Saturday, 31 July 2010

Last few results - using GKGM

I have played 2 games @ 2000 points running my GKGM "counts as"

1st games was DW vs Sisters of Battle. I am actually pretty bitter about this game. I lost 8-4 on KP. HOWEVER that is with a major caveat. This was my second time in 3 years vs sisters so my knowledge of their rules is not great.

Since I am a trusting sort when I play armies I dont know I trust their owners to be honest. This did not occur in this game.

The majority of my opponents "creative" use of the rules came own to his cannoness with jump pack.

In his army the Blessed Weapon gave +2 strength as well as +2 initiative. The rules only give it +2 strength.
His inferno pistol became AP1 and the jump pack magically gave her "Hit and Run" and she somehow became WS 5.

Because of this I could not kill the cow, especially since she had a cloak St Aspira which gives her a 2++ invuln with a successful Spirit of the Matyr

Again, my fault that I didnt check up on him and I dont know if it would have changed the outcome of the game but I do think it would have been far closer.

If he had been playing properly my GKGM would have killed her on the first or 2nd round of combat as she would not have been able to "hit and run" away. So thats 1 KP extra to me. She would not have killed my Crusader (he got a 4 on the damage chart and because he was playing his inferno pistol as AP1 that went up to 5 - wrecked) So thats -1KP to him Suddenly its 7-5.

Crusader had full weapons and had a deamonhost with a single wound in its sights. May or may not have killed it. So potentially +1 to me.

GKGM was in range of an exorcist which he could have taken with his S6 so another potential +1 to me. All of a sudden its potentially 7-7.

Oh well, live and learn and I know for next time.

Second game was my DW vs Blood Angels at 2000 points. This was a much better game. Lost 6-5 on KP but was a tense and close game. Came down to a final combat with 2 of my terminators needing to kill 5 assault marines. Got 5 hits and then rolled 2 ones :( 2 survive and the game ends. Could have been a draw but as I said I really dont mind because of how fun it was.

Also, the GKTM who couldnt kill a single cannoness in the last game was able to, in 1 round of combat, behead his Sanguinor. My opponent was bitter when I pointed out that my Demonhunters Forceweapon negated Instant Death with its old "Slain Outright" rule <----Sometimes old codex's can be usefull

The GKGM was finally put down but he put down half an assault squad before that happened.

So 1 Sanguinor and 5 Assault marines vs not being able to kill a cannoness. Hmmmm

My Agemman (Counts as Belial) also put up a good show. Took out a full squad of Sanguinary priests before he died

Not a fan of the 3 fast Vindicators but they actually didnt accomplish much. Immobilised 1 LR and destroyed its 2 Lascannons and killed 3 terminators. That being said, they did absorb the combined fire power of said LR and my venerable TLLC dread with only 1 dying.

All in all I am quite happy with this current 2k list of mine. I prefer playing at 1750 but the extra 250 points allows me to play with extra toys.

Also think I am going to remove "Word of the Emperor" from the GKGM and give him Frag Grenades and a Melta Bomb instead which will make him more versatile as well as allowing him to charge into cover and strike at initiative.


  1. I can definitely see where the errors might have come from, not that it excuses not playing by the rules. The inferno pistol certainly acts like meltagun, so can see the subconscious addition of AP1. Seraphim and Celestine both have hit and run, so I can see where that one came from..... but still. Know your rules.

    And my habit of consolidating my casualties back into my unit after combat. *Totally* not in the same category. :-)

  2. *cough* of course it is.

    What something like this does do is make me learn the rules. I now know more about Witch Hunters than I ever wanted to :)