Monday, June 22, 2009

Daemonhunters are awesome and they suck

Hey everyone,

Soon I am California bound, but I got in a couple of 40K games with a guy here in town (military from the base) using Grey Knights/Daemon Hunters last week, and so despite the lack of photos I wanted to post a little Battle Report of the two games I played. The guy I was playing against was a big tournament player, and so has been very good about introducing me to some tournament strategies versus those he might use for a fun game.

Game One: His Imperial guard were mostly what he had assembled thus far, as he is making a new army. He wanted to introduce me to some of the points of the game, and so took an all-infantry force with more variety than single purpose. Our game was seizing objectives, and I took Greay Knights with on Inquisitor and a few Stormtroopers. The game was also 40K in 40 minutes, so we played 500 points without any big characters or 2+ saves.

I deployed on the side with a few more objectives, and the game for me was refusing the right flank after sacrificing the Stormtroopers on that side, while sweeping the left with Grey Knights and the other unit of Stormtroopers. In all I swept that flank somewhat effectively and at game end I held more objectives, so my plan worked. My Grey Knights also turned out to be pretty damn hard, and the assaulting Stormbolters combined with close combat abilities made it hard for the Imperial guard to mount defense. I felt really good about the game at the end, and was happy that my general tactic seemed to work well with my army. However:

Game Two: For this game my opponent told me that he was going to turn up the competition a bit, indicating that he had taken some smart choices, but hadn't gone all out. His force ended up being three troop transports, a skimmer, and a Leman Russ. This didn't freak me out too much, as I had Termintators deep striking in (this game was 1K) with a honcho, and so I thought "all I need to do is get to him with a few fellers." Oy. He started dropping fire on me from the first turn and my forces just evaporated. Five shots per round with the Leman Russ = 5x the small Template worth of S8 AP2, and then the transports and the Skimmer (twin-linked Lascannons) added insult to injury, and then added more injury. There was some dice favor towards him, but the game can be summed up as follows: My guys suck all kinds of ass.

The result of the two (in retrspect), is that against infantry armies my guys do OK, but against all-mechanized forces I am pretty much screwed. I will take another shot at it tomorrow and try to load up on Meltaguns to the extent that I can, but this is a very small extent (Grey Knights have choices mostly limited to Heavy Flamers, Psycannons, and Stormbolters). In the game tomorrow I think he is going to leave the Leman Russ behind as well, as kicking someone's ass so completely wasn't really fun for him either.

7 comments:

  1. Tanks tend to be pretty immobile though. You need 2 squads of deep strikers, one anti-infantry and one anti-tank (maybe jump infantry could work too). Oh, and spread out your guys to the max of unit coherency. This way the small template can hit only one and a half troops (at the risk of breaking unit coherence but a forward move next turn should fix this). Oh, and use some of those flanking maneuvers from WH fantasy you used on me. You'll be surprised how well they work against tanks!

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  2. Have to agree. Anti tank termies or reg's fare pretty well. You may want to include some assault marines w/meltabombs. I used a combat squad (5) of these against Russ's and just flew from Russ to Russ bombing the shit out of them until I hit a reactor core and took out the squad.

    You could always just include a predator tank hunter or the infamous Land Raider.

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  3. These are great points guys -- thanks. One issue, though, is that I am not playing Space Marines. The Greay Knights are total hoss in melee, but they don't have the options that others do - termies and marines get either Psycannon (S6) or a heavy flamer (S5), and the Stormtroopers can't take meltabombs and also have fairly limited heavy weapon options. Getting a Land Raider would probably do the trick, but at this point I don't really want to enter into the tank-creep.

    I have another game today, and I am trying some Inquisitorial retinues that are Plasma Heavy (or maybe Melta heavy if I think I might be able to close). I will post again for how that worked.

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  4. A tank race/shooting was with the IG? It ain't gonna happen, even with a Land Raider. Wanna try sth crazy? Get all teleporting grey knights and two simple stormtrooper squads to cover the main troop choice slots (plus terminators). 4/5 of your army should be deep striking. Teleport close to his squads to avoid the big guns and use the flamers to score massive damage to his squads. Let's see how much he is willing to fire at his own squads (even then casualties should be acceptable). Wipe out the infantry and you should be able to take out the tanks in one round.

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  5. This is some of the plan that I tried, but it isn't always that easy, and the force I am facing starts completely in vehicles (mechanized). This means that there is basically no one to shoot at when I appear in deep strike. It also is unlikely that I will have all of the deep striking units (max for 1k for me is 2 units of 5 Grey Knights, one of five termies) appear at the same time. The guns I am facing are also all direct fire AP 2 (or most of them are, plus the fellers firing out of the gun ports). The squads inside the vehicles have Melta guns, and so they like it when I appear close to the tanks.

    Not that I have another plan, but so far he has been able to destroy all deep striking units as they appear except for the Callidus assassin, who kicked all sorts of ass when she entered play. I think, in the end, that mechanized imperial guard are just going to be a hard nut to crack with the Grey Knights, but I am OK with that.

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  6. Ok, it all depends on where your deep-striking units appear. Since you are not deploying at the beginning you should be able to decide on how you deep strike. If all his tanks are close together for support then I can think of only one answer to that: "Orbital Strike." That should flush out his tanks into the open where your deep-strikers could pick them off one by one. If you want, try to take more grey knights instead of terminators. In any case, the IG are, admittedly, tough but not impossible to take out.

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