Friday, April 29, 2011

Battle Report: Witch Hunters v Imperial Guard

This is my first BoLS-style video battle report. I am using Vegas List 10.



-Mike

Thursday, April 28, 2011

Vegas List 10, Codex: Witch Hunters

List 10 - Witch Hunters

Palatine w/Book of St. Lucius, Bolt Pistol
5 Inquisitorial Storm Troopers w/2 Meltaguns
5 Inquisitorial Storm Troopers w/2 Meltaguns
5 Inquisitorial Storm Troopers w/2 Plasma Guns
Platoon Command w/2 Flamers
Chimera w/Heavy Flamer
Infantry Squad w/Autocannon
Chimera
Infantry Squad w/Autocannon
Chimera
Infantry Squad w/Autocannon
Chimera
Infantry Squad w/Autocannon
Chimera
Heavy Weapons Team w/3 Autocannons
Heavy Weapons Team w/3 Autocannons
5 Dominions w/3 Flamers
Immolator w/Smoke, Twin-Linked Multi-Melta
5 Dominions w/3 Flamers
Immolator w/Smoke, Twin-Linked Multi-Melta
Immolator w/Smoke
Immolator w/Smoke
Immolator w/Smoke

This list is an MSU 4+2 mech variant. This list is not made of Space Marines (as I discovered in the battle report a few posts ago). Critical placing and use of Chimeras is invaluable. If you make mistakes, this list can fold pretty quickly. The only thing is has over other similar lists is numbers of vehicles. Fast Heavy Flamers are awesome. Autocannons are awesome. It is kind of a utility list, with something for everything without being battle-forcey. I have actually gotten in a battle report with this list and hope to post it soon.

-Mike

Vegas List 9, Codex: Chaos Space Marines

List 9 - Alpha Legion

Chaos Lord w/Terminator Armor, Combi-Melta, Daemon Weapon
10 Chaos Space Marines w/2 Meltaguns
Rhino w/Dozer Blade
10 Chaos Space Marines w/Meltagun, Flamer, Aspiring Champion, Powerfist
Rhino w/Dozer Blade
10 Chaos Space Marines w/Autocannon, Plasma Gun
5 Chaos Terminators w/Lightning Claws, 2 Combi-Meltas, Heavy Flamer, Powerfist, Chainfist
5 Chaos Terminators w/Lightning Claws, 2 Combi-Meltas, Heavy Flamer, Powerfist, Chainfist
5 Chaos Terminators w/2 Combi-Flamers, 2 Combi-Plasmas, Heavy Flamer, Chainfist
Chaos Predator w/Lascannon Sponsons

This list is a more fluff list than competitive. I guess, strictly speaking it is a 2+1. The Rhinos advance, the Terminators and Lord Deep Strike, and the Predator and AutoPlas squad provide supressive fire. I have not yet played this list and the models are only partially built. I will however, probably get smoked by loyalist terminators.

-Mike

Vegas Lists 7 and 8, Codex: Eldar

List 7 - Mechdar

Farseer w/Runes of Warding, Guide
5 Dire Avengers
5 Dire Avengers
5 Dire Avengers
10 Guardians w/Scatter Laser, Warlock, Embolden
5 Fire Dragons
Wave Serpent w/Twin-linked Shuriken Cannon
5 Fire Dragons w/Exarch, Firepike, Crack Shot
Wave Serpent w/Twin-linked Shuriken Cannon
5 Fire Dragons w/Exarch, Firepike, Crack Shot
Wave Serpent w/Twin-linked Shuriken Cannon
Falcon w/Eldar Missile Launcher, Holo-Fields
Falcon w/Eldar Missile Launcher, Holo-Fields
Falcon w/Eldar Missile Launcher, Holo-Fields

This list works around a 3+1 build. Codex: Eldar is old and sub-par. This list doesn't have a ton of firepower, but can work pretty well with what it has. The only advantage is speed, which this army has (except the Guardians). The disadvantages are cost of singular models and fragility. Dice can kind of ruin my day, especially if things don't go well. Objective games are this lists strength.

List 8 - Footdar

Avatar
Eldrad
10 Guardians w/Scatter Laser
10 Guardians w/Scatter Laser
10 Storm Guardians w/2 Flamers
5 Rangers
10 Dire Avengers w/Exarch, Dual Catapults, Bladestorm
6 Harlequins w/5 Harlequins Kisses, Shadowseer
3 D-Cannons
3 D-Cannons
3 Dark Reapers w/Exarch, Tempest Launcher, Crack Shot

Ok, I know this list looks really weird on paper. I recently played a 2k version of this in a Winter gaming league and went 5-0-1 with it. Its strength is that people do not know what to do against it. It is deceptively strong and resilient, provided it gets to midfield. It has ZERO long range firepower. This list must get to midfield. Also, dawn of war destroys this army, as it takes the D-Cannons 4 turns to get to the center of the board. (Artillery can't run).

-Mike

Vegas Lists 5 and 6, Codex: Imperial Guard

List 5 - Foot Guard

Command Squad w/3 Sniper Rifles, Vox, Camo Cloaks
Command Squad w/3 Sniper Rifles, Vox, Camo Cloaks
Platoon Command w/2 Grenade Launchers, Vox, Bolt Pistol
Infantry Squad w/Autocannon, Vox
Infantry Squad w/Autocannon
Infantry Squad w/Autocannon
Infantry Squad w/Autocannon
Heavy Weapons Squad w/3 Autocannons
Heavy Weapons Squad w/3 Autocannons
Heavy Weapons Squad w/3 Autocannons
Heavy Weapons Squad w/3 Mortars
Heavy Weapons Squad w/3 Mortars
Platoon Command w/2 Grenade Launchers, Vox, Bolt Pistol
Infantry Squad w/Meltagun, Vox
Infantry Squad w/Meltagun
Infantry Squad w/Meltagun
Infantry Squad w/Meltagun
Heavy Weapons Squad w/3 Lascannons
Heavy Weapons Squad w/3 Lascannons
Heavy Weapons Squad w/3 Missile Launchers
Heavy Weapons Squad w/3 Missile Launchers

This list is a gross distortion of the MMM. It starts with 19 scoring units and tons of firepower.
Good luck at outshooting this army. The downside is that is is MADLY static, so will lose "recon" missions if they happen to show up. Getting to objectives is an issue if they are far away, but I should not have a problem removing enemy units from objectives. I will, however, autolose to deep strike armies. There is also a slight problem of building and painting all of that Infantry.

List 6 - Mech Guard

Command Squad w/3 Plasma Guns
Chimera w/Heavy Flamer
10 Veterans w/3 Meltaguns
Chimera w/Heavy Flamer
Platoon Command w/3 Flamers
Chimera w/Heavy Flamer
Infantry Squad w/Autocannon, Flamer
Chimera
Infantry Squad w/Autocannon, Flamer
Chimera
Special Weapons Squad w/3 Meltaguns
20 Consccripts
Valkyrie w/Multiple Rocket Pods
Vendetta
Vendetta
Manticore
Manticore

Standard Mech guard. Conscripts bubblewrap against fast bastards (Thunderwolves) and/or outflankers (Wolf Scouts, Snikrot, etc...). Everything else shoots. I have mixes of mobile and static firepower. This is a well-balanced list, there are no obvious advantages or disadvantages except for the logistics of getting the stuff to Vegas.

-Mike

Vegas Lists 1-4, Codex: Blood Angels

I build 4 lists from Codex: Blood Angels.

List 1 - Rhino Rush
Librarian w/Shield, Sword
7 Assault Marines w/Meltagun, Lightning Claw
Rhino w/Dozer Blade
7 Assault Marines w/Meltagun, Lightning Claw
Rhino w/Dozer Blade
7 Assault Marines w/Meltagun, Power Weapon, Infernus Pistol
Rhino w/Dozer Blade
5 Assault Marines w/Flamer
Razorback w/Lascannon and Twin-Linked Plasma Guns, Dozer Blade
5 Assault Marines w/Flamer
Razorback w/Lascannon and Twin-Linked Plasma Guns, Dozer Blade
2 Sanguinary Priests w/2 Lightning Claws, 2 Combi-Meltas
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
5 Devastators w/4 Missile Launchers
5 Devastators w/4 Missile Launchers

List 2 - Razorspam
Librarian w/Shield, Sword, Hand Flamer
5 Assault Marines w/Meltagun, Lightning Claw
Razorback w/Twin-Linked Assault Cannons, Dozer Blade
5 Assault Marines w/Meltagun, Lightning Claw
Razorback w/Twin-Linked Assault Cannons, Dozer Blade
5 Assault Marines w/Meltagun
Razorback w/Twin-Linked Assault Cannons, Dozer Blade
5 Assault Marines w/Flamer
Razorback w/Lascannon and Twin-Linked Plasma Guns, Dozer Blade
5 Assault Marines w/Flamer
Razorback w/Lascannon and Twin-Linked Plasma Guns, Dozer Blade
Baal Predator w/Flamestorm Cannon, Dozer Blade
Baal Predator w/Flamestorm Cannon, Dozer Blade
Predator w/Autocannon, Lascannon Sponsons, Dozer Blade
Predator w/Autocannon, Lascannon Sponsons, Dozer Blade

So, these two lists are kind of similar. They both utilize a 3+2 build style. Which is a take on the 4+2 popularized by Stelek at YTTH. The rhino list is more assault based, however, the fire support is more vulnerable to anti-infantry fire as it uses devastators. The assault based units are very resilient against torrent and anti-infantry weapons. The Razorspam army is maxed so that anti-infantry weapons are useless until I am disembarked from my transports. The downside to the razorspam is once I am out of my transports, my units are more vulnerable. The razorspam also has more firepower (and more mobile firepower) than the Rhinorush, but at the cost of less assault power.

List 3 - Jumpers
Librarian w/Shield, Sword, Jump Pack
10 Assault Marines w/2 Meltaguns, Power Weapon
10 Assault Marines w/2 Meltaguns, Power Weapon
10 Assault Marines w/2 Flamers
5 Assault Marines w/Flamer
Drop Pod
2 Sanguinary Priests w/2 Jump Packs
Techmarine w/Jump Pack, Combi-melta
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
5 Devastators w/4 Missile Launchers
5 Devastators w/4 Missile Launchers

This list uses a 3+1 build. Since the arrival of Grey Knights and reserves manipulation, I will usually be starting most of this on the board. The Techmarine bolsters a ruin for the devastators to hide in, then usually Deep Strikes in from reserves to shoot a juicy melta target.
This list is designed to make anti-tank weapons less useful to my opponent and to hopefully pressure him with the threat of assault into making a mistake or staying more mobile than he would like. (Some armies have a tradeoff in mobility vs Firepower) I can use the Drop Pod in odd ways, either by deploying it in my zone on an objective, having it arrive empty to block LoS and/or movement, or to threaten some sort of backfield unit (long fangs, Lootas, broadsides, etc...) I can also mess up hordes in assault, I gain staying power with FNP.

List 4 - Million Marine March (MMM)

Librarian w/Shield, Sword
10 Tactical Marines w/Lascannon, Meltagun
10 Tactical Marines w/Lascannon, Plasma Gun, Combi-Plasma
10 Tactical Marines w/Missile Launcher, Meltagun, Powerfist
2 Sanguinary Priests
Corbulo
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
6 Devastators w/4 Plasma Cannons
6 Devastators w/4 Missile Launchers
6 Devastators w/4 Missile Launchers

A staple army of most of my 4th edition play. If I can combat squad, this will work out to be a 3+2 build, if not it will be a 2+1. I can create FNP bubbles everywhere. The pros of this list are that anti-tank weapons are generally less useful, this army has a lot of bodies, a lot of staying power, and a lot of firepower. The downside is that this army is SLOW. Everyone is on foot. Some missions (like capture and control, Spearhead) will be incredibly difficult to win. I also will suffer against fast CC heavy armies. (Daemons, Nob Bikers, Tyranids as examples) I have no bubblewrap and cannot defeat dedicated close combat units. I think Space Marines can do this kind of list better as they have Combat Tactics, while Blood Angels do not. The upsides is that I have been playing this type of list for years (as I said, I played it in 4th edition)

-Mike


10 lists for Vegas

I have worked out 10 lists (using 5 different codices) that I want to practice with in order to decide what to take to the Throne of Skulls Tournament being held in Las Vegas, in the month of June.

Here is a quick breakdown of the number of lists I made from each codex.
Codex: Blood Angels - 4
Codex: Imperial Guard - 2
Codex: Eldar - 2
Codex: Chaos Space Marines - 1
Codex: Witch Hunters - 1

I plan over the next couple of weeks to get in at least one practice game with each of these lists to see how they feel on the tabletop. Some of the lists are new to me, some are variations of lists I have played a dozen times. Since I want to effectively test ten armies, I need the practice games to mean something. I am going to review each list and analyze any strengths and weaknesses it may possess. I will be posting here so that my 4-5 readers can help me by pointing out things I miss, or giving feedback from a different perspective.

Anyways, I already played the first of ten games on Tuesday. I did the battle report in the BoLS video fashion, and am now trying to edit it and toss it on Youtube, or something similar.

Remember, honest feedback is always welcome.

-Mike

Tuesday, April 26, 2011

Dreamwizards Team Tournament 4/23/11

On Saturday April 23rd I journeyed to Dreamwizards in Rockville, MD for a 3 round Team Tournament. My club, the Frederick Area Gamers, sent 3 teams to the tournament.

-Me and Aaron Blough teamed up and brought Blood Angels and Space Wolves
-Bryan and Pete brought Dark Eldar and Eldar, respectively.
-Leigh and PJ Brady brought Space Wolves and Imperial Guard.

1250 per player, 2500 per team. Missions were Ard boys 2009(?) missions.

Here is what we took. (Our team name was Mephiston-Njal, sound it out)

Blood Angels

Mephiston
5 Assault Marines w/Meltagun, Lightning Claw
Rhino
5 Assault Marines w/Meltagun, Lightning Claw
Rhino
5 Assault Marines w/Meltagun, Power Weapons, Infernus Pistol
Rhino
5 Assault Marines w/Meltagun, Power Weapons, Infernus Pistol
Rhino
Sanguinary Priest w/Combi-Melta, Lightning Claw
Sanguinary Priest w/Combi-Melta, Lightning Claw
5 Devastators w/4 Missile Launchers
5 Devastators w/4 Missile Launchers

Space Wolves
Njal Stormcaller
6 Grey Hunters w/Meltagun
Rhino
6 Grey Hunters w/Meltagun
Rhino
6 Grey Hunters w/Meltagun
Rhino
3 Wolf guard w/3 Combi-meltas, 3 Power Weapons
5 Wolf Scouts w/Meltagun
5 Wolf Scouts w/Meltagun
5 Long Fangs w/4 Missile Launchers
5 Long Fangs w/4 Missile Launchers
5 Long Fangs w/4 Missile Launchers

So, lots of Missiles and Rhino Spam. Two semi-beefy HQ's.

I don't do full battle reports in tournaments because I don't want to slow the game down.
I will give you guys a summary of games to the best of my recollection.

Round 1: John and Joe (Team Texas Ladyboys)

Joe - Grey Knights
Xenos Inquisitor w/Conversion Beamer, 3 Servo Skulls
Xenos Inquisitor w/Conversion Beamer, 3 Servo Skulls
10 Purifiers w/4 Psycannons, 5 Halberds, Rhino w/Hunter-Killer Missile
5 Grey Knights Strike Squad w/Psycannon, MC Daemonhammer, Rhino, Hunter-Killer Missile
5 Grey Knights Strike Squad w/Psycannon, Daemonhammer, Rhino, Hunter-Killer Missile
Dreadnought w/Two Twin-Linked Autocannons, Psybolt Ammo
Dreadnought w/Two Twin-Linked Autocannons, Psybolt Ammo
Dreadnought w/Two Twin-Linked Autocannons, Psybolt Ammo

John - Tau
Shas'el w/Missile Pod, Plasma Gun, Multi-Tracker
2 Crisis Suits w/Twin-Linked Missile Pod, Targeting Array
2 Crisis Suits w/Missile Pods, Burst Cannons, Multi-Tracker
6 Fire Warriors w/Devilfish, Targeting Array, Multi-tracker, Disruption Pod
6 Fire Warriors w/Devilfish, Targeting Array, Multi-tracker, Disruption Pod
Hammerhead w/Railgun, Burst Cannons, Disruption Pod, Multi-Tracker, Target lock
Hammerhead w/Railgun, Burst Cannons, Disruption Pod, Multi-Tracker, Target lock
3 Broadsides w/Advanced Stabilization, Bonding Knife, Drone Controller, 2 Shield Drones, Plasma Gun, hard-Wired Multi-Tracker

So, John and Joe won the roll-off and deployed. The Mission was Five objectives, one in the dead-center, two in each of our deployment zones. We set up on our side with pretty decent lanes of fire.
Aaron and I lost 6 out of 7 Rhinos before we got our first turn. Well then. We kept two of those units behind to capture our objectives and moved everything else forward. Our objectives were to supress the Tau firepower and movement with Njal and his wide ability of powers and try to eliminate their scoring units (they only had 4). Our plan worked great. Mephiston was able to draw tons of fire (mostly from Dreadnoughts and Crisis Suits) he would eventually die to a stormbolter in Joe and Johns backfield, but his supression was so great that neither the Tau or Grey Knights advanced until about turn 5, by which it was far too late. We had both of our objectives, they had one being held by a lone Grey Knight and Inquisitor.

Round 2: Dameon Green and Matt Stanley (Team Green Machine)

Dameon - Space Marines
Librarian w/Gate of Infinity, Null Zone
5 Scouts w/Meltabomb
5 Scouts w/Meltabomb
5 Scouts w/Meltabomb
5 Scouts w/4 Sniper Rifles, Missile Launcher
Dreadnought w/Two Twin-linked Autocannons
Dreadnought w/Two Twin-linked Autocannons
Dreadnought w/Two Twin-linked Autocannons
Land Speeder Storm
Land Speeder Storm
Land Speeder Storm
Thunderfire Cannon
Thunderfire Cannon
Thunderfire Cannon

Matt Stanley - Imperial Guard

Company Command w/2 Plasma Guns, Lascannon
Chimera
Platoon Command w/4 Flamers, Chimera
Infantry Squad w/Plasma Gun, Commissar, Autocannon, Power Weapon
Infantry Squad w/Plasma Gun, Autocannon
Infantry Squad w/Plasma Gun, Lascannon
Veteran Squad w/3 Plasma Guns
Veteran Squad w/3 Meltaguns, Chimera, Heavy Flamer
Vendetta
Hydra
Hydra
Manticore

The mission was a Dawn of War kill points. However Kill Points were modified so that HQ's were 5, Elites, Fast, and Heavies were two, all dedicated transports were 1.
So, we were on the same table as the last game. Our battle plan was to get Njal and Mephiston to midfield, run our Rhinos up and engage them in Combat, where we would do pretty good damage.
Well, turns out, I made a huge mistake. I had Mephiston running out of LoS behind Rhinos. I did not ask what was in the Vendetta, turns out it had plasma Veterans. 6 hits, 5 wounds, Mephiston dies. We could not apply pressure without Mephiston, so Njal died too from focused Fire. I sent a 5-man Ba squad to go after the librarian (who was with 5 scouts), they failed to move the 3 inches necessary to reach the librarian for 3 straight turns before being finally gunned down by thunderfires and Riflemen. We lost by about 5 kill Points. (We originally though it was 7) Lesson learned is to pay attention.

Round 3: Bryan and Pete (Team Pointy Ears)

Bryan - Dark Eldar

Haemonculus w/Liquifier Gun, Venom Blade
5 Warriors
Raider w/Disintegrator, Flickerfield, Night Shield
5 Warriors
Raider w/Disintegrator, Flickerfield, Night Shield
9 Warriors w/Blaster, Sybarite, Venom Blade
Raider w/Disintegrator, Flickerfield, Night Shield
8 Warriors w/Blaster, Sybarite, Venom Blade
Raider w/Disintegrator, Flickerfield, Night Shield
8 Warriors w/Blaster, Sybarite, Venom Blade
Raider w/Disintegrator, Flickerfield, Night Shield
Ravager w/3 Dark Lances, Flickerfield, Night Shield
Ravager w/3 Dark Lances, Flickerfield, Night Shield
Ravager w/3 Dark Lances, Flickerfield, Night Shield

Pete - Eldar
Autarch w/Fusion Gun
8 Dire Avengers w/Exarch, Extra Catapult, Bladestorm
Wave Serpent w/Twin-Linked Shuriken Cannons, Spirit Stones
8 Dire Avengers w/Exarch, Extra Catapult, Bladestorm
Wave Serpent w/Twin-Linked Shuriken Cannons, Spirit Stones
6 Fire Dragons w/Exarch, Firepike, Crack Shot
Wave Serpent w/Twin-Linked Shuriken Cannons, Spirit Stones
6 Fire Dragons w/Exarch, Firepike, Crack Shot
Wave Serpent w/Twin-Linked Shuriken Cannons, Spirit Stones
6 Fire Dragons w/Exarch, Firepike, Crack Shot
Wave Serpent w/Twin-Linked Shuriken Cannons, Spirit Stones

The mission is Capture and control, except that the two objectives are centered in non-deployment zone board quarters.
We went second again, and lost a good number of Rhinos to fire. We advanced Njal and Mephiston (as well as a LOT of squads) towards the center. We used our missiles to kill Eldar mobility and took a lot of casualties. Fortunately, we controlled the objectives for most of the game. When an Eldar or Dark Eldar foot unit got close, we counter assaulted with Marines.
At the end, I had something like 9 models left, but 6 were on an objective.
Aaron had mabye 13 or so, but two were on the other objective.

So at the end we went 2-1, not terrible. I won a raffle (A set of the resin counters)

As of this tournament my record (including the Winter League, which I won, and a few odd off games) is 89W 32L 22D

-Mike

Tuesday, April 19, 2011

Updated Vegas 1500

My readers (all 4!) have spoken, this is what (I think) they want to see.

Librarian w/Shield of Sanguinius, The Sanguine Sword
5 Assault Marines w/Meltagun, Lightning Claw
Rhino
5 Assault Marines w/Meltagun, Lightning Claw
Rhino
5 Assault Marines w/Meltagun, Infernus Pistol, Power Weapon
Rhino
5 Assault Marines w/Meltagun, Infernus Pistol, Power Weapon
Rhino
5 Assault Marines w/Flamer
Razorback w/Lascannon and Twin-Linked Plasma Guns
Sanguinary Priest w/Lightning Claw, Combi-Melta
Sanguinary Priest w/Lightning Claw, Combi-Melta
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
Attack Bike w/Multi-Melta
5 Devastators w/4 Missile Launchers
5 Devastators w/4 Missile Launchers
Razorback w/Lascannon and Twin-Linked Plasma Guns

Any more thoughts? Now who wants to playtest?

-Mike

Battle Report: Witch Hunters v Space Wolves

Battle Report time!!
With the help of a friend, we dreamed up a Witch Hunters list.

Palatine
5 Celestians w/2 Meltaguns
Immolator w/Smoke
5 Inquisitorial Storm Troopers w/2 Meltaguns
5 Inquisitorial Storm Troopers w/2 Meltaguns
5 Inquisitorial Storm Troopers w/2 Meltaguns
5 Inquisitorial Storm Troopers w/2 Plasma Guns
Platoon Command w/4 Flamers, Chimera
Infantry Squad w/Autocannon, Chimera w/Heavy Flamer
Infantry Squad w/Autocannon, Chimera w/Heavy Flamer
Platoon Command w/4 Flamers, Chimera
Infantry Squad w/Autocannon, Chimera w/Heavy Flamer
Infantry Squad w/Autocannon, Chimera w/Heavy Flamer
Special Weapons Squad w/3 Meltaguns
5 Celestians w/2 Meltaguns
Immolator w/Smoke
5 Celestians w/2 Meltaguns
Immolator w/Smoke
5 Celestians w/2 Meltaguns
Immolator w/Smoke
Immolator w/Smoke
Exorcist
Exorcist

2000

My opponent, internet 40k celebrirty, Tony Kopach (Winner of NOVA 2010, Adepticon 2011)
He brings Space Wolves
Njal Stormcaller
5 Wolf Scouts w/Meltagun
5 Wolf Scouts w/Meltagun
6 Wolf Guard w/6 Powerfists, 6 Combi-Meltas
8 Grey Hunters w/Meltagun, Wolf Standard, Rhino
8 Grey Hunters w/Meltagun, Wolf Standard, Rhino
7 Grey Hunters w/Meltagun, Wolf Standard, Rhino
7 Grey Hunters w/Meltagun, Wolf Standard, Rhino
6 Grey Hunters w/Flamer, Razorback w/Lascannon and Twin-Linked Plasma Gun
6 Grey Hunters w/Flamer, Razorback w/Lascannon and Twin-Linked Plasma Gun
5 Long Fangs w/4 Missile Launchers
5 Long Fangs w/4 Missile Launchers
5 Long Fangs w/4 Missile Launchers

We decide to play a NOVA Open mission.
Primary: Seize Ground, 5 Objectives: One in Center, 4 centered in Quarters.
Secondary: Kill points: must win by 3
Tertiary: Table Quarters
Deployment: Pitched Battle

I win the roll-off and decide to go first. I deploy along my deployment zone.
Tony deploys in his zone. We are both pretty spread out.

Two pictures of our deployment.


.
Tony fails to "Seize the Initiative" , we begin.

Turn 1:
Mike: I begin by moving everything except the Exorcists, Platoon Command, and Infantry squads forward. I smoke everything that moved. I immobilize one of my exorcists in dangerous terrain. In the shooting phase, I manage to kill the pack master and a Missile Launcher from the left long fang squad. My other shooting is worthless. The Long Fangs fail their break test, but only run 4.

Tony: Tony moves most of his Rhinos forward. He immobilizes Njals ride, so Njal and friends disembark. A Lascannon Explodes the right Chimera containing a Platoon Command squad, they lose 3 guys in the explosion. Long Fangs wreck the Palatines Immolator. They disembark.
The Platoon Command squad breaks, they are under half and will never rally. (One lascannon shot, 2 units gone!)

Two pictures from the bottom of Turn 1: Note some jerk at the top trying to photobomb us with his face and genitals.



Turn 2:
Mike: The palatine and friends roll a 2 for their difficult terrain movement, so much for contesting the center objective. I move my armor forward in an attempt to destroy Rhinos and pin Tony in his deployment zone. I rush an Immolator containing the Special Weapons Team toward the Long Fangs on the right. The Special Weapons team and Immolator combine to kill the Pack Leader and a Missile Launcher from the right Long Fangs squad. An exorcist kills the rest of the Long Fangs squad on the left. Multi-Lasers kill the Pack Leader and a Missile Launcher from the middle Long Fang squad. I unleash a torrent of Melta and explode a Rhino (killing a nearby sister) the rest of my 8 meltagun shots harmlessly bounce. With some combined fire and the explosion, I manage to kill 5 Grey Hunters. Tony passes all of his tests.

Tony: Njal rolls a "5", everyone in 18 of him at the end of the assault phase must take a morale test. 1 Wolf Scout squad arrives in my backfield to the right of one of my Bubblewrap Infantry squads. The Grey Hunters on my right disembark and move towards the Special Weapons Team. The Grey Hunters flame the Special Weapons squad, killing 3. The Lacannon fires and Explodes another Chimera. (Best. Lascannon. Ever.) Meltaguns Explode a Chimera. Meltaguns Explode a Chimera (no, I did not make a mistake in typing) Meltas remove the Heavy Flamer from a Chimera. The other Lascannon Explodes a Celestian Immolator, 2 die in the explosion, 2 more die to the Grey Hunters. She breaks and runs 11 inches.
In Close Combat, Grey Hunters charge and Explode a Chimera, Explode an Immolator, kill all 4 Celestians. An explosion kills an Inquisitorial Storm Trooper whose squad then breaks, and then breaks again due to Njals power. The Wolf Scouts mop the floor with the Infantry Squad. This turn Tony killed 4 Chimera, 2 Immolators and a slew of Infantry. Ouch.

Two pictures from the bottom of turn 2, the White Rectangles are craters from exploded vehicles.




Turn 3:
Mike: The Inquisitorial Storm Troopers rally. The Celestian and Special Weapons Squad continue to run. I move my few tanks around hoping to capitalize on what Melta and Twin-Linked Heavy Flamers I have left. My Meltaguns fail. I rapid fire two plasma guns at the Rhino in front of the Inquisitorial Storm Trooper Squad. I do no damage to the Rhino, but kill one of my guys. (who later breaks.) My other combined fire kills 2 Grey Hunters from the wounded squad, leaving one member left. I Boltgun the Wolf Scouts, killing 4. The exorcist fires and kills zero. My Twin-Heavy flamer kills a Grey Hunter. No break tests are failed.

Tony: Moves a little bit forward. Meltaguns blow up a Chimera. Lascannon wrecks the Immolator on the right. 2 Missiles fire, both pen, Wreck. 2 Missiles fire, both pen, explodes an Immolator, killing 2 Celestians. The wolf Scouts Explode an Exorcist, killing 2 nearby guardsmen.
In assault I lose the Celestians. I lose the Inquisitorial Storm Troopers that were next to the plasma guys. Njals power immobilizes my last Chimera.

Two pictures from the bottom of turn 3.




At this point I have one Immobilized Chimera, an Exorcist, and a few patches of T3 Infantry. I have killed a Long Fang Squad, a Rhino, and most of a Grey Hunters squad. I decide to concede before I am tabled. Tony kicked the crap out of me. I think I will attempt to analyze why in another post.

-Mike

Monday, April 18, 2011

Thinking of Vegas

The Throne of Skulls tournament (held in Las Vegas) is about 2 months away.
I have had this in the back of my mind for a while, as the date always appeared to be so far away.

I have been thinking about what codex to use. I own the following armies.

-Blood Angels
-Imperial Guard
-Chaos Space Marines (Alpha Legion)
-Eldar (Iyanden)
-Chaos Daemons
-Sisters of Battle (Order of our Martyred Lady)
-Grey Knights

I imagine that a GW event will only allow full painted armies. This leaves out Chaos Space Marines (who aren't even fully assembled), Daemons, and Grey Knights. I do not want to take Sisters because I do not feel that they are a competitive codex. (I will post a battle report to showcase this soon)
I have two types of Eldar; Mechanized and Foot. I do not think either are a good choice at 1500.

This leaves Blood Angels and Imperial Guard. I made lists for each:

Blood Angels 1500

Mephiston
5 Assault Marines w/Meltagun, Lightning Claw
Rhino
5 Assault Marines w/Meltagun, Lightning Claw
Rhino
5 Assault Marines w/Meltagun, Power Weapon, Infernus Pistol
Rhino
5 Assault Marines w/Meltagun, Power Weapon, Infernus Pistol
Rhino
5 Assault Marines w/Flamer
Razorback w/Lascannon and Twin-Linked Plasma Gun
Sanguinary Priest w/Combi-Melta, Lightning Claw
Sanguinary Priest w/Combi-Melta, Lightning Claw
5 Devastators w/4 Missile Launchers
Razorback w/Lascannon and Twin-Linked Plasma Gun
5 Devastators w/4 Missile Launchers


Imperial Guard

Company Command Squad w/3 Plasma Guns
Chimera w/Heavy Flamer
10 Veterans w/3 Meltaguns
Chimera w/Heavy Flamer
Platoon Command Squad w/3 Flamers
Chimera w/Heavy Flamer
Infantry Squad w/Autocannon, Flamer
Chimera w/Heavy Bolter
Infantry Squad w/Autocannon, Flamer
Chimera w/Heavy Bolter
Special Weapons Squad w/3 Meltaguns
20 Conscripts
Valkyrie w/Multiple Rocket Pods
Vendetta
Vendetta
Manticore
Manticore

I am leaning more towards the guard because I think it is a more balanced list. I feel I can make the Angels more balanced by removing Mephiston, adding a Librarian w/Shield and Sword and including 3 MM Attack Bikes. Do any of my 3 or 4 readers have any thoughts?

-Mike

Friday, April 8, 2011

Grey Knight Review: Part 7 - Heavy Support

There are 6 choices for Heavy Support in Codex: Grey Knights.

The Land Raider, Land Raider Redeemer, and Land Raider Crusader - These are the same as Codex: Space Marines although they have a minor price increase for "Fortitude" and can take Grey Knight upgrades.

Purgation Squad - The "Devastators" of Codex: Grey Knights. They are able to take 4 special weapons at minimum size. They have a psychic power called "Astral Aim" where they are able to fire at units out of LoS, but doing so provides their target with a 4+ cover save. They have access to all other Grey Knight options.

Dreadnought - A small bump in cost due to "Fortitude", but retains all the options of a Dreadnought from Codex: Space Marines. Even better, they also have access to Grey Knight wargear, allowing you to make your Twin-Linked Autocannons S8.

Dreadknight - Ah, the Baby-Bjorn of the codex. The only Monstrous Creature in a Space Marine codex (Not counting Mephiston). Pretty akin to a Daemon Prince in stats. It can get a range of crappy weapons; only the Heavy Incinerator might be worth it. Can take a personal Teleporter, which functions just like it does for Intercepter squads. Has "Hammerhand" and "Dark Excommunication" psychic powers.

-Mike

Thursday, April 7, 2011

Grey Knight Review: Part 6 - Fast Attack

Now, I will review BOTH of the Fast Attack units available for Codex: Grey Knights. Yes, there are only two.

Stormraven Gunship - A tad more costly than the Blood Angels equivalent due to "Fortitude". The Bloodstrike missiles are replaced by Mindstrike missiles, which are Frags with the "psi-shock" rule.
So, great for assassinating Mephiston or Tyranid psykers. All the same upgrades as the Blood Angels Stormraven are available. You can also get Psycannon Ammo to make those Hurricane Bolters S5.

Grey Knights Interceptor Squad - Basically a Strike Squad with Personal Teleporters, which count as jump packs for the most part. The same Psychic powers and equipment upgrades are available. The personal Teleporter lets you move as a Jump Pack, and once per game allows you to move 30" (to contest/capture objectives!) but you cannot assault after doing so.

-Mike

Grey Knight Review: Part 5 - Elites

Are you ready for some Fury? The Grey Knights codex contains nine options for Elites (counting each assassin as one type and the henchmen as one type)

Techmarine - The Techmarine is identical to the Techmarine presented in Codex: Space Marines except his cost is increased, he comes stock with the "Reconstruction" psychic power, and he can take some different wargear options. He cannot have any servitors.

Purifier - The most versatile Grey Knight unit in power armor. The Purifiers have the statline of a Justicar (so, 2 attacks). They are able to take two special weapons per FIVE models. Halberds are relatively cheap for them. They come with the "Cleansing Flame" psychic power. So, they can beat up on vehicles, MC's, hordes, and heavily armored troops. An excellent unit.

Venerable Dreadnought - WS5, BS5. Comes with "fortitude". It is going to be difficult to stop this vehicle from moving and shooting every turn. Still not sure what the best loadout is for this guy.

Paladins - The Nobs of Codex: Grey Knights. They are just like other Terminators, but have WS5, W2, and can take two weapons per 5 guys. They also have the option to get an Apothecary (for a colossal points increase). This may seem like a good idea, but is actually not a wise investment. This is a very expensive unit, that still gets rocked by TH/SS Terminators.

Assassins - The assassins got a pretty big stat boost. They are all WS8 BS8, 2W, I7, A4. Each is a unique choice, so no taking 3 Vindicares. Their equipment has largely remained the same, although the Vindicare (the obvious best of the four) now has unlimited special ammo. The point costs are moderate.

Inquisitorial Henchmen Squads - In all my days, I have never seen a more versatile unit. For each Inquisitor you can take a unit of between 3 and 12 henchmen, in any combination you desire. (Or take 6 if you have Coteaz) There are 10 different types of models you can take, outlined below

Arco-Flagellant - FNP, no Power weapons
Banisher - Can get an Eviscerator, Daemons within 6" re-roll invulnerable saves. (Bye, Fateweaver)
Crusader - Power Weapon, Storm Shield, WS4 guardsman. (Cheaper then a Space Marine)
Daemonhost - Random powers, one wound, only T4 model in the unit.
Death Cult Assassin - WS5, I6, 2 Power Weapons, S4. (Brutal anti-MEQ)
Inquisitorial Servitor - Comes with a powerfist, 3 can upgrade to Heavy Bolter, Multi-Melta, or Plasma Cannon.
Jokaero Weaponsmith - You have obviously heard about this guy from all over the net. He is a mini-obliterator that can upgrade the squads weapons.
Mystic - Acts as a teleport beacon.
Psyker - Has the "Psychic Barrage" power which increases in strength when you buy more psykers.
Warrior Acolyte - An imperial guardsman for 80% of the cost. Has access to a WIDE variety of options.

Each of these models (save the Jokaero) are pretty cheap allowing for an effective unit for little cost. They can be mounted in a Chimera.

-Mike

Wednesday, April 6, 2011

Grey Knight Review: Part 4 - Troops

This will be an easy part of the review as there are only two Troop choices in the codex!
To add some content, I will include dedicated transports in this category.

Grey Knight Terminators - They have the same statline as Terminators from Codex: Space Marines, with the same base cost. They have force weapons and storm bolters with the ability to add a special weapon for every 5 models (Psycannon, Psilencer, or Incinerator) Any model can swap out their sword for a Halberd or daemonhammer for free, or for a minor cost, upgrade to Falchions. They have no option for Storm Shields. So, you have a stock 2+/5++ which is ripe for being killed by Dark Eldar. An underwhelming unit choice to say the least.

Grey Knight Strike Squad - They have the same statline as Space Marines. They come equipped the same as Grey Knight Terminators, without the Terminator armor. They have the same upgrade choices as well (although at a higher cost for Close Combat upgrades) However, they have two things that make them stand out. One, they can get a Rhino or Razorback as a Dedicated transport. Two, they have the "Warp Quake" power, which is the ultimate in Deep Strike Defense.

The Rhino and Razorback are identical to their Codex: Space Marines counterparts (but with a small increase in cost) They have all the regular options available, plus some Grey Knight upgrades. They come stock with the "Fortitude" psychic power, which is awesome.

The Chimera is identical to Codex: Imperial Guard; you can add some Grey Knight upgrades to it. It does NOT have "Fortitude", which is sad.

-Mike

Tuesday, April 5, 2011

Grey Knight Review: Part 3 - HQ

Do you like HQ units? Then Codex: Grey Knights is the book for you, featuring 14 different HQ units (8 Grey Knight units, 6 Inquisition units)

Grey Knight Grand Masters - The "Chapter Master" of the Grey Knights codex. Has the same statline as his Codex: Space Marine counterpart. His use comes from his special rule "Grand Strategy". This rule lets the Master give d3 units of Infantry, Jump Infantry, Walkers, or Monstrous Creatures (not independent characters or Ghost Knights) one of the following special rules. (all must get the same rule)
-Scout
-Counter Attack
-Re-roll "to wound" rolls of a "1".
-Count as Scoring

Grey Knight Brother-Captain - Has the same statline as a Space Marine Captain. That is really it. He is kind of the poor mans Grand Master.

Librarian - Same statline as a Librarian from Codex: Space Marines. Comes in Terminator Armor. Can use two powers a turn with an upgrade to go to three/turn. Can buy extra psychic powers at a very cheap cost.

Brotherhood Champion - Kind of a cross between a Chaplain and The Emperors Champion. Has a high Weapon Skill, but only 1 wound. He allows re-rolls to hit on the charge, like a chaplain. He has no Attacks characteristic. In assault he must choose a "battle stance". He can either make one attack against every enemy in base to base, make no attacks and re-roll failed saves, or make d3 attacks at I10 against Independent Characters or Monstrous Creatures. He has the psychic power "Heroic Sacrifice", so if you kill him, expect to lose a model along with him.

Lord Kaldor Draigo - Imagine Lysander, except with S5 T5 base. He doesn't have a Thunderhammer, but has a Master-Crafted Force Weapon that becomes S10 if he happens to be targeting a unit with either a daemon or psyker in it. Only Eternal Warrior in the codex. Has a shitty flamer psychic power. His real use though, he unlocks Paladins as Troop choices.

Grand Master Mordrak - Grand Master statline, except +1A, +1W. Comes with a Daemonhammer. Can take a "retinue" of Ghost Warriors. He can spawn new ones if he takes unsaved wounds. If he chooses to Deep Strike, he automatically arrives turn 1, with no scatter.

Brother-Captain Stern - Same statline as a Brother-Captain. He can re-roll one "to hit", "to wound", and an armor save in each phase. If he does this, your opponent gains the same number of re-rolls. Has the Psychic power "Zone of Banishment". Altogether unremarkable.

Castellan Crowe - Basically a 2 wound Brotherhood Champion. But here is where he differs. He does not have a force weapon. He has a close combat weapon that rends on a 4+. He is NOT an independent character. If your opponent charges into him, your opponents units get furious charge and re-roll misses. Sucks ass right? Wrong, he will be popular for his last ability, he makes Purifiers Troop choices. (Dubbed the "Crowe Tax")

Inquisitors - There are three types of Inquisitors (Malleus, Hereticus, and Xenos) they share a statline and rules. The statline of an inquisitor is the same as it ever was. They only differ in the equipment that they each can take. The Malleus seems to be the most popular as they can get Terminator Armor with a Psycannon for cheap, which is awesome.

Inquisitor Coteaz - Inquisitor statline. Has a Master-Crafted Daemonhammer. Allows you to re-roll the dice to "Seize the Initiative" or force your opponent to re-roll theirs. Has the old Mystic ability, if you deep strike within 12, you get shot. Finally, he allows Inquisitorial Henchmen Squads to be troop choices. He is cheap. Holy Shit what an awesome HQ.

Inquisitor Valeria - Inquisitor statline with some added goofy wargear. Has a one-shot S10 pistol. Wounds on a 2+ in close combat. Successful saves against her must be re-rolled. Altogether unremarkable, especially when measured against Inquisitor Coteaz.

Inquisitor Karamazov - Improved Inquisitor statline (S5 T5). Has a Twin-linked Multimelta and Orbital Strike Relay. Is relentless. Is NOT a monstrous creature, he can join units! Friendlies within 12 re-roll failed morale tests. The best rule, however, is that when he places his Orbital Strike Relay, he can put it on a friendly model and the shot will not scatter. Holy. Shit. That is an Imperial Guard Players wet dream.

-Mike

Monday, April 4, 2011

Grey Knight Review: Part 2 - Psychic Powers

The Grey Knights codex contains within it a staggering 21 Psychic Powers.
Whiskey. Tango. Foxtrot?

Hammerhand - Available on most Infantry models, this adds +1 Strength in Assault. (note: it is added before any other modifiers, so Daemon hammers are Strength 10.)

Psychic Communion - Available on many of the HQ units. This lets you modify your reserve rolls by either +1 or -1, you decide after you roll.

Dark Excommunication - Available on some characters and Dreadknights. Daemons within a certain range lose all benefits of daemonic gifts.

Might of Titan - Available on Librarians, +1 Strength in assault (stacks with Hammerhand) and roll an extra d6 for armor penetration.

Quicksilver - Available on Librarians, everyone is I10 for that assault.

Sanctuary - Available on Librarians, anyone wishing to assault the unit counts as being in difficult and dangerous terrain.

The Shrouding - Available on Librarians, all friendlies within 6" gain the Stealth special rule.

Smite - Available to Librarians, As Codex: Space Marines

The Summoning - Available to Librarians, during the movement phase you can summon a unit from anywhere on the board (not in close combat) and deep strike it within 6" of you.

Vortex of Doom - Available to Librarians, As Codex: Space Marines

Warp Rift - Available to Librarians, template weapon, Initiative test or be "removed from play".
Also inflicts a penetrating hit on any vehicle it touches. (due to AP:- , hit is at -1 on the damage table.

Heroic Sacrifice - Available to Brotherhood champs and Crowe. Used when you die, roll to hit against a model in Base-to-base, if you hit, remove it from play.

Warp Quake - Available on Grey Knight Strike Squads and Interceptor Squads. Any wargear that lessens or prevents scatter when deepstriking fail to do so within 12 inches of the unit.
Furthermore, if a units deploys by deepstrike within 12" of said unit, they suffer an automatic Mishap. (Goodbye Codex: Daemons)

Astral Aim - Available on Purgation Squads, the unit may fire without needing LoS, but the target unit gets a 4+ cover save.

Sanctified Flame - Draigo only, Template Weapon, Str 5, no AP, always wounds daemons on a 2+.
Zone of Banishment - Stern Only, used in assault, all models (friend and foe, but not Stern) within d6 make a strength test or are removed as casualties. Daemons re-roll passed tests.

Holocaust - Paladins Only, 12" S5 AP- Assault 1, Large Blast

Cleansing Flame - Purifiers Only, used in assault phase, after moves but before attacks.
all enemy models in assault take a wound on a 4+, normal saves allowed. Counts towards combat resolution.

Reconstruction - Techmarines Only, re-roll repair rolls.

Psychic Barrage - Inquisitorial Henchmen Psykers Only, 36" S3 AP6 Assault 1, Large Blast.
For every Psyker past the first +1 S, -1 AP.

Fortitude - Available on every vehicle except the Chimera. Used in the movement phase. Remove all "Crew Shaken" and "Crew Stunned" results on the Vehicle.

So, as you can see there are TONS of powers available and nearly every model in the codex is a psyker. Lots to watch out for when facing the Grey Knights.

-Mike

Friday, April 1, 2011

Grey Knight Review: Part 1 - Wargear

It is April 2011. The Grey Knights have finally gotten their own stand-alone (mostly) codex.
Before you protest, Codex: Daemonhunters does not count.

I am going to break this review into 8 parts:

1)Wargear
2)Psychic Powers
3)HQ
4)Troops
5)Elites
6)Fast Attack
7)Heavy Support
8)Preliminary List Ideas

Without further ado, my Grey Knight Codex Review. I am only going to cover wargear new to the Grey Knights codex.

The first thing that sets the Grey Knights apart is that every Grey Knight comes with a Nemesis Force Weapon. (Well, ONE guy doesn't) That's right, everybody has an Instant Death causing power weapon. The thing that differentiates a Force Weapon from a Nemesis Force Weapon (NFW) is that NFWs get special rules attached to them and they come in different flavors with even MORE special rules attached to them.

All NFWs have the "Daemonbane" special rule (are Daemons too strong of a codex? lol.).
So, any Psyker or Daemon that suffers one or more unsaved wounds from a NFW must make a leadership test at the end of the assault phase or be "Removed from Play". Note that this is not "Instant Death" so Eternal Warrior cannot save you... Poor Daemons...

NFWs come in 7 styles. (Why not? Who needs less complex rules?)

Nemesis Force Sword : Adds +1 to Invulnerable saves in close combat, but does grant an invulnerable if you do not already have one.

Nemesis Force Halberd: +2 Initiative.

Nemesis Daemon Hammer: Counts as a Thunderhammer. However, a Dreadknight using this strikes at initiative instead of I1.

Nemesis Warding Stave: Grants a 2+ Invulnerable save to wounds caused in Close Combat.

Nemesis Falchions: Grants +1 Attack

Nemesis Doomfist: Counts as a Dreadnought Close Combat Weapon

Nemesis Greatsword: Re-roll failed to hit, to wound, and armor penetration rolls in close combat.

So, with that nonsense out of the way, lets move along to the other close combat weapons.

Daemonblade: This is a tool of the "Radical Inquisitor" it lets you roll twice on a table before the game for an array of fun and interesting powers.

Scythian Venom Talon: Poisoned 2+ (Obviously purchased from the Dark Eldar, oh sorry, a "race of warrior monks", because when I think Monks, I think Poison...)

Onto the shooting weapons...

Incinerator: Str 6 AP4 Flamer

Heavy Incinerator: as above, but fired like a hellhound

Psilencer: 24" S4 AP- Heavy 4 Always wounds daemons on a 4+, unless it would be less.

Gatling Psilencer: 24" S4 AP- Heavy12 Always wounnds daemons on a 4+, unless it would be less

Psycannon: 24" S7 AP4 Rending, Heavy 4 or Assault 2 (holy shit)

Heavy Psycannon: 24" S7 AP4 Heavy 1, Large Blast, Rending (the "heavy" version is worse?)

Orbital Strike Relay: Choose one of three modes to fire; always scatter full 2d6, even on a "hit"
Barrage Bomb: Unlimited S6 AP4 Ordnance d3, large blast
Lance Strike: Unlimited S10 AP1 Heavy 1, Blast, Lance (S10 to entire blast vs vehicles)
Psyk-out Bomb: Unlimited S6 AP4 Ordnance 1, Large Blast, Psi-shock

Condemner Boltgun 24" S5 AP- Assault 1, Psi-Shock

Psi-shock means that psykers hit by the weapon suffer an automatic perils.

So, the psycannon seems pretty good. The rest of the weapons? Meh.

Onto more wargear!!!

Servo Skull: Placed as a counter before deployment but before zones are chosen.
The enemy cannot infiltrate within 12. Or use a scout move to come within 12 inches of one.
Deep striking friendlies or friendly blasts placed within 12 scatter d6 less. They are removed if an enemy comes within 6 inches.

Psybolt Ammunition: +1 Strength to Autocannons, Assault Cannons, Bolter, Storm Bolters, etc..

Psyk-out grenades: When you charge, Daemons and Psykers are I1 for that CC phase.

Empyrean Brain-mines: Used in assault after moves have been made, choose a model in base-to-base, that model must pass an initiative test or be unable to strike in that round.

Rad Grenades: -1 to target unit when you charge.

Psychotroke Grenades: roll a d6 when the unit assaults or is assault for every unit involved. There is a table of fun things that happen (very 2nd edition-ish)

These are the main wargear pieces you will find in codex Grey Knights. Some goofy stuff, but nothing super over-powered. The psycannon is awesome, but its range mitigates its destructive potential. (It would be terrifying if it had a 36 inch range)

-Mike