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This wasn't so much a competitive thing, just a little exercise in Combat Patrol since I've never really played it before and it's my mate's favourite thing in the world. There is a lot of dodginess in the lists but it was a fun game, so I thought it was battle report-worthy ^^. Was originally supposed to be Guard versus my Daemonhunters, but by the time I'd driven round to his house he decided he didn't have enough tanks and so went with his SW instead; he fielded them as 'nilla Smurfs.
Grey Knights Squad "Gerhard" (150)
Grey Knights x 5
Inquisitor FÃºser (45)
IST Squad "Cruentus"(70)
2x Meltaguns (my excuse is I thought he'd be playing Guard ^^)
Dreadnought, Brother Vigoi (113)
Marines x 5
Missile Launcher x 2
Scout x 5
Might of Heroes psyker power
Command Squad (Marines x 3)
4x4 table, standard Combat Patrol rules. Table had a hill in each corner, a patch of smelly dirty-mud in the middle (in which trolls lived, dangerous terrain apparently), the hills at the far end had ruins on them, the table edge I got stuck with had one ruin which fell over and another hill with nothing on it but more dangerous terrain.
Needless to say the jammy get won the roll for the table edges and picked the one with 2 ruins (unsurprisingly enough) and made me deploy everything I had behind the ruin that had fallen down. Nice.
He also won the roll for turns and went first :CCC
Turn 1 - Smurfs
His Scout squad had already Infiltrated into the ruins on the right-hand hill, meaning all he did was to shove his Command Squad in behind them and move his Tactical squad from behind cover.
Turn 1 - Daemonhunters
I had the choice of marching up the right flank to crush his squishy scouts and Command Squad or moving up the middle like he wanted me to. I went up the middle (which shall henceforth be known as "Idiot's Alley") dread-first, everything else cowering behind it away from the missile launchers. The Inquisitor joined the GK squad. The dread managed to knock out a Scout he hadn't hidden properly with it's assault cannon, nothing else happened. Except that I forgot to pop the smoke on the dreadnought.
Turn 2 - Smurfs
Ruthless. His Scouts and Command Squad stayed where they were, his Tactical Squad opened up with the missile launchers; krak missiles, first one missed, second one hammered poor old Vigoi and shook him up a bit.
Turn 2 - Daemonhunters
With whatever was left of Vigoi's brain rattling around inside his steel tomb I could do nothing else but move the GKs and ISTs up alongside him to try and get the Scouts and Command Squad. ISTs couldn't draw a bead on them, the Grey Knights managed to. Ten bolter shots and all I took down was a lousy Scout. Spiffing.
Turn 3 - Smurfs
The Scouts moved out into assault range of the Grey Knights. Because they are stupid scouts indeed. The Command squad moved in behind them. Tactical squad stayed where they were and finished off Vigoi with the missile launchers. The Command Squad had a few pops at the GKs but succeeded only in irritating them, the Scouts had more success and managed to kill a Grey Knight. They then assaulted. Which, as it turned out, was a very stupid thing to do; the Justicar's power weapon killed one Scout, the Inquisitor bagged another one and he didn't even scratch the paint on my GKs. Morale test failed, Scouts went running off like the nuggets they are, GKs consolidated.
Turn 3 - Daemonhunters
The ISTs had a crack at the fleeing Scouts. They all missed because they are useless (meltaguns didn't help matters ^^). The GKs had more luck, another Scout bit the dust, the GKs charged them. Scouts failed to Regroup and were scattered. Nice one.
Turn 4 - Smurfs
This turned out to be the final turn as it was 2a.m by this point and we were both a bit sloshed. The Librarian's Command Squad had a crack at the horribly exposed Grey Knights and took one down, then charged in. The Tactical squad had a go at the ISTs with the missile launchers, but the ISTs did the first useful thing they'd done all day and evaded the missiles. The combat was a farce; Furious Charge I do not like, one Grey Knight hit the deck before I even had a chance to reply. Yet reply I did; two Smurfs died and I won the assault, but he passed his Morale check.
Turn 4 - Daemonhunters
Nothing else I could do; the ISTs joined in the assault on the librarian. I lost the last Grey Knight, took out the last of his Smurfs with the Justicar's NFW but that sh*tty Librarian refused to take a wound. We called it a night after that.
Smurfs: 188 (killed the Dreadnought and got my GK squad down to less than 50% strength)
Daemonhunters: 155 (routed his Scouts and killed his Command Squad)
A minor victory for the Smurfs.
Lessons to Learn:
If you're going to spend points on smoke launchers, USE THEM!! ^^
If you want to take Grey Knights in combat patrol, take lots of them and try not to get them killed.
To be brutally frank although there were some atrocious rolls on my part, I lost because of my own ineptitude; the Tactical squad wouldn't have been able to touch me if I'd moved properly, I chose to go down Idiot's Alley and paid for it. The only reason I scored any points at all was due to the sheer awesomeness of the Grey Knights, once again proving that you get what you pay for.
you cannot have a dread in combat patrol, as the total armor ( front side+rear) is 34, and the limit is 33. other than that, good army list and report.
I know about the dreadnought, he agreed though and it was only a friendly game (in which he cheated by winning) so it's not so bad. For all the bleedin' good it did me I might as well not have bothered ^^
if you want to bring that up then there can not be multi-wound models eitherOriginally Posted by jimbob
"Ah, but the truth is like an expensive whore, Jerek. She comes in many dresses and will bend over for any with the money to pamper her." ~ Konrad von Carstein
Actually the rule is no model with more than 2 wounds, so the Inquisitor and Librarian are fine ^^