Well, I finally sorted out my grey knight horde! Most people believe Grey Knights are rare, with a single squad dealing with most threats. To those people I say, “have you seen my dice rolls?”
Here’s a gallery of my collected force.
Well, as always, I am suffering from #HobbyADD, but at the moment I think its a particularly advanced case! I’ve almost completed my #WAACPainting entry – the models are done – I just need some decent photos for an entry. I’m looking a knocking up a quick display board to take the photos on. So, current projects (in no particular order)!
1) Infinity Nomads! I’m very excited about Infinity! It looks like an amazing system, and the skirmish nature means I don’t need to assemble and paint huge numbers. Plus nuns with guns – my battle sisters can stride onto a new battlefield. I think I can hold off until Ice Storm though!
2) Malifaux I have a Lady Justice crew half assembled (I still need to put the Death Marshalls together. Interesting system with the card deck, and fascinating fluff and gorgeous models. Only problem is that I keep eying up Viktoria’s crew and Gremlins….. Hopefully I can stick to my guns (of justice!)
3) 40K – Sisters of Battle I need to paint about 2 models to “finish” my Order of the Argent Shroud, and about 6 models to “finish” my Order of the Verdant Garden. So close….
4) 40K – Imperial Fists This is my current “Churn em out army”. I do like the Sons of Dorn, and these will probably be my standard go to 40k army for a while. Assault terminators and forge world pads on the way to bolster a Lysander charge 🙂
5) 40K – Pirate Orks Pirate orks. What more can I say? I have a fair few Orks from Assault on Black Reach, and Stormclaw may be lurking for an upcoming birthday. I’ve also got RTB02 ready to be repainted and take the field. Add some Flash Gitz, and Cap’n Kipp’s Freebootaz could be ready to go! Its a heck of a lot of models though, so I may end up holding off here.
6) 40K – Dark Craftworld Dark Eldar I have a reasonably DE force in need of some TLC. I’m really tempted to reorganise it as a fallen craft world and paint it in aspect colours – Striking Scorpion green for Incubi, blaster wielding kabalites as fire dragons, kabalites as Dire Avenger blues, Wyches in howling banshee bone and so on.
7) Ax Faction minis for fun I’m looking at using some of these as Inquisition forces too, so not purely just for fun. Cracking sculpts on these.
8) 40K – Fallen Angels This army has been lurking for ages and been bolstered by the DV set. Totally unpainted for over 7 years….. I really should at least prime them!!!
9) 40K – RTB01 Crimson Fists Army Ah, my beloved Crimson Fists! Painstakingly gathered from eBay to replace an army that got lost on a train years ago. The plan is to recreate the classic Rogue Trader front cover. Navy primer is ready to go!
10) 40K – Ultramarines More marines! I actually have a fairly decent collection of ultramarines, some primed, some badly painted. I’m just missing a HQ force here really! Ironclad dreadnoughts and bikers recently added to the increasing forces. I now have a complete enough force not to worry about these! Counting Ultramarines as done!
11) 40K – Crimson Slaughter I have a reasonably solid force of CSMs in red and gold, perfect for the role of Crimson Slaughter. With the addition of the Crimson Slaughter specific models from the DV set, this would be a great little force (possibly in need of a bastion or helturkey for anti air). Just the CSMs from DV to paint here, though a fair few khorne beserkers need some finishing too.
12) X-Wing Not started here, but a good guy locally loves it, and wants to play. I love Star Wars, so I suspect mistakes will be made here 😉
13) Armada If I like Star Wars star fighters, running a fleet as an admiral???? Yeah, this is happening.
14) DnD 5e Absolutely love everything I’ve seen for this so far! Just wish digital versions of the core books were coming out as space is an issue.
15) 40K – Space Wolves My first 40K force back in the 80s! The storm claw set has sucked me back in. I’m not a huge fan of a lot of the recent vehicles, but the current character modelling is amazing. Definitely to be painted in grey instead of the rubbish modern light blue though. Will probably just be an allies force rather than a full blown 1850pts army.
16) 40K – Blood Angels Really struggling for enthusiasm here! I have some really quite nice chapter leaders painted up, and some gorgeous terminators from Space Hulk to paint. I have primed basic troops, and unbuilt death company and sanguinary guard. Just not feeling too enthused, particularly without a current codex.
17) 40K – Silver Skulls Loads of unbuilt models for this, and they fit with my long term plans of having a range of silver armies sharing some vehicles with magnetised logos with my Order of the Argent Shroud and Grey Knights. Need to work out the skulls for the shoulders and a quick effective paint scheme here!
18) 40K – Eldar Loads of unpainted Eldar, and loads of painted ones! Recently bolsters by Eldrad, a new Avatar and some warlocks. I need to sort out some effective fighting forces here – I think painting the remaining ones is quite low down the list. Really tempted to add more wraith warriors at all levels though ….
19) 40K – Tau My Tau are pretty much done with a reasonable force. There are a couple of options half painted that I’d like to finish off, and perhaps add some broadsides and riptides, but generally these are pretty low on the list as they have a fully painted force! Ticking these off the list as have a sorted out painted playable army matching all my main criteria. Not ideal, as could do with slightly different options, but cool.
20) 40K – Grey Knights! New codex due out, decent force already, and only a couple of things needed to be finished or assembled to finish them off! Also awesome with the new psychic phase. These guys may well be seeing the table again soon. Dreadknight is tempting me!
21) 40K – Imperial Guard Valhallans Pretty much sorted out and ready to go! Not great paint jobs, but OK enough to get by. some basing of heavy weapons needed here.
22) 40K – Imperial Guard Cadians Ouch. Loads of men, not much paint, and pretty much every heavy weapons squad needs to be rebased. Lots and lots of work, not much enthusiasm at present 🙁
23) 40K – Legion of the Damned I have 15 Legion to be painted to use as an allied force to other Imperial types. Struggling to get enthused though.
24) 40K – Deathwatch I have a 10 man squad with custom pads (both DW and a range of chapters), heads, guns, all ready to be assembled! Must get around to building and painting these. Very excited with my Inquistions types.
25) 40K – Inquisition I have a load of models from a range of manufacturers to put together as my Inquistion force. Female paladins as crusaders, floating psykers, daemonhosts, the lot! Very cool and good allies for almost all the other Imperial forces. Quite excited, but as I haven’t started they are quite low down the list.
26) 40K – Tyranids I’d love to get this army finished to at least 1850 points! They look gorgeous, and are easy to do. I’m struggling motivation wise here as I basically need to buy a fresh army to make them playable with tervigons, more termagants and flying MCs. I have genestealers aplenty to paint. Hmm.
27) 40K – Necrons I have a fully painted army of these bad boys – rubbish in the current game, but fully painted and ready to go. w00t!!!! Could do with some newer models, but not loving the new fluff anyway. Counting these as done for now! I have a complete playable and painted army all sorted out. Not great, but done!
28) 40K – Militarum Tempestus I have a reasonable number of Karskrin Stormtrooper squads here. No new stormtroopers, but enough to work well with inquisition or guard voices quite effectively! None really painted, boo hiss!
29) Scenary! I have a huge amount of scenery to assemble and/or paint. From an Imperial City to Altars of Chaos, it’d look amazing on my battle board. As it doesn’t affect my actual games too much though, difficult to find the time!
Sooo, 29 reasonably sized projects, and possibly a few more kickstarter bits to go too. Ouch! #HobbyADD indeed!
Well, the Grey Knights are ready to take the field too! A few of these were picked up from eBay, hence the slightly different basing, but the paint jobs look so good I didn’t really want to start over 🙂
There are about 2500pts in total (with psybolt upgrades and a tricked out grandmaster as one of the Brother-Captain Stern Models).
The Inquisitorial forces won the rolloff for first turn, and deployment first amongst the building to the south, and the Dark Eldar lurked behind the monstrous generators to the north.
The scenario is annihilation, with a pitched battle deployment.
Turn 1 – Inquistion (DE 0 Kills, Inquisition 0 Kills)
The Inquisition surged forward, with the psykers launching a barrage, which promptly scattered off the table.
Turn 2 – Dark Eldar (DE 0 Kills, Inquisition 0 Kills)
The Dark Eldar retaliated, immobilising a chimera on the left of the field, and slaughtering a couple of Daemonhosts to the right. The Voidravens missiles scattered away from their targets – the legendary Dark Eldar accuracy proving to be untrue. They should have kept their targeting computers on
Turn 2 – Inquistion (DE 0 Kills, Inquisition 0 Kills)
The inquisition continued to shuffle around rather ineffectively! Heavy weapons in the inquisitors retinue couldn’t fire as the unit had moved, and the psykers attack once again scattered futilely away from the vehicles.
Turn 2 – Dark Eldar (DE 0 Kills, Inquisition 0 Kills)
The Dark Eldar continued to hammer at the Inquisitors forces, killing several of the inquistorial retinue and charging into close combat with a witch cult to the left, exploding a chimera in the centre of the board (forcing out the acolytes within), and killing several more psykers and daemon hosts to the right.
Turn 3 – Inquistion (DE 1 Kills, Inquisition 0 Kills)
The Inquisitors were holding their own in close combat to the left, while the death cult assasins closed in to assist them. On the right, the picture was grimmer, with another psychic barrage scattering off the vehicles again, and the assassin lurking in a terrible, terrible position, unable to get a clear shot.
Turn 3 – Dark Eldar (DE 1 Kills, Inquisition 0 Kills)
The Dark Eldar wyches to the left won the combat, and both Inquisitors fled, only to be cut down! A brutal end! To the right, all but two psykers were killed, while a raider hurtled over the arcoflagellants to inflict damage with its chain snares.
Turn 4 – Inquistion (DE 4 Kills, Inquisition 0 Kills)
The Inquisition strikes back! The death cult come roaring into close combat, striking down the remaining wyches easily. On the right, the assassin uses a turbo penetrator to immobilise a raider, while the arco flagellants brutalised a ravager, immobilising it, stunning it and ripping off a dark lance.
Turn 4 – Dark Eldar (DE 4 Kills, Inquisition 1 Kills)
The Dark Eldar could smell blood in the water, and moved in for the kill. The voidraven annihilated the assassin in revenge for his work on the raider, while the wyches on the fallen raider pilled out to kill the warrior acolytes in the craters.
Turn 5 – Inquistion (DE 6 Kills, Inquisition 1 Kills)
The inquisition tried to retaliate with the forces left to them, but the death cult assassins couldn’t bring the fragile raider near them down. The Arcoflagellants smashed the ravager to the right to pieces, which exploded, killing 4 and forcing the rest to flee … within 6″ of the wyches, so they wouldn’t be able to rally.
Turn 5 – Dark Eldar (DE 6 Kills, Inquisition 2 Kills)
At this point it was like taking candy from a baby, or slaves from the Imperium! Lelith hadn’t even bothered to leave her raider, so disappointed by the imperial resistence and lack of challenge.
The Wyches fired on the fleeing arcoflagellants, while the ravager to the left finally took down the immobilised chimera! The void raven finished off the cultists, leaving only the death cult assassins on the field.
End of Game – Inquistion (DE 9 Kills, Inquisition 2 Kills)
Well, a thrashing for the Imperial forces, with many slaves taken for sport in Commaragh! It was a great fun game!
Lots of lessons learnt. Death cult assassins are evil – but should have been armoured up in a Chimera or rhino to get them up close and personal. The psykers were brutal, but might have done better with crusaders to shield them, or hidden in a chimera too and shot out! of course, if they ever actually hit, it would have been more impressive The Inquisitors are nasty, especially the low cost generic ones. It might have been better to have Coteaz have a heavy weapons only unit in the centre, and kept them still. The vindicare assassins are just plain nasty, and was wasted by poor positioning in this game – that and the lack of realisation of just how good they are against vehicles. 3 + 4d6 armour penetration makes them the best anti armour unit in the game with a turbo penetrator shot, and he could have been infiltrated for perfect positioning.
The Dark Eldar are a much nastier force with the new codex! Leonidas played really well to their strengths, and my lack of even light anti-armour! I think the wyches do lack a little against heavier infantry compared to say howling banshees, but then they are basic troops and can take and hold objectives. I think if I’d played a horrible GK knights list (3 psyflemen dreads, gone for just death cult assasins with perhaps one unit of psykers and chimera’d everything up for resilence) the Dark Eldar would have had to work a lot harder – its so difficult to take down the heavily front armoured vehicles. Still, I’m glad I fielded the army I did, as I loved the scenario – not even the Inquisitors can stop teh xenos with just a scratch built force!
Such a fun, international game!
In the dying days of the 41st Millenium, the Formosa sector remained bright and properous thanks to the oversight of Inquisitor Coteaz. However, even in this scrutinized and properous sector, some fools existed who avoid the black ships, and toy with powers beyond them.
Responding to an informant, Costeaz headed to Teramore V with his personal retinue, pressing two squads of elite local law enforcement into his service as he went to apprehend the cultists. Perhaps fortunately for the planet, his timing was more fortunate than might have been expected …. as the depraved eldar of commoragh were stirring, and in need of entertainment from a fresh source.
Gangs, enforcers, and Inquisitors alike were forced to delay their reckoning to defeat this alien threat as dark shapes roared from hidden webway portals into the sky. Beyond all else, suffer not the xenos to live!
Forces in the Streets – 1250 pts.
Inquisitor Coteaz – 100pts
Ordos Hereticus Inquistor with powerfist – 40 points
Coteaz’s personal retinue 215
2 x Jokaero Weaponsmiths (gives 5+ invulnerable save to the unit), 5 Warrior Acolytes with Stormbolters and Power Armour, 3 Heavy Bolter Servitors, 2 Crusaders
Local Law Enforcement – Response Team 1 – 145pts
Chimera, 10 Warrior Acolytes with hot shot lasguns
Local Law Enforcement – Response Team 2 – 145pts
Chimera, 10 Warrior Acolytes with hot shot lasguns
Gangs – Daughters of the Flame (180)
12 x Death Cult Assassins
Gangs – Cultists – 100pts
3 Daemonhosts, 7 psykers
Gangs – Adeptus Mechanicus grafters – 180 pts
12 Arco flagellants
Vindicare Assassin (145pts)
1250 Pts – Dark Eldar Roster – Cult of the Flayed Nun
Total Roster Cost: 1250
HQ: Lelith Hesperax (1#, 175 pts)
1 Lelith Hesperax, 175 pts
Troops: Wyches (10#, 233 pts)
8 Wyches, 106 pts = 8 * 12 (base cost 10 + Haywire Grenades 2) + Razorflails x1 10
1 Hekatrix, 57 pts = (base cost 20 + Haywire Grenades 2 + Agoniser 20) + Blast Pistol 15
1 Raider, 70 pts = (base cost 60) + Flickerfield 10
Troops: Wyches (10#, 215 pts)
8 Wyches, 90 pts = 8 * 10 (base cost 10) + Shardnet & Impaler x1 10
1 Hekatrix, 55 pts = (base cost 20 + Agoniser 20) + Blast Pistol 15
1 Raider, 70 pts = (base cost 60) + Flickerfield 10
Elite: Hekatrix Bloodbrides (10#, 252 pts)
8 Hekatrix Bloodbrides, 134 pts = 8 * 13 (base cost 13) + Razorflails x1 10 + Hydra Gauntlets x1 10 + Shardnet & Impaler x1 10
1 Syren, 58 pts = (base cost 23 + Agoniser 20) + Blast Pistol 15
1 Raider, 60 pts
Heavy Support: Razorwing Jetfighter (1#, 165 pts)
1 Razorwing Jetfighter, 165 pts = (base cost 145) + Splinter Cannon x1 10 + Shatterfield Missile x2 10
Heavy Support: Ravager (1#, 105 pts)
1 Ravager, 105 pts
Heavy Support: Ravager (1#, 105 pts)
1 Ravager, 105 pts
The Overlords have a monthly mini tournament to determine the holder of the spoon of shame – the most conclusively defeated player! This month 4 of us took part in a 750pts challenge:
Powderfan, with Space Wolves
Inquisitor Steve, with Grey Knights (as Adeptus Custodes – they look fabulous, incidentally, check out the youtube vid on the overlords channel).
Steve, with Grey Knights
Myself (Kipper), with Sisters of Battle – my Order of the Argent Shroud!
The winners of the first two games played each other, so I had to face the might of the nefarious Inquisition, in the form of Inquisitor Steve!
BATTLE 2 – Dawn of War, Annihilation
We played on Table 1 again:
I won initial roll for deployment, and opted to go first. The Adeptus Custodes (as Grey Knights) were fielding two Strike Squads and a Grand Master with Rad grenades, and all had psybolt ammunition! The Sisters were fielding Celestine, with two units of seraphim deep striking, Retributors arriving from reserve, and the two units of battle sisters deployed in the buildings.
Turn 1 – Sisters of Battle (Sisters 0 Kill Points, Custodes 0 Kill Points)
The Retributors moved onto the table as per dawn of war, but were unable to fire (cursed heavy weapons!) Celestine moved off to find an ambush position, and one unit of sisters were too far to the centre right of the table to affect the battle. The unit of Sisters to the left rolled for night fighting, and scored an 11! 33″ range was enough to open up with heavy bolters and boltguns, letting them draw first blood.
Turn 1 – Adeptus Custodes (Sisters 0 Kill Points, Custodes 0 Kill Points)
The Custodes came back strongly, advancing towards the sisters lines with a hail of fire, killing 5 and breaking the Sororitas, who retreated towards their table edge.
Turn 2 – Sisters of Battle (Sisters 0 Kill Points, Custodes 0 Kill Points)
The Battle Sisters failed their act of faith, but successfully regrouped on a morale check anyway. The retributors opened fired on the custodes, in their only shot of the game, killing several more. Celestine hurtled forward, firing the ardent blade, and smashing into the grey knights before being cut down – the rad grenades meant instant death attacks by the grey knights power weapons!
Turn 2 – Adeptus Custodes (Sisters 0 Kill Points, Custodes 1 Kill Points)
The Custodes moved towards the centre of the board, moving out of the retributors line of fire. They continued to fire upon the Battle Sisters, leaving just one with a heavy bolter surviving.
Turn 3 – Sisters of Battle (Sisters 0 Kill Points, Custodes 1 Kill Points)
Turn 3 turned the tide of the battle significantly! The two units of Seraphim arrived, and deepstruck into perfect firing positions near the grey knight forces, killing many and breaking the remaining two of one unit, who fled for the table edge. The retributors kept shuffling around behind the building, trying to get clear lines of fire!
Turn 3 – Custodes (Sisters 0 Kill Points, Custodes 1 Kill Points)
The remaing custodes turned around and annihilated the seraphim, while the two broken custodes automatically rallied and ran for cover near their own board edge – if they hid, the Sisters couldn’t catch up on kill points.
Turn 4 – Sisters of Battle (Sisters 0 Kill Points, Custodes 3 Kill Points)
In terms of kill points, things looked bleak for the Sisters … until Celestine got back up and mercilessly cut down the Grand Master! The Retributors continued their arthritic shuffle to consolidate towards the centre of the field.
Turn 4 – Adeptus Custodes (Sisters 1 Kill Points, Custodes 2 Kill Points)
The Custodes tried a simultaneous approach to reach the end of the game with more kill points – they tactically advanced in opposite directions (lets not say retreat for the custodes!), while firing at Celestine.
Turn 5 – Sisters of Battle (Sisters 1 Kill Points, Custodes 2 Kill Points)
The Sisters saw a long range shot, and cut down the remaining two custodes in the centre of board. This was the only action of that Battle Sisters Squad all game! Celestine flamered the other two custodes, but couldn’t quite charge them.
Turn 5 – Adeptus Custodes (Sisters 2 Kill Points, Custodes 2 Kill Points)
The Adeptus Custodes continued their fighting advance away from Celestine, but failed to penetrate her armour with shooting. A draw would still have been achieved, but the roll for end of game showed another turn of play.
Turn 6 – Sisters of Battle (Sisters 2 Kill Points, Custodes 2 Kill Points)
Celestine quickly swooped in and finished off the Custodes, leaving the sisters in sole charge of the battlefield!
Summary – Sisters of Battle Victory – 3 Kill Points to 2, and annihilation of the Custodes for an automatic win.
Notes – This game hinged on the turn 3 deep strike of the Seraphim. Without this breaking the back of the custodes advance, and Celestine rising from the grave like a filthy mutant, the Custodes would have quickly broken the Sisters left flank, and gone on to take the other defensive point. Great, fun play by Inquisitor Steve – any man who can cheer the death of his own troops thanks to a gutsy deepstrike is a great opponent! 🙂 I think the grey knights struggle a bit on numbers at the points limit – on the 6×4 board with small numbers, longer range firepower takes more of a toll than on a higher numbered Sisters army.
Grey Knight Terminators (326 points)
Brother-Captain (61), 4 Terminators (184), Terminator with Incinerator (61), Holocaust (20)
Grey Knight Terminators (351 pts)
Brother-Captain (61), 3 Terminators (138), Terminator with Incinerator (61), Terminator with Psycannon (71), Holocaust(20)
Grey Knights (Justicar, 3 Grey Knights, 2 Grey Knights with Incinerators) – 195pts
Grey Knights (Justicar, 4 Grey Knights, 1 Grey Knight with Incinerator) – 185pts
Grey Knight Squad (295pts)
Justicar, 7 grey knights, 2 incinerator
Grey Knights Land Raider Crusader (255pts)
Grey Knights Dreadnaught with twin linked lascannon 130
Grey Knights Dreadnaught with Plasmacannon 120
With translations of runes from the Tomb World, and items from the bones of an Eldar Craftworld, the time comes closer to perform the Ritual of Ascension. The forces of the Imperium, seeing the danger thanks to the guidance of the Emperor’s Tarot, have assigned their finest forces, the Grey Knights, to prevent the rise of a new Daemon Prince.
My Dark Prince, Lord Khenti of the Flaming Eye, greetings. We have discovered the location of the altar for the ritual, and your moment of ascension approaches! The corpse god’s minions may seek to stop us, Lord, and the spirits of the the Thousand Sons stand ready to ensure your success. None will prevent your rise! The Imperial planet where the altar is located will fall quickly, thanks to your scheme to unleash the foolish followers of Khorne, but we must perform the ritual as soon as possible, to prevent further interference.
Brother-Captain Stern, you must heed the Inquisition. We believe a dread ritual is being prepared in the lost colony of New Pleiades, designed to infusr a traitor marine from the days of the heresy with daemonic power. Should he succeed, a new Black Crusade, with the schemers of Tzeenth in the vanguard, could spill over the centre of the galaxy. This must be prevented. Take the Grey Knights, and go with the Emperor’s blessing.
The battlefield should be set up with an altar in the centre of the table, with a standard terrain deployment around the rest of the table.
Four craters should be deployed around the board, with the players taking turns to deploy them. Each crater should have an objective marker inside.
The Chaos Marines are the defenders in this scenario, and will set up first, no further than 18″ from the Altar. In addition to their forces, they can also deploy a set of barricades to aid their defense of the ritual.
The Grey Knights, as attackers, roll for which table edge they deploy on. They cannot start within 18″ of any enemy figure.
Scenario Special Rules
Each of the craters represents an Imperial defense point, destroyed by the Chaos Warband. Each location may hold a surprise for those who move onto the objective marker. Roll a dice:
1 – an unexploded shell detonates. (strength 5, AP3 large blast centred on the objective marker)
2 – an unexploded grenade detonates (Strenth 3, Ap5 blast centred on the objective marker)
3-4 – nothing happens.
5 – You’ve found survivors. Chaos – D3 Khorne bezerkers. Imperial – D3 Imperial Fist Space Marines.
6 – You’ve found a hidden bunker! – Chaos – 2d3 Khorne Bezerkers, including Skull Champion. Imperial – 2d3 Imperial Fists, including Veteran Sergeant.
The Ritual itself is a special rule, defined under mission objectives. Deep Strike is active, as are reserves.
If the Chaos Forces had a free greater daemon in the second scenario, and it wasn’t banished, it can be deployed for free as a Lord of Change in this mission, as Brother-Captain Stern leads the Grey Knights. (If not using Grey Knights, it can still be deployed for free as a standard Greater Daemon)
Chaos Lord Khenti starts next to the Altar in the centre of the table, undertaking the ritual of Ascension. He must be slain or engaged in hand to hand combat to interrupt the ritual. If engaged in hand to hand combat the ritual is only delayed – the countdown resumes (not restarted!) once the comabt is over.
The ritual takes 5 turns to complete, with every item recovered in the previous scenario reducing that by a turn. If all four items were recovered, this ascension is complete at the end of turn 1! If playing this scenario as a stand alone mission, assume that there are two items, and the ritual will take 3 turns.
Once the ritual is complete, Chaos Lord Khenti should be replaced by a Daemon Prince. If the Daemon Prince survives to the end of the battle, the Chaos forces win. If the ritual is prevented, the Imperial Forces win. If the Daemon Prince arrives, but is banished, the result is a draw.
Force Sizes: This is designed to be fought with standard Force Organizations with 2000pts on each side.
Reserves: Yes, by choice of the players.
Game Length: 5-7 turns, rolling from turn 5 as per 40k main rules.
Line of Retreat: Chaos troops fall back towards the altar in the centre of the table – if they fall back and reach the altar, they are presumed sacrificed to the gods. Grey Knights fall back towards their table edge.