
This week’s Grown Men Playing With Toys’ Battle Report features the Chaos Daemons Shadow Legion against the Grey Knights Warpbane Task Force playing Scorched Earth on a Search & Destroy Deployment with GW Terrain Pack 3.
As backdrop for the game….
Be’lakor does not appear on a battlefield by accident. Every daemonic incursion he anchors…..every Shadow Legion he assembles…is a move in a game that began before the Grey Knights’ fortress monastery was built. The Grey Knights know this, which is why the Warpbane Task Force does not pursue leads. It follows purpose. Wherever Be’lakor’s shadow falls….wherever a Bloodthirster has been reported vanishing and reappearing in and out of reality, there is a ritual being prepared or a seal being weakened. The Grey Knights are not here to win a battle. They are here to prevent whatever comes after it…..
They said we’re too old, but we said “hold our dice”…..as we see if the Grey Knights can hold back the shadows of a daemonic incursion or if it will be too late to stop Be’lakor’s master plan to spread Chaos and ascend.
JUMP TO:
Grey Knights Specific Strategies
Chaos Daemons Specific Strategies
RULES / POINTS VERSION:
10th Edition, 2025–2026 Chapter Approved
April 2026 Eye of Terror Update
MATCHUP:
| Faction: | Detachment: |
| Grey Knights | Warpbane Task Force |
| VS | |
| Faction: | Detachment: |
| Chaos Daemons | Shadow Legion |
MISSION:
| GW Mission | K |
| Primary | Scorched Earth |
| Terrain Layout | GW Terrain Layout 3 |
| Deployment | Search and Destroy |
| Deployed First | Grey Knights |
| First Turn | Grey Knights |
| Grey Knights Secondaries | Tactical |
| Chaos Daemons Secondaries | Tactical |
LISTS:
Grey Knights:
List
Grey Knights
Strike Force (2,000 Points)
CHARACTERS
Brotherhood Librarian (80 Points)
• 1x Combi-weapon
• 1x Nemesis force weapon
• 1x Vortex of Doom
Brotherhood Librarian (80 Points)
• 1x Combi-weapon
• 1x Nemesis force weapon
• 1x Vortex of Doom
Brotherhood Librarian (80 Points)
• 1x Combi-weapon
• 1x Nemesis force weapon
• 1x Vortex of Doom
Castellan Crowe (90 Points)
• Warlord
• 1x Black Blade of Antwyr
• 1x Purifying Flame
• 1x Storm bolter
Grand Master in Nemesis Dreadknight (235 Points)
• 1x Gatling psilencer
• 1x Heavy psycannon
• 1x Nemesis daemon greathammer
• Enhancements: Paragon of Sanctity
Grand Master in Nemesis Dreadknight (225 Points)
• 1x Gatling psilencer
• 1x Heavy psycannon
• 1x Nemesis daemon greathammer
BATTLELINE
Strike Squad (120 Points)
• 1x Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Grey Knight
◦ 1x Close combat weapon
◦ 3x Nemesis force weapon
◦ 1x Psycannon
◦ 3x Storm bolter
Strike Squad (120 Points)
• 1x Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Grey Knight
◦ 1x Close combat weapon
◦ 3x Nemesis force weapon
◦ 1x Psycannon
◦ 3x Storm bolter
OTHER DATASHEETS
Interceptor Squad (125 Points)
• 1x Interceptor Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Interceptor
◦ 4x Nemesis force weapon
◦ 4x Storm bolter
Interceptor Squad (125 Points)
• 1x Interceptor Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Interceptor
◦ 4x Nemesis force weapon
◦ 4x Storm bolter
Nemesis Dreadknight (210 Points)
• 1x Gatling psilencer
• 1x Heavy psycannon
• 1x Nemesis greatsword
Purifier Squad (250 Points)
• 1x Knight of the Flame
◦ 1x Nemesis force weapon
◦ 1x Purifying Flame
◦ 1x Storm bolter
• 9x Purifier
◦ 4x Close combat weapon
◦ 5x Nemesis force weapon
◦ 4x Psilencer
◦ 9x Purifying Flame
◦ 5x Storm bolter
Purifier Squad (125 Points)
• 1x Knight of the Flame
◦ 1x Nemesis force weapon
◦ 1x Purifying Flame
◦ 1x Storm bolter
• 4x Purifier
◦ 2x Close combat weapon
◦ 2x Nemesis force weapon
◦ 2x Psycannon
◦ 4x Purifying Flame
◦ 2x Storm bolter
Purifier Squad (125 Points)
• 1x Knight of the Flame
◦ 1x Nemesis force weapon
◦ 1x Purifying Flame
◦ 1x Storm bolter
• 4x Purifier
◦ 2x Close combat weapon
◦ 2x Incinerator
◦ 2x Nemesis force weapon
◦ 4x Purifying Flame
◦ 2x Storm bolter

Chaos Daemons:
List
Chaos Daemons
Shadow Legion
Strike Force (2,000 Points)
CHARACTERS
Be’lakor (375 Points)
• Warlord
• 1x Betraying Shades
• 1x The Blade of Shadows
Bloodthirster (335 Points)
• 1x Great axe of Khorne
• 1x Hellfire breath
• Enhancements: Fade to Darkness
Great Unclean One (250 Points)
• 1x Bilesword
• 1x Plague flail
• 1x Putrid vomit
BATTLELINE
Nurglings (40 Points)
• 3x Nurgling Swarm
◦ 3x Diseased claws and teeth
Plaguebearers (110 Points)
• 1x Plagueridden
◦ 1x Plaguesword
• 9x Plaguebearer
◦ 1x Daemonic Icon
◦ 1x Instrument of Chaos
◦ 9x Plaguesword
ALLIED UNITS
Accursed Cultists (195 Points)
• 10x Mutant
◦ 10x Blasphemous appendages
• 6x Torment
◦ 6x Hideous mutations
Accursed Cultists (195 Points)
• 10x Mutant
◦ 10x Blasphemous appendages
• 6x Torment
◦ 6x Hideous mutations
Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon
Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon
Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon
Dark Commune (115 Points)
• 1x Cult Demagogue
◦ 1x Autopistol
◦ 1x Commune stave
◦ Enhancements: Leaping Shadows
• 1x Mindwitch
◦ 1x Close combat weapon
◦ 1x Warp Curse
• 1x Iconarch
◦ 1x Autopistol
◦ 1x Chaos Icon
◦ 1x Close combat weapon
• 2x Blessed Blade
◦ 2x Commune blade
Dark Commune (110 Points)
• 1x Cult Demagogue
◦ 1x Autopistol
◦ 1x Commune stave
◦ Enhancements: Mantle of Gloom (Aura)
• 1x Mindwitch
◦ 1x Close combat weapon
◦ 1x Warp Curse
• 1x Iconarch
◦ 1x Autopistol
◦ 1x Chaos Icon
◦ 1x Close combat weapon
• 2x Blessed Blade
◦ 2x Commune blade
Havocs (125 Points)
• 1x Havoc Champion
◦ 1x Meltagun
◦ 1x Power fist
• 4x Havoc
◦ 4x Close combat weapon
◦ 4x Havoc lascannon

FACTION SPECIFIC STRATEGIES:
Grey Knights:
Unfortunately this detachment is really the only proven, competitively optimal way to play Grey Knights. The list is designed to be mobile and lethal with a focus on using the Purifiers to act as mobile batteries to provide Hallowed Ground re-rolls for the rest of your army. The Librarians are there to do actions and fit into small board spaces via teleporting around while the NDK’s are really the only anti-vehicle or monster units that Grey Knights have. Lastly, the entire list is built around Crowe and the 10 man Purifier unit, which is NASTY!
The goal from a play perspective is to play a tempo game that can ramp up quickly when the opponent makes a mistake (although I have struggled to consistently do this last part). It is more reactive than proactive, but also has the fire power to just go out and kill the opponent – although that has been somewhat overcome by other factions this late in the edition.
Win Condition: Grey Knights win condition for this game is to deny the Chaos Daemons Secondary points as often as possible and to kill anything and everything that isn’t Monster sized, since, unless the Daemons mess up and leave a Greater Daemon exposed to a GMNDK charge, the Grey Knights will have a very difficult time killing any of the Monsters.
Meanwhile, the Purifier units, especially the Crowe brick, are tailor made to wipe out all of the Cultists, Accursed Cultists, and Plaguebearers that are in the Daemons list. The Grey Knights will need to protect Crowe’s brick and to wipe out everything that is Infantry shaped as a way of playing a points denial or blocker game into the Daemons.
What I Want to Work On This Game: I want to use this game to work on board awareness and game tempo control. Board awareness means being aware of the Bloodthrister’s threat range and the AC-DC units’ surge move potential at all times. Game tempo control means bouncing around the board to snipe out all of the Infantry targets while forcing the Daemons to play the game at a slower pace and more spread out game than they would prefer.
| Category | Description |
| Leader / Bodyguard Combos: | Castellan Crowe with Purifier Squad (max sized) |
| Strategic Reserves: | Grand Master in Nemesis Dreadknight |
| Key Stratagems: | Hallowed Beacon [1CP] Movement phase – WHEN: Reinforcements step of your Movement phase. TARGET: One GREY KNIGHTS INFANTRY unit (excluding TERMINATOR units) that is arriving using the Deep Strike ability this phase. EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6″ horizontally away from all enemy units. |
| Repelling Sphere [1CP] Opponent’s Charge phase – WHEN: Start of your opponent’s Charge phase. TARGET: One GREY KNIGHTS INFANTRY unit from your army. EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground. | |
| Fires of Covenant [1CP] Opponent’s Movement phase – WHEN: Start of your opponent’s Movement phase. TARGET: One GREY KNIGHTS INFANTRY unit from your army. EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6″ of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds. | |
| Fire Overwatch [1CP] Opponent’s Movement or Charge phase – WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24″ of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. | |
| Key Combos: | Castellan Crowe + Purifier Squad + Hallowed Beacon stratagem This is why you play this detachment. This unit can drop out of Deep Strike and automatically be in your Hallowed Ground. This means that, depending on the weapons load out that you choose (and I go with Psilencers for Sustained Hits to add to the Overwatch threat), you are potentially pumping out over 70 ranged shots re-rolling hits and, if your target is on an Objective, wounds. This pairs great with Overwatch and also potentially gives you a nasty Charge threat if you pair it with Hallowed Beacon and a nearby 5 man Purifier unit. |
Chaos Daemons:
This Daemons detachment got a lot of press when it first came out, but has since been overtaken by Daemonic Incursion and Scintillating Legion. Despite it not being the optimal choice, it is my favorite way to play Daemons because I can use up to 1,000 points of my Chaos Space Marines in it. I also get to play Be’lakor and the “Fade-thirster”, which are both awesome.
The idea behind the list is to create a set of polar opposite problems for the opponent to solve. On one hand, the list contains 2 Greater Daemons and Be’lakor that are big, tough, and able to deal a lot of damage if they get into you. On the other hand, the list has 70+ cultist bodies with high OC, the ability to shut down your OC if they tag you, and access to “uppy downy” and surge moves. The goal is to get the opponent either trying and failing to deal with both or focusing on one group while the other group either out kills or outscores them.
Win Condition: This is going to be very similar to the last game that I played, which was Daemons and Raven Guard, except that the Grey Knights don’t have as good an answer to the Greater Daemons.
In a lot of ways, both armies are trying to do similar things. For the Daemons, the challenge will be that Grey Knights could care less about trying to shoot from far away, which nullifies Be’lakor’s impact. The Grey Knights also absolutely mulch infantry with Purifiers in Warpbane, which makes them better prepared than most for the AC-DC bricks.
Instead of trying to be to fancy and out move or uppy downy the Grey Knights, the Daemons need to apply pressure early and often by playing as an Attacker. They need to use all of their chafe and large model count units to control their DZ and to keep the Grey Knights in front of them while also using the Fade-thirster, Great Unclean One, and Be’lakor to bully the Grey Knights in the mid-board. This is an inversion of their usual strategy but should work into an opponent that is uniquely strong versus their AC-DC’s.
What I Want to Work On This Game: Similar to the Grey Knights, I want to work on board awareness with the Daemons. In this case, board awareness means being very aware of where the Bloodthirster can and should go each turn as I try to get him cycling. It also means being very aware of where Crowe’s unit is at all times and making sure that I don’t expose infantry units to the Purifiers, especially by putting them on Objectives.
| Category | Description |
| Leader / Bodyguard Combos: | Dark Commune with Accursed Cultists |
| Dark Commune with Accursed Cultists | |
| Key Stratagems: | Shade Path [2CP] Opponent’s Charge phase – WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge. TARGET: One SHADOW LEGION unit from your army that was selected as a target of that charge. EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. In addition, if your unit has the NURGLE keyword, that enemy unit must take a Battle-shock test. |
| Binding Shadow [1CP] End of opponent’s Fight phase – WHEN: End of your opponent’s Fight phase. TARGET: Up to one SHADOW LEGION HERETIC ASTARTES unit from your army and up to one SHADOW LEGION LEGIONES DAEMONICA unit from your army. You can only select units that are not within Engagement Range of one or more enemy units. EFFECT: Remove those selected units from the battlefield and place them into Strategic Reserves. | |
| Channelled Wrath [1CP] Fight phase – WHEN: Fight phase. TARGET: One SHADOW LEGION unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the KHORNE keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well. | |
| Key Combos: | Be’lakor + Fade to Darkness enhancement + Rapid Ingress stratagem + Channelled Wrath stratagem The “Fade-thirster” is one of the main attractions of this detachment. Its CP intensive but results in a unit that can Advance & Charge, gain access to Lance and +1 AP in melee, does Mortal Wounds at the end of the Fight Phase, and, if it kills something in melee, can go into Reserves to Rapid Ingress in next turn. This unit is VERY dangerous if it gets this cycle going. |
| Be’lakor + Havocs + Encroaching Darkness stratagem + Binding Shadow stratagem Another CP intensive one, but this can be used to create a unit that has 4 Lascannons with access to Sustained or Lethal hits, protection via a 18 inch Lone Op ability, and the ability to teleport around the board to gain angles for Ignores Cover shooting. Its very swingy, but very good when it works. | |
| Dark Commune + Accursed Cultists + Leaping Shadows enhancement OR Mantle of Gloom (Aura) enhancement Nothing too fancy here but these two can sneak up on you. The first is an AC-DC brick that has access to Scouts 9, followed by a once per battle Advance & Charge and a Surge Move. The second is an AC-DC brick that has the same Advance & Charge and Surge Move plus an aura to reduce OC of anything that it touches by 1. Thats sneak frustrating to deal with. |
ROUND-BY-ROUND RECAP:
The Grey Knights deploy first and very conservatively as they are hoping to go second and spread the Daemons out so they can start surgically cutting out infantry units. The goal is to protect the NDK, GMNDK, and Crowe’s brick as those are their hammer units and to try to force the Daemons to come out to engage before taking them on.
The Deamons deploy much more aggressively and lead with the Greater Daemons all deploying on the line. Their goal is to get the GUO onto the Center Objective as early as possible and then to use the Bloodthirster and Be’lakor as counter attack units for it when the Grey Knights bring out the NDK’s. They also deploy the various infantry units in depth to prevent any Deep Striking into their Deployment Zone and position the Scouting AC-DC unit to potentially be a distraction to lure out Crowe’s unit.
Board state after Deployment is shown below.

Post Deployment
The Grey Knights win the roll of to go first and have their Strike Squad 1 Scout Move towards No Man’s Land. The Daemons follow with the Dark Commune + Accursed Cultists 1 Scout Moving towards Objective 5.
Board state at the start of the battle is shown below.

Start of the Battle
ROUND 1:
| Phase: | Go First: Grey Knights |
| Score at Start | 10 |
| CP at Start | 1 |
| Command | [Grey Knights] Draw Secondaries: Secure No Man’s Land & Cleanse [Grey Knights] Strike Squad 2 uses Sanctifying Ritual (Psychic) to sticky Objective 2 [Chaos Daemons] Be’lakor uses Wreathed in Shadows (Aura, Psychic) for 18 inch Lone Op aura |
| Movement | [Grey Knights] Interceptor Squad 1 Makes a Normal Move onto Objective 4 to Perform an Action [Grey Knights] Brotherhood Librarian 1 Makes a Normal Move towards Objective 5 to Stage [Grey Knights] Grand Master in Nemesis Dreadknight 1 Advances towards Objective 3 to Stage [Grey Knights] Interceptor Squad 2 Makes a Normal Move towards No Man’s Land to Stage [Grey Knights] Brotherhood Librarian 3 Makes a Normal Move to Screen |
| Shooting | [Grey Knights] Interceptor Squad 1 Performs Cleanse |
| Charge | [Grey Knights] None |
| Fight | [Grey Knights] None |
| End of Turn | [Grey Knights] Scores Secondary: Cleanse — 2 VP [Grey Knights] Scores Secondary: Secure No Man’s Land — 2 VP |
| Score at End | 14 |
| CP at End | 1 |
Uneventful first turn for the Grey Knights as they really would have preferred to go second. They manage to get points on both Secondaries while also taking minimal risks. Daemons are up next.
Board state in the middle of Round 1 is shown below.

Middle of Round 1
| Phase: | Go Second: Chaos Daemons |
| Score at Start | 10 |
| CP at Start | 2 |
| Command | [Chaos Daemons] Draw Secondaries: Establish Locus & Extend Battle Lines [Chaos Daemons] Cultist Mob 2 uses For the Dark Gods to sticky Objective 1 |
| Movement | [Chaos Daemons] Nurglings Makes a Normal Move away from Objective 4 [Chaos Daemons] Great Unclean One Makes a Normal Move onto Objective 4 to Perform an Action [Chaos Daemons] Dark Commune + Accursed Cultists 1 Makes a Normal Move onto Objective 5 [Chaos Daemons] Cultist Mob Advances towards No Man’s Land to Screen |
| Shooting | [Chaos Daemons] Havocs Shoots Interceptor Squad 1 and Kills 3 models [Chaos Daemons] Great Unclean One Performs Establish Locus |
| Charge | [Chaos Daemons] None |
| Fight | [Chaos Daemons] None |
| End of Turn | [Chaos Daemons] Scores Secondary: Establish Locus — 2 VP [Chaos Daemons] Scores Secondary: Extend Battle Lines — 4 VP [Grey Knights] Brotherhood Librarian 2 uses Gates of Infinity to go into Reserves [Grey Knights] Brotherhood Librarian 3 uses Gates of Infinity to go into Reserves [Grey Knights] Strike Squad 1 uses Gates of Infinity to go into Reserves |
| Score at End | 16 |
| CP at End | 2 |
Like the Grey Knights, the Daemons also have an uneventful turn as they focus on spreading out and trying to limit the places that the Grey Knights can Deep Strike into. Their goal is to keep the Grey Knights in front of them while scoring points and dominating the midfield.
Board state at the end of Round 1 is shown below.

End of Round 1
ROUND 2:
| Phase: | Go First: Grey Knights |
| Score at Start | 14 |
| CP at Start | 3 |
| Command | [Grey Knights] Draw Secondaries: Recover Assets & Extend Battle Lines [Grey Knights] Interceptor Squad 1 passes Battle Shock [Chaos Daemons] Be’lakor uses Wreathed in Shadows (Aura, Psychic) for Lone Op 18 aura [Grey Knights] Score Primary: 5 VP |
| Movement | [Grey Knights] Brotherhood Librarian 1 Makes a Normal Move towards Objective 5 to Shoot [Grey Knights] Grand Master in Nemesis Dreadknight 1 Makes a Normal Move towards Objective 3 to Stage [Grey Knights] Interceptor Squad 2 Makes a Normal Move towards Nurglings to Shoot and Charge [Grey Knights] Interceptor Squad 1 Makes a Normal Move away from Objective 4 to Hide [Grey Knights] Strike Squad 2 Makes a Normal Move to Screen [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Makes a Normal Move towards Great Unclean One to Shoot [Grey Knights] Nemesis Dreadknight Makes a Normal Move towards Great Unclean One to Shoot [Grey Knights] Purifier Squad 2 Makes a Normal Move towards Objective 3 to Screen [Grey Knights] Strike Squad 1 Deep Strikes onto Objective 3 [Grey Knights] Brotherhood Librarian 2 Deep Strikes near Objective 5 to Shoot [Grey Knights] Brotherhood Librarian 3 Deep Strikes near Objective 5 to Shoot [Grey Knights] Grand Master in Nemesis Dreadknight 2 Deep Strikes near Great Unclean One to Shoot and Charge |
| Shooting | [Grey Knights] Brotherhood Librarian 3 Shoots Dark Commune + Accursed Cultists 1 and Kills 3 models [Grey Knights] Brotherhood Librarian 2 Shoots Dark Commune + Accursed Cultists 1 and Kills 6 models [Grey Knights] Brotherhood Librarian 1 Shoots Dark Commune + Accursed Cultists 1 and Kills 1 model [Chaos Daemons] Dark Commune + Accursed Cultists 1 uses Accursed Horde to Surge Move towards Brotherhood Librarians [Grey Knights] Interceptor Squad 2 Shoots Nurglings and Deals 3 Damage [Grey Knights] Strike Squad 1 Performs Recover Assets [Grey Knights] Strike Squad 2 Performs Recover Assets [Grey Knights] Grand Master in Nemesis Dreadknight 2 uses Sanctified Kill Zone for 0 CP thanks to Warrior Strategist ability [Grey Knights] Grand Master in Nemesis Dreadknight 1 Shoots Great Unclean One and Deals 5 Damage [Grey Knights] Nemesis Dreadknight Shoots Great Unclean One and Deals 4 Damage [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Shoots Great Unclean One and Deals 5 Damage [Grey Knights] Grand Master in Nemesis Dreadknight 2 Splits Fire into Great Unclean One and Whiffs and into Dark Commune + Accursed Cultists 1 Kills Models and Kills 3 models |
| Charge | [Grey Knights] Interceptor Squad 1 Declares a Charge into Dark Commune + Accursed Cultists 1 — Charge Succeeded [Grey Knights] Interceptor Squad 2 Declares a Charge into Nurglings — Charge Succeeded [Grey Knights] Brotherhood Librarian 2 Declares a Charge into Dark Commune + Accursed Cultists 1 — Charge Succeeded [Grey Knights] Brotherhood Librarian 3 Declares a Charge into Dark Commune + Accursed Cultists 1 — Charge Succeeded [Grey Knights] Grand Master in Nemesis Dreadknight 2 Declares a Charge into Great Unclean One — Charge Failed [Grey Knights] Grand Master in Nemesis Dreadknight 2 uses Command Re-roll [Grey Knights] Grand Master in Nemesis Dreadknight 2 Declares a Charge into Great Unclean One — Charge Failed |
| Fight | [Grey Knights] Interceptor Squad 1 Fights Dark Commune + Accursed Cultists 1 and Kills 2 models [Grey Knights] Interceptor Squad 2 Fights Nurglings and Destroys the Unit [Grey Knights] Brotherhood Librarian 3 Fights Dark Commune + Accursed Cultists 1 and Kills 1 model [Grey Knights] Brotherhood Librarian 2 Fights Dark Commune + Accursed Cultists 1 and Kills all but 1 model in Dark Commune [Chaos Daemons] Dark Commune 1 Fights Interceptor Squad 1 and Whiffs |
| End of Turn | [Grey Knights] Scores Secondary: Recover Assets — 3 VP [Grey Knights] Scores Secondary: Extend Battle Lines — 4 VP [Chaos Daemons] Be’lakor and Havocs uses Binding Shadow to go into Reserves |
| Score at End | 26 |
| CP at End | 2 |
Big turn for the Grey Knights as they draw first blood by taking the GUO down to 6 Wounds remaining and all but kill AC-DC 1, while also putting up decent secondary scores. That one really hurt the Daemons and will force a reaction. Let’s see how the Grey Knights fair against the crack back.
Board state in the middle of Round 2 is shown below.

Middle of Round 2
| Phase: | Go Second: Chaos Daemons |
| Score at Start | 16 |
| CP at Start | 4 |
| Command | [Chaos Daemons] Draw Secondaries: Secure No Man’s Land & Bring It Down [Chaos Daemons] Dark Commune 1 passes Battle Shock [Chaos Daemons] Great Unclean One passes Battle Shock [Chaos Daemons] Great Unclean One uses The Shadow of Chaos to heal 3 Wounds [Chaos Daemons] Score Primary: 10 VP |
| Movement | [Chaos Daemons] Great Unclean One Makes a Normal Move towards Grand Master in Nemesis Dreadknight 2 to Shoot and Charge [Chaos Daemons] Bloodthirster Makes a Normal Move towards Objective 5 to Shoot and Charge [Chaos Daemons] Cultist Mob 1 Advances onto Objective 5 [Chaos Daemons] Plaguebearers Advances to Screen [Chaos Daemons] Dark Commune + Accursed Cultists 2 Advances towards No Man’s Land to Screen [Chaos Daemons] Be’lakor Deep Strikes near Objective 5 [Chaos Daemons] Havocs Deep Strikes near Objective 5 |
| Shooting | [Chaos Daemons] Bloodthirster Shoots Interceptor Squad 1 and Whiffs [Chaos Daemons] Be’lakor Shoots Brotherhood Librarian 3 and Destroys the Unit [Chaos Daemons] Havocs uses Dark Pacts for Sustained and lose 1 model to failed Leadership Test [Chaos Daemons] Havocs Shoots Grand Master in Nemesis Dreadknight 2 and Deals 5 Damage with CP re-roll for the Damage roll [Chaos Daemons] Great Unclean One Shoots Grand Master in Nemesis Dreadknight 2 and Deals 2 Damage |
| Charge | [Chaos Daemons] Great Unclean One Declares a Charge into Grand Master in Nemesis Dreadknight 2 — Charge Succeeded [Chaos Daemons] Bloodthirster Declares a Charge into Brotherhood Librarian 2 + Interceptors 1 — Charge Succeeded |
| Fight | [Chaos Daemons] Great Unclean One Fights Grand Master in Nemesis Dreadknight 2 and Whiffs thanks to a Grey Knights CP re-roll on an Invulnerable Save [Chaos Daemons] Bloodthirster Splits Fires into Brotherhood Librarian 2 and Destroys the Unit and into Interceptor Squad 1 and Destroys the Unit [Grey Knights] Grand Master in Nemesis Dreadknight 2 Fights Great Unclean One and Destroys the Unit [Grey Knights] Grand Master in Nemesis Dreadknight 2 Consolidates onto Objective 4 |
| End of Turn | [Chaos Daemons] Bloodthirster uses Fade to Darkness enhancement to go into Reserves [Chaos Daemons] Scores Secondary: Secure No Man’s Land — 2 VP [Grey Knights] Grand Master in Nemesis Dreadknight 1 uses Gate of Infinity to go into Reserves [Grey Knights] Nemesis Dreadknight 1 uses Gate of Infinity to go into Reserves [Grey Knights] Castellan Crowe + Purifier Squad (max sized) uses Gate of Infinity to go into Reserves |
| Score at End | 28 |
| CP at End | 3 |
Hmm. That could, and probably should, have been a strong turn for the Daemons. Instead, the Grey Knights scammed them by making five 4+ Invulnerable Saves with GMNDK 2 and killing the GUO in the crack back. That resulted in a potential 7 point swing as the Daemons lose out on a max Secure No Man’s Land and Bring it Down. Even worse, they lose one of their Greater Daemons. It’s not the end of the world, but that was not fun and opens up a gap in their lines for the Grey Knights to surge into. Let’s see if they do.
Board state at the end of Round 2 is shown below.

End of Round 2
ROUND 3:
| Phase: | Go First: Grey Knights |
| Score at Start | 26 |
| CP at Start | 3 |
| Command | [Grey Knights] Draw Secondaries: Display of Might & Overwhelming Force [Grey Knights] Grand Master in Nemesis Dreadknight 2 passes Battle Shock [Grey Knights] Strike Squad 1 uses Sanctifying Ritual (Psychic) to sticky Objective 3 [Chaos Daemons] Be’lakor uses Shadow Lord (Aura, Psychic) for re-roll Hit roll of 1 aura [Grey Knights] Score Primary: 10 VP |
| Movement | [Grey Knights] Interceptor Squad 1 Makes a Normal Move towards Dark Commune + Accursed Cultists 2 to Shoot [Grey Knights] Strike Squad 1 Makes a Normal Move away from Objective 3 to Screen [Grey Knights] Purifier Squad 2 Makes a Normal Move to Screen [Grey Knights] Brotherhood Librarian 1 Makes a Normal Move away from No Man’s Land to Screen [Grey Knights] Nemesis Dreadknight Deep Strikes near Objective 5 to Shoot [Grey Knights] Grand Master in Nemesis Dreadknight 1 Deep Strikes near Objective 3 to Shoot [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Deep Strikes near Objective 4 to Shoot and Charge [Chaos Daemons] Bloodthirster uses Rapid Ingress to Deep Strike near Objective 5 |
| Shooting | [Grey Knights] Nemesis Dreadknight Splits Fire into Dark Commune 1 and Destroys the Unit and into Cultist Mob 1 and Destroys the Unit [Grey Knights] Interceptor Squad 1 Shoots Dark Commune + Accursed Cultists 2 and Kills 4 models [Grey Knights] Castellan Crowe + Purifier Squad (max sized) uses Sanctified Kill Zone [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Shoots Dark Commune + Accursed Cultists 2 and Destroys the Unit |
| Charge | [Grey Knights] None |
| Fight | [Grey Knights] None |
| End of Turn | [Grey Knights] Scores Secondary: Display of Might — 4 VP [Grey Knights] Scores Secondary: Overwhelming Force — 5 VP |
| Score at End | 45 |
| CP at End | 2 |
The Grey Knights capitalize on some fortune from the dice last turn and an opening that it created to drop Crowe & Company into the Daemons face. They then proceed to brutally punish the Daemons for their mistakes by killing the Daemons off of all of the midfield Objectives and by killing their second AC-DC unit. All the while, they again maximize Secondary scoring. That was a great turn for the Grey Knights and exactly the kind of “go for the throat” aggression that has been missing the past few times that I have played them.
On the Daemons side, this is not looking good. They are losing scoring units FAST and may run out of runway in this game. On the plus side, they are very well positioned to take down 2 of the NDK’s next turn and still hold Bring it Down, so they aren’t out of it yet.
Board state in the middle of Round 3 is below.

Middle of Round 3
| Phase: | Go Second: Chaos Daemons |
| Score at Start | 28 |
| CP at Start | 5 |
| Command | [Chaos Daemons] Draw Secondaries: Cleanse [Chaos Daemons] Drops Secondary: Cleanse [Chaos Daemons] Draw Secondaries: Assassination [Chaos Daemons] Score Primary: 5 VP |
| Movement | [Chaos Daemons] Be’lakor Makes a Normal Move towards Grand Master in Nemesis Dreadknight 2 to Shoot and Charge [Chaos Daemons] Bloodthirster Advances towards Nemesis Dreadknight to Charge [Chaos Daemons] Cultist Mob 2 Makes a Normal Move onto Objective 1 [Chaos Daemons] Cultist Mob 3 Deep Strikes onto Objective 5 |
| Shooting | [Chaos Daemons] Havocs uses Dark Pact for Sustained [Chaos Daemons] Havocs Shoots Grand Master in Nemesis Dreadknight 2 and Destroys the Unit [Chaos Daemons] Be’lakor Shoots Castellan Crowe + Purifier Squad (max sized) and Kills 2 models |
| Charge | [Chaos Daemons] Bloodthirster Declares a Charge into Nemesis Dreadknight — Charge Succeeded |
| Fight | [Chaos Daemons] Bloodthirster Fights Nemesis Dreadknight and Deals 11 Damage with CP re-roll [Grey Knights] Nemesis Dreadknight Fights Bloodthirster and Whiffs [Chaos Daemons] Bloodthirster uses Relentless Carnage to do 5 Mortal Wounds to kill Nemesis Dreadknight |
| End of Turn | [Chaos Daemons] Bloodthirster uses Fade to Darkness to go into Reserves [Chaos Daemons] Scores Secondary: Bring It Down — 4 VP [Chaos Daemons] Scores Secondary: Assassination — 5 VP [Grey Knights] Castellan Crowe + Purifier Squad (max sized) uses Gate of Infinity to go into Reserves [Grey Knights] Purifier Squad 1 uses Gate of Infinity to go into Reserves [Grey Knights] Purifier Squad 2 uses Gate of Infinity to go into Reserves |
| Score at End | 42 |
| CP at End | 3 |
The Daemons crack back and it goes about as expected, although the Grey Knights also scammed them again on 4+ Invulnerable Saves. Daemons have taken back some control of the midfield, for now, and have Be’lakor positioned to be a problem. The question now will be how long they can hold on since it looks like they will lose their Home Objective next turn.
Board state at the end of Round 3 is shown below.

End of Round 3
ROUND 4:
| Phase: | Go First: Grey Knights |
| Score at Start | 45 |
| CP at Start | 4 |
| Command | [Grey Knights] Draw Secondaries: Behind Enemy Lines & Defend Stronghold [Chaos Daemons] Be’lakor uses Shadow Lord (Aura, Psychic) [Grey Knights] Score Primary: 10 VP |
| Movement | [Grey Knights] Grand Master in Nemesis Dreadknight 1 Makes a Normal Move towards Objective 4 to Shoot and Charge [Grey Knights] Brotherhood Librarian 1 Makes a Normal Move into Grey Knights’ Deployment Zone to Screen [Grey Knights] Interceptor Squad 2 Makes a Normal Move towards Objective 1 to Shoot [Grey Knights] Strike Squad 2 Makes a Normal Move to Screen [Grey Knights] Purifier Squad 1 Deep Strikes near Objective 5 to Shoot [Grey Knights] Purifier Squad 2 uses Hallowed Beacon to Deep Strike 6 inches from Cultist Mob 3 [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Deep Strikes into Chaos Daemons’ Deployment Zone to Shoot and Charge [Chaos Daemons] Bloodthirster uses Rapid Ingress to Deep Strike into Grey Knights’ Deployment Zone |
| Shooting | [Grey Knights] Purifier Squad 1 Shoots Cultist Mob 3 and Destroys the Unit [Grey Knights] Purifier Squad 2 Shoots Havocs and Destroys the Unit [Grey Knights] Castellan Crowe + Purifier Squad (max sized) uses Sanctified Kill Zone [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Shoots Plaguebearers and Destroys the Unit [Grey Knights] Grand Master in Nemesis Dreadknight 1 Shoots Be’lakor and Whiffs |
| Charge | [Grey Knights] Interceptor Squad 2 Declares a Charge into Cultist Mob 2 — Charge Failed [Grey Knights] Interceptor Squad 2 uses Command Re-roll [Grey Knights] Interceptor Squad 2 Declares a Charge into Cultist Mob 2 — Charge Failed |
| Fight | [Grey Knights] None |
| End of Turn | [Grey Knights] Scores Secondary: Display of Might — 4 VP [Grey Knights] Drops Secondary: Defend Stronghold |
| Score at End | 59 |
| CP at End | 3 |
The Grey Knights continue to attack and punish the Daemons for spreading out. In this turn, it consists of wiping out most of the remainder of the Infantry units and knocking the Daemons off of Objective 5 again. The Daemons are no pretty much out of scoring units, but do have Be’lakor and the Bloodthirster rampaging unchecked through the board center and Grey Knights Deployment Zone.
Things are looking good for the Grey Knights but the Daemons also look to fight them all the way to the end.
Board state in the middle of Round 4 is shown below.

Middle of Round 4
| Phase: | Go Second: Chaos Daemons |
| Score at Start | 42 |
| CP at Start | 5 |
| Command | [Chaos Daemons] Draw Secondaries: Defend Stronghold & Area Denial [Chaos Daemons] Drops Secondary: Defend Stronghold [Chaos Daemons] Draw Secondaries: Sabotage [Chaos Daemons] Score Primary: 5 VP |
| Movement | [Chaos Daemons] Be’lakor Makes a Normal Move onto Objective 4 [Chaos Daemons] Bloodthirster Makes a Normal Move towards Objective 2 to Charge |
| Shooting | [Chaos Daemons] Be’lakor Shoots Grand Master in Nemesis Dreadknight 1 and Deals 3 Damage |
| Charge | [Chaos Daemons] Bloodthirster Declares a Charge into Strike Squad 2 — Charge Succeeded [Chaos Daemons] Be’lakor Declares a Charge into Grand Master in Nemesis Dreadknight 1 — Charge Succeeded |
| Fight | [Chaos Daemons] Be’lakor Fights Grand Master in Nemesis Dreadknight 1 and Destroys the Unit [Chaos Daemons] Bloodthirster Fights Strike Squad 2 and Destroys the Unit [Chaos Daemons] Bloodthirster Consolidates onto Objective 2 |
| End of Turn | [Chaos Daemons] Scores Secondary: Area Denial — 5 VP [Chaos Daemons] Drops Secondary: Sabotage [Grey Knights] Brotherhood Librarian 1 uses Gate of Infinity to go into Reserves [Grey Knights] Purifier Squad 1 uses Gate of Infinity to go into Reserves [Grey Knights] Purifier Squad 2 uses Gate of Infinity to go into Reserves |
| Score at End | 52 |
| CP at End | 5 |
The Daemons keep on killing and taking Objectives but it is approaching the point where they may have run out of turns and scoring units to make up the difference. Grey Knights, meanwhile, are positioning to take and burn the Daemon’s Home Objective to close out the game. Let’s see if they can do it.
Board state at the end of Round 4 is shown below.

End of Round 4
ROUND 5:
| Phase: | Go First: Grey Knights |
| Score at Start | 59 |
| CP at Start | 5 |
| Command | [Grey Knights] Draw Secondaries: Assassination & Bring It Down [Chaos Daemons] Be’lakor uses Shadow Lord (Aura, Psychic) [Grey Knights] Score Primary: 5 VP |
| Movement | [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Makes a Normal Move towards Be’lakor to Shoot and Charge [Grey Knights] Interceptor Squad 2 Makes a Normal Move onto Objective 1 to Perform an Action [Grey Knights] Strike Squad 1 Makes a Normal Move onto Objective 3 [Grey Knights] Brotherhood Librarian 1 Deep Strikes onto Objective 5 [Grey Knights] Purifier Squad 1 Deep Strikes near Objective 1 to Shoot [Grey Knights] Purifier Squad 2 Deep Strikes near Objective 1 to Shoot |
| Shooting | [Grey Knights] Purifier Squad 1 Shoots Cultist Mob 2 and Destroys the Unit [Grey Knights] Interceptor Squad 2 Performs Burn Objective [Grey Knights] Castellan Crowe + Purifier Squad (max sized) uses Grenade on Be’lakor for 4 Mortal Wounds [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Shoots Be’lakor and Deals 8 Damage |
| Charge | [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Declares a Charge into Be’lakor — Charge Succeeded |
| Fight | [Grey Knights] Castellan Crowe + Purifier Squad (max sized) Fights Be’lakor and Destroys the Unit thru a CP re-roll |
| End of Turn | [Grey Knights] Scores Secondary: Assassination — 5 VP [Grey Knights] Scores Secondary: Bring It Down — 4 VP |
| Score at End | 73 |
| CP at End | 3 |
And down goes Be’lakor! The Grey Knights slam the door on the Daemons with authority by having Crowe take him down in melee. Daemons can make it close, but that pretty much seals it for the Grey Knights.
Board state in the middle of Round 5 is shown below.

Middle of Round 5
| Phase: | Go Second: Chaos Daemons |
| Score at Start | 52 |
| CP at Start | 6 |
| Command | [Chaos Daemons] Draw Secondaries: A Tempting Target & Behind Enemy Lines [Chaos Daemons] Drops Secondary: A Tempting Target [Chaos Daemons] Draw Secondaries: Marked For Death |
| Movement | [Chaos Daemons] None |
| Shooting | [Chaos Daemons] Bloodthirster Performs Burn Objective |
| Charge | [Chaos Daemons] None |
| Fight | [Chaos Daemons] None |
| End of Turn | [Chaos Daemons] Scores Secondary: Behind Enemy Lines — 3 VP [Chaos Daemons] Scores Primary: Burn Objective – 10 VP [Grey Knights] Scores Primary: Burn Objective – 10 VP |
| Score at End | 65 |
| CP at End | 5 |
And that’s game. Daemons fought hard but ultimately fall 83 to 65 to the Grey Knights.
Board state at the end of Round 5 is shown below.

End of Round 5
RESULT:
Singles Format: 83 – 65 Grey Knights WIN
WTC Teams Format: 13 – 7 Grey Knights WIN
GAME REVIEW:
This game was so fun to play. It felt dynamic throughout, like either side could falter or blow the game open at any moment. It also required me to really think about movement and unit positioning as both sides had access to “uppy downy” to immediately punish any mistakes.
From a Grey Knights perspective, this is the best that I have played them in several game. I channeled a lot of the lessons that I have learned from playing Harlequins, Raven Guard, Emperor’s Children, and CSM. I used my mobility to identify the moment that the Daemons made a mistake or missed a critical dice roll and then to immediately punish them for it. This is the most aggressive that I have played Grey Knights in a while and it really worked out.
From a Daemons’ perspective this was a game of “what if’s”. Specifically, what if the GUO had killed GMNDK 2 in melee and that opened things up for me to pressure the Grey Knights’ DZ with 3 Greater Daemons. That was the turning point of the game and made it really difficult for the Daemons to come back from. It’s mildly frustrating that it was due to dice but the game was still really fun and it is the best that I have played the Bloodthirster in a while as well.
WHAT I WOULD CHANGE NEXT TIME:
- Grey Knights
- Not a ton here other than I probably should have tried to burn at least 1 midfield Objective (3 or 5) in Round 4 to maximize primary. Otherwise, this game was pretty clean.
- Chaos Daemons
- I’m at the point where I am debating changing my list. The AC-DC spam vs Greater Daemon spam dynamic is good in theory but is not quite as good in practice as the meta has evolved. I’ll have to think on it but am debating dropping the GUO and Plaguebearers or one of the AC-DC’s for units with more of an ability to brawl in the midfield and/or score so that I’m not locked into such a rigid list and play style. The need for this change especially showed up with regards to how many Secondaries felt like “dead cards” as the game evolved.
EARNED THEMSELF A NAME:
Crowe and his Purifiers. They were easily the MVP of the game and did solid work every single turn from Round 2 onwards.
MAGNUS OF THE GAME:
The AC-DC’s. Neither really did much or got into action. I need to either re-think their role in the list or take them out.
CINEMATIC MOMENTS OF THE GAME:

GUO vs GMNDK 2

Bloodthirster vs NDK

Crowe vs Be’lakor






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