Saturday, December 10, 2011

Purifier List


1850 List

Crowe
Inquisitor Lord w/Psycher Level 1 (hammer hand), Rad Grenades, Plasma Siphon, Power Armor, 3 servo skulls

Techmarine w/Power Weapon, Servo Harness, Rad Grenades

3 Purification Squad 5 purifiers w/ 2 psycannons in a psyback(searchlight)
1 Purification Squad 8 purifiers w/ 2 psycannons, 5 NFH, Daemonhammer in a rhino(dozer blade, search light)
1 Purification Squad 8 purifiers w/ 2 incinerators, 5 NFH, Daemonhammer in a rhino(dozer blade, search light)

3 Psyfileman Dreads

The heart of the list is of course the 5 purification squads, I seem to differ in design, from the standard purifier list but the basic thought process is the same. These guys are awesome troops with excellent fire power, and good assault capabilities. Where we some to differ is that you made every squad an assault unit I concentrated my assault unit into 2 with independent characters to throw grenades they truly become a nasty hammer units that can easily take out a large portion of nasty units in the game right know.

The inquisitor’s unit runs with 2 incinerators, this is more of a play test than anything else but so far they have performed very well. Without even getting out of the rhino they’ve obliterated wych squads, done massive damage to troop units, but they do lack the ranged fire power that the psycannon can pack. Another reason I’m considering them is for what they can do against scarab swarms, each wound kills two scarab bases due to the swarm rule. The Inquisitor is also running with some unusual war gear (Plasma Siphon, & 3 servo skulls) mostly for play testing, what I’ve learned is that it’s all very situational the servo skulls shut down scout & infiltrate and the plasma siphon is fun as it shuts down plasma within 12 inches of the squad not to mention the fun things it does to Tau armies if I can get him in close. Basically all of this stuff is too take out IG, but since no one plays them in the area I haven’t really had a chance to see how they work.

The second assault unit has the tech-marine this squad has been a surprisingly good counter assault unit, and the tech-marine again and again proves his worth great abilities that I never that I would use but I find myself using them all the time. The ability to make a ruin 3+ cover is amazing when you can get your dreadnoughts into the ruin. The servo harness with the flamer & twin-linked plasma pistol is almost always forgotten and when he charges he gets 2 power attacks at I4 and then another 2 strength 8 attacks at the end of assault. Add on the ability to fix his ride and he’s almost better than the inquisitor.

The final 3 squads of purifiers are my back up squads; they ride around in razorbacks with heavy bolters and wait until the right moment to jump out and team up on anything that gets into range. While not great in combat they can do descent damage vs. non assault units and can take out scout squads that get to close without a problem. The key to these units is that they have to stay close to each other to provide support, on their own they die but as a group they are incredibly nasty.

On the great debate between razorback vs. rhino I run middle of the ground, I like the access points that the rhino gives me but the razorback works great with the ability to throw Str 6 shooting down field for light armor hunting and anti-infantry.

So far I’ve played the list only a few with great success, so far I’m 3 wins and no losses. I’ve played a newbie DE player which almost shouldn’t count as he was learning his army against in all likelihood the worst match up for him. Space wolves and a Grey Knights (Mack), in all 3 games the army seemed to outshoot them. And when I managed to get into assault the list performed exactly as I had hoped it would. The big thing that I’ve learned is that I have to keep my army together, so that I concentrate my fire power and destroy one or two units a turn. When I try to play the entire table that’s when I run into issues.

Monday, December 5, 2011

Grey Knights VS. Space Wolves


Space Wolves vs. Grey Knights

Space Wolf List

Rune Priest

Rune Priest w/ Chooser of the Slain

Thunderwolf Lord w/ Rune Armor, Thunder Hammer, Storm Shield, Saga of the Bear

Wolf Guard w/ Power Fist & Combi Melta X3

7 Grey Wolves w/ Melta Gun & Banner + Rhino X3

5 Thunder Wolf Calve

6 Long Fangs w/ 5 Missile Launchers X3

Grey Knight List

Crowe
Inquisitor Lord w/Psycher Level 1 (hammer hand), Rad Grenades, Plasma Siphon, Power Armor, 3 servo skulls

Techmarine w/Power Weapon, Servo Harness, Rad Grenades

3 Purfication Squad 5 purifiers w/ 2 psycannons in a psyback(searchlight)
1 Purfication Squad 8 purifiers w/ 2 psycannons, 5 NFH, Daemonhammer in a rhino(dozer blade, search light)
1 Purfication Squad 8 purifiers w/ 2 incinerators, 5 NFH, Daemonhammer in a rhino(dozer blade, search light)

3 Psyfileman Dreads

Mission & Deployment

So we have started for tournament prep for adepticon so we are trying to run missions to prepare us for the upcoming events.

Spearhead Deployment

Capture & Control Primary

Secondary - Have more scoring units alive @ the end of the game than your opponent.

Tertiary – Was not revealed till turn 3 but ended up being killing your opponent’s most expensive unit.

Space Wolves go second, I have a large multi-level ruin in my deployment zone, the piece is huge almost 12 by 12 and large enough that I can park my dreadnoughts on the second level for the a 3+ cover save thanks to the Tech Marine. I place the razorbacks on one side of the ruin and the two rhinos on the other. Close enough for a turn 2 charge for the thunderwolves to get a turn 2 charge if the come down a fire line towards me. One 5 man squad takes the 3rd level of the ruin. Crowe stands out of line of site behind a razorback waiting to catch a ride.

He deploys 2 of his 3 Long Fang packs in tower almost in the far corner of deployment zone, and the 3rd group in yet another ruin in his deployment located closer to the middle of the board but a large piece of Line of site blocking terrain reduced his firing arc. Thunderwolf calve as close as possible with 3 rhino behind getting cover from the Calvary in front.

Turn 1

Well I move the Crowe into the empty razorbacks, one of the razorbacks moves forward 12 inches and pop smoke and the other 2 line up behind for the cover save. The rhinos drop back 6 inches, and I open up on the rhinos with the dreadnoughts. Blow up one, stun one, and shake the last one.

Seeing my not so cunning plan he takes the thunderwolves the long way around as well as the rhino that’s not stun locked. Some long fang shooting stuns a razorback.

Turn 2

Fortitude gets blocked by a Rune Priest, so I deploy the purifiers into some terrain as a sacrificial unit and if I get lucky maybe add a few wounds to the squad. Move the two razorbacks back 6 inches and move the rhino with the man squad with psycannons forward 6 and charge the other one forward 12 & blow smoke. The rhino trailing the thunderwolves gets blown up and I put everything else into the wolves for I think 1 wound to the lord, one completely dead wolf, and a wound to another.

Things get messy, he rushes the thunderwolves forward to kill the sacrificial purifier squad in cover, immobilizes & knocks the weapon off the a rhino and stun locks the other. Assault goes off and I don’t even manage to wound a thunderwolf before he whips the squad.

Turn 3

I get Crowe out of the razorback and send him forward to try to hold up his Thunderwolves. Use fortitude to remove the stun lock and send it forward 12 inches closer but still way out of range. Open up fire on the thunderwolf calve with just about everything, removing another 2 bases and throwing some move wounds. And causing just enough wounds that I don’t get an assault off on the wolves. Finish up shooting by immobilizing and knocking the weapon off a rhino.

THUNDERWOLVES HOOO! Or at least I think that’s the plan. Since his wolves are in terrain a mediocre run roll doesn’t allow him to assault my entire front line. Moves a grey hunter squad forward, and the melts Crowe like the wicked witch of the West, more rocket fire does nothing, and he assaults. Wolves try for a triple razorback assault doesn’t get a good enough roll and only gets only two. Fortunately those two vehicles had moved six and he just stuns them, like 13 times.

Turn 4,

Again move the rhino with the incinerators up the center of the board a full 12 and everyone gets out of their vehicles. Move the 2nd 8 man purifier squad into position, and release a torrent of fire that whips the pack from the board and just leaves the lord, who dies in assault. Use the dreads to open up on the grey hunter back and take them down to four guys.

Not much movement on his part but enough to do what he needs, move’s the 4 man grey hunter back behind the hill. And we move onto shooting, blows up the rhino that was charging up the center of the board and obliterates the guys inside after a few more rounds of shooting.

At this point the game is pretty much over we both hold are objectives with a little shooting a take out the 4 man grey hunter squad. Which gets me secondary; tertiary gets revealed as to destroy the opponent’s most expensive unit. And since I’ve already killed the Wolf pack I see no reason to charge up the center of the board with all those missiles. It was a great game and I learned a lot about space wolves. Hope to get in a few more games against him to see how his list changes to reflect the change in the meta. The list he used was what he took to adepticon last year he wanted a starting point before he began to evolve his list.