Tuesday, September 22, 2020

Grey Knights vs Thousand Sons


This week we had the most classic of classic matchups in these parts: Grey Knights vs Thousand Sons. Psyker vs psyker. Loyalist vs traitor. Brother against brother, both in lore and real life since these dusty heretics belong to my actual brother.


Now unfortunately, this game was three days ago so my memories of it aren't as clear. I've had a couple of busy days since. This is going to be less of a tactical write-up and more of a highlight real. But there were some really juicy highlights in this game!

We played the Strike Force mission Frontline Warfare. It's a pretty straightforward game, with the only real switch-up being the bespoke secondary Vital Ground. Neither of us took that secondary, so I will discuss it no further!

Grey Knights list at the bottom of the page.

I switched up my list a little bit here. No Paladins this time. I've found I rely on them a lot and they just eat Command Points for breakfast, lunch, and dinner. I decided to try out a list without them and with a weird plan. You'll notice I'm bring along my recently finished Land Raider and my Techmarine. For my secondaries I chose Psychic Ritual. Normally the idea of sacrificing a psyker character's entire Psychic Phase is appalling, but here I brought along Inquisitor Felencia.


If I'm absolutely honest, I love this model but she never really does anything. That changes with this game! She jumps into the Land Raider Redeemer alongside a Terminator squad and the Techmarine. The goal is to push the Land Raider to the center, surround Felencia in Terminators, and have her start performing the Psychic Ritual secondary while the Techmarine keeps the Land raider alive with the Aetheric Conduit.

Thousand Sons list at the bottom of the page.

My brother brought along two detachments: one of Thousand Sons, and another of Tzeentch Daemons. He also left a couple hundred points in reserve so he could summon new daemons or pop his Pink horrors. The big standout in this list was his Lord of Change, the warlord Almakhadie, who is rocking Incorporeal Form, the Impossible Robe, and the Aura of Mutability. What this all amounts to is a Lord of Change with a 4++ invulnerable save, who subtracts 1 damage from incoming attacks, and who ignores wounds on 6s (and even more annoyingly, heals 1 wound whenever he makes this feel no pain roll). On top of this he's got all of his psychic powers at +2, backed up by 30 Rubric Marines.

My deployment. Terminators and GMNDK in space.


My Brotherhood Champion there has the Blade of the Forsworn, so he's ready to take out some daemons.


Rubric Marines scout deploying onto an objective.



My brother secured first turn and predictably hurled his Helldrake into my line. He planned on getting his murderous Daemon Prince up there as well with Warptime, but my careful use of The Aegis and my Chaplain shouting his Refrain of Convergence stopped the Daemon Prince from ripping my Dreadknights apart. I am really liking Refrain of Convergence as a go-to litany for my Chaplain. Being able to almost certainly deny a single power every turn has been very important.


Because of deployment I didn't have very far to go, so it was a simple matter to get Felencia and the Terminators within 6" of the center to start enacting the Ritual on my turn.


We charged the Helldrake and my BroChamp's Blade of the Forsworn tore clean through it.


... But the Helldrake exploded, dealing a total of 9 mortal wounds to pretty much everyone in my army.

Tagging Rubrics so they can't shoot on my brother's next turn.


My Chaplain's Refrain of Convergence was instrumental to me surviving as long as I did.




The Lord of change Almakhadie cast Bolt of Change on my BroChamp, killing him and turning him into... whatever that is up there. Chaos Spawn! Neither of us had ever actually seen this successfully happen, so it was really interesting.


The Chaos Spawn turned right around to try and take out my Techmarine who was keeping my Land Raider Redeemer healthy. My Techmarine made some really fortunate saves here. He would not fall to his mutated brother.

This started out as a unit of ten Pink Horrors. No matter what I did I couldn't cut a path to the sorcerers.
The Land Raider incinerates the Chaos Spawn.

Charging the Horrors, hoping to start making a dent. But they just keep popping into more!
Taking an objective.


My God, this moment here. Almakhadie cast the Chaos version of Vortex of Doom on my Land Raider. He got a 12 with his +2, which meant that Chaos Vortext of Doom was doing d6 mortal wounds to my Land Raider and everything within 3" of it. Utilizing my Chaplain's Refrain of Convergence and The Aegis, I rolled a 14 to deny. What a moment! But the next turn, my brother did the exact same thing with his Lord of Change, and I lacked the Command Points to do The Aegis again. I imagined the entire ruin transforming into a pillar of blue flames as the Chaos Vortex of Doom (which is actually called... Infernal Gateway? I'm pretty sure?) killed three Terminators, took four wounds off of my Land Raider, and killed Felencia, before she had a chance to complete the Psychic Ritual! The worst part of this is that Almakhadie Perils'd on his attempt and also took damage from Infernal Gateway, but his Aura of Mutability triggered three times and effectively ignored 6 wounds from all of that. He only lost 1 wound during all of this nonsense.

No, I take that back. The worst part of this is that I denied his first attempt at this, spent all of my CP, and then just let my brother try this again. This was my fault!

Almakhadie standing victorious where once a Land Raider stood.


But my Sons of Titan weren't going to let this injustice go unanswered.



At this point I was pretty much just playing HeroHammer and started charging my characters at different units all across the board. They all performed admirably! My brother had spent all of his reinforcement points and had no way to keep making more Horrors. Through perseverance and rage, my Grey Knights began slaying daemons and sorcerers like nobody's business.
 
No more Lord of Change.
No more Rubrics.

No more Exalted Sorcerers.



Unfortunately, my late game victories weren't enough. The tide of daemons had secured so many objectives early on that I just couldn't catch up. My brother held three objectives for three whole turns, maxing out on primary points. He spent the next two turns trying to deny me points wherever he could, and it was successful. Stopping me from completing the psychic ritual definitely secured him his victory. Maybe I should've taken Slay the Warlord!


Grey Knights list:

++ Battalion Detachment 0CP (Imperium - Grey Knights) [64 PL, 1,166pts, 10CP] ++


+ Configuration +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 


Detachment CP


+ Stratagems +


Armoury of Titan [-1CP]: 1 Additional Relic


+ Agents of the Imperium +


Inquisitor [4 PL, 70pts, -1CP]: 4) Mental Interrogation, Blackshroud, Inferno pistol, Ordo Malleus, Power sword, Psyker, Puritan, Stratagem: Inquisitorial Mandate


+ HQ +


Chaplain [6 PL, 113pts]: 1. Litany of Faith, 4. Refrain of Convergence, Edict Imperator, Storm bolter


Grand Master in Nemesis Dreadknight [11 PL, 225pts]: 4: First to the Fray, Dreadfist, Dreadknight teleporter, Heavy Psycannon, Nemesis Greatsword, Sanctuary, Warlord


Techmarine [5 PL, 77pts]: Aetheric Conduit, Empyrean Domination, Power maul, Storm bolter

. Servo Arms: Flamer, Plasma cutter


+ Troops +


Terminator Squad [11 PL, 190pts]: Gate of Infinity

. Grey Knight Terminator Justicar: Storm bolter

. . Nemesis Force Sword

. 2x Terminator (Halberd): 2x Nemesis Force Halberd, 2x Storm Bolter

. 2x Terminator (Sword): 2x Nemesis Force Sword, 2x Storm Bolter


Terminator Squad [11 PL, 190pts]: Hammerhand

. Grey Knight Terminator Justicar: Storm bolter

. . Nemesis Force Halberd

. 4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter


Terminator Squad [11 PL, 206pts]: Hammerhand

. Grey Knight Terminator Justicar: Storm bolter

. . Nemesis Force Sword

. 4x Terminator (Falchions): 8x Nemesis Falchion, 4x Storm Bolter


+ Elites +


Apothecary [5 PL, 95pts]: Inner Fire

. Nemesis Daemon Hammer: Nemesis Daemon Hammer


++ Spearhead Detachment -3CP (Imperium - Grey Knights) [45 PL, 834pts, -3CP] ++


+ Configuration +


Detachment CP [-3CP]


+ HQ +


Brother-Captain [7 PL, 118pts]: Storm Bolter, Warp Shaping

. Nemesis Force Sword


Brotherhood Champion [5 PL, 93pts]: Armoured Resilience, Blade of the Forsworn, Storm bolter


+ Heavy Support +


Land Raider Redeemer [15 PL, 288pts]: Storm Bolter, Twin Assault Cannon


Nemesis Dreadknight [9 PL, 160pts]: Dreadfist, Gatling Psilencer, Nemesis Greatsword, Sanctuary


Nemesis Dreadknight [9 PL, 175pts]: Dreadfist, Dreadfist, Gate of Infinity, Gatling Psilencer, Heavy Incinerator


++ Total: [109 PL, 7CP, 2,000pts] ++



Thousand Sons list:

 ++ Battalion Detachment -3CP (Chaos - Thousand Sons) [70 PL, 1,215pts, 7CP] ++


+ Configuration +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 


Cults of the Legion: Cult of Duplicity


Detachment CP [-3CP]


+ Stratagems +


Relics of the Thousand Sons (1 Relic) [-1CP]


+ HQ +


Ahriman on Disc of Tzeentch [9 PL, 170pts]: Prescience, Temporal Manipulation, Weaver of Fates


Daemon Prince of Tzeentch [10 PL, 200pts, -1CP]: 3. Aetherstride, Diabolic Strength, Magister, Malefic talon, Warptime, Wings


Exalted Sorcerer on Disc of Tzeentch [7 PL, 125pts]: Dark Matter Crystal, Death Hex, Infernal Gaze, Inferno Bolt Pistol, Power sword


+ Troops +


Rubric Marines [12 PL, 190pts]

. Aspiring Sorcerer: Force stave, Glamour of Tzeentch, Inferno Bolt Pistol

. 8x Rubric Marine w/ Inferno Boltgun: 8x Inferno boltgun

. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon


Rubric Marines [12 PL, 190pts]

. Aspiring Sorcerer: Force stave, Glamour of Tzeentch, Inferno Bolt Pistol

. 8x Rubric Marine w/ Inferno Boltgun: 8x Inferno boltgun

. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon


Rubric Marines [12 PL, 190pts]

. Aspiring Sorcerer: Force stave, Inferno Bolt Pistol, Temporal Manipulation

. 8x Rubric Marine w/ Inferno Boltgun: 8x Inferno boltgun

. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon


+ Flyer +


Heldrake [8 PL, 150pts]: Baleflamer


++ Patrol Detachment 0CP (Chaos - Daemons) [22 PL, 440pts, -1CP] ++


+ Configuration +


Chaos Allegiance: Tzeentch


Detachment CP


+ HQ +


Lord of Change [14 PL, 280pts, -1CP]: Flickering Flames, Gaze of Fate, Infernal Gateway, Rod of Sorcery, The Impossible Robe, Warlord, Incorporeal Form

. Exalted Lord of Change: 5. Aura of Mutability


+ Troops +


Horrors [4 PL, 80pts]

. 10x Pink Horror: 10x Coruscating flames


Horrors [4 PL, 80pts]

. 10x Pink Horror: 10x Coruscating flames


++ Total: [92 PL, 6CP, 1,655pts] ++

Thursday, September 17, 2020

My models on Spikey Bits

 I was sitting on the couch this evening watching Legend of Korra and thumbing through google images to look for inspiration for Grey Knights models, when I stumbled upon this:


Wait a minute, that's my model. That's my Simandus!

I followed the link and found this.

Evidently someone at LVO took pictures of my army and posted them to Spikey Bits. Which... they're nice pictures, and they say some really nice things about my army, but, like, dudes. Credit where credit is due, please. This article has been up for months featuring my artwork and I had no idea. I feel... both flattered and kind of violated. It's a weird feeling. I emailed them asking for them to give me credit and link to my blog. We'll see how they respond.

Weird!

How to Drill Your Gun Barrels

Often I see beautiful paintjobs that are marred by a single flaw: the barrels of their guns aren't drilled. It is such a simple thing that really detracts from the finished look of a model. Often guns are the focal points of our figures, and if the barrel is just flat plastic then the dangerous end doesn't look dangerous. I'm not sure if it seems daunting or if it's just forgotten, but it always makes me sad when I see otherwise gorgeous models missing this one little feature.

Here's a short tutorial on how I drill out the barrels of my storm bolters. It is ridiculously easy and improves the look of the model by magnitudes.


Here is a storm bolter fresh off the sprue. First we need to trim the bit of sprue that is still on the barrel. I've never been certain what metrics GW uses to determine where a given piece attaches to the sprue, but sometimes they really don't make sense. The barrel is such a focal point that I don't understand why you'd make it such a high-risk spot.


As always when trimming flash or mould lines, get a fresh blade on your hobby knife.


Cut the flash until all the plastic is flush and even.

The next step is important to getting that machined look.

:(

Above is an example of Sad Gun Barrels. This was the result of just going at the barrels with my hand drill without a guide. It looks all wonky and terrible.


To avoid this, take your hobby knife and poke two small holes into the end of the gun. Center these holes, and you will have a perfect guide for your drill.


This is my cheap pin vise drill. It cost me eight dollars at my FLGS and came with a set of drill bits. This is not an expensive investment, if that's what has been stopping you from drilling you barrels.


Drill the barrels. You don't need to go very deep. Just enough so that shadows and washes sink in.


Behold! Drilled barrels. Easy peasy. Now you have no excuse to not do it on your models.

Wednesday, September 16, 2020

Techmarine

Just finished this guy today! I have some plans for my next game that include this guy and the LRR I finished up a few days back.


Really proud with how the lenses turned out. I've been practicing those.



Monday, September 14, 2020

Land Raider Redeemer

 Spent all day yesterday on this. Really pleased with how it turned out.




Sunday, September 13, 2020

Space Hulk: Genestealer Test

 My coach recently gave me a box of Space Hulk to paint. I'm going to take a break from painting my Tau for a little while, so I thought this would be a fun project in the interim.

I want to paint up the Genestealers like they're xenomorphs from thee Aliens franchise. Something simple a spooky, and very unlike the silly scheme that is on the Space Hulk box. I also want them to be easy, because there are a lot of them in the box. This one is sprayed black, drybrushed with some blue, grey, and brown, and then doused in Nuln Oil Gloss. It gives him that wet look that I wanted, but I think Macragge might've been too bright. I'll go darker on the next one.

Grey Knights vs Imperial Knights

Disaster looms.

A unique challenge! Yesterday I played against Imperial Knights. Long range anti-tank is something my army sorely lacks, but I can usually make up for it with psychic powers and melee. Knights are arguably the pinnacle of tough units, though, so this match was going to put my capabilities to the test.

We played Vital Intelligence from the core book, which has a somewhat annoying set up as far as objectives and deployment goes.

Credit Games Workshop

Took us a minute to figure that out and set up terrain, but then we were ready to go. I bet it would be very annoying to set that kind of battlefield up at a tournament where everyone is pressed for time. I'm still a little disappointed about the order of operations for setting up a matched play game in 9th edition, which asks you to roll up the mission and place objective markers before creating the battlefield. I think this is good for balance reasons (so objectives aren't placed on top of buildings where only Eldar can reach them), but I usually love setting up a really intricate battlefield the night before complete with aquarium rocks and things.




Grey Knights list at the bottom of the page.

Today I swapped out a Dreadknight for an Astral Aim Venerable Dreadnought with twin-las and a missile launcher. I also traded in my Paladin Ancient with the Banner of Refining Flame to increase my mortal wound output. Him plus the Kamehameha Apothecary should be able to reliably bracket a Knight in the psychic phase, assuming everything goes well.

Unfortunately, due to my limited models, I had to once again bring my falchion Terminators (Squad Viscerion). Not only are they 20 points more than any of my other Terminator squads, but against Knights they were going to be wounding on 6s. I loaded them up with Hammerhand to hope for the best.

I had 28 points free after all was said and done, so I threw a unit of Servitors in there to take actions and hold objectives.

My overall plan here was to engage the Knights in melee as soon as possible and hold objectives where my opponent couldn't. I knew he'd be bringing only 4-6 models, so the shear number of tough ObSec bodies I had should've done really well for me. Unfortunately, Vital Intelligence has a special rule: "If you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it." What this meant was the Knights had to just touch an objective to hold it forever, unless I dedicated units to take them back. From what I understand, one of the biggest weaknesses Knights face is holding objectives. This special rule helped them out a lot!

House Heartroot

Imperial Knights list at the bottom of the page.

What beautiful models. I've said this many times before on my blog, but my buddy Matthew is an exceptional hobbyist. All of these Knights are joys to behold.

A few things I noticed from his list that stuck out to me:

  • There are a lot of characters with huge bases, and thus a lot of Heroic Intervention coverage across the board.
  • The Helverin was going to be almost a non-factor. I intended on staying in the Tide of Shadows the whole game, so I'd always be saving on 2s against his autocannons.
  • That Knight-Lancer was going to absolutely obliterate anything that got in Engagement Range with it.
I had to chew through exactly 99 wounds at T8 this game. I had my work cut out for me.


Raise the Banners High would turn out to be a poor choice of secondaries.


Rolling for attacker and defender ended with me getting the short end of the deployment stick, so I had to stuff all of my units behind a single ruin in case Matthew went first. He deployed very forward with his Knights.

My Paladins would go on to soak all of his turn one shooting, only losing two models in the process.
As seems to always be the case when playing Matthew, he got first turn! His Knights moved up the board without fear of exposing themselves. The Knight-Lancer went to engage the Dreadknight that I had placed separate from the rest of my forces.


A veritable wall of steel and guns.

Soaking overwatch.
 The Knight-Lancer proceeded to obliterate my Dreadknight. He never stood a chance. Any time I end up having to rely on Crux Terminatus saves it means I'm doomed.


As predicted, the Armiger's shooting was inconsequential. My entire army (except for the Dreadnought) had a 2+ save and was in cover the whole game. I safely ignored him.

My opponent's first turn killed one Dreadknight and two Paladins. This sucked, because my Dreadknight was the one rocking Hammerhand and would've been essential for my Paladins to reliably wound Knights in melee.

Oh shit.

Not that it mattered! I Gated my Paladins into his backline and failed my charge. I didn't place them in ruins because I had been relying on getting them into melee, which was dumb. The odds of succeeding a charge are low, and planning around a successful charge meant that I just left all my Paladins in the open with no support.


The two Knight Wardens turned around and began punishing my Paladins. I burned fully nine Command Points before my second turn even started just to try and keep my Paladins alive (2 for Transhuman Physiology, 4 for Redoubtable Defence twice, 1 to ensure a successful cast of Armoured Resilience, and 2 for rerolls).


It was semi-successful! Two Paladins were alive by the time my second turn rolled around, which... worth it, maybe? I had redirected two of the Wardens from smashing into my deployment zone, and hopefully clear them off of objectives.






On my second turn, my deep strikers arrived. I spread them out a bit to grab Engage on All Fronts. My Kamehameha Apothecary came in just behind the Paladins using Dynamic Insertion. I debated having him roll to revive a Paladin, but I didn't want to risk him being turned off for the rest of the turn and not casting Inner Fire. As always, The Sanctic Shard plus Inner Fire plus Powerful Adept worked fantastically and shaved 11 wounds off of one of the Knights. Just based on total number of wounds, my Apothecary destroyed 10% of Matthew's army in one psychic cast. That combo is so good. I love doing it, and I wonder why I never see it in other battle reports. It seems exceptional for such a small investment in points and CP.


My GMNDK and the squad of Terminators both succeeded at their charges, which was a nice shift! Unfortunately my GMNDK whiffed on his swings and only took 3 wounds off the Warden, leaving himself open for return punches. His 3++ from Sanctuary kept him alive, though.


Surrounded!
 In his second turn, Matthew moved his Knights into to tighten the noose on my Sons of Titan. The Paladins were all but gone, and my characters were spread out after the Terminators charged in. One Warden went after my Apothecary, and the other went after my GMNDK assisted by the Knight-Lancer.


My GMNDK fell. He simply could not stand against so many attacks wounding him on 2s. Especially from the Knight-Lancer. 8 damage is insane.

My Apothecary, however, soaked all of the incoming shooting and the Thunderstrike Gauntlet attacks with nothing but his 5++ Crux Terminatus. He swung back and felled the Warden that had charged him.


On my turn my Apothecary moved forward and vaporized the second Warden with Inner Fire (and some assistance from the Astral Aim VenDread across the board). He had two Knight kills to his name so far, and was looking to get a third with the Lancer.

Awesome detail 
A lone warrior stands resolute,

 The Knight-Lancer charged my Brother-Captain, who somehow managed to survive the lance that had slain my GMNDK. I only had a few characters left, but I was ratcheting the game back. Matthew only had two Knights left! Some clever Gating and movement, and I could win.


However, things fell apart on my fourth turn. My Apothecary stepped up to try and slay his third titan, and at the end of my Movement Phase I chose for him to use his Narthecium on himself to remove his lost wounds. In retrospect, I don't know why. Any hits that went through from the Knight-Lancer would have killed my Apothecary anyway. But I chose for him to heal himself, rather than the Paladin Ancient who had 1 wound left. When I went to cast the Paladin Ancient's Smite, he Perils'd. Two 1s. Normally I'd just let him take it, but the Perils would kill him and then he'd explode, damaging my Apothecary anyway and probably taking out my BroCap who was on 2 wounds. That would be two more characters dead, which would have given Matthew 6 more points. I couldn't let him have that, so I spent my last CP to reroll that Perils... into a failed check. The Smite didn't go off, and now I didn't have the CP to extend the range of Inner Fire beyond 1". So I dealt zero mortal wounds to the Knight-Lancer in the Psychic Phase. I had no chance of killing the Lancer now. My Apothecary charged in and took off 3 wounds.


Turn five lasted maybe ten minutes, and the battle was won decidely in favor of the Knights. It doesn't look like it, but I think it was pretty close! Once I took down the first Knight things became much more manageable. If I had succeeded that turn one charge with the Paladins, things would've been very different. More importantly, if that last Psychic Phase hadn't been such a huge blunder then I think I might've been able to almost tie it up. I would've claimed the two objective near the Knight-Lancer (+10 points) and I would've gotten +1 extra point from Engage on All Fronts at the end of my fifth turn. So... No, I still would've been short by 14 points. Gah! Raise the Banners High was such a poor choice. I don't know what I was thinking. When would I want a Terminator squad to sacrifice their whole turn performing an action?

All in all, this was a very fun game that taught me a lot. I need to reassess my strategy against giant-ass models! I don't have a whole lot that can deal with T8, except for my psychic powers.

You know what I need?

More Terminators.

THE 7th BROTHERHOOD - Grey Knights List

+ Stratagems +
  • Armoury of Titan [-1CP]: 1 Additional Relic

+ HQ +
  • Brother-Captain [7 PL, 118pts]: Storm Bolter, Nemesis Force Sword
  • Grand Master in Nemesis Dreadknight [11 PL, 225pts]: 4: First to the Fray, Dreadfist, Dreadknight teleporter, Heavy Psycannon, Nemesis Greatsword, Sanctuary, Warlord
+ Troops +
  • Terminator Squad [11 PL, 190pts]: Gate of Infinity
    • Grey Knight Terminator Justicar: Storm bolter, Nemesis Force Sword
    • 2x Terminator (Halberd): 2x Nemesis Force Halberd, 2x Storm Bolter
    • 2x Terminator (Sword): 2x Nemesis Force Sword, 2x Storm Bolter
  • Terminator Squad [11 PL, 190pts]: Gate of Infinity
    • Grey Knight Terminator Justicar: Storm bolter, Nemesis Force Halberd
    • 4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
  • Terminator Squad [11 PL, 206pts]: Hammerhand
    • Grey Knight Terminator Justicar: Storm bolter, Nemesis Falchions: 2x Nemesis Falchion
    • 3x Terminator (Falchions): 6x Nemesis Falchion, 3x Storm Bolter
    • Terminator (Sword): Storm Bolter
+ Elites +
  • Apothecary [5 PL, 95pts]: Inner Fire, Sanctic Shard, Nemesis Daemon Hammer
  • Paladin Ancient [6 PL, 103pts]: Banner of Refining Flame, Storm Bolter: Storm Bolter
  • Paladin Squad [30 PL, 515pts]: Sanctuary
    • 7x Paladin (Halberd): 7x Nemesis Force Halberd, 7x Storm Bolter
    • 2x Paladin (Warding Stave): 2x Nemesis Warding Stave, 2x Storm Bolter
    • Paragon: Storm Bolter, Nemesis Daemon Hammer:
  • Servitors [2 PL, 28pts]
    • 4x Servitor
  • Venerable Dreadnought [8 PL, 155pts]: Astral Aim, Missile launcher, Twin lascannon
+ Heavy Support +
  • Nemesis Dreadknight [9 PL, 175pts]: Dreadfist, Dreadfist, Gatling Psilencer, Hammerhand, Heavy Incinerator
+Secondaries+
  • Titan Slayer
  • Engage on All Fronts
  • Raise the Banners High
++ Total: [111 PL, 11CP, 2,000pts] ++



HOUSE HEARTROOT - Matthew's Imperial Knights List

Household Choice: Questor Mechanicus . House Krast

+ Stratagems +
  • Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait
  • Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom
+ Lord of War +
  • Armiger Helverins [9 PL, 175pts] . Armiger Helverin: Heavy Stubber
  • Cerastus Knight-Lancer [23 PL, 460pts]
  • Knight Paladin [24 PL, 500pts]: Character (Knight Lance), Heavy Stubber, Stormspear Rocket Pod, Thunderstrike gauntlet, Warlord, Warlord Trait (Krast): First Knight . Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon
  • Knight Warden [23 PL, 435pts]: Character (Heirloom of the House), Heavy Stubber, Heirloom: Endless Fury, Thunderstrike gauntlet
  • Knight Warden [23 PL, 430pts]: Character (Exalted Court), Heavy Stubber, Heirloom: Armour of the Sainted Ion, Reaper Chainsword, Warlord Trait: Blessed by the Sacristans
+ Secondaries +
  • Abhor the Witch
  • Attrition
  • Assassinate
++ Total: [102 PL, 10CP, 2,000pts] ++