View Full Version : MBVW09 CHAMPIONSHIP FIRST PLACE ROUND [Purple Spiky Bitz] vs [Emperor’s Deliverance]
Mr. Biscuits
August 17th, 2009, 20:07
MBVW09 CHAMPIONSHIP FIRST PLACE ROUND [Purple Spiky Bitz] vs [Emperor’s Deliverance]
Seize Ground with Three Objectives and Pitched Battle Deployment[Emperor’s Deliverence] gets first turn [Purple Spiky Bitz] Seizes The Initiative!
[Purple Spiky Bitz]
HQ
[Dracon Bob]
[Agoniser, splinter pistol, combat drugs, shadow field]
[106]
Elites
[Krazy Wyches (7 wyches+sucubi)]
[wychweapons, plasma grenades, 2xblaster, sucubus w/agoniser, splinter pistol. Raider w/night shield]
[220]
[Krazy Wyches (7 wyches+sucubi)]
[wychweapons, plasma grenades, 2xblaster, sucubus w/agoniser, splinter pistol. Raider w/night shield]
[220]
Troops
[Rough Raiders (6 warriors)]
[dark lance, blaster. raider w/nightshields]
[133]
[Rough Raiders (6 warriors)]
[dark lance, blaster. raider w/nightshields]
[133]
[Rough Raiders (6 warriors)]
[dark lance, blaster. raider w/nightshields]
[133]
[Rough Raiders (6 warriors)]
[dark lance, blaster. raider w/nightshields]
[133]
Heavy Support
Rowdy Ravagers
3 disintegrater and nightshields
140
Rowdy Ravagers
3 disintegrater and nightshields
140
Rowdy Ravagers
3 disintegrater and nightshields
140
Total Points =1498
Tactics.
Raider warriors start deployed from their transports in cover with firing lanes. Dracon starts with a wych unit.
Enemy long range weapons are targeted by raiders, dismounted raiders, and ravagers to gain range superiority. When enemy closes wyches and dracon counterattack teaming up on units if possible. If outranged and outgunned target most dangerous units and get wyches into combat fast.
[Emperors Deliverance]
HQ
Brother Captain Ignatio
psycannon
91
Troops
Grey Knights x8
justicar, targeter, frag grenades
227
Grey Knights x8
justicar, targeter, frag grenades
227
Grey Knights x7
justicar, targeter, frag grenades
202
Heavy Support
Grey Knight Land Raider Godhammer Pattern
250
Grey Knight Land Raider Godhammer Pattern
250
Grey Knight Land Raider Godhammer Pattern
250
Total Points = 1497
Preferred Tactics:
Stay onboard Land Raiders, emerge when fast/cc specialists are neutralized by godhammers and the brother captain which will stay at max range and fire psycannon. reboard godhammers and move away, and exit, shoot bejeezus out of targets. rinse and repeat. rush for objectives if applicable.
Once again for the final time, Let the voting begin!
mynameisgrax
August 17th, 2009, 21:42
This is tough. Both armies are basically going to spend the first three turns doing nothing besides holding back and firing away. The dissintegrators won't be a threat (at first) so if he's smart, he'll keep them hidden, or even in reserve.
All things considered...I have to give this one to the Dark Eldar, because each land raider can only fire at one target per turn, and at most destroy only one per turn. With first turn, the Dark Eldar will fire 10 lances first, then at most lose 3 lances on his opponents turn. Then the DE will fire at least 7 more lances on the second turn, and lose 3 more at most, before firing at least 4 lances on the 3rd turn. At that point, assaults will probably come into play.
That's 21 lance shots that the grey knights have no way of stopping, resulting in 14 hits, and 7 vehicle damage results against the land raiders. 2-3 glances and 4-5 pens, and that's in the BEST of circumstances for the GK (not counting obscurement).
The Dark Eldar win.
Dragannia
August 17th, 2009, 22:39
Dark Eldar. They get the first turn, and because they seized, the Grey Knights will likely be out of cover. The sheer number of lances will ensure most of the Land Raiders are shaken or stunned, minimising return fire. Once those Land Raiders are popped, the Ravagers will make short work of those GKs inside.
Mr. Biscuits
August 17th, 2009, 23:13
This is tough. Both armies are basically going to spend the first three turns doing nothing besides holding back and firing away. The dissintegrators won't be a threat (at first) so if he's smart, he'll keep them hidden, or even in reserve.
All things considered...I have to give this one to the Dark Eldar, because each land raider can only fire at one target per turn, and at most destroy only one per turn. With first turn, the Dark Eldar will fire 10 lances first, then at most lose 3 lances on his opponents turn. Then the DE will fire at least 7 more lances on the second turn, and lose 3 more at most, before firing at least 4 lances on the 3rd turn. At that point, assaults will probably come into play.
That's 21 lance shots that the grey knights have no way of stopping, resulting in 14 hits, and 7 vehicle damage results against the land raiders. 2-3 glances and 4-5 pens, and that's in the BEST of circumstances for the GK (not counting obscurement).
The Dark Eldar win.
I pretty much have to agree with everything here, Ive been pulling out votes for Grey Knights most of the votewar, but this one Ill have to give to [Purple Spiky Bitz]
Mr Slayer
August 18th, 2009, 08:52
because each land raider can only fire at one target per turn,
Machione spirit allows them to shoot twice. That combined with the disintergrators being useless means that it seems very close. I will hold of my vote and roll some dice in a bit.....
psichotykwyrm
August 18th, 2009, 13:28
Ouch. This one is just gonna be rough for the Grey Knights. As others have said, the Dark Eldar are likely to outgun the GKs from the beginning.
First turn was quite a big deal in this one; if the DE didn't Seize the Initiative, the GK's would have a chance to drop a few lances before the Land Raiders get blasted. As it is, the LR's are gonna be at least shaken, meaning the Machine Spirit will provide only one shot, seriously diminishing the GK Shooting Phase.
:coins:
Gardeth
August 18th, 2009, 14:14
Having been in this situation as DE before I have to say its an uphill fight for the GKs. Heres how I see this going down. First turn everything stays still and fires to full effect save the ravagers and the wyches. The ravagers hide and the wyches move 12" forward with the intent of getting the wyches blasters in range. Based on the number of weapons with the lance rule on the table, each round the GKs have a land raider either crippled or destroyed. And once the greynights are out of the raiders they are easy meat for the ravagers and wyches. My vote is for Dark Eldar
ThePorcupine
August 18th, 2009, 16:33
Yeah, seriously, Land Raiders are not a good match against dark lances. Imagine it's 3 little Chimeras parked. That's what the dark lance sees. They will likely be destroyed or at least damaged enough to not fire all their lascannons. And in the end there are so many DE skimmers that they can just boost over to all the objectives last turn to claim/contest them. And remember, GK vehicles do NOT get shrouding.
Vote goes to Purple Spiky Bitz (Dark Eldar).
kevin vanrooyen
August 18th, 2009, 17:15
I've gotta give this to the DE despite the machine spirit allowing each land raider to kill 2 dark lances a turn the DE just have too many lances and frst turn.
The Emperor Protects
mynameisgrax
August 18th, 2009, 21:54
Machione spirit allows them to shoot twice. That combined with the disintergrators being useless means that it seems very close. I will hold of my vote and roll some dice in a bit.....
Machine spirit does not allow you to fire twice. It allows you to fire one weapon per turn that you would normally not be able to fire, but it doesn't allow you to fire the same weapon twice. So it's only useful when you move, or are stunned/shaken.
Mr. Biscuits
August 18th, 2009, 22:23
Machine spirit does not allow you to fire twice. It allows you to fire one weapon per turn that you would normally not be able to fire, but it doesn't allow you to fire the same weapon twice. So it's only useful when you move, or are stunned/shaken.
Sadly they doont even get this, as after checking my daemonhunter codex, the grey knight land raiders do not have machine spirit, and at best they could only take 1 land raider allied from vanilla marines, although they may not do this when they have grey knights present in the force which they do. In other words no machine spirit of any kind.
mynameisgrax
August 19th, 2009, 00:15
Ouch! In that case, the Grey Knights are double screwed.
Mikel2495
August 19th, 2009, 12:26
Lances against Land Raiders and with the Land Raiders most likely out of cover makes a bunch of rubble piles. I've got to give it to the Dark Eldar for this one. Lances are definateld one of the things to blow up a Land Raider, and ruin a Daemonhunter's day.
Fremen
August 19th, 2009, 12:52
The expensive armour on the Land Raiders are not so effective againts lance weapons and/or so many heavy weapons! The wytches are very good in CC, they`ll easily handle the Grey knights... Even if the wytches will loose, the three GK units are supposed to take down the four raider (warrior) squads from the objectives on foot with only one psycannon... They (GK) are good but not so good againts a list like this. Speed over armour this time!
I vote for Dark Eldar
psichotykwyrm
August 19th, 2009, 13:24
the grey knight land raiders do not have machine spirit,
The current Daemonhunters FAQ gives GK Land Raiders the new version of Power of the Machine Spirit, from Codex: Space Marines.
FAQ (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180153_Daemonhunters_FAQ_2004-08_5th_Edition.pdf)
mynameisgrax
August 19th, 2009, 16:46
I thought they had it, which is nice, but not nearly enough to save them from the lances coming their way in this game.
Mr Slayer
August 19th, 2009, 17:06
Machine spirit will let them target 2 enemies assuming they are not stunned (as machine spirit can target an alternate target). that said Dark Eldar will probably win this unless they get unluck on the damage rolls
mynameisgrax
August 19th, 2009, 18:16
Does it? I've never heard that before. I'll have to look it up.
If that's the case, they might take down 4-6 of the raiders on their half of the first turn, meaning that the DE player may only get 14-16 shots. Still, that's a solid 10 hits, and 5 vehicle damage results over the first two turns, which will be enough to tip the odds in the DE's favor.
Dragannia
August 19th, 2009, 23:27
It's also a Seize Ground mission. An immobilised result will basically put the LR out of the game, and even a puny Stunned will go miles in hindering their progress.
Mr. Biscuits
August 20th, 2009, 02:28
The current Daemonhunters FAQ gives GK Land Raiders the new version of Power of the Machine Spirit, from Codex: Space Marines.
FAQ (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180153_Daemonhunters_FAQ_2004-08_5th_Edition.pdf)
Oops, sprry about that I didnt check the FAQ, anyways rep for the find.
psichotykwyrm
August 20th, 2009, 03:35
If that's the case, they might take down 4-6 of the raiders on their half of the first turn,
The LR's will still be at least shaken, which means (at most) three lascannon shots on their first shooting phase. This would then mean at best three downed DE Raiders.
Its seriously stacked against the GK here.
Mr. Biscuits
August 20th, 2009, 18:52
Voting is now officially closed for the finl time, with [Purple Spiky Bitz] coming out winning the votewar, and [Emperor's Deliverance] taking home second place.
Powered by vBulletin™ Version 4.0.1 Copyright © 2010 vBulletin Solutions, Inc. All rights reserved.