Battle Report (Craftworlds vs Grey Knights)

0
1410

The planet’s distress hymnals blasted far into space, pushing past the many planets and floating rocks in the system, ripping through the void like a scream. Xenos Sighted. Need Assistance. Xenos Engaged. Need Assistance. We are dying. Need assistance. The once Imperial forge world was on the brink of collapse under the relentless assault of the Tyranids. Evacuations were underway, but escape ships were being picked off by massive, winged monsters as they tried to make orbit. Now was the time for heroes, and it was heroes who heard the call.

The Hammers of Titan descended upon the planet furiously and swiftly, teleportariums whirling to life and Storm Ravens racing through the atmosphere to deliver the Grey Knights to where they were needed most. As the God Emperor willed it, the alien met swift death. Though the Tyranids cast a shadow in the warp, hampering the psychic ability of the psyker brothers, by the bolter and the flamer, the Imperial settlements on the planet were evacuated. But the Grand Master of the force sensed a light in the shadow, a trickle of power, flickering in the dark.

There is another.

Though the planet was dying, the Commander of the Grey Knights sent his men back into the fray, searching for that blip, that small spot of brightness, for the Emperor’s will must be done above all else; suffer not the witch to live. And it was a witch they found. The Aeldari were here, frail, small things clad in light mesh armor, making evacuations of their own. No one could tell how long their shrine had been here, no one knew how much longer before they would retrieve their blasphemous artefacts. Only one thing was certain.

The Tyranids would not enjoy the pleasure of dispatching the Aeldari; the glory would be given to the Hammers of Titan.

Deployment: Dawn of War

Mission: Four Pillars

Points: 1750

++ Outrider Detachment +1CP (Aeldari – Craftworlds) ++

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Farseer Skyrunner: 3. Doom, 4. Executioner, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

Warlock Skyrunner: 4. Protect/Jinx, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Fast Attack +

Shining Spears
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance, Twin Shuriken Catapult

Windriders
. 6x Windrider – Shuriken Cannon: 6x Shuriken Cannon

Windriders
. 6x Windrider – Shuriken Cannon: 6x Shuriken Cannon

+ Heavy Support +

Fire Prism: Twin Shuriken Catapult

Fire Prism: Twin Shuriken Catapult

++ Battalion Detachment +5CP (Aeldari – Craftworlds) ++

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Autarch Skyrunner: 5: Mark of the Incomparable Hunter, Craftworlds Warlord, Power sword, Shimmerplume of Achillrial, Twin Shuriken Catapult

Farseer Skyrunner: 1. Guide, 2. Doom, Shuriken Pistol, Singing Spear, Twin Shuriken Catapult

+ Troops +

Rangers: 5x Ranger

Rangers: 5x Ranger

Rangers: 5x Ranger

+ Heavy Support +

Fire Prism: Shuriken Cannon

War Walkers
. War Walker: Aeldari Missile Launcher, Shuriken Cannon

War Walkers
. War Walker: Aeldari Missile Launcher, Shuriken Cannon

 

++ Battalion Detachment +5CP (Imperium – Grey Knights) ++

+ HQ +

Grand Master in Nemesis Dreadknight: 4: First to the Fray, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Sanctuary, Warlord

Lord Kaldor Draigo: Gate of Infinity, Hammerhand

+ Troops +

Strike Squad: Gate of Infinity
. 4x Grey Knight (Falchions): 4x Storm Bolter
. Grey Knight Justicar: Storm bolter, Two Nemesis Falchions

Strike Squad: Gate of Infinity
. 4x Grey Knight (Halberd): 4x Storm Bolter
. Grey Knight Justicar: Nemesis Force Halberd, Storm bolter

Strike Squad: Gate of Infinity
. 4x Grey Knight (Sword): 4x Storm Bolter
. Grey Knight Justicar: Nemesis Force Sword, Storm bolter

Terminator Squad: Hammerhand
. Grey Knight Terminator Justicar: Nemesis Force Halberd, Storm bolter
. 3x Terminator (Halberd): 3x Storm Bolter
. Terminator (Psycannon): Nemesis Force Halberd, Psycannon (Terminator)

Terminator Squad: Vortex of Doom
. Grey Knight Terminator Justicar: Nemesis Force Halberd, Storm bolter
. 3x Terminator (Falchions): 3x Storm Bolter
. Terminator (Psilencer): Nemesis Force Halberd, Psilencer (Terminator)

+ Elites +

Paladin Ancient: Banner of Refining Flame, Purge Soul
. Storm Bolter: Storm Bolter

+ Heavy Support +

Purgation Squad: Astral Aim
. 4x Purgator (Psycannon): 4x Psycannon
. Purgator Justicar: Nemesis Force Sword, Storm bolter

+ Dedicated Transport +

Razorback: Twin Assault Cannon

Razorback: Twin Assault Cannon

Razorback: Twin Assault Cannon

Hello once again all, welcome back to another Battle Report up at the SN Studio. Today, we will see Nick and his Grey Knights, as well as Steven and his Alaitoc Aeldari. They will be battling over one of the new Chapter Approved missions, Four Pillars, which has been showcased various times on SN since its release. This is also the first time that we see the Grey Knights in a battle report since Chapter Approved 18, meaning that Nick has been able to take advantage of the new points drop included in the update. That, paired with Steven’s slightly more tamed Aeldari list could mean a victory for the Grey Knights fresh out of Chapter Approved. A little mention that both armies have been painted by the talented John Causton if you are interested in seeing more of his work follow him on Instagram (jfcpainting)
Nick begins deploying his Grey Knights, with the Razorbacks lining up along the battlefield. The Razorback is a phenomenal inclusion to any army list. Despite sacrificing some transport capacity, it more than makes up for it by being able to assist in taking down enemy units effectively due to their weapons mounted atop the vehicle.
Starting on the battlefield is the Supreme Grand Master himself, Kaldor Draigo, along with a unit of Purgators. With some smart placement, Nick is able to get both Razorbacks, as well as the Purgation Squad within his Chapter Master bubble, giving all units re-rolls to hit.
Coming onto Steven’s deployment, he lines his Fire Prisms out throughout his backlines as far as possible, looking to make the most out of their massive 60″ range. Another consideration he then takes is their location; Steven deploys them spread out from each other, yet still in line of sight from each other, as he wants to make the most out of the Linked Fire Stratagem when able to.
The Autarch and Farseer discuss tactical matters with each other, as they lead their cohort of jetbike mounted Aeldari to battle. Forseeeing the catastrophic events that are about to unfurl, the Farseer notifies the Autarch, so that the optimal move can be made. They deploy as far back as possible, in hopes that they can outmaneuver the slower Grey Knights. Love this picture!
Up on the rooftops of one of the abandoned buildings, lay a unit of Rangers who oversee one of the objectives. Having located this vantage point before the main Aeldari forces arrived, they were able to learn the viable paths of travel throughout the majority of the battlefield, noting down any major choke-points that they can then manipulate during the battle.
With both sides fully deployed, Steven tries his luck at seizing the initiative. Picking up the closest SN die to him, he rolls it, but unfortunately, lady luck is not smiling down on him today, as he only gets a 5. First turn goes to Nick and his Grey Knights. hold on to your seats girls and boys this is going to be a good one!
Turn 1 (Grey Knights)

Starting off the first turn for the Grey Knights, a Grey Knight Strike Squad disembark from their vehicle, standing near the closest objective to them. Knowing their heavy footed stomps of their Power Armour are audible to the sensitive ears of the Rangers, they attempt as best they can to stay obscured by the terrain, whilst still grabbing the objective.

Turn 1 (Grey Knights)

The Purgation Squad move up behind the Razorback, taking shelter from as much oncoming fire as possible, before setting their steely sights on the Rangers up above the building-tops, aiming their terrifying Psycannons in the Aeldari’s direction.

Turn 1 (Grey Knights)

In yet another swift motion, a second Strike Squad grab a hold of another objective. Only a matter of moments have passed, yet the Grey Knights have begun encroaching on the Aeldari forces, all the while making sure to hold the objectives. Clever play by Nick sees him getting both objective priority, whilst being able to deal as much damage with his army as possible. This is doubly as important for Nick as now with the new Chapter Approved, he needs to wait until Turn 2 to bring in his reserves, meaning he is at a significant disadvantage for this first turn.

Turn 1 (Grey Knights)

At the end of the Movement Phase, Draigo used the Heed the Prognosticors Stratagem for 2 Command Points, imbuing him with a form of astral protection, giving him a +1 to his Invulnerable Save for a massive 2+ Invulnerable. Starting the Psychic Phase off for Nick, we see Draigo attempting to cast Hammerhand on himself, looking to gain a massive advantage when he finally gets to combat. However Nick fails the necessary roll. Instead of spending a Command Point to re-roll, he decides that he’s rather save it in case he fails his next Psychic Power; Gate of Infinity. He is however, successful in casting the power, as Draigo manifests the power of the warp, opening a purple tear in front of him. As quickly as he steps into it, it closes behind him, before the ripple in reality reopens right in front of one of the Fire Prisms. Following up, the Purgation Squad casts Astral Aim on themselves successfully.

Turn 1 (Grey Knights)

Moving into the Shooting Phase, Nick begins by targeting one of the three Ranger Squads, looking to take down a potential threat early on. He assigns both Razorbacks, as well as a Strike Squad to the task. A barrage of Assault Cannon Fire, supported by Storm Bolters rain down onto the Snipers. Their best attempts at seeking the protection of the building are thwarted immediately, as the lead chews through the stone before hitting them, each round either lodging deep into, or tearing right through their garments and flesh. Despite taking a lot of shooting, Nick is able to eliminate one unit from the game, giving him First Strike.

Turn 1 (Grey Knights)

Over on another part of the battlefield, the third Razorback, as well as the Purgators seek to remove another unit of Rangers. Once the target coordinates are confirmed by the scanner in the transport vehicle, they begin firing at the scouts in similar fashion to their Brethren. A large volley of Psycannon fire hurdles towards the Rangers, closely followed by the Razorback’s weaponry. This time however, the Rangers are slightly more fortunate, as only 3 of them are slain. Some lucky rolling from Steven then sees him passing morale on the remaining 2. Onto the charge phase and we see Draigo the only unit with a possible charge fail his 9″ range even with a re-roll cp. This isn’t good news for Nick….

Turn 1 (Aeldari)

Storming off at incomprehensible speeds, the huge cohort of Jetbikes zoom ahead of the rest of the Aeldari forces. Amidst the mass of Windriders, the heavily specialist Jetbike Aspect Warriors, the Shining Spears, ride into battle, the elite unit providing an extra punch against the sturdy Grey Knights.

Turn 1 (Aeldari)

Riding safely behind the Shining Spears we have the Autarch Skyrunner, accompanied by the Farseer Skyrunner and Warlock Skyrunner. Such a fantastic paintjob done on these models! Going into Steven’s Psychic Phase, the Farseer begins by Guiding one of the nearby Windrider units, allowing them to re-roll failed to hit rolls until the next Psychic Phase. Immediately after, the Farseer casts Doom on the Razorback, giving all units that attack it re-rolls to wound until the next Psychic Phase. Unfortunately for Nick, he is unable to Deny any of the Psychic Powers, even with the help of a Command Point re-roll. The Warlock then attempts to manifest their own Psychic power, by trying to cast Jinx on the same Razorback. However, they are unsuccessful with the cast. Looking to make up for it, the second Farseer casts a combination of both Smite and Executioner on the Razorback, the huge Psychic presence of the Farseer piercing sending jolts of concentrated energy hurdling at the vehicle, shaving off a total of 5 wounds from it.

Turn 1 (Aeldari)

The Guided Jetbikes open up the Shooting Phase for Steven, firing at one of the Grey Knight Strike Squads. With the simple flip of a toggle located on their steering handles, a flurry of Shuriken fire pelting the Power Armoured Grey Knights. Unrelentingly, they press on the attack, until finally, they believe that it has sufficed, and that the Strike Squad was removed from this world. They would however, soon find that they were wrong, as they only see the motionless bodies of two Knights, the others  yet still standing. Some amazing saving throws from Nick sees only 2 Grey Knights falling from the massive amount of fire they received. Pretty impressive.

Turn 1 (Aeldari)

Pressing on, the Shining Spears then begin their shooting. Being in range with their Twin Shuriken Catapults, they fire a devastating torrent of shots at the already weakened Razorback. Still having Doom cast on it gave the Shining Spears a boost to their low Strength weapons, as it allows Steven to finish off the remaining wounds from the vehicle, picking him up First Strike in return. The Strike Squad then disembark from the wrecked transport, suffering no casualties whilst doing so.

Turn 1 (Aeldari)

The next unit of Windriders then fire into the Purgation Squad located behind the next Razorback. The huge shooting output of the Jetbikes proved to be too much for the 5 man unit of Grey Knights, as a storm of 6’s from Steven obliterates them entirely!

Turn 1 (Aeldari)

Steven looks to use the Linked Fire Stratagem for the first time this battle, spending the one Command Point for it.

Turn 1 (Aeldari)

The Fire Prisms link their Prismatic Cannons together, their target being Lord Kaldor Draigo himself. The beam charges up, erupting in a loud, piercing sound from the prism chamber, alerting Draigo to their presence once more. Crouching down, he seeks protection behind his Storm Shield, bracing himself tightly with both hands. The shot fires from the Cannon, recoiling slightly from the immense build up of pressure, before releasing and launching itself at Draigo. Despite his best attempts, the high-powered alien technology possessed by the Aeldari proved to be too much, as the shot cleanly pierces the Storm Shield, followed by Draigo. Despite the directness of the shot and the clean exit, it still launches his body back into the nearby building, splattering against it violently. As his body slumps to the ground, the Aeldari release a sigh of relief at the thought of Draigo no longer a presence on the battlefield.

Turn 1 (Aeldari)

Looking to tie the Razorback up in combat, the Windrider unit charge head on towards it. During the Overwatch, the Twin Assault Cannon manages to shave off one wound from the unit. The combat however, is pretty fruitless, as neither side manage to deal any damage to each other, resulting in a stalemate.

At the end of the turn, Steven and Nick each hold 2 objectives. However, Steven has killed more units than Nick, meaning the score this round goes to the Alaitoc Aeldari as the mission states, putting the game at a 2-1 lead for the Aeldari, with each player getting a point for First Strike.
Turn 2 (Grey Knights)

Just as the Aeldari forces manage to compose themselves once more, the Grey Knights retaliate. Giving the new coordinates to their Librarians above, the Grey Knights are immediately granted a brief moment of safe passage onto the battlefield. Within the blink of an eye, white beams of light materialise into the hulking masses of Grey Knights, as the Nemesis Strike Force looks to back up the rest of their Battle Brothers.

Turn 2 (Grey Knights)

The Movement Phase sees the Razorback cleverly falling back out of combat with the Windriders, making them an open target to all on the battlefield. Following that, one of the Strike Squads make their way up towards the Shining Spear unit, looking to remove the Aspect Warriors from the premises.

Turn 2 (Grey Knights)

The Paladin Ancient conjures up the powers from his Psychic mind, casting Purge Soul on the Guided unit of Windriders, managing to deal a total of 3 Mortal Wounds, resulting in the death of 1 Jetbike and the wounding of another. The Terminators then cast Smite, which is done successfully, dealing that final wound to the Windrider. Finally, the Nemesis Grand Master successfully casts Sanctuary on itself, with Steven failing to Deny any of Nick’s attempts at Psychic Powers despite having Runes of the Farseer.

Turn 2 (Grey Knights)

Nick spends 2 Command Points to activate Psychic Onslaught, giving a +1 to the Strength of both the Psycannon and the Gatling Psilencer, as well as modifying their AP by a further -1. Turning his attention to the wounded Windrider unit, the Grand Master expertly pilots the Dreadknight chassis, firing both weapons into the unit, resulting in the entire unit of Windriders being removed from play!

Turn 2 (Grey Knights)

Combined fire from one of the Terminator units, as well as a nearby Strike Squad manage to kill the Rangers that were bunkered on the objective, clearing up yet another on the battlefield for Nick to capture.

Turn 2 (Grey Knights)

On the other side of the encroaching Grey Knights, the newly arrived Terminators, assisted once more by their Strike Squad Brethren take aim at the other unit of Rangers, with the only deviation being that 2 Storm Bolters instead took advantage of being within Rapid Fire range and shot at the nearby Windriders instead. All in all, it proved to be successful for Nick, as he was able to remove Steven’s final Ranger squad, meaning that Steven can no longer capture objectives, as he has no troops available anymore. The two Storm Bolters then also manage to kill one Windrider, as well as wound another.

Turn 2 (Grey Knights)

Some precise shooting from the Grey Knights sees the front lines of the Aeldari forces removed, exposing the Farseer to flanking fire from one of the Razorbacks. A hail of shots are fired at the Farseer, however the quick and nimble pilot is able to evade most of the shots, with only a few clipping the side of their Jetbike, dealing 4 wounds.

Turn 2 (Grey Knights)

Due to the Windriders totally being  annihilated by the Grand Master’s shooting, the Terminators are left with no option but to attempt an 11″ charge. With the odds against him, Nick rolls his charge roll, hoping that if he failed, he would simply re-roll it with the Warlord’s First to the Fray Trait. However, he is able to make it on his first attempt. To add insult to injury after, he then also makes the charge with the Grand Master, having both units right up against the Shining Spears.

Turn 2 (Grey Knights)

Following up right after, the Strike Squad flank the Windriders, charging them from behind and locking them up in combat. Nemesis Force Halberds tightly in their hands, they begin to swing at the Windriders with righteous vigour. Unfortunately, some horrible rolling from Nick sees only 2 of the Windriders falling in the combat.

Turn 2 (Grey Knights)

Seeing that the Terminators only managed to kill 2 of the Shining Spear Jetbikes, Steven opts to spend 2 Command Points for Lightning Fast Reflexes. Following right after, Steven spends yet another 2 Command Points to interrupt the Grand Master in combat, striking first. In a retaliatory fashion, they drive their Laser Lances towards the Dreadknight, thrusting repeatedly at it. However, due to needing 6’s to wound, the Aspect Warriors fail to deal any damage. In a return strike, the Grand Master carves through the four remaining Jetbikes, slaying them all in a trivial manner.

Turn 2 (Grey Knights)

Coming to the Morale Phase, Steven rolls for the Windrider unit, getting a 6 which results in the death of 2 more Jetbikes. He decides to spend a Command Point to re-roll the 6, only to get yet another 6! Very unfortunate for him.

Turn 2 (Aeldari)

The Aeldari quickly get through the Movement Phase, as they close in around the Grand Master. All three Psykers line up, with the Grey Knight Warlord in their sights. Let the Psychic onslaught begin.

Turn 2 (Aeldari)

Moving into what looks to be a devastating Psychic Phase, Steven begins by casting Doom on the Grand Master. He rolls, but just doesn’t quite make the Warp Charge requirement for the power. The Farseer then attempts to cast Smite on the Grand Master, however Steven’s plans are quickly thwarted, as the Grand Master Denies the power. Looking to get something out of the Psychic Phase, the Warlock then tries to cast Jinx, but is once again Denied by the nearby Terminator unit. Finally, the second Farseer is successful at channeling the power of the Warp, casting both Smite and Executioner, dealing 3 wounds on the Grand Master.

Turn 2 (Aeldari)

The barrage of Psychic bolts striking the Grand Master knocks him off balance momentarily, allowing the tactical mastermind of the Aeldari force, the Autarch, to sweep alongside the Grand Master, firing his Fusion Gun at the Warlord. The coils heat up tremendously, launching a radiant beam at the giant walker, as it penetrates the armour with no issue. Nick fails the all important 3+ Invulnerable Save, allowing Steven to get a whopping 5 damage through to the Grand Master.

Turn 2 (Aeldari)

The War Walkers opt to split fire, targeting the Grand Master with their Aeldari Missile Launchers, with their Shuriken Cannons targeting the Sword Strike Squad. The Missiles whistle through the air, before impacting against the Grand Master violently and exploding. The shrapnel tears through the Armour of the Grand Master easily, as well as the Sactified aura surrounding him. Slay the Warlord is picked up by the Aeldari, despite the 3+ Invulnerable Save! The Shuriken Cannons, as well as the Twin Shuriken Catapults from all three of the Psykers then target the Sword Strike Squad, slaying 3 more of the Brethren.

Turn 2 (Aeldari)

And for a second turn in a row, Steven spends that all important Command Point to use the Linked Fire Stratagem on the Fire Prisms, as they choose the nearest Grey Knight Terminator unit as their target. In an act of vengeance for the fallen Aspect Warriors, the Fire Prisms lay heavy fire down onto the Terminators, concentrated beams of high-powered light tearing through the Terminators in a matter of seconds, as the entire unit is removed from play.

Turn 2 (Aeldari)

Confident with how his turn has been going thus far after a very impressive Shooting Phase, Steven charges in with both the Singing Spear armed Farseer and the Warlock at the last two remaining Grey Knights. Witchblade and Singing Spear swing in tandem at the Grey Knights, however they retaliate and redirect the oncoming blows expertly, using the momentum of the Jetbikes against them, with the Farseer losing control of the Jetbike momentarily, causing him to veer into the nearby rubble and taking 1 wound, whilst the Grey Knights take no damage.

At the end of the turn, the Grey Knights hold 2 objectives, with the Aeldari holding 0. This, coupled with the Grey Knights removing more units from play than the Xenos puts the score at an even 3-3 after Steven also secures his Slay the Warlord point. A close game thus far!
Turn 3 (Grey Knights)

To start turn 3 for the Grey Knights, the Paladin Terminators move up the battlefield, closing the gap between themselves and the Aeldari forces. Meanwhile, the Strike Squad fall back from the Farseer and Warlock to allow other friendly units to fire at them in the upcoming Shooting Phase.

Turn 3 (Grey Knights)

And here we have an overview of the battlefield in its current state. As we see, the majority of the battle is taking place in one third of the battlefield. However the most important thing to note is that the Fire Prisms are left unchallenged by any of the Grey Knight units. Knowing that these Heavy Support Grav tanks are the hardest hitting thing in Steven’s army, perhaps Nick should pay more attention to them. It is also important that at this stage, both forces are dwindling, and slowly, their impact on the game will become less and less significant as they won’t pack as much of a punch. But this doubly acts as positive, as removing any one unit at this stage means seriously removing a potential threat from the board.

The Strike Squad attempt to manifest their Smite Psychic Power, and are successful, resulting in the death of the Farseer as it is finally shaved of its final wound. The Banner of Refining Flame gives the Paladin Ancient an even more potent Smite ability, which is attempted to be cast onto the Warlock. However, the second Farseer notices this, and interrupts the cast by tapping into the Psychic link that the Ancient has. To finish off Nick’s Psychic Phase, the Terminators fail to cast the potent Vortex of Doom.

Turn 3 (Grey Knights)

The Razorback locks onto the Autarch next, as the Twin Assault Cannon barrels begin to spin at a high speed, before unleashing a hail of shots once more at the Autarch Skyrunner. Noticing this, the Warlord deftly moves away, as one of the shots graze his arm, tearing the psycho-sensitive material of the tactician clean off. The Autarch only takes 2 wounds from the total of 12 shots thanks to the Relic the Shimmerplume of Achillrial giving him a -1 to hit. The second Razorback targets the other Farseer, but once again, only manages to deal 2 wounds to the target.

Turn 3 (Grey Knights)

The Warlock resists the majority of the incoming Storm Bolter fire and Psycannon shots with his Rune Armour, as it creates an almost impenetrable psychic barrier around the Psyker. This left the Terminators no choice but to charge in and finish the job in combat. Evidently, the masterful combat prowess of battle-hardened Terminators was far too much for the Warlock, as it eventually succumbs to the massive punishment inflicted by the Terminators.

Turn 3 (Aeldari)

Physically backed into a corner, the Autarch issues a tactical retreat for both himself and his fellow Farseer, so that they may get out of harm’s way for a little longer. They zoom around the back of the Terminators, before looping back on themselves and reaching high ground away from the Terminators. Steven then attempts to cast Smite on the Terminator unit, but unfortunately, it is Denied once more by the Paladin Ancient. The Farseer then tries their luck with casting Doom, but yet again, it is Denied by Nick, this time with his Terminators. Not a good turn for the Aeldari.

Turn 3 (Aeldari)

The last remaining Windrider Jetbike joins back with the War Walkers, as they target the Razorback nearest to them, launching a myriad of weaponry at it. Their combined firepower deals a total of 5 wounds.

Turn 3 (Aeldari)

Steven opts once more to use the Linked Fire Stratagem, only to realise that he is now totally out of Command Points and isn’t able to! Because of this, the Fire Prisms are forced to fire at different targets, with the first shaving another 4 wounds off of the already damaged Razorback, leaving it worse for wear. The second Grav Tank then shot at the wounded Strike Squad, managing to secure the kill point by removing the last 3.

At the end of turn 3, the Grey Knights score 1 more point for holding the objective. Both sides manage to exchange an equal amount of damage at two units a piece! Thus giving the edge out to the Grey Knights, pulling them ahead to 4-3.
Turn 4 (Grey Knights)

Nick wasted no time in closing the gap between himself and Steven’s forces as much as possible, as he brings the Terminators, Paladin Ancient, and even the Razorback forward towards what is remaining of Steven’s army.

Turn 4 (Grey Knights)

The Paladin Ancient casts his Empowered Smite on the War Walker, dealing a total of 4 Mortal Wounds to it. Once again, the Farseer is not able to Deny, despite having the ability to re-roll any number of die when attempting to manifest or deny Psychic Powers thanks to the Runes of the Farseer. This has been a crazy psychic show in all turns!

Turn 4 (Grey Knights)

The Shooting Phase sees the Terminators and Razorback managing to kill the damaged War Walker and Windrider Jetbike. Following immediately after, the straggling Razorback which is currently on 1 wound managed to deal another 2 wounds damage to the Farseer.

Turn 4 (Grey Knights)

After having closed the gap substantially in order to ensure a successful charge, the Terminators advance into the Aeldari territory. Nemesis Force Halberds at the ready between their digits, they swing them brutally at the frail legs of the War Walker, toppling it almost immediately, before the continuing strikes make quick work of the War Walker pilot. Yet another unit removed from the battlefield.

Turn 4 (Aeldari)

The Fire Prisms now notice that the Grey Knights are deep into their deployment. Steven decides to finally move up the Fire Prisms, in order to fire at other units on the battlefield. However, could this be too late for Steven to salvage?

Turn 4 (Aeldari)

The wounded Autarch and Farseer move up and attempt to secure yet another kill on the Grey Knights. A successful Smite cast sees 2 Mortal Wounds dealt to the Ancient, however the subsequent power, Doom, is yet another fail for Steven.

Turn 4 (Aeldari)

Choosing to fire their Shuriken weaponry at the heavily wounded Razorback, followed by firing the Fusion Gun into the Paladin Ancient, a light peppering of Shuriken fire is enough to shave off the final wound from the Grey Knight vehicle, securing another kill for the Aeldari. However, the Fusion Gun shot is wholly unsuccessful, as the Paladin Ancient passes his Invulnerable Save. Could Steven claw his way back into the lead?

Turn 4 (Aeldari)

However, in a stroke of luck for Nick, the Razorback does manage to explode, clipping both the Farseer and Autarch. Rolling for damage, we see 3 Mortal Wounds dealt to each of the characters, removing the Farseer from play and bringing the Autarch down to just 1 measly wound. Just when it looked to be swinging back towards Steven’s favour!

Turn 4 (Aeldari)

The combined fire from both Fire Prisms deal a total of 5 wounds to the last remaining Razorback. Not having access to the Linked Fire Stratagem is a huge hindrance, but that’s what happens when you don’t manage Command Points properly. A huge detriment to Steven’s tactics for the rest of the battle, or whatever might be left of it!

Turn 4 (Aeldari)

With little to no options left, Steven charges the Autarch Skyrunner into the Paladin Ancient in a desperate attempt. But much to Steven’s dismay, he fails to deal any damage to the sturdy and stalwart Ancient, as he stands resolute even when faced by the Aeldari Warlord. In return, the Paladin Ancient drives the Sacred Banner into the ground by his side, driving his fist straight into the chest of the passing Autarch. This knocks the air out of his lungs, as he clings firmly to himself, gasping for air. Pressing his wrist-mounted Storm Bolter to the head of the Autarch, a quick succession of shots are fired, blasting through the skull of the Warlord, leaving a headless, motionless corpse sprawled on the battlefield. Slay the Warlord for Nick!

And with this, the game is brought to a close, as the turn sees Nick picking up an impressive 3 points in total, 1 for holding more objectives, 1 for killing more units than Steven, and the final one, the icing on the cake, Slay the Warlord. This brings the final score up to 7-3 for Nick and his Grey Knights meaning the game can now not be won by Steven. Fantastic game played by both players! 
Nick: Well I am just as surprised as you all probably are; the Grey Knights won! Albeit against a tamed Aeldari list, but still! New missions favour a troop heavy force, so I can start seeing a return in troops, more than your standard 3 or 6 for the detachment. Gun line forces, beware of standing still and shooting as that to me in these missions does not seem that viable option anymore! All in all this game was fun, didn’t get wrecked (apart from Draigo, poor poor Draigo) and managed to sneak away with it!
Steven: Going to be honest here guys…. I wasn’t expecting to lose! Well played Nick. Even though I had a much more tamed Craftworlds list than you see at events I still had a very good force with a strong punch. This game proves that these new Chapter Approved missions do certainly work or at least give other armies a bit more of a chance. Killing Draigo so early on in the game was such a bonus for me, and even though I thought I had the game in the bag, Storm Bolter fire proved to be too much for me this time. The game was great with some epic moments. This combined with great armies and terrain, as well as seeing Grey Knights win just made it a great day at the Studio. Thanks to Nick for the great game and hope you all enjoyed it as much as I myself enjoyed playing it.

LEAVE A REPLY

Please enter your comment!
Please enter your name here

This site uses Akismet to reduce spam. Learn how your comment data is processed.