Event Horizon – Battle
Report Game 5
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DEPLOYMENT: Spearhead (Rulebook P.93)
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Primary: 2 Objectives – not in deployment quarter
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Secondary: Table Quarters
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Tertiary: VP
Instead of writing a general opinion on how to play Game 5,
I have decided to put up a battle report. Within this article, I have included
‘Postgame review’ to highlight things I could have done better, hopefully
people can learn from my mistakes and see how they can better play this
mission.
The game is Grey Knight (Denis, I) vs. Space Wolf (David).
Army list
Grey Knight
Ordo Malleus Inquisitor (25), Terminator armour (40), Daemon
hammer, Psycannon (15), Psychic Communion (30) – 110
Ordo Malleus Inquisitor (25), Terminator armour (40), Daemon
hammer, Psycannon (15), 3 Servo skull (9) – 89
5 men Paladin Squad (275), 1 Master craft (5) Psycannon (20)
& Halberd, 1 Master craft (5) Psycannon (20) & Daemon Hammer, 1 Storm
bolter & Halberd, 1 Storm Bolter & Sword, 1 Storm Bolter & Hammer –
325
8 Psykers (80) – 80
Chimera (55), Multi laser, Heavy Flamer, Search light (1),
Dozer blade (5) – 61
10 men Grey Knight Strike Squad (200), Justicar with Daemon
hammer (10), 2 Psycannon (20) – 230
Rhino (40), Dozer blade (5), Search light (1) – 46
10 men Grey Knight Strike Squad (200), Justicar with Daemon
hammer (10), 2 Psycannon (20) – 230
Rhino (40), Dozer blade (5), Search light (1) – 46
Grey Knight Terminator Squad (200), Justicar with Storm
Bolter & Halberd, 1 Psycannon (25) & Daemon Hammer, 1 Storm Bolter
& Sword, 1 Storm Bolter & Daemon Hammer, 1 Storm Bolter & Halberd –
225
Dreadnought (115), Twin link Autocannon (10), Twin link
Autocannon (5), Psybolt ammo (5), Search light (1) – 136
Dreadnought (115), Twin link Autocannon (10), Twin link
Autocannon (5), Psybolt ammo (5), Search light (1) – 136
Dreadnought (115), Twin link Autocannon (10), Twin link
Autocannon (5), Psybolt ammo (5), Search light (1) – 136
Space Wolf
Logan
Grimnar (275), The Great Wolf – 275
Rune Priest (100) with Chooser of the Slain (10), Bolter,
Runic Weapon, Living Lightning and Murderous Hurricane – 110
Rune Priest (100) with Chooser of the Slain (10), Bolt
Pistol, Runic Weapon, Living Lightning and Jaws of the World Wolf – 110
Lone Wolf (20), Terminator Armour (25), Storm Shield (25),
Chainfist (15) – 85
7 x Wolf Guard (18) – 1 x terminator armour (15) with
cyclone missile launcher (30), Storm bolter and Power Weapon, 1 x terminator
armour (15) with Storm Bolter and Power fist (10), 5 x power armour with Bolt
Pistol and Combi Melta (5) – 221
Drop Pod (35) – 35
6 x Wolf Guard (18) - 1 x terminator armour (15) with
cyclone missile launcher (30), Storm bolter and Power Weapon, 1 x terminator
armour (15) with Combi Plasma (5) and Power fist (10), 4 x power armour with
storm bolter (3) and Combi Plasma (5) – 215
Drop Pod (35) – 35
10 x Grey Hunters (15) - 8 x Power Armour, Bolt Pistol and
Close Combat Weapon, Bolter, 2 Plasmagun (10) – 160
10 x Grey Hunters (15) - 8 x Power Armour, Bolt Pistol and
Close Combat Weapon, Bolter, 2 meltagun (10) – 155
5x Wolf Guard (18) - 1 x terminator armour (15) with cyclone
missile launcher (30), Storm bolter and Power Weapon, 1 x terminator armour
(15) with Storm Bolter and Power fist (10), 3 x Power Armour, Storm Bolter and
Close Combat Weapon – 169
6 x Long Fangs (15) with 5 Rocket Launcher (10) – 140
6 x Long Fangs (15) with 5 Rocket Launcher (10) – 140
Deployment
I had won the die roll and elected to go first. I picked the
bottom right table quarter and set up with an even formation with dreads in the
centre, Paladins to the left and Strike squad on each end, with Terminators and
an Inquisitor deep striking.
David responded by lining his 2 Grey Hunter squads as
buffer, Logan, Lone Wolf and Rune Priests in the middle and Long Fangs on
either end.
The objectives were located in the middle of the bottom left
and top right quarters.
My set up
David's set up
Grey Hunter used as buffer to this other units
Postgame review: My
deployment was simple and very ‘standard’, it did not challenge David and his
reply (set up) was sufficient to put himself in a good position. It is
important to post a challenging question to your opponent during setup. If your
question is too simple (e.g. how I have set up), your opponent will easily
counter your plan.
What I should have done was,
- Picked
the bottom left table quarter, deploy Inquisitor and psyker squad in the
chimera, and 3 dreadnoughts behind the hill. The two Strike squads will
also be behind the hill if it can all fit out of sight, otherwise, it will
go into reserves.
- Paladins,
Terminators and the second inquisitor will arrive from reserve along my
board edge.
This will delay engagement for a turn or two while it forces
the SW to split if they want to advance to both objectives. When the Paladins
and Terminators arrive, there will be 4 psycannons striking into any unit close
to the bottom objective, while the top objective can be easily reached by the
two Strike Squads in rhinos/chimera.
This will be a better question to pose to David and require
more thought to formulate a proper response. The more you make your opponent
think, the higher the chance you can win.
GK Turn 1
Move behind the central hill for cover
The three dreadnoughts move to the centre behind the hill
with Paladins in chimera supported to the left and a squad of Strikes behind.
Another Strike Squad moves towards the right and pop smoke to get ready and
attack the flank next round. Psykers moves up ready to throw out S10 large
blast.
Shooting phase was exceptional with the dreadnoughts killing
the Lone Wolf and followed up with minor damage to the Long Fangs near the
middle of the board.
Postgame review: I
should have moved the chimera further left with the strike squad’s rhino position
next to it to get myself into a better position. As you will see in David’s
first turn, my poor positioning will cause me movement in turn 2 and 3.
SW Turn 1
Drop Pod lands next to the Chimera to block movement of my army
David replied in kind and drop podded his melta squad to my
left to cut off my movement. This was followed with his 10 men squad moving up
on my left to provide support to his newly arrived melta squad. The other 10
men squad spread out to the right to move closer to the objective on the top
right of the table.
In the shooting phase, his melta team was able to destroy my
rear rhino, immobilise my Chimera with living lightning and immobilise my right
rhino with his missiles.
GK Turn 2
Dreadnoughts rushes forward to pressure the Grey Hunters back
David moves towards the bottom objective
No reserve arrived.
With my mobility stemmed, I will need to work hard to get
out of my poor position. The Strike Squad in the middle moves left and ready to
charge the SW melta unit, this was supported by the Paladins moving out from
their immobilised chimera. On the right the other Strike Squad abandon their
immobilised rhino and move into the centre to support others.
Dreadnoughts move up in the middle under smoke cover to
pressure the other Grey Hunter squad. With the Lone Wolf dead, only Logan is powerful enough
to destroy these dreadnoughts in a short period of time. The move was follow
with a run to close all three dreadnoughts into the Grey Hunters.
On the left, the Wolf Guard melta squad was charged by
Paladins and Strikes. It was easy enough to dispose of them, but I pay the
price with minimal movement.
SW Turn 2
Grey Hunter moves back and away from dreadnought
Grey Hunter moving to get behind the big hill (objective)
Grey Hunter also moving away from the Paladins
No reserve arrived.
David consolidated his position and moves his Grey Hunter
squad towards the bottom left objective. The Grey Hunter squad to the right had
to move back or risk being tied up by the dreadnoughts (supported by the strike
squad).
In the shooting phase, he chooses to frag the strike squad
on my left, reducing it to 7 men. While his other missiles only managed to stun
one dreadnought in the middle. With his poor dice roll and my good luck, I was
able to escape this round relatively unscathed.
GK Turn 3
One dreadnought moves towards the GH to reduce their movement
Everyone fired at the GH unit on the right
Only 1 GH and a Rune Priest survived
No reserve arrived.
Sensing this is the turn where I have to make an impact, I
chose to attack his weaker side (my left). The strike squad on the right moved
up onto the hill and close in to shoot, while the Paladins and Strike squad on
the left move across towards the left objective.
One of the dreadnoughts moved forward towards the Grey
hunter squad on the right to continue to pressure him and minimise his movement
(he will need to charge the dreadnought and commit Logan next turn).
In the shooting phase, my 2 strike squads, 2 dreadnoughts
and Paladins opened up onto the Grey Hunter squad on the left, reducing it to one
man with a wounded Rune Priest. This should help me secure the left objective
or forces David to commit more models to my left. With my goal achieved, I
ended my turn 3.
SW Turn 3
Rune Priest retreat to the Long Fangs, GH hides next to the Long Fangs
No reserve arrived.
David has decided to forgo my left and drop back his Rune
Priest to join the Long Fang squad. On the right, he finally commits Logan and
the Grey Hunters by charging the approaching dreadnought.
In order to reduce my scoring units, he started to shoot
krak missiles at my strike squads and managed to reduce the left squad to 3 men
and the right hand squad to 6 men.
The initial charge into my dreadnought did no damage, but
achieved its goal to slight Logan
into the centre of the board, ready to attack the dreadnought next round.
GK Turn 4
All three dreadnoughts get in with Logan, Strike Squad moves back away and to their rhino
Terminators drops in to support the bottom objective
Terminators and Inquisitor finally arrived.
With Logan
committed to the right, and the rain of krak missiles to my strike squad on my
left, I was forced to support my left with the terminators. The strike squad on
the right retreated and ran towards their rhino to put some distance between
themselves and Logan.
The two dreadnoughts charged in to support and hopefully tie
up Logan and his squad for another two turns. Meanwhile, the paladins and the
strike squad to the right moves into position to capture the left objective.
In the shooting phase, I was able to destroy his last Grey
Hunter and damage the Long Fang squad located on the left hill.
In close combat, Logan
and his squad was only able to destroy one dreadnought even though he had
called on his Living Legend.
SW Turn 4
Second drop pod arrive to kill my troops
Rune Priests joins in to attack my Terminators
Logan finishes the dreadnoughts and the explosion killed most of his squad
Second drop pod arrives with a Wolf Guard squad full of
plasma guns.
To continue putting pressure on my left, David has decided
to land his Wolf Guard squad full of plasma guns near my left objective and try
to attack my Terminators. With cover save, I took three casualties but stay on
to fight.
On the right, with the dreadnoughts tied up, his 5 men Wolf
Guards made a dash for the objective on the right. But it looks like he will
need a high run move in Turn 5 to reach the objective.
The shooting phase was quite successful with kark missiles
on the Strike Squad to the right, reducing it to one model and causing it to flee
7” back towards me. This was problematic because they were needed to contest
the right objective.
During close combat, I was not able to damage his marines
while Logan and
the Power fist Wolf Guard were able to rip a big hole in both the dreadnought.
The resulting explosions kill all but 3 models (Logan, Wolf Guard in terminator
armour and a Grey Hunter), more than I can ever do. Logan and his squad
consolidated to the middle of the board.
GK Turn 5
Logan runs towards my objective
Paladins gets into Long Fangs and Wolf Guards
The Paladins continue to push forward and line up to engage
both the plasma gun Wolf Guards and Long Fangs.
My terminator and Strike squad remain in place to hold the
objective if the game ends this turn (for a draw or win).
Shooting phase was minimal with the plasma squad taking one
casualty. While my Paladins charged into both the Long Fang squad and the Wolf
Guard squad containing his Rune Priest. I had managed to kill three of his Long
Fangs and three Wolf Guards while losing one Paladin in return. Unfortunately,
his Long Fangs decide to run while his Wolf Guards and Rune Priest stayed to
fight.
SW Turn 5
David moved his 5 men Wolf Guard towards the right objective
and run to close the distance, but it was slightly too far away. He will need
to destroy my terminators and strike squad this round to ensure a draw.
Longan detached from his squad and ran towards my objective,
to ensure a win if it went to turn 6, while his Long Fangs at the back start
shooting krak missiles into my strike squad in order to thin them down. With
the help of going to ground, I was able to save one model and hold on to the
objective.
In close combat, I was able to kill this Rune Priest, Wolf
Guard terminator and Wolf guard with the loss of another Paladin. I will now
need to decide if I can support injured a healthy Logan next turn.
We rolled and the game continues to turn 6.
GK Turn 6
I turned on all my guns at Logan hoping to reduce two health points, but
only managed one.
I decide not to go into close combat as it would be
suicidal.
SW Turn 6
His Wolf guards moved onto the objective on the right
without challenge.
Logan
charged into my terminator squad, killing both terminators and the inquisitor
and in return getting killed himself. While my last strike marine was shot down
by a rain of krak missile.
Since I had no scoring units left, we have decided to call
the game and ended it at 1-0 objective.
Summary
Set up is the most important part of the game, because it
will dictate your plan, and response. The more thinking/questions you can pose
to your opponent, the more likely you will stump them.
Hopefully, this battle report helps you gain an idea on how
to play Game 5 and what you can do with your own army.