I just had a battle against SabrX again, only this time, he brought his Tau. We are both trying out new things this time. SabrX is taking a kroot-heavy Tau army and I'm going to explore the "Shunt-Punch" Grey Knights (or what I like to call my Alpha-Strike Grey Knights) some more. I tried it in an previous game against the Guards (battle report here) and it did quite well. I'm going to explore it again, only this time, it's going to be even deadlier than before.
Grey Knights 2K (My list)
Mordrack
5x Ghost Knights
Librarian - Shrouding, The Summoning, Warp Rift, Teleport Homer
10x Strike Squads - 2x Psycannons, Psybolt Ammo
5x Strike Squads - 1x Psycannon
10x Interceptors - 2x Psycannons, Psybolt Ammo
10x Interceptors - 2x Psycannons, Psybolt Ammo
Dreadknight - Heavy Incinerator, Personal Teleporter
Dreadknight - Heavy Incinerator, Personal Teleporter
Tau 2K
Shas'el - Plasma Rifles, Missile Pods, Multitracker
2x Crisis Suits - Plasma Rifles, Missile Pods, Multitracker
3x Crisis Suits - Plasma Rifles, Missile Pods, Multitracker
3x Crisis Suits - Plasma Rifles, Missile Pods, Multitracker
6x Fire Warriors
20x Kroots
20x Kroots
20x Kroots
20x Kroots
20x Kroots
6x Pathfinders - Devilfish, Disruption Pod
2x Broadsides
Hammerhead - Railgun, SMS, Target Lock, Disruption Pod, Multitracker
Hammerhead - Railgun, SMS, Target Lock, Disruption Pod, Multitracker
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PRE-GAME ANALYSIS:
Grey Knights:
First of all, we played it that you can shunt during your scout move. I know that there is some controversy surrounding this issue, but our reasoning is that if you can move flat-out or turbo-boost during your scout move (and even get the bonuses), then you should also be able to shunt. I believe that is the intent of GW - that you can perform special moves for your scout move as long as you don't end up 12" or closer to the enemy and as long as the unit is already deplored on the board. I discussed it SabrX and he agreed.
Now let's talk about theoryhammer, GK-style. What is Shunt-punch? Basically, it is a tactic where you take GK units with personal teleporters (interceptors and/or dreadknights) and use your Grandmaster's Grand Strategy to give them scout. Then for your scout move, you shunt those units to within 12" of the enemy. If you get the first turn, then you can basically assault with those units on turn 1.
Even if you don't get 1st turn, you move everything as close as possible to the enemy (but preferably behind cover) and shoot the crap out of them with S5 stormbolters, S7 rending psycannons and heavy incinerators. Then next turn, you will be assaulting.
Except with my army, I've added a little twist....Mordrack! Librarian will join his squad and on turn 1, they will deepstrike into terrain somewhere in the enemy deployment zone. As the ghost knights have stealth, you are looking at a unit with 2+ save and 3+ cover that will threaten the opponent along with all those interceptors and dreadknights. Then next turn, guess what? I can summon my footslogging greyknights while casting Shrouding. They will arrive in terrain with 3+ cover and then shoot the crap out of the opponent with more S5 stormbolters and S7 psycannons.
Or I could land Mordrack next to his valuable units - his suits and broadsides. If they are bunched up, then I probably will do this. If not, then I probably won't. This tactic does have its risk though. If there is no terrain nearby, then I will be left out in the open to get shot the F-up by plasmas and railguns. Why would I want to even attempt this? Because of Warp Rift. That power is potentially very devastating to I2/I3 broadsides and crisis suits.
If done right, I could potentially end the game by turns 2 or 3. However, in order for it to work perfectly, I will need a few things to go my way:
1) I need 1st turn if I want to assault.
2) I need to get 2-3 units with scout from Grand Strategy.
3) I need suitable terrain for Mordrack to land in.
In Seize Ground, I can combat squad if needed. I most likely won't use Grand Strategy to make my interceptors and dreadknights (DK's) scoring. But with 6 troop choices, of which 5 will probably infiltrate into forests for the 3+ cover, I think Tau will have the advantage here. In Capture and Control, I think I will have the advantage, as his army will probably have their hands full against mine. Unless he outflanks some of his kroots, he may not be able to reach my objective, but with my speed, I should easily be able to get to his. Annihilation may be a toss-up depending on how well his shooting phase turns out.
I will be the first to admit that this is not an all-comer's list. Actually, it is a really unbalanced army, designed with the sole purpose of trying to cripple the enemy early. As with most gimmicky lists (yes, this is one of the more gimmicky GK tactics), I'd probably win big or lose big. However it'll turn out, one thing I need to do is to play aggressively. In the long run, I will not be able to sustain my offense against a more balanced list. I need to hit him quickly. I would prefer 1st turn, but if I don't get it, I will have a backup plan ready. The main thing will be to present all my threats at once and overload him. The worst case scenario for me is if I get 1st turn, do my scout moves, and then he steals the initiative. Then he can cripple my scouting units.
Tau:
Are you kidding me? 100 kroots? This is not going to be an easy battle. One of the advantages of my army is that I can easily jump past screening units....but I won't be able to jump past all those kroots especially if he bubble-wraps them around his main force. In this game, I'm just going to have to go through them, something easier said than done, especially if they've got 3+ cover. Where are those purifiers when you need them?!?
His kroots can potentially throw a monkey wrench into my alpha strike plans. The thing is, infiltrate occurs before scout moves. Thus, all he has to do is infiltrate his kroots all over the place, and that there will foil my plans. Of course, that just means I'm going to take out his kroots first, but honestly, I am afraid of all those kroots. What my army fears most is Volume-of-Fire/Attacks (VoF) and that's what hordes provide in spades. Normally, my purifier list would do well against lists like these, but unfortunately, I'm not taking them in this battle. I need to play a smart game here.
Then there's the horrific firepower of Tau. That's 18 plasma shots, 18 S7 missile shots, 4 railguns and 2 large pie plates....and that's not including the 200 rapid-fire shots! He's got scary firepower and the VoF to severely cripple me. Oh, and he's also got pathfinders to strip away my cover....I'm going to have to deal with them early!
Overall, I think this is going to be an interesting battle.
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Battle report will be up tomorrow. Stay tuned....


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