Battle Report: Grey Knights vs Tau - 2,000 points

Played Poddy last night, trying a slightly different Purifier Order list. Here we go:

Grey Knights "Purifier Order" - 2,000 points

HQ

Castellan Crowe

Elite

Venerable Dreadnought - 2 x autocannons, psybolt ammo & searchlight
Venerable Dreadnought - 2 x autocannons, psybolt ammo & searchlight


Troops
 
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer

5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer

5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer

5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer

5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer


Heavy Support

Dreadnought - 2 x autocannons, psybolt ammo & searchlight
Dreadnought - 2 x autocannons, psybolt ammo & searchlight

Tau - 2,000 points

HQ

Shas'El - missile pod, plasma rifle & multi tracker
Bodyguard - missile pod, plasma rifle & multi tracker
Shas'El - missile pod, plasma rifle & multi tracker

Bodyguard - missile pod, plasma rifle & multi tracker
Elites

2 x Crisis Battlesuits - 2 x missiles pods, 2 x plasma rifles & 2 x multi trackers
2 x Crisis Battlesuits - 2 x missiles pods, 2 x plasma rifles & 2 x multi trackers
2 x Crisis Battlesuits - 2 x missiles pods, 2 x plasma rifles & 2 x multi trackers

Troops

6 x Fire Warriors
6 x Fire Warriors
11 x Kroot - 2 x kroot hounds
11 x Kroot - 2 x kroot hounds

Fast Attack

6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
Piranha - fusion gun & target array

Heavy Support

3 x Broadsides Battlesuits - team leader w/ target lock & 2 x shield drones
Hammerhead - 2 x burst cannons & disruption pod
Hammerhead - 2 x burst cannons & disruption pod

Pre-game Analysis

Right, railguns worry me (as always!) as they can open up my Rhinos very easily and won't have much problems against my Dreadnoughts, plus they can keep their distance. The missiles pods will also be a problem, if Poddy uses his markerlights first on a Rhino, then with good dice, he should open a couple of Rhinos up a turn. The Tau army has less shooting, but longer range. So I am going to have to move out quickly.

Game: Seize Ground + Pitched Battle

Deployment

Poddy wins the roll off and deploys first. He places his army so it is mirrored across his table edge, so  Kroot in a ruin each on each flank, then a Hammerhead supported by a Devilfish, Broadsides at the front between the vehicles with all other suits behind the Broadsides or vehicles. Piranha is in reserve and Fire Warriors behind the Devilfish.

I deploy all my units on the right flank, there is the big shrine ruin in the centre which should give me some cover. I deploy Rhinos at the front, Dreadnoughts behind and Crowe cowers away inside a ruin.

Objectives had been placed two on my left flank and then the three spread across Poddy's table edge, of course all 12" from the table edge and other objectives ;)

* Tactical Notes

It may sound weird I have deployed on the right flank, though the shrine gives me the best cover options. To be fair the furthest away a objective is from me on the left flank is 12", so I can easily get it later. If I work on getting that objective I just mentioned, one by the shrine and one top right then I should be ok. If I am lucky I could get the other one on the left flank if I bail out a unit and run to it later, will see.

Target priority will be anything with a railgun, Dreadnoughts will blast these. Psycannons will target the Battlesuits. In time and if I get close enough, I will bail out and unleash the force on those Battlesuits and cleansing flame on any of the normal infantry units.

Turn 1

I try to seize the initiative and I get a 6! Always good to get some shooting in before Tau :)

So, my first turn then. I move up all Rhinos 6" using the three front ones to give cover to the ones at the back best I can. In turn the back Rhinos give cover to the Dreadnoughts.

Shooting; I blast the closest Hammerhead with psycannons and score weapon destroyed, that will do nicely, the rear Rhinos are out of range. I blast one Dreadnought at the supporting Devilfish to the now railgun-less Hammerhead and disruption pod makes the save. Broadsides get blasted by three Dreadnoughts, the first two Dreadnoughts only take out a shield drone, though the last Dreadnought seems to have a impact and Poddy rolls 3 1's in a row and now only a single Broadside remains - the suit fails morale and runs back, though is destroyed by his own unit.

Tau's turn; The Hammerhead moves 12" towards me to act as a minor speed bump. Both Pathfinders bail out the Devilfish and move into position in terrain while the Fire Warriors jump in. All Crisis Suits move together in one big suit blob and come towards me.

Shooting; the last railgun on the boad gets some revenge and knocks out the Dreadnought which butt raped the Broadsides. Missile pods and plasma rifles fire at Rhinos and the only damage is shaken.

* Tactical Notes

At first I was disappointed that my three rear Rhinos were out of range. Looking back, I don't think I've done too bad. Only one railgun now remains, though I can't take all the credit and must thank Poddy's poor dice rolls.

Next turn I'll move up and torrent the Suits with autocannons and psycannons, any psycannons will go into the Pathfinders.

Turn 2

I attempt to cast fortitude on the shaken Rhino and roll double 6, the tank is shaken again. Instead I bail out the squad and sent them towards the Hammerhead which is right in front of me. I roll up the remaining Rhinos (pop smoke on the shaken one) and the Dreadnoughts hold position.

Shooting; couple of psycannons and autocannons blast the Crisis Suits, Poddy has hid them well when he jumped them away in the assault phase, I only managed to put a wound on one unit and kill the Bodyguard with a Shas'El. I fire one unit at the Pathfinders, though they are out of range, so I fire all remaining psycannons at the Hammerhead hoping to immobilise it, best I can do is stun it. Dreadnoughts fire at the Devilfish (not that I really want to) and disruption pods make the save.

Assault; Purifers charge the Hammerhead and cast hammer, one psyscannon dude hits but fails to do any damage. Hammers do better and wreck it.

Tau turn; Kroot on the right flank come out to rapid fire my exposed Purifiers to bits as the Battlesuits play peekaboo and pop up from behind the shrine ruin. The Devilfish comes forward to get the burst cannon into range.

Shooting; railgun fires at a Venerable Dreadnought and it explodes, I ask Poddy to re-roll and it is still wrecked thanks to AP1. Missile pods and plasma rifles fire and score weapon destroyed on a Rhino, shake a Dreadnought and shake a Rhino if I remember right. The Purifiers get blasted by kroot rifles, burst cannon, pulse carbines, missile pods and plasma rifles - two left, they are proper 'ard! :)

* Tactical Notes

I've lost a Dreadnought this turn, that's two gone so far. It's that damn railgun. I am going to have to take it out a.s.a.p. The Battlesuits are also becoming a pain, not because they are causing minor damage, but I cannot see them as Poddy is using the shrine ruin to block LOS very well. I cannot moan about my turn too much, Battlesuits have taken some damage and the minor road block has been wasted.

Next turn I'll march those two Purifiers right up to the Kroot and unleash cleansing flame in combat, will multi assault the Gun Drones which disembarked from the Devilfish too, maybe. I think I'll have to change my angle of attack and move three Rhinos into the shrine ruin or in that direction so I can start hacking the Battlesuits, if I leave three Rhinos heading up the right flank of the board I can tackle everything in my path and get the objective there.

Turn 3

I move one ruin across my board edge and it parks right in front of the ruin Crowe is hiding in. Another Rhino moves 12" through the shrine ruin and the Purifiers inside bail out. A Dreadnought mooches up using the Rhinos for cover to add support. On the right flank three Rhinos move up to get into fire range of the Pathfinders while one holds position to unleash full psycannons into the single Shas'El through the doorway of the shrine ruin.

Shooting; Venerable on the right flank immobilises and stuns the Devilfish. Two units of Purifiers blast the Pathfinders with psycannons, they fail morale and fall back - actually they should have been destroyed as the Kroot was in their position where they fallen back too, this is because Poddy did the fall back move at the end of assault instead, though it doesn't matter as the Pathfinders had no significant impact on the game hereafter. Full auto psycannons blast the Shas'El and he saves every single one, though the unit which just bailed out the Rhino blast him and waste him with rending wounds. The supporting Dreadnought and other Purifiers inside the Rhino blast more Suits, one is instagibbed from the Dreadnought and I think that's about it. The two man Purifier unit on foot blasts the Kroot and kills one.

Assault; Purifiers multi assault the Gun Drones and Kroot. They cast cleansing flame and kill 7 Kroot before combat starts though fail to kill any Gun Drones. At the end of the combat the Kroot and Gun Drone are destroyed via sweeping advance and the single Justicar now holds the top right flank objective.

Tau roll for reserves and the Piranha arrives, it moves flat out down the left flank and lands behind a ruin.

Tau third turn; Crisis Suits jump away from my Purifers increasing the distance. Piranha moves from ruin to ruin getting close to a objective near my deployment zone.

Shooting; markerlights fire at the Rhino near Crowe, missile pods then blast into it and it explodes - all Purifiers are safe. The railgun then puts the Dreadnought out of commission. Missile pods and plasma rifles blast at the Purifiers in the shrine ruin, I get lucky on cover and armour saves and only two die.

* Tactical Notes

Hmm my first Rhino down and another Dreadnought is smoked. The Rhino I can live with, as I have five more and everything is pretty close to objectives now. The Dreadnought I could do without losing to be honest. I don't think I've had a bad turn myself though, some Crisis Suits have been thinned out and unit of Kroot, Pathfinders and Gun Drones taken out.

Next turn I'll move Purifiers up to hold the right flank objective to support the single Purifier. While that's happening one Rhino will move up to get the objective centre near Tau deployment zone as Purifiers move out to get the other two objectives.

Turn 4

I get the depleted Purifier unit back into their Rhino, it then attempts to move through terrain and is immobilised. Another Rhino moves through the shrine ruin ready to blast some Battlesuits. The three Rhinos on the right flank move up, I haven't got the objective, though I want to maximise shots going into those Fire Warriors and Battlesuits.

Shooting; the last Venerable Dreadnought and in fact last Dreadnought I have wrecks the Hammerhead. Psycannons blast and kill the single Shas'El along with the single Battlesuit and a entire unit of Battlesuits - only four Battlesuits left now!

Tau movement; Fire Warriors bail out the Devilfish and move along Poddy's table edge ready to blast the single Justicar. Remaining Battlesuits move away.

Shooting; Fire Warriors blast the Justicar and he's dead meat. Rhino inside the Shrine ruin gets wrecked and the Purifiers bail out. Not sure how, thought the Purifiers standing in the crater by Crowe are reduced down to two dudes.

* Tactical Notes

Ok, Tau have taken a beating this turn, though Poddy is keeping the pressure on. The Battlesuit numbers have dropped a lot and the last railgun is toast. Though, Poddy still has plenty of 'go' left, I expect the Fire Warriors to die, but Gun Drones, Piranha, Devilfish and remaining Fire Warriors can still contest objectives if Poddy plays his cards right.

I'll get Crowe out to support the depleted Purifier unit while the unit which just got bust out their tank will move and run to claim the objective on the far left. Remaining Rhinos will move out and I should claim all objectives except for the heavily held Kroot one in the top left.

Turn 5

One Rhino moves by the objective by centre Tau's deployment zone, squad bails out ready to drop psycannon death. The paired Rhinos move to claim the top right objective and will psycannon the Fire Warriors. Purifiers in the immobilised tank bail out to make sure the objective near Crowe is claimed, Crowe also comes out and says hello. Last Purifer unit moves and runs to the far left flank objective.

Shooting; psycannons fire at the Fire Warriors and kill three thanks to cover - they pass morale. Psycannons fire itno the Battlesuits and I think I score a single wound. Psycannons fire at a Gun Drone unit which Poddy has disembarked last turn (think about this he shouldn't have done it as the Piranha moved flat out)

Tau; Fire Warriors move and run round to contest the top right objective. Gun Drones and Fire Warriors move up and contest the far left objective while the Piranha moves flat out and contests the objective by Crowe. Unit of Battlesuits move up and contest the centre objective by Tau deployment zone.

Shooting; Pathfinders light up the Purifiers on the far left objective and everything what can fires at them, only a single hammer-fier remains.

* Tactical Notes

Ok, if the game ends next turn then Poddy has secured a victory. I hope it does end as this will be Poddy's first win and he deserves it, not just because he's waiting for a win, but also because his dice have been 'orrible cnuts this game.

If there's a next turn that single hammer-fier will charge and cleansing flame those Fire Warriors while the Piranha will get blasted to bits. The other Fire Warriors will die also. Battlesuits will eat force weapons and psycannons.

Turn 6

We roll for it and game continues. I do offer Poddy the game as I am happy to call it a day (plus I can go home and watch Shamless :P) though Poddy says the dice have spoken!

My sixth turn then; Purifiers bail out the Rhino by top right objective and blast the Fire Warriors and they die. Purifiers by the centre objective shoot and charge the Battlesuits, they use force weapon and kill the remaining one. Single hammer-fier charges the Fire Warriors and casts cleansing flame and wipes them out. Piranha gets shot down with the Venerable Dreadnought while psycannons finish off the unit of two Gun Drones.

Tau's turn; the Devilfish moves up to contest the far left objective, though it doesn't matter as the single Purifier is wiped out by long range kroot rifles. Shas'El's unit moves up and contests the centre objective while the single Gun Drone moves up and contests the objective by Crowe.

We do roll for turn 7, and it happens. My missus rings and says the kids are going batshit crazy, so we call it a day. At this point we cannot decide the outcome of the game. Poddy says the dice have spoken and a victory would have been in my hands as the two Gun Drones and Battlesuits would be dead meat. I say it's a draw as we never started turn 7. Seems I am writing the battle report and I am a fair man I will take the win :P I mean I'll take the draw :)

Summary

That was a good game and I think could have gone worse for me, to be honest. I got lucky with Poddy rolling three 1's in a row for Broadside saves and then the remaining Broadside running away and getting killed by his own fish people. That was all but one railgun gone in turn 1.

What I need to do is start getting good as guessing this 24" range. Two games now I have missed a turn of shooting with several units because I am out of range. It's not to bad on a RoB board as you've got the squares, but if in doubt I should move out.

Poddy, again, did well. I wouldn't usually spread out my force, though he had the board covered nicely and evenly. I think me deploying on the right worked well for me, thanks to the shrine ruin, though Poddy got good use out of that too. It's a shame those railguns flopped on the saves, though it's a dice game and what can you do.