objectives and the game is over.
I picked up an extra BP for having an enemy objective.
Final Assessment: While the result was pretty predictable, it was a pleasant surprise to see how it almost turned around at the end. I’m pretty curious how it would’ve gone had the GM passed his UoW save to block the lash, but it’s only a 4+, so I can’t be too mad about that. Overall it was a good game, he had a good list, and he was a great guy. The only problem was that his monstrosity of a paint scheme was about to make my eyes bleed.
It’s been a long day. The mission we get for round 4 is Kill Points (finally!), with 3 KP being awarded for HQs, 3 for Elites, and 2 for Retinues. Been waiting for a KP mission, after all I only have 8 in this army (well 11 for this particular mission). The deployment is DoW and my opponent is Deathwing with the following list:
4x5 Deathwing Terminators
- Two had a cyclone and PFists, one had all LC's, the other had 3 LC's, 2 thunder hammers + SS, plus banner
Venerable Dread w/ assault cannon and CCW
Land Raider Crusader (most expensive unit)
My opponent gets first turn/deployment. He sets up his two squads with Cyclones in a piece of ruins on the right side of the table (hell if I know why, not like I can pierce his armor). I set up the GM, and two GK squads back towards my table edge in cover trying to keep a good distance. As a side note, I generally ask my opponents before hand if they’re familiar with GKs and their special rules and all of them including this gentleman respond in the positive, so bear this in mind as the report continues.
My opponent brings everything on, with the LC squad in the LR, and Belial’s men in the LRC. The LR moves up the middle while the LRC moves up the right near the board edge. The dread moves forward near the LR. The Termies fail their night fight rolls to see.
I move the dreds on and run them forward then pop smoke while the LRC with the GKs moves forward 12”. My units fair no better at their night fight rolls as we are about 30+ inches away.
My opponent moves his LRC up to the river and keeps his LR back while his venerable dread moves towards my dreds. My opponent is surprised to learn of “The Shrouding” as apparently the person he knows who plays the list doesn’t use it. Because of the range, both of his cyclones fall short on their spotting distances.
My LRC moves up on the side of the river opposite his and fires a multi-melta doing no damage. It also unloads it’s hurricane bolters on a squad of termies doing no damage. The dreds wander forward using the cover of a forest (trees were pretty dense, so it gave nice cover) and ran forward again. My psycannons unload on the closest termie squad only killing 1, unfortunately it was the cyclone.
My opponent disembarks Belial’s squad from the LRC and charges my LRC only managing to shake it with thunder hammers. His dreadnought and LR both open up on my dreads, but the trees save them from damage. His LRC fires the Multi-melta and assault cannons at mine, but fail all of their armor pen rolls.
I have no idea why he disembarked within assault range of one of my dreds to go after an LRC, but I can’t pass this one up. Both dreds walk towards Belial and the GKs disembark from the LRC, while the LRC backs up. The torrent of fire is less effective than I would’ve hoped only killing 2, fortunately for me the two were TH/SS termies. The dred charges in and with only 1 TH/SS left starts picking off characters. The TH/SS fails to damage the dred.
His LRC stays in position to open up on my GKs and kills 7 (failed 6 of 7 saves and loss 1 to a rend). While his venerable and a squad in the ruins move forward trying to get to belial, but they’re still a turn or so shy. The LR continues to try and kill the other dred, but the trees save him again. His squad without the cyclone starts moving off to the right trying to get out of range of the psycannons and possibly help belial as well. In combat, the dred continues his rampage killing off the second character while the TH still does nothing.
Well, I only expected the dred to go in and pick up 6 KPs for the HQs, but since he’s doing pretty well, I’ll send in some backup. The other dred moves into combat. The 2 remaining GKs get back into the LRC and the LRC moves up. It puts a machine-spirited multi-melta into my opponent’s LRC immobilizing it and fires the assault cannon and one hurricane sponson into some termies killing 1. The psycannons are out of range, but no big deal, I’m up by a substantial number, so I’m not in a hurry. The two dreds drop 3 more termies. This time the TH finds his mark, but can only immobilize a dred.
My opponent moves his LR up 12” realizing he needs something dramatic with that mess on the right. He moves his Venerable Dred into assault range along with the 4 remaining termies of another squad. His LRC opens up but does nothing to mine. The venerable dred and termies charge in. His venerable dred is fighting my immobile dred. He scores a single hit and rolls a 1 for armor pen. Meanwhile the immobile dred with 1 attack scores a pen 6, even with the venerable re-roll, it still comes up a 6. The TH termie survives the attacks of the other dred and attacks the undamaged one removing the CCW. The other termies fail to do any damage.
Well, it looks to be over for the dreds. The most I can hope for is to pick up the last TH termie and get the KP for the unit. My LRC moves away from his to try and intercept the one heading up the middle, but the multi-melta doesn’t do anything. In combat, the armless dred manages to kick the TH to death and the imoobile dread kills a termie from the fresh squad, while the termies do nothing.
My opponent seeing that the stupidity is continuing moves his last squad of termies near the combat, but fall short of a charge. Meanwhile, the LR moves up 12” and dumps it’s cargo in front of the GM’s unt. The LRC gets off a good assault cannon volley, killing my LRC. The LC termies charge the GM. The dreds kill two more termies, while the last termie kills the armless dred. The GM slays two termies before they can even attack, while his unit picks up 1 more. They eat 3 wounds including 1 on the GM.
My two GKs from the LRC squad cower next to their vehicle. The immobile dred guts the last termie in melee, but is staring at a fully operational LRC and 4 more termies. The GM Kills off the LC termies before they can strike.
My opponent lights up the GM’s squad with his LR killing 2 and putting another wound on the GM. His LRC scores 3 pen hits on my dred finally killing it. His termies barely get an LoS on the last two GKs killing off 1 leaving the Justicar all by himself.
The GM hops back into another unit while the Justicar runs up and assaults the LR with his 1 melta-bomb attack. He scores a pen hit and wrecks it.
The game ends
Final score is 11 KP for me and 5 for him.
Final Assessment: Wow, those friggin dreds were the MVPs here. They racked up 9 KPs while only giving up 2. That lone justicar denying his squads KP while wrecking the LR was also pretty epic. There was a good bit of luck involved, but GK’s can usually do pretty good against termies with massed shots and melee attacks.
Ultimately it was good times. All of my opponents were good guys and good sports and I’ll probably be going next year.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Unbelievable that you failed to do anything to that rhino with 18 S6 shots & 13 S6 melee attacks (and against R10). But good to see that they did well. I played against deathwing once and lost, though it was very close.
So your record was 2-1-1? How did you score overall in the tourney?