40k 1750pts Kingbreakers vs Grey Knights

Redcap’s was bumpin’ last night, with 15 people there for Thursday night 40k.

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Byron and I got in a 1750 point game, him practicing a bit for a tournament he’s playing on Saturday.

Armies

kingbreakers-iconI just dropped the Thunderfire Cannon from my latest 1850 point Kingbreakers list, giving me:

  • Captain Angholan (Vulkan, warlord)
  • Master Apothecary Sauvon (Harath Shen)
  • Squad Harmon: Sternguard x5 w/ power axe, 3x combi-meltas & Drop Pod
  • Terminators x5 w/ thunderhammers & storm shields
  • Squad Scolirus: Tacticals x5 w/ powerfist, flamer, Drop Pod
  • Squad Harbinger: Tacticals x5 w/ combi-melta, meltagun, Drop Pod
  • Squad Titus: Tacticals x10 w/ meltagun, missile launcher, Rhino
  • Landspeeder w/ multi-melta, heavy flamer
  • Landspeeder w/ multi-melta, heavy flamer
  • Greenheart: Imperial Knight Errant (melta blast)

Byron rolled his Grey Knights + Inquisition, focusing on the Vortex of Doom, which looks something like:

  • Inquisitor (warlord)
  • Coteaz w/ 3 plasmacannons, psyker, & ~10 acolytes
  • Terminator Librarian
  • Terminator Librarian
  • Terminators x5 w/ halberds & hammers
  • Terminators x5 w/ halberds & hammers
  • Terminators x5 w/ halberds & hammers
  • Dreadknight
  • Stormraven
  • Servo skulls x3

The gimmick is that he’s got a good number of psykers and he’s trying really hard to get Vortex of Doom on a Terminator psyker or two so it can be thrown on the deep strike—it’s a heavy blast, so it’s less useful on a psyker without Relentless. He’s using the servo skulls to help kill the scatter on both his deep striking and those vortex blasts, as well as a formation that lets him deep strike reserves on Turn 1. The formation also lets his guys run & shoot in the same phase, to increase his mobility on the ground. Finally, he’s boosting his odds of getting Turn 1 and dropping those blasts right away by bringing Coteaz to force or take a Seize reroll.

That setup can be pretty devastating if everything goes right. Colin got blown away in the November tournament as Byron got the Vortex, got first turn, dropped near perfectly, threw the blasts ideally, and wiped out a huge chunk of the Iron Warriors’ army in the first turn. The downside is that if the Grey Knights don’t go first and the opponent has a good alpha strike or high mobility, Byron’s basically ceding board control. He also doesn’t have a ton of units to spread around the board if there are a bunch of objectives, or the mobility to shift positions and adapt.

Sauvon and Angholan scout the ruins.

Sauvon and Angholan scout the ruins.

Setup

Vanguard strike deployment, I chose the corner with slightly lower density in the opposite corner so my Knight would have good sight lines but the board was basically symmetrical, with a fair amount of ruins spread around. We played a generic Maelstrom mission, with the standard 6 objective markers on the board:

  • At the start of your turn draw objective cards until you have three cards in hand;
  • Any objective cards that are impossible (e.g., targeting unit roles your opponent doesn’t have) are immediately replaced;
  • Any number of objective cards can be scored in a turn;
  • One objective card may be discarded at the end of the turn;
  • Scoring starts on Turn 1;
  • Objective cards are not secret.

Both of us wound up placing our three objectives evenly spaced about a foot from our respective table edges.

Kingbreakers deployed with at least one unit essentially already on each of my three home objectives. Grey Knights deployed just Coteaz and the Acolyte+Servitor blob on an objective tucked into a corner.

In the land of Terminators, the storm-hammered are king.

In the land of Terminators, the storm-hammered are king.

Battle

I survived the forced reroll to keep first turn. Squad Harbinger dropped on one of the opposing objectives and moved to remove a servo skull and create a bubble wrap pocket for the Knight. The Knight advanced right onto the table center line, backed up against a large line of sight blocker. Terminators, a Landspeeder, and a Rhino filled in the circle around that terrain to create a buffer around the Knight. Angholan + Scolirus tried to drop on Coteaz but played it too safe and scattered well back toward centerfield. Other Tacticals ran around to remove servo skulls and hunker down on objective markers, taking 2 victory points off the bat.

Following that, all the GK but the Stormraven came in. One Librarian threw a Vortex of Doom to blow away a Terminator, and another group with heavy shooting caught Harbinger off guard and wiped out his squad for First Blood. The Marines fought back though, with Terminators krumping one squad of Terminators and the Imperial Knight another. Squads Scolirus and Harmon both tackled the Dreadknight in their midst and brought it down to one wound, but not before it had knocked Captain Angholan out of the fight for Slay the Warlord and then shunted away. Kingbreakers though claimed a substantial 5 victory points while only yielding 1 for the turn.

Although only mid-battle, at that point the momentum was overwhelmingly for the Emperor’s finest—the Kingbreakers. Knight Greenheart demolished the last unit of Terminators and the opposing Inquisitor Warlord, the Coteaz blob was being whittled away and having little impact, the Dreadknight was on its last legs, and the Stormraven was forced to prioritize helping it out. Kingbreakers claimed another 4 victory points to just 1 for the GK, who promptly fled the field of battle for the day.

Multiple squads go at the Dreadknight at the power station.

Multiple squads go at the Dreadknight at the power station.

Outcome

After four turns the Kingbreakers were up 11 to 5, poised to take several more points, and we called it for time.

Analysis

Byron’s army had relatively few options to deal with the Knight. Very few of his models had any weapons that could hurt it, in both shooting and assault. He was really counting on the Vortex of Doom to take it out, but the first turn bubble wrap forced all his units come down far enough away to negate that. I was able to make good use of a large piece of terrain which had no windows, so he couldn’t risk deep striking on it, scattering behind, and getting no shots at all. In the one sector I couldn’t really get much bubble wrap into he fortunately scattered out of. Multiple units of mine were then also well placed and had the tools to decisively counter-attack before his units could do more damage. Assault Terminators are basically designed to fight against this kind of opposing force, and the Knight’s super well equipped to shoot and assault Terminators.

Bubble wrapping the Knight as best I could, actually kind of difficult to do while preserving its rapid movement.

Bubble wrapping the Knight as best I could, actually kind of difficult to do while preserving its rapid movement.

On straight kill points this would have been actually a very close game given how many more units I field. With the Stormraven forced to hover in order to keep shooting at priority targets, it was actually possible in another turn or two the GK would have been tabled. At the end only the Stormraven, Coteaz + handful of Acolyte chumps, and the Dreadknight with 1 wound left remained, for something like 6 KP scored by me. Kingbreakers meanwhile had lost 7 KP.

Objectives were the order of the day though, and the Kingbreakers are all about that game. A super elite, small unit count army like this kind of Grey Knights outfit is always going to have a hard time with 5 or 6 objective markers on the table. Add in that most of it is infantry on foot and it’s going to have limited ability to run around and adapt to the objective cards drawn. That’s particularly true if they’re forced to centralize on one particular target like the Imperial Knight, and hit a couple walls like the Thunderhammer Terminators.

Meanwhile, I’ve got combat squads all over, Drop Pods on objectives, and Landspeeders as well as a Rhino to scoot around. I particularly enjoyed deploying an empty Rhino, which confused Byron but did excellent double duty holding down an objective and blocking for the Knight while its Tacticals combat squadded and deployed to hold two other objectives.

Greenheart goes krumpin'.

Greenheart goes krumpin’.

Maelstrom

I haven’t actually played many Malestrom games, and in part a bunch of us went to play last night specifically to play that and think about using it in upcoming tournaments. The basic ruleset Byron and I used seemed pretty reasonable. In particular, I like it much more than setups were you only have one card at a time, and/or only have a single turn to claim objectives. Holding three cards potentially over multiple turns gives you a lot more ability to actually plan and work toward a strategic goal. That said, it retains one of the problems I see with Maelstrom in that it still emphasises immediate reactions rather than game-long strategy. There’s definitely still overaching strategy, e.g., my efforts to control the entire board raked in victory points here as I kept drawing cards I already met or could easily achieve. However, as a counter-example, I couldn’t decide how hard to press against the Coteaz objective because who knew if I would even draw cards scoring that objective. In a more traditional game I’d be able to evaluate that more precisely and make a more concrete strategic decision.

One change I would also consider to these basic rules is not scoring cards until Turn 2. I’m all about it because it gives Drop Pod and similar alpha strike armies a big opportunity to score quickly. But it really penalizes armies with limited mobility, already arguably an issue with Maelstrom.

Conclusion

In any event, it was a good game and I was pleased to win decisively as I had been concerned about this army after watching it wipe out several good players in our tournaments. Although I’m not convinced how strong it actually is, I am pleased to see Byron build an army around the Vortex of Doom as I am a huge fan of throwing vortexes around the table. Throughout 5th edition that was a big part of my army, but I let it go when psyker powers became randomized. Especially with the Grey Knights though he’s easily able to go the other way, and field enough psykers to both get the power and throw a bunch of dice at it.

Over the next couple days I should have more thoughts up on Maelstrom as I sketch ideas to include it in the February tournament.

Drop on Solypsus 9

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Our Solypsus 9 campaign kicked off yesterday. A massive horde of Tyranid including some Orkoid biomorphs descended on the planet, with Space Marines and Imperial Guard arriving just in time to aid the colony.

Eight players braved a small snowstorm, one even coming up from Virginia:

  • Forces of Order: Swords of Dorn+Legion of the Damned, Kingbreakers, Blood Angels+Sentinels of Terra, and Armoured Company
  • Spoiler Horde: Living Artillery, Endless Swarm, Spore Cloud, and Ork Mob

More photos are in the day’s Flickr gallery. Results and missions are on the event webpage. Core campaign mechanics are in the Solypsus 9 draft.

Kingbreakers rush headfirst into the oncoming wave of Hive Tyrants.

Kingbreakers rush headfirst into the oncoming wave of Hive Tyrants.

Mechanics

The campaign mechanics seemed to work out really well in their debut. There are a lot of details, especially to accommodate varying group size and composition. The basic idea though is that each alliance has a set of armies abstractly representing the major thrusts and conflicts of the campaign. Both teams secretly simultaneously place commands on those armies to Attack, Support, or Defend. They then alternate picking one of their Attacks and nominating an attacking player and target territory, with the opposing side(s) responding with a defending player. Results and control of the targeted territories are based on victory points earned there that round. Support and Defend commands aid in those contests, respectively contributing +5 to all adjacent territories and +10 to the territory itself assuming they aren’t wiped out or blocked.

The missions themselves followed the basic pattern we’ve been using: Each is worth up to 20 victory points, with 9 points available for a given primary objective based on markers or kill points, 6 points for a secondary objective chosen by each player from a list with options such as assassinating characters or controlling terrain pieces, and up to 5 points for several tertiary objectives such as claiming first blood or tagging superheavy vehicles.

Battle commands going into round 3.

Battle commands going into round 3.

Battle

Action in the first stretch of the campaign was concentrated around the Laboratory and the open ground at the center of the colony.

Round 1: The Swords of Dorn dropped successfully on the Laboratory, beating out the Ork Mob harrying them. Blood Angels repulsed the Endless Swarm’s attack on the Generator. Both forces met on the colony’s central ground en masse with the Kingbreakers barely countering an advance by the Living Artillery but the Spore Cloud overwhelming the Armoured Company to take the territory.

Round 2: The Armoured Company was kept on the retreat by the Ork Mob, losing the Hab Blocks to the invaders. A counter-attack by the Living Artillery on the Laboratory was blocked by the Blood Angels. Kingbreakers tried to disrupt the swarm’s plans at the colony’s center but could not dislodge the Spore Cloud. At the Comms Tower the Swords of Dorn boltered away the Endless Swarm.

Round 3: Swords of Dorn and Blood Angels both assaulted the Mine, with the Legion of the Damned tipping the odds against the Spore Cloud and Ork Mob.

The Swords of Dorn make landing on Solypsus 9.

The Swords of Dorn make landing on Solypsus 9.

The Ork Mob surrounds the Blood Angels' landing site.

The Ork Mob surrounds the Blood Angels’ landing site.

While the Armoured Company as well is mobbed by the Orks.

While the Armoured Company as well is mobbed by the Orks.

But the Swords of Dorn stand strong throughout.

But the Swords of Dorn stand strong throughout.

Outcome

The Forces of Order squeaked out a tactical win, with 123 victory points to the Spoilers’ 110. They also claimed a lead in campaign points for controlling installations at the end of the session, 5 to 1. Most of the colony was successfully reinforced by the Imperium, with Order armies establishing positions at the Laboratory, Mine, Starport, and Communication Tower. The Spoilers though clawed their way into the Hab Blocks and gouged out a safe beachhead at a central position among the settlement’s installations.

Alex won the standings for Order and overall with three straight wins and 91 points. Patrick took the Spoilers’ lead with 70 points. Best Painted was also voted for Alex for his gorgeous Swords of Dorn and Legion of the Damned, with Michael P’s Tyranid big bugs in second then bumping up to take the prize. Michael also continued Jason’s tradition of his shirt matching his army, something we should all aspire to.

Status after the end of the first campaign session.

Status after the end of the first campaign session.

Kingbreakers

kingbreakers-iconWe had an odd number of players otherwise, so I wound up joining in the action. The Emperor’s greatest soldiers had a so-so day. As is typical, my all-around list didn’t have a clear best opponent so it was repeatedly put forward as an attacker for the defenders to react against with their preferred army.

In the first two rounds the Kingbreakers fought Justin and Michael’s big bugs. Unfortunately both had a strong force of wing-equipped Hive Tyrants. Typically I try to muddle through ignoring flyers and flying monstrous creatures. That’s been working out ok against Daemons and Imperial armies because the former have to land to assault and the latter typically don’t do enough damage. These flyrant flotillas though were well equipped to rip up my army, particularly the Knight. I’d taken the latter despite our Victory Through Attrition tertiary objective making it a substantial handicap, yielding a victory point for each hull point lost. I knew that’d be a problem but it’s just a cool model, and I wanted to see how much of a disadvantage it’d be. Turns out it’s a big one! Either way though these FMCs would have been a problem. Unfortunately I did not bring my usual bunker, which would have been helpful here to safely squat on a home objective.

In the final round two of the Spoilers had to leave so Lovell and I fought it out. This was an old school-feeling battle, much like facing 5th edition IG. His Armoured Company literally had no infantry models, and nothing but Leman Russ chassis except for a Sentinel and an Avenger flyer. This was probably the army I was best equipped to fight, due to lots of re-rolling melta. It was still an awful lot of tanks to go through though. Kingbreakers eventually won out in the kill points mission, but a lot of the killing was done by just a few units. Much of Lovell’s army that could really threaten the Knight was targeted and wrecked early, giving the Knight fairly free rein. Captain Angholan also did far more than his share, ruining a number of opponents with his Vorpal Blade (S6). Meanwhile many Tacticals and others stood around literally hoping Lovell would forget about them with his battle cannons.

Kingbreakers scour the ruins for Tyranid monsters, finding them all too often.

Kingbreakers scour the ruins for Tyranid monsters, finding them all too often.

Kingbreakers Ghosts snipe away at the brain bugs from the rooftops.

Kingbreakers Ghosts snipe away at the brain bugs from the rooftops.

A pitched battle on a critical objective.

A pitched battle on a critical objective.

The Battle Continues

This was definitely a busy day on my end, trying to play a fairly sizable army while also managing all the campaign and tournament logistics. It worked out to be another great day though. I was particularly pleased that the campaign mechanics seemed to work well, as they’re essentially an entire small boardgame unto themselves. The teams seemed to be making a number of real decisions about how to proceed on the map, and there was a definite evolution of the conflict across the board. I’m looking forward to how that progresses in the future, as well as other surprises to be thrown into the mix.

Again, photos are up in the day’s Flickr gallery, results and missions on the event webpage, and campaign mechanics in the Solypsus 9 outline. See y’all in February!

The Imperial Knight Greenheart walks among the horde.

The Imperial Knight Greenheart walks among the horde.

Assault Terminators

Another group of hardened Kingbreakers veterans that finally got painted in the run-up to this year’s Apocalypse:

terminators-frontI’ve had these guys since my first tournament, way back at the start of 5th edition. I clearly remember dropping them down directly in front of a board-spanning horde of Orks and the TO standing nearby looking at me like “WTF are you doing?!” For a long time they were just primed, then for a long time the primary colors had a coat of paint, and then that Friday evening right before the Apocalypse they got finished.

terminators-sgt

terminators-swinghammer

terminators-block

terminators-dudebro1

terminators-dudebro2

These guys have also been victims of a can of Krylon matte coat that’s much shinier than I expected. Thinking back, I believe some of my earliest guys were also done with Krylon and are shinier than my others. Colin’s Blood Angels are also done with Krylon I believe and came out shinier than expected, though it works amazing for his style. I am probably going to give the can away and switch back to Army Painter.

Beyond that though I’m pretty happy with how they turned out. The bases are a different style for Kingbreakers, going with more of a rubble theme than the usual wasteland. Partly that was an attempt to build up their bulk and height. To me it also references a cool image of these guys swinging and smashing their way through buildings, bulkheads, whatever it takes. I’m most happy with the posing on the lead three guys, the sarge and buddy blocking an incoming blow while a third swings away. Terminators all too often look super static, but those guys have some motion and story to them.

terminators-back

terminators-back1

terminators-back2

 

For a long while these guys had sat out in actual games in favor of more bodies and higher mobility.What I’d really love for them to do is block for my Knight as it moves forward, but they don’t move nearly fast enough to keep up. Recently though I’ve been bringing them back onto the table to be a hard wall in front of my backfield, keeping out monsters that would otherwise munch through my guys in close combat. Most recently this unit held up several Greater Daemons and a pack of Screamers for literally the entire Apocalypse match, definitely worth the points.