Grown Men Playing With Toys

They said we were too old. We said "Hold our dice!"

Join us as two best friends, strategic / stoic “Erik” and observant / energetic “Steve”, as they embark on this passion project to discuss topics and experiences that surround their world of Warhammer gaming.

Raven Guard Shadowmark Talons vs Grey Knights Hallowed Conclave

This week’s Grown Men Playing With Toys’ Battle Report features the Raven Guard Librarius Conclave and Shadowmark Talon against the Grey Knights Argent Assault and Hallowed Conclave in our first game of 11th Edition.

As backdrop for the game….

The Raven Guard don’t hold ground. They make ground irrelevant. They strike from the shadows, vanish before the counterattack lands, and then reappear somewhere else when the enemy isn’t looking. Their goal is to make the enemy feel threatened from all sides, like the walls are closing in, and they are surrounded.

The Grey Knights’ Brotherhood Terminators don’t run and don’t dart. They teleport onto the battlefield to be the hammer and operate under the mindset that if you hit the enemy hard hard enough, speed stops mattering.

One side bets on the ghost. The other bets on the wall. One army wants to dart in and out in a knife fight while the other wants to bludgeon their opponent between a hammer and anvil.

They said we’re too old, but we said “hold our dice”…..as we see whether the shadows of the Raven Guard can outmaneuver an immovable Terminator tide.

JUMP TO:

Matchup

Mission

Lists

Raven Guard Specific Strategies

Grey Knights Specific Strategies

Round by Round Recap

Result

Game Review

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

11th Edition, 2026-2027 Chapter Approved

11th Edition Release, June 2026

MATCHUP:

Faction:Detachment:Force Disposition:
Raven GuardLibrarius Conclave and Shadowmark TalonReconnaissance
VS
Faction:Detachment:Force Disposition:
Grey KnightsArgent Assault and Hallowed ConclaveTake & Hold

MISSION:

GW MissionDominatus
Raven Guard PrimaryReconnaissance Sweep
Grey Knights PrimaryPurge and Secure
Terrain Layout
Deployed FirstRaven Guard
First TurnRaven Guard
Raven Guard SecondariesTactical
Grey Knights SecondariesTactical

LISTS:

Raven Guard:

List

Space Marines

Raven Guard

Librarius Conclave and Shadowmark Talon (3 Detachment Points)

Force Dispositions: Disruption, Reconnaissance

Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Kayvaan Shrike (100 Points)

• Attached as: Leader (Character)

• 1x Blackout

• 1x The Raven’s Talons

Assault Intercessors with Jump Packs (160 Points)

• Attached as: Bodyguard ()

• 1x Assault Intercessor Sergeant with Jump Pack

◦ 1x Plasma pistol

◦ 1x Power fist

• 9x Assault Intercessors with Jump Packs

◦ 9x Astartes chainsword

◦ 7x Heavy bolt pistol

◦ 2x Plasma pistol

Attached unit 2

Librarian in Phobos Armour (70 Points)

• Attached as: Leader (Character)

• 1x Bolt pistol

• 1x Force weapon

• 1x Smite

Infiltrator Squad (110 Points)

• Attached as: Bodyguard ()

• 1x Infiltrator Sergeant

◦ 1x Bolt pistol

◦ 1x Close combat weapon

◦ 1x Marksman bolt carbine

• 4x Infiltrator

◦ 4x Bolt pistol

◦ 4x Close combat weapon

◦ 1x Helix Gauntlet

◦ 1x Infiltrator Comms Array

◦ 4x Marksman bolt carbine

Attached unit 3

Librarian (75 Points)

• Attached as: Leader (Character)

• 1x Bolt pistol

• 1x Force weapon

• 1x Smite

• Enhancements: Temporal Corridor

Intercessor Squad (150 Points)

• Attached as: Bodyguard (Battleline)

• 1x Intercessor Sergeant

◦ 1x Astartes grenade launcher

◦ 1x Bolt pistol

◦ 1x Bolt rifle

◦ 1x Power fist

• 9x Intercessor

◦ 1x Astartes grenade launcher

◦ 9x Bolt pistol

◦ 9x Bolt rifle

◦ 9x Close combat weapon

Attached unit 4

Librarian (80 Points)

• Attached as: Leader (Character)

• 1x Bolt pistol

• 1x Force weapon

• 1x Smite

• Enhancements: Fusillade

Sternguard Veteran Squad (190 Points)

• Attached as: Bodyguard ()

• 1x Sternguard Veteran Sergeant

◦ 1x Close combat weapon

◦ 1x Sternguard bolt pistol

◦ 1x Sternguard bolt rifle

• 9x Sternguard Veteran

◦ 9x Close combat weapon

◦ 9x Sternguard bolt pistol

◦ 7x Sternguard bolt rifle

◦ 2x Sternguard heavy bolter

CHARACTERS

Aethon Shaan (100 Points)

• Warlord

• 1x Claws of Severax

• 1x Heavy bolt pistol

Lieutenant with Combi-weapon (115 Points)

• 1x Combi-weapon

• 1x Paired combat blades

• Enhancements: Coronal Susurrant

BATTLELINE

Intercessor Squad (80 Points)

• 1x Intercessor Sergeant

◦ 1x Astartes grenade launcher

◦ 1x Bolt pistol

◦ 1x Bolt rifle

◦ 1x Power fist

• 4x Intercessor

◦ 4x Bolt pistol

◦ 4x Bolt rifle

◦ 4x Close combat weapon

OTHER DATASHEETS

Inceptor Squad (240 Points)

• 1x Inceptor Sergeant

◦ 1x Assault bolters

◦ 1x Close combat weapon

• 5x Inceptor

◦ 5x Assault bolters

◦ 5x Close combat weapon

Inceptor Squad (120 Points)

• 1x Inceptor Sergeant

◦ 1x Assault bolters

◦ 1x Close combat weapon

• 2x Inceptor

◦ 2x Assault bolters

◦ 2x Close combat weapon

Incursor Squad (85 Points)

• 1x Incursor Sergeant

◦ 1x Bolt pistol

◦ 1x Occulus bolt carbine

◦ 1x Paired combat blades

• 4x Incursor

◦ 4x Bolt pistol

◦ 1x Haywire Mine

◦ 4x Occulus bolt carbine

◦ 4x Paired combat blades

Incursor Squad (85 Points)

• 1x Incursor Sergeant

◦ 1x Bolt pistol

◦ 1x Occulus bolt carbine

◦ 1x Paired combat blades

• 4x Incursor

◦ 4x Bolt pistol

◦ 1x Haywire Mine

◦ 4x Occulus bolt carbine

◦ 4x Paired combat blades

Infiltrator Squad (110 Points)

• 1x Infiltrator Sergeant

◦ 1x Bolt pistol

◦ 1x Close combat weapon

◦ 1x Marksman bolt carbine

• 4x Infiltrator

◦ 4x Bolt pistol

◦ 4x Close combat weapon

◦ 1x Helix Gauntlet

◦ 1x Infiltrator Comms Array

◦ 4x Marksman bolt carbine

Scout Squad (65 Points)

• 1x Scout Sergeant

◦ 1x Astartes chainsword

◦ 1x Bolt pistol

◦ 1x Close combat weapon

• 4x Scout

◦ 4x Bolt pistol

◦ 4x Boltgun

◦ 4x Close combat weapon

Scout Squad (65 Points)

• 1x Scout Sergeant

◦ 1x Astartes chainsword

◦ 1x Bolt pistol

◦ 1x Close combat weapon

• 4x Scout

◦ 4x Bolt pistol

◦ 4x Boltgun

◦ 4x Close combat weapon

Grey Knights:

List

Grey Knights

Argent Assault and Hallowed Conclave (3 Detachment Points)

Force Dispositions: Purge the Foe, Take and Hold

Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Grand Master Voldus (140 Points)

• Attached as: Leader (Character)

• Warlord

• 1x Malleus Argyrum

• 1x Searing Purity

• 1x Storm bolter

Brotherhood Terminator Squad (385 Points)

• Attached as: Bodyguard (Battleline)

• 1x Justicar

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 8x Terminator

◦ 1x Apothecary’s Narthecium

◦ 2x Incinerator

◦ 8x Nemesis force weapon

◦ 5x Storm bolter

• 1x Ancient

◦ 1x Ancient’s Banner

◦ 1x Incinerator

◦ 1x Nemesis force weapon

Attached unit 2

Brother-Captain (120 Points)

• Attached as: Leader (Character)

• 1x Incinerator

• 1x Nemesis force weapon

• Enhancements: Eye of the Augurium

Brotherhood Terminator Squad (375 Points)

• Attached as: Bodyguard (Battleline)

• 1x Justicar

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 8x Terminator

◦ 1x Apothecary’s Narthecium

◦ 2x Incinerator

◦ 8x Nemesis force weapon

◦ 5x Storm bolter

• 1x Ancient

◦ 1x Ancient’s Banner

◦ 1x Incinerator

◦ 1x Nemesis force weapon

Attached unit 3

Grand Master (110 Points)

• Attached as: Leader (Character)

• 1x Nemesis force weapon

• 1x Psycannon

• Enhancements: Sanctic Reaper

Brotherhood Terminator Squad (175 Points)

• Attached as: Bodyguard (Battleline)

• 1x Justicar

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 3x Terminator

◦ 1x Apothecary’s Narthecium

◦ 1x Incinerator

◦ 3x Nemesis force weapon

◦ 1x Storm bolter

• 1x Ancient

◦ 1x Ancient’s Banner

◦ 1x Incinerator

◦ 1x Nemesis force weapon

BATTLELINE

Brotherhood Terminator Squad (140 Points)

• 1x Justicar

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 2x Terminator

◦ 1x Apothecary’s Narthecium

◦ 2x Nemesis force weapon

◦ 1x Storm bolter

• 1x Ancient

◦ 1x Ancient’s Banner

◦ 1x Incinerator

◦ 1x Nemesis force weapon

Strike Squad (120 Points)

• 1x Justicar

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 4x Grey Knight

◦ 1x Close combat weapon

◦ 1x Incinerator

◦ 3x Nemesis force weapon

◦ 3x Storm bolter

OTHER DATASHEETS

Paladin Squad (215 Points)

• 1x Paragon

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 1x Paladin Ancient

◦ 1x Ancient’s Banner

◦ 1x Incinerator

◦ 1x Nemesis force weapon

• 3x Paladin

◦ 1x Apothecary’s Narthecium

◦ 2x Incinerator

◦ 3x Nemesis force weapon

Paladin Squad (215 Points)

• 1x Paragon

◦ 1x Nemesis force weapon

◦ 1x Storm bolter

• 1x Paladin Ancient

◦ 1x Ancient’s Banner

◦ 1x Incinerator

◦ 1x Nemesis force weapon

• 3x Paladin

◦ 1x Apothecary’s Narthecium

◦ 2x Incinerator

◦ 3x Nemesis force weapon

FACTION SPECIFIC STRATEGIES:

Raven Guard:

First game of 11th Edition with this list, so I am still figuring this all out. Based on choosing and reading the Reconnaissance Force Disposition, I decided to lean in hard into being able to use “uppy downy” abilities like Into Darkness, Temporal Corridor, and Echo of the Ravenspire. I want to play this almost like a better Grey Knights or like I do my Harlequins or Emperor’s Children, with the idea being to have just enough killing power to fight the enemy while the rest of my force does actions to win the game. Ideally, the play pattern is to “pack hunt” by using my mobility to take down targets 1 or 2 at a time instead of trying to engage an entire enemy force all at once.

The idea is to have 4 big “Hammer Units” between the Librarian + Sternguard, Librarian + Intercessors, max sized Inceptors, and Shrike + JPI’s that can score me points by killing enemies on Objectives. The rest of the list is then filled out with minimum sized units (MSU) that can utilize Objective Secured, Lone Operative, Scout, and Infiltrator while also being cheap enough that I don’t feel bad if they do an action and then die. In theory, this should allow me to threaten the entire board and keep scoring points on both Primary and Secondaries.

Win Condition: The Raven Guard are faster and have more MSU units than the Grey Knights. This means they will have the ability to kite the enemy and force them into poor trades. This is still theory this early into 11th, but hypothetically creates a potential will win by trading their smaller units for points while using their larger units to threaten the Grey Knights. Based on this, the major deciding factor will be if the Raven Guard can keep their 4 “hammer units” alive long enough to be a threat for the majority of the game.

What I Want to Work On This Game: I want to focus on learning 11th. I’m not at the point where playing optimally matters more than building fundamentals and retraining my 11th Edition habits. This is about learning the new structure and rules.

For the Raven Guard specifically, I want to focus on the right use of the Librarius Conclave’s Psychic Disciplines in conjunction with a Shadowmark Talon detachment that I already know well. My biggest worry is that I have too many units that are dependent on Oath of Moment or different Psychic Disciplines to do major damage. I therefore want to focus on not overextending those units and getting into position where I have a unit that can’t access the buff that it needs.

CategoryDescription
Leader / Bodyguard Combos:Kayvaan Shrike with Assault Intercessors with Jump Packs
Librarian in Phobos Armour with Infiltrator Squad
Librarian with Sternguard Veteran Squad
Librarian with Intercessor Squad max sized
Strategic Reserves:Inceptor Squad 1 (max sized)
Inceptor Squad 2 (min sized)
Key Stratagems:Explosives [1CP] Shooting phase – WHEN: Your Shooting phase.
TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.
EFFECT: Resolve the following sequence: 1. Select one EXPLOSIVES/GRENADES model in your unit. 2. Select one unengaged enemy unit within 8″ of and visible to that model. 3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Into Darkness [1CP] Opponent’s Fight phase – WHEN: End of your opponent’s Fight phase.
TARGET: Up to two Phobos and/or Scout Squad units from your army, or one other Adeptus Astartes Infantry unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units.
EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.
Stunning Fusillade [1CP] Shooting phase – WHEN: Your Shooting phase.
TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12″ away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
Feint and Thrust [1CP] Movement phase – WHEN: Your Movement phase.
TARGET: One Adeptus Astartes unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a Phobos or Scout Squad unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced.
Rapid Ingress [1CP] Opponent’s Movement phase – WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).
EFFECT: Your unit makes an ingress move.
Key Combos:Librarian + Sternguard Veteran Squad + Oath of Moment army rule + Fusillade enhancement + Psychic Hood ability + Sternguard Focus ability + Mental Fortress (Psychic) ability + Stunning Fusillade stratagem + Into Darkness stratagem

This is the first combination that this list is built around. Fusillade won’t matter in this matchup, but the result of this combo is a unit that has a 4+ Invulnerable Save and 4+ Feel No Pain against Psychic Weapons that can “uppy downy” at the end of the opponent’s turn and then return to re-roll Hits and Wounds with access to Devastating Wounds (on a 5+ against Monsters and Vehicles) and the ability to layer on an additional +1 BS and +1 AP if the unit is farther than 12 inches from its target. That is nasty!
Librarian + Intercessor Squad max sized + Psychic Disciplines detachment rule + Psychic Hood ability + Objective Secured ability + Target Elimination ability + Mental Fortress (Psychic) ability + Stunning Fusillade stratagem

Similar to the Sternguard + Librarian combo but less lethal, this one uses 10 Intercessors and the Divination or Pyromancy Disciplines from Librarius to amp their shooting. Its not as lethal but should be great for clearing out chafe to secure Objectives.
Kayvaan Shrike + Assault Intercessors with Jump Packs + Hammer of Wrath ability + Echo of the Ravenspire ability + Trifold Path of Shadow ability + Feint and Thrust stratagem

This one is a carryover from 10th but I think it is still valid and strong. It gives you a unit that has Lone Op, can Advance & Charge with a base move of 12 inches and Fly, that does Mortal Wounds on the Charge, and then can go back into Reserves at the end of the enemy’s turn. It has historically been tough to use because it tends to overkill smaller units and then get stuck but I want to see if it works better with many community members saying that playing a “taller game” (less units but have the units be tougher) may be best for Purge the Foe or Take and Hold.

Grey Knights:

This is a list that I have wanted to play since I first started Grey Knights and that, unfortunately, was virtually unplayable through all of the 10th Edition. I’m still not sure if its any good, but am hoping that the change to add Force Dispositions and a 2nd layer of detachment rules make “Terminator spam” at least good enough to have causal fun with. The idea is to push into the midfield with the 2 max sized Terminator units and to bully the opponent while also hopefully controlling the majority of the Objectives. The Paladins and smaller Terminator units can then be used to attack and push back on the enemies’ scoring or damage dealing units (depending on the matchup). Lastly, the Strike Squad is there to Secure Objectives and then bounce around the board doing actions for Secondaries.

The list picks Take and Hold as its Force Disposition, even though I think I may settle on Purge the Foe long term, and is built around having a lot of OC 2 and OC 3, T5, 2+ Save, 4+ Invulnerable Save models that also have access to Heal 1 model per Round and Voldus’ Sanctuary ability to layer -1 to Hit on top of Benefit of Cover’s -1 to BS. The goal is to push onto Objectives early and kill anything that tries to contest them.

Win Condition: This is all hypothetical, but the hypothesis is that the Grey Knights win by bullying the Raven Guard. They need to exist and occupy as much space in the midfield as possible while also maximizing primary on their side. They then need to use the Paladins and Grand Master’s Terminator unit to try to take out the Raven Guard’s 4 “hammer units”. If they can neutralize the Raven Guard’s ability to seriously hurt them, they will have a good chance of winning the game.

What I Want to Work On This Game: I want to focus on learning 11th. I’m not at the point where playing optimally matters and would rather have fun while building a good foundation in 11th. This is about learning the new structure and rules.

For the Grey Knights specifically, I want to see if a more durability focused approach to the game will work in 11th. Early indications is that it may work better than in 10th but probably still is not good enough, but I want to see it first hand. I also want to try Take & Hold as a Force Disposition as it feels the least attractive to me from a play style perspective. I want to test that theory before ruling it out completely.

CategoryDescription
Leader / Bodyguard Combos:Brother-Captain with Brotherhood Terminator Squad max sized
Grand Master Voldus with Brotherhood Terminator Squad max sized
Grand Master with Brotherhood Terminator Squad
Key Stratagems:A Threat Ended [1CP] Fight Phase – WHEN: Fight phase, when a friendly PALADIN SQUAD unit is selected to fight.
TARGET: That PALADIN SQUAD unit.
EFFECT: Your unit’s melee attacks have [PRECISION].
Truesilver Aegis [1CP] Any Phase – WHEN: Any phase, when a friendly PALADIN SQUAD unit suffers a mortal wound.
TARGET: That PALADIN SQUAD unit.
EFFECT: Your unit has Feel No Pain 4+ against mortal wounds.
Unending Fidelity [1CP] Any – WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
Shining Resolve [1CP] Shooting Phase – WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Key Combos:Grand Master Voldus + Brotherhood Terminator Squad max sized 2 + Benefit of Cover army rule + Sanctuary ability + Truesilver Aegis stratagem

This is the combo that I am building the list around. It gives you a unit with just over 30 OC that has -1 to Hit, -1 to BS (when in Cover), and that can Heal 1 model per turn as long as it is on the board. Let’s see how tanky it can be.
Grand Master + Brotherhood Terminator Squad 1 + Duty Before All detachment rule + Warrior Strategist ability + Might of Titan ability + Force Edge ability + Giants of the Battlefield stratagem

This is the obligatory “Smash Captain” of my list. The combo is to utilize Warrior Strategist to get +1 Attacks for each model in the unit for -1 CP and then to combine it with +3 Attacks and +3 Strength to the Grand Masters’ melee weapons and the +1 AP to all models’ melee weapons, except for the Leader’s….grrrrrr, if they Charged (which they will have due to Duty Before All detachment rule).

ROUND-BY-ROUND RECAP:

Raven Guard win the roll off and elect to Deploy first. They Deploy somewhat conservatively as they know that the Grey Knights’ Primary Mission stipulates that they must move forward to clear and hold Objectives in the midfield. The Raven Guard therefore want to make sure that they do not provide any easy Charges for the Grey Knights. Their focus is to deploy strategically, to screen out the Grey Knights from dropping into their Deployment Zone, and to maximize their ability to access any places on the board that they need to via their speed or Into Darkness.

The Grey Knights also deploy somewhat conservatively. They do start with both big Terminator bricks “on the line” but otherwise focus on screening the Raven Guard out. It looks like they are torn between pushing up to get the Raven Guard while also making sure the Raven Guard can’t easily access all 4 corners of the board every turn, which would allow them to run away with Primary points.

This has the makings of an interesting game of cat and mouse. Board state after Deployment is shown below.

Post Deployment

Raven Guard win the rolloff to go first and Scout Move Scouts 2 and Incursors 1 and 2 into the midfield. The Lieutenant with Combi-Weapon also chooses Objective 4 for his Priority Objective Identified ability.

Board state at the start of the battle is shown below.

Start of the Battle

ROUND 1:

Phase:Go First: Raven Guard
Score at Start10
CP at Start0
Command[Raven Guard] Uses Psychic Disciplines rule to select Biomancy
[Raven Guard] Gains 1 Core CP
[Grey Knights] Gains 1 Core CP
[Raven Guard] Draw Secondaries: Burden of Trust & Beacon
[Raven Guard] Lieutenant with Combi-weapon selected for Beacon
[Raven Guard] Librarian in Phobos Armour + Infiltrators selected to Perform Guard Objective 3
[Raven Guard] Uses Oath of Moment on Grand Master Voldus + Brotherhood Terminator max sized
[Raven Guard] Intercessor Squad 1 uses Objective Secured on Objective 2
Movement[Raven Guard] Lieutenant with Combi-weapon Makes a Normal Move towards Objective 5 to Score
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Makes a Normal Move towards Objective 5 to Stage
[Raven Guard] Librarian in Phobos Armour + Infiltrators Makes a Normal Move onto Objective 3
[Raven Guard] Scout Squad 1 Makes a Normal Move off Objective 2 to Screen
[Raven Guard] Intercessor Squad 1 Makes a Normal Move off Objective 2 to Screen
Shooting[Raven Guard] None
Charge[Raven Guard] None
Fight[Raven Guard] None
End of Turn[Raven Guard] Scores Primary: 3 VP
[Grey Knights] uses Gate of Infinity to place Grand Master Voldus + Brotherhood Terminator Squad max sized & Grand Master + Brotherhood Terminator Squad into Reserves
Score at End13
CP at End1

First turn of 11th Edition in the books and I am really enjoying the way the asymmetrical missions play and the change to allow you to hold onto Secondaries already.

From a game perspective, the Raven Guard play it strategically in their first turn. They do just enough to get points on the board while being very specific with their movement choices in order to ensure that the Grey Knights have very few make-able Charges. They are obviously positioning for later in the game and forcing the Grey Knights to come out and get them.

Board state in the middle of Round 1 is shown below.

Middle of Round 1

Phase:Go Second: Grey Knights
Score at Start10
CP at Start1
Command[Grey Knights] Gains 1 Core CP
[Raven Guard] Gains 1 Core CP
[Grey Knights] Draw Secondaries: Engage on All Fronts & Centre Ground
[Grey Knights] Strike Squad uses Sanctifying Ritual on Objective 1
Movement[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Deep Strike near Objective 3
[Grey Knights] Grand Master + Brotherhood Terminator Squad Deep Strike onto Objective 4
[Grey Knights] Brother-Captain + Brotherhood Terminator Squad Makes a Normal Move onto Objective 5
[Grey Knights] Paladin Squad 2 Makes a Normal Move to Stage
[Grey Knights] Strike Squad Makes a Normal Move off Objective 1 to Screen
Shooting[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Shoots Scout Squad 2 and Destroys the Unit
[Grey Knights] Grand Master + Brotherhood Terminator Squad Shoots Incursor Squad 2 and Kills 2 Models
[Grey Knights] Brother-Captain + Brotherhood Terminator Squad Shoots Lieutenant with Combi-weapon and Whiffs
Charge[Grey Knights] None
Fight[Grey Knights] None
End of Turn[Grey Knights] Scores Secondary: Centre Ground — 5 VP
[Raven Guard] uses Into Darkness on Librarian + Sternguard Veterans to place them into Reserves
[Raven Guard] Scores Secondary: Burden of Trust — 2 VP
Score at End15
CP at End2

The Grey Knights first turn is in the books and it was also a good one. They use their Gate of Infinity ability to drop two big units right in the Raven Guard’s face and are obviously preparing for a Round 2 “push turn” where they will start forcing the Raven Guard into combat. The Raven Guard seem prepared as they also have access to “uppy downy” and just pulled one of their hammer units, the Sternguard+Librarian bomb, into Reserves. Let’s see which target they decide to go after.

UPDATE: Rules as written, the Grey Knights should not have been able to Ingress this turn as they do not have a written exception to the Core Rule that forbids Round 1 Ingress Moves. They got caught playing on “10th Edition Autopilot” here. Honest mistake.

Board state at the end of Round 1 is shown below.

End of Round 1

ROUND 2:

Phase:Go First: Raven Guard
Score at Start15
CP at Start2
Command[Raven Guard] Uses Psychic Disciplines rule to select Divination
[Raven Guard] Gains 1 Core CP
[Grey Knights] Gains 1 Core CP
[Raven Guard] Draw Secondaries: Defend Stronghold & Cleanse
[Raven Guard] Uses Oath of Moment on Brother-Captain + Brotherhood Terminator Squad max sized
[Raven Guard] Score Primary: 3 VP
Movement[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Makes a Normal Move towards Objective 5 to Charge
[Raven Guard] Lieutenant with Combi-weapon Makes a Normal Move towards Grey Knights Deployment Zone to Score
[Raven Guard] Incursor Squad 1 Advances towards Objective 5 to Shoot
[Raven Guard] Librarian + Sternguard Veterans Ingress near Objective 5 to Shoot
[Raven Guard] Incursor Squad 2 Advances towards Objective 4 to Shoot
[Raven Guard] Librarian + Intercessor Squad Makes a Normal Move towards Objective 4 to Shoot
[Raven Guard] Inceptor Squad 1 Deep Strike near Objective 5 to Shoot
[Raven Guard] Inceptor Squad 2 Deep Strike near Objective 1 to Score
[Raven Guard] Librarian in Phobos Armour + Infiltrators Makes a Normal Move towards Raven Guard Deployment Zone
Shooting[Raven Guard] Inceptor Squad 2 Shoots Paladin Squad 2 and does 2 Damage
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs use Explosives for 1 CP on Brother-Captain + Brotherhood Terminator Squad max sized for 3 Mortal Wounds
[Raven Guard] Incursor Squad 1 Shoots Brother-Captain + Brotherhood Terminator Squad max sized and Whiffs
[Raven Guard] Incursor Squad 1 uses Multi-Spectrum Array on Brother-Captain + Brotherhood Terminator Squad max sized
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Shoot Brother-Captain + Brotherhood Terminator Squad max sized and do 2 Damage
[Raven Guard] Librarian + Sternguard Veterans use Stunning Fusillade for 1 CP
[Raven Guard] Librarian + Sternguard Veterans Shoot Brother-Captain + Brotherhood Terminator Squad max sized and Kills 8 Models
[Grey Knights] Brother-Captain + Brotherhood Terminator Squad max sized fail Battle Shock test
[Raven Guard] Librarian Fails Hazardous and Takes 1 Mortal Wound
[Raven Guard] Incursor Squad 2 Shoots Grand Master + Brotherhood Terminator Squad and does 0 Damage
[Raven Guard] Incursor Squad 2 uses Multi-Spectrum Array on Grand Master + Brotherhood Terminator Squad
[Raven Guard] Librarian + Intercessor Squad Shoots Grand Master + Brotherhood Terminator Squad and Kills 2 Models
[Raven Guard] Inceptor Squad 1 Shoots Grand Master + Brotherhood Terminator Squad and Kills 3 Models
Charge[Raven Guard] Incursor Squad 2 uses Haywire Mine on Grand Master for 2 Mortal Wounds
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Declare a Charge — Charge Succeeds
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Charge into Brother-Captain + Brotherhood Terminator Squad max sized
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs use Hammer of Wrath for 5 Mortal Wounds on Brother-Captain + Brotherhood Terminator Squad max sized
[Grey Knights] Grand Master uses Strategic Mastery to use Heroic Intervention for 1 CP
[Grey Knights] Grand Master Declares a Charge — Charge Succeeds
[Grey Knights] Grand Master Charges into Incursor Squad 2
Fight[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Fight Brother-Captain + Brotherhood Terminator Squad max sized and Destroy the Unit
[Grey Knights] Grand Master Fights Incursor Squad 2 and Kills 2 Models
[Raven Guard] Incursor Squad 2 Fights Grand Master and does 0 Damage
End of Turn[Raven Guard] Scores Primary: 7 VP
Score at End25
CP at End1

So that was a pretty devastating set of activations by the Raven Guard. They pulled their Secondaries and opted to choose violence instead of points in Round 2 and did so to great effect. The Librarian + Sternguard Veterans activation was especially nasty as the Librarian alone popped off to kill 4 Terminators by himself. Between that and the Intercessors and Inceptors almost killing the entire unit on Objective 4, the Raven Guard did some serious work in that turn by killing close to 1/4 of the Grey Knight army. They will have to survive a crack back now but I can already see how the change to Secondary scoring can be used to manage the tempo of the game however you want. I’ll have to take that into account for future list building.

Board state in the middle of Round 2 is shown below.

Middle of Round 2

Phase:Go Second: Grey Knights
Score at Start15
CP at Start2
Command[Grey Knights] Gains 1 Core CP
[Raven Guard] Gains 1 Core CP
[Grey Knights] Draw Secondaries: Assassination & A Tempting Target
[Raven Guard] selects Objective 4 for A Tempting Target
[Grey Knights] Grand Master passes Battle Shock Test
Movement[Grey Knights] Brotherhood Terminator Squad Makes a Normal Move towards Objective 5 to Charge
[Grey Knights] Paladin Squad 1 Makes a Normal Move towards Objective 5 to Charge
[Grey Knights] Paladin Squad 2 Makes a Normal Move towards Inceptor Squad 2 to Charge
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Makes a Normal Move towards Objective 4 to Charge
Shooting[Grey Knights] Paladin Squad 2 Shoots Inceptor Squad 2 and does 1 Damage
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Shoots Librarian + Intercessor Squad and Kills 1 Model
Charge[Grey Knights] Brotherhood Terminator Squad Declares a Charge — Charge Succeeds
[Grey Knights] Brotherhood Terminator Squad Charges into Kayvaan Shrike + Assault Intercessors with Jump Packs
[Grey Knights] Paladin Squad 2 Declares a Charge — Charge Succeeds
[Grey Knights] Paladin Squad 2 Charges into Inceptor Squad 2
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Declares a Charge — Charge Succeeds
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Charges into Incursor Squad 2 and Librarian + Intercessor Squad
[Grey Knights] Paladin Squad 1 Declares a Charge — Charge Succeeds
[Grey Knights] Paladin Squad 1 Charges into Kayvaan Shrike + Assault Intercessors with Jump Packs
Fight[Grey Knights] Brotherhood Terminator Squad uses Giants of Battlefield for 1 CP
[Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs use Armour of Contempt for 1 CP
[Grey Knights] Brotherhood Terminator Squad Fights Kayvaan Shrike + Assault Intercessors with Jump Packs and Kills 9 Models
[Grey Knights] Paladin Squad 1 Fights Kayvaan Shrike + Assault Intercessors with Jump Packs and Destroys the Unit
[Grey Knights] Paladin Squad 2 Fights Inceptor Squad 2 and Destroys the Unit
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized uses Epic Challenge for 1 CP
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Split Fires to Fight Librarian + Intercessor Squad and Kill 1 Model plus do 1 Damage to Librarian and to Fight Incursor Squad 2 and Destroy the Unit
[Raven Guard] Librarian + Intercessor Squad Fights Grand Master Voldus + Brotherhood Terminator Squad max sized and does 0 Damage
End of Turn[Grey Knights] Scores Secondary: A Tempting Target — 5 VP
[Grey Knights] Scores Secondary: Assassination — 5 VP
[Grey Knights] Scores Primary: 6 VP
[Raven Guard] Scores Secondary: Defend Stronghold — 5 VP
[Raven Guard] uses Into Darkness for 0 CP on Infiltrators and Lieutenant with Combi-weapon to place them into Reserves
[Raven Guard] Scout Squad 1 uses Guerilla Tactics to place them into Reserves
Score at End31
CP at End1

And the Grey Knights respond with a devastating turn of their own as they take advantage of the new changes to the Charge phase to land all of their Charges, including a “long bomb” by Voldus’ unit. I had some concerns after the last Raven Guard turn that the Grey Knights might get blown out but they came right back with a haymaker to bloody the Raven Guard’s nose. Even better, they did so while having another great Secondary scoring turn. They do need to pickup the pace on Primary scoring, which bears monitoring, but this has making of a great game that comes down to the wire.

Note: Raven Guard could have scored Beacon in Round 2 but I am still getting used to the difference between Deployment Zone and Territory and confused the two for this Round.

Board state at the end of Round 2 is shown below.

End of Round 2

ROUND 3:

Phase:Go First: Raven Guard
Score at Start30
CP at Start1
Command[Raven Guard] Uses Psychic Disciplines rule to select Telepathy
[Raven Guard] Gains 1 Core CP
[Grey Knights] Gains 1 Core CP
[Raven Guard] Draw Secondaries: Engage on All Fronts & Secure No Man’s Land
[Raven Guard] Uses Oath of Moment on Brotherhood Terminator Squad
[Raven Guard] Score Primary: 3 VP
Movement[Raven Guard] Lieutenant with Combi-weapon Ingress near Objective 5 to Score
[Raven Guard] Scout Squad 1 Ingress near Objective 1 to Score
[Raven Guard] Librarian + Sternguard Veterans Makes a Normal Move towards Objective 5 to Shoot
[Raven Guard] Infiltrators Ingress near Objective 2 to Screen
[Raven Guard] Librarian + Intercessor Squad Falls Back
[Raven Guard] Librarian + Intercessor Squad uses Feint and Thrust for 1 CP
Shooting[Raven Guard] Librarian + Sternguard Veterans use Stunning Fusillade for 1 CP
[Raven Guard] Librarian + Sternguard Veterans Shoot Brotherhood Terminator Squad and Destroy the Unit
[Raven Guard] Librarian + Intercessor Squad Shoots Grand Master and Destroys the Unit
[Raven Guard] Inceptor Squad 1 Shoots Paladin Squad 1 and Kills 3 Models
End of Turn[Raven Guard] Scores Secondary: Engage on All Fronts — 5 VP
[Raven Guard] Scores Primary: 8 VP
[Grey Knights] uses Gate of Infinity to place Strike Squad & Paladin Squad 2 into Reserves
Score at End46
CP at End0

The Raven Guard keep pressing the Grey Knights and remove yet another critical unit. I will admit that I am struggling a bit to adjust to the new Benefits of Cover changes and how they impact units with a base 2+ Save. I keep getting surprised when the units aren’t able to save on 2+’s against AP -1 weapons.

Beyond that, the Raven Guard look really well positioned for Secondaries and to start filling up the scoreboard with late game points. Grey Knights are also well positioned as they have Voldus’ unit dominating the middle of the board and the two Paladin units up, but I’m not sure they have the scoring potential that the Raven Guard do. Either way, this will be a fun game to close out.

Board state in the middle of Round 3 is shown below.

Middle of Round 3

Phase:Go Second: Grey Knights
Score at Start31
CP at Start2
Command[Grey Knights] Gains 1 Core CP
[Raven Guard] Gains 1 Core CP
[Grey Knights] Draw Secondaries: Burden of Trust & Behind Enemy Lines
[Grey Knights] uses Insane Bravery for 1 CP on Paladin Squad 1
[Grey Knights] Paladin Squad 1 uses Apothecary’s Narthecium to Heal 1 Model
[Grey Knights] Score Primary: 8 VP
Movement[Grey Knights] Paladin Squad 1 Makes a Normal Move towards Inceptor Squad 1 to Charge
[Grey Knights] Paladin Squad 2 Deep Strike onto Objective 5 to Score
[Grey Knights] Strike Squad Deep Strike onto Objective 1 to Score
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Makes a Normal Move onto Objective 4 to Score
Shooting[Grey Knights] Paladin Squad 1 Shoots Incursor Squad 1 and Kills 2 Models
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Shoots Librarian + Intercessor Squad and Kills 3 Models
Charge[Grey Knights] Paladin Squad 1 Declares a Charge — Charge Succeeds
[Grey Knights] Paladin Squad 1 Charges into Inceptor Squad 1
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Declares a Charge — Charge Succeeds
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Charges into Inceptor Squad 1
Fight[Grey Knights] Paladin Squad 1 Fights Inceptor Squad 1 and Kills 2 Models
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized uses Hammer Aflame and does 3 Mortal Wounds to Inceptor Squad 1
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Fights Inceptor Squad 1 and Destroys the Unit
[Grey Knights] Paladin Squad 1 Consolidates onto Objective 5
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Consolidates onto Objective 4
End of Turn[Grey Knights] Scores Primary: 3 VP
[Raven Guard] Scores Secondary: Beacon — 5 VP
[Raven Guard] uses Into Darkness for 0 CP on Intercessor Squad to place them into Reserves
[Raven Guard] Scout Squad 1 uses Guerilla Tactics to place them into Reserves
[Raven Guard] Librarian + Intercessor Squad uses Temporal Corridor to place them into Reserves
Score at End42
CP at End2

The Grey Knights keep pushing and scoring on Primary, although this turn did feature a tactical mistake due to not truly reading the Secondary Cards. The Grey Knights completed their Movement Phase with the intention to score Burden of Trust by having the Paladins 2 Guard Objective 5 and Voldus’ unit Guard Objective 4. Unfortunately, the card stipulates that units must be selected at the start of the turn and be on the battlefield, which the Paladins 2 were not. The Grey Knights therefore opted to not do a small version of the Secondary and to focus on killing enemies. It may come back to bite them but we shall see.

Board state at the end of Round 3 is shown below.

End of Round 3

ROUND 4:

Phase:Go First: Raven Guard
Score at Start51
CP at Start1
Command[Raven Guard] Uses Psychic Disciplines rule to select Pyromancy
[Raven Guard] Gains 1 Core CP
[Grey Knights] Gains 1 Core CP
[Raven Guard] Draw Secondaries: Plunder & Forward Position
[Raven Guard] Uses Oath of Moment on Strike Squad
[Raven Guard] Score Primary: 3 VP
Movement[Raven Guard] Intercessor Squad Ingress near Objective 4
[Raven Guard] Scout Squad 1 Ingress near Objective 1
[Raven Guard] Librarian + Intercessor Squad Ingress near Objective 1
[Raven Guard] Incursor Squad 1 Advances towards Objective 5
[Grey Knights] Paladin Squad 1 uses Precognitive Strategies for 1 CP to make a Reactive Move away
[Raven Guard] Librarian + Sternguard Veterans Makes a Normal Move to Shoot
Shooting[Raven Guard] Incursor Squad 1 Shoots Paladin Squad 1 and does 0 Damage
[Raven Guard] Incursor Squad 1 uses Multi-Spectrum Array on Paladin Squad 1
[Raven Guard] Librarian + Sternguard Veterans use Stunning Fusillade for 1 CP
[Raven Guard] Librarian + Sternguard Veterans Shoot Paladin Squad 1 and Destroy the Unit
[Raven Guard] Librarian + Intercessor Squad uses Command Re-roll for 1 CP to Shoot Strike Squad and Kills 3 Models
[Raven Guard] Intercessor Squad Shoots Strike Squad and Destroys the Unit
[Raven Guard] Scout Squad 1 Performs Plunder Action
End of Turn[Raven Guard] Drops Secondary: Secure No Man’s Land for 1 CP
[Raven Guard] Scores Secondary: Plunder — 5 VP
[Raven Guard] Scores Primary: 7 VP
Score at End66
CP at End1

And the Raven Guard turn ends with what will probably be the final deciding moment in the game as they kill the Strike Squad and position themselves to take the Grey Knights’ Home Objective in Round 5. This virtually guarantees them close to max Primary and a big Secondary turn in Round 5. I don’t know that the Grey Knights have enough units left to catch them at this point.

Board state in the middle of Round 4 is shown below.

Middle of Round 4

Phase:Go Second: Grey Knights
Score at Start42
CP at Start2
Command[Grey Knights] Gains 1 Core CP
[Raven Guard] Gains 1 Core CP
[Grey Knights] Draw Secondaries: Cleanse & Secure No Man’s Land
[Grey Knights] Score Primary: 8 VP
[Grey Knights] Paladin Squad 2 Performs Guard Objective 5
[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Performs Guard Objective 4
Movement[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Makes a Normal Move towards Incursor Squad 1 to Shoot
Shooting[Grey Knights] Paladin Squad 2 Shoots Incursor Squad 1 and Destroys the Unit
Charge[Grey Knights] None
Fight[Grey Knights] None
End of Turn[Grey Knights] Scores Secondary: Secure No Man’s Land — 5 VP
[Grey Knights] Scores Primary: 3 VP
[Grey Knights] Drops Secondary: Behind Enemy Lines for 1 CP
[Raven Guard] uses Into Darkness for 0 CP on Aethon Shaan to place him into Reserves
Score at End58
CP at End4

The Grey Knights are able to kill 1 unit this turn to score some points, but otherwise focus on protecting what they have and positioning to keep scoring Secondaries. They don’t seem to have a path to win and instead are focusing on maximizing the points that they can score in order to close the gap.

Board state at the end of Round 4 is shown below.

End of Round 4

ROUND 5:

Phase:Go First: Raven Guard
Score at Start66
CP at Start2
Command[Raven Guard] Uses Psychic Disciplines rule to select Pyromancy
[Raven Guard] Gains 1 Core CP
[Grey Knights] Gains 1 Core CP
[Raven Guard] Draw Secondaries: Display of Might & No Prisoners
[Raven Guard] uses New Orders for 1 CP to Drop Secondary: No Prisoners for Overwhelming Force
[Raven Guard] Uses Oath of Moment on Paladin Squad 2
[Raven Guard] Score Primary: 3 VP
Movement[Raven Guard] Aethon Shaan Deep Strike onto Objective 1 to Score
[Raven Guard] Intercessor Squad Makes a Normal Move to No Man’s Land to Score
[Raven Guard] Scout Squad 1 Makes a Normal Move to No Man’s Land to Score
[Raven Guard] Librarian in Phobos Armour + Infiltrators Makes a Normal Move to No Man’s Land to Score
[Raven Guard] Librarian + Sternguard Veterans Makes a Normal Move towards Objective 5 to Shoot
Shooting[Raven Guard] Librarian + Sternguard Veterans use Stunning Fusillade for 1 CP
[Grey Knights] Paladin Squad 2 uses Truesilver Aegis for 1 CP
[Raven Guard] Librarian + Sternguard Veterans Shoot Paladin Squad 2 and Destroy the Unit
[Raven Guard] Librarian Fails Hazardous and Takes 1 Mortal Wound
[Raven Guard] Aethon Shaan Performs Cleanse Action
[Raven Guard] Librarian in Phobos Armour + Infiltrators Perform Cleanse Action
End of Turn[Raven Guard] Scores Secondary: Cleanse — 5 VP
[Raven Guard] Scores Secondary: Display of Might — 5 VP
[Raven Guard] Scores Primary: 7 VP
[Grey Knights] Scores Secondary: Burden of Trust — 2 VP
Score at End86
CP at End1

And thats the dagger from the Sternguard + Librarian into the last Paladin unit. This seals the game for the Raven Guard as it denies the Grey Knights the potential for a lot of points in Round 5. The Raven Guard also had a huge scoring turn in Round 5, which further widens the gap.

Board state in the middle of Round 5 is shown below.

Middle of Round 5

Phase:Go Second: Grey Knights
Score at Start60
CP at Start4
Command[Grey Knights] Gains 1 Core CP
[Raven Guard] Gains 1 Core CP
[Grey Knights] Draw Secondaries: Overwhelming Force & Forward Position
[Grey Knights] Score Primary: 4 VP
Shooting[Grey Knights] Grand Master Voldus + Brotherhood Terminator Squad max sized Performs Cleanse Action
End of Turn[Grey Knights] Scores Secondary: Cleanse — 2 VP
[Raven Guard] Scores Secondary: Forward Position — 5 VP
Score at End66
CP at End4

That wraps up the first game of 11th, with the Grey Knights simply running out of gas at the end and barely making it to the end of the game. They did score a respectable 66 points, but the passive late game play cost them towards the end.

Board state at the end of Round 5 is shown below.

End of Round 5

RESULT:

Singles Format: 91 – 66 Raven Guard WIN

WTC Teams Format: 14 – 6 Raven Guard WIN

GAME REVIEW:

First game of 11th Edition is in the books and it was super fun. I absolutely love the asymmetrical mission play and the ability to combine detachments. It added a level of dynamism to the game that wasn’t there in 10th and I’m here for it.

From a game perspective, the Raven Guard list felt amazing to pilot. It was super mobile, gave me plenty of flexibility to adjust as the game progressed, and offered just enough damage output to keep the Grey Knights at bay. I definitely would play this list again and was really digging the combination of Shadowmark Talons with Librarius Conclave playing Reconnaissance. Even better, I didn’t have to dip to deeply into the Librarius bag of tricks to make it work, which offers some protection in case that detachment gets walked back a bit for being too strong.

From a Grey Knights perspective, I really liked the list and the way the game felt but found myself fighting my tendencies from 10th edition and the Take & Hold Force Disposition. The game was overall too passive from a Grey Knights perspective and I think it’s why they ran out of gas at the end. I misjudged their durability as I was still operating under the assumption that AP -1 weapons into 2+ Save models in Cover = Bad, which definitely was not true in this game. I definitely want another crack at the list but may try playing it differently (see below).

WHAT I WOULD CHANGE NEXT TIME:

  • Raven Guard
    • There’s a lot of little refinements to make as far as stratagem usage and which Psychic Disciplines to use at which time, but overall I am pleased. I especially liked how I played the 2 Librarian Death Star units and the “action monkey” units that were bouncing around the board.
    • If I had to pick a specific thing to improve upon, it would be to continue to improve how I use Shrike and his JPI’s. I deliberately played them as a Distraction Carnifex in this game in order to keep the grey Knights fixated on Objective 5, but will need more skill with them in other matchups.
  • Grey Knights
    • Too Long Didn’t Read – A Lot.
    • I didn’t love the feel of the way the list played and I think that is because I chose the wrong Force Disposition. I should have played it as Purge The Foe, committed to an “all Offense” approach, and then just pushed hard at the Raven Guard instead of trying to hold Obejctives while also blocking out my Deployment Zone. I just tried to do too much defensive stuff with not enough units. I’m not sure it wins the game as the Raven Guard had a lot of movement tricks to dance away from that kind of approach, but the Round 2 push turn from the Grey Knights was genuinely scary and I can’t help but wonder what the game would have been like if they had cracked off 1 or 2 more of those instead of just settling in. Even if playing a more Purge The Foe style game wouldn’t win, it would have felt more active and fun to play.

EARNED THEMSELF A NAME:

This one is a no brainer. The Librarian + Sternguard unit devastated the Grey Knights and killed like half of their army over the course of the game.

Honorary mention, the Infiltrators units, both of them, also drove the Grey Knights nuts as they effectively zoned off half of the board and forced the Grey Knights to move forward the slow way.

MAGNUS OF THE GAME:

The Brotherhood Captain and Terminators Death Star. The Space Marines rolled crazy good and below them off the board before they even had a chance to do anything. It was a bad move by the Grey Knights and caused by a misread of the Truesilver Aegis stratagem as I had originally thought that I could use it on them to blunt the incoming Devastating Wounds (it only applies to Paladins).

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