Grimtooth Posted April 16, 2009 Share Posted April 16, 2009 So did another round of playtesting, this time against a Space Wolf army. Clan Bloodmaw: Wolf Lord: LCx2, Belt of Russ, Wolf Pelt, Mark of Wulfen Rune Priest: Frost Blade, Wolf Pelt, Storm Shield, Wolf Pelt, Chooser of Slain Wolf Priest: Iron Wolf Amulet, Crozius, Wolf Pelt Storm Claw Pack: Bolt Pistol/CCW x3 Plasma Pistol/CCW x2, Power Fist/Bolt Pistol x2, Wolf Guard Pack Leader: Power Weapon, Plasma Pistol, Wolf Pelt, Mark of the Wulfen Grey Slayers: Melta gun x2, Bolter/CCW x7, Wolf Guard Pack Leader: Power Fist/Bolter, Mark of Wulfen, Wolf Pelt Grey Slayers: Melta gun x2, Bolter/CCW x7, Wolf Guard Pack Leader: Power Fist/Bolter, Mark of Wulfen, Wolf Pelt Grey Slayers: Plasma gun x2, Bolter/CCW x7, Wolf Guard Pack Leader: Power Weapon/Bolter, Mark of Wulfen, Wolf Pelt Storm Claw Biker Pack: Melta gun x2, Wolf Guard Pack Leader: Powerfist Fenrisian Wolf pack: x10 Space Wolves(from memory): Wolf Lord: termi w/lightning claws Battle Leader: termi w/lightning claws Battle Leader: termir w/lightning claws Wolf Guard Bodyguard x9: 3 termi w/CML, 6 power armor w/bolters Venerable Dread: plasma cannon/ccw Grey Hunter x9 w/leader: plasma gun, 9 w/bolters Grey Hunter x9 w/leader: plasma gun, 9 w/bolters Attack Bikes x2: heavy bolters Typhoon Speeder: Heavy bolter, missile launcher Leman Russ Exterminator Seize the Ground again with 5 objectives and Dawn of War deployment. I put everything in army but bikes into reserve for outflank. He deploys his headquarters in the middle, Grey Hunter on left side on an objective, Grey Hunters right in middle on another objective. TURN 1: I turbo boost bikes up right side to contest one objective and possibly come down his back board edge to pop tank or land speeder. Land Speeder comes in on right side with Ven Dread. Ven Dread overheats plasma cannon shot on bikes but Land Speeder kills two with kraks and last one with heavy bolter. Once again bikes are useless, zero kills in two games. Turn 2: I roll for reserves/outflank and get everything but wolves. Everything but Rune Priest with Grey Slayer melta gun squad comes in on no cover at all left side of board. Said Rune Priest and Grey Slayers hit Ven Dread with melta guns, get a no shoot no move penetrating hit on him. Everything on left side runs to try and get out of the open ground but rolls like a 3. Moves his huge HQ squad and Leman Russ towards everything that came in on left side. Lights up some of the squads that came in on left side, knocking down some Grey Hunters from melta gun and plasma gun squad. Land Speeder and attack bikes take some of my Grey Slayers on right side. Turn 3: Wolves come in, but again on no cover left side. Left side squads keep moving to get into assault. Get close enough to hit with a couple of melta guns on his Grey Hunters holding objective, killing one and one makes his cover save. Right side Grey Slayer squad moves closer to Ven Dread to get melta gun bonus. Rolls penetrating 6, Ven Dread forces reroll, penetrating 5, boom goes Ven Dread. Wolves run to try and hold up fire and advance of his massive HQ squad. Keeps moving huge HQ squad towards left side. Lights up plasma gun squad and kills them all but WGPL. Leman Russ lights up other melta gun squad killing all but Wolf Priest and one other. Land Speeder and attack bikes drop a couple more from Rune Priest/Grey Slayer squad on right. Turn 4: Wolves move towards his HQ squad. Wolf Priest and one remaining Grey Slayer squad move toward tactical squad in ruins. Wolf Lord/Storm Claws move around ruins a little to prepare to charge his HQ next squad if wolves can hold them up one turn. Remaining WGPL from plasma gun squad moves towards massive HQ squad to make charge next turn if wolves can hold them up. Rune Priest and melta gun squad Gate to behind Leman Russ to pop it. Scatter towards Land Speeder and one Grey Slayer ends up being within 1" of Land Speeder so have to roll mishap and get delayed. Off the table till next turn! Wolf Priest plus one assault unit in ruins, destroy them all but 4, force them to run but cant catch them. Wolves assault massive HQ, lose 6 to initiative 5 lightning claw attacks, kill 2 power armor wolf guard, lose rest of them to powerfist/cml termies. Stalling action has failed. Moves massive HQ towards my HQ. Moves attack bikes towards my lone WGPL. Attack bikes light up lone WGPL with 5 wounds, I only save 1....lol. Massive HQ lights up my Wolf Lord and Storm Claws leaving WGPL, Wolf Lord, and three of squad. Leman Russ lights up Wolf Priest plus one, killing them both. Assaults my HQ with his, killing 4 left in squad but not my Wolf Lord. My Wolf Lord kills 5 in return, but then gets squashed by powerfists/cml termies. Turn 5: Rune Priest gets his crap together and gates himself and squad back onto table on right side where he originally outflanked in to at least hold one objective to salvage at least a draw since Space Wolves are only holding one and contesting none. Fires melta guns on Land Speeder taking out missile launcher. Moves his HQ back towards left side now, moves bikes towards left side, moves Leman Russ towards left side, and moves Land Speeder within 3 inches to contest if I survive round of incoming fire. I don't, game over. Complete massacre and he holds two objectives. Tough fight, insane HQ and bodyguard, bad outflank coming in with no cover at all. Link to comment https://bolterandchainsword.com/topic/166209-13th-co-vs-sw/ Share on other sites More sharing options...
Valerian Posted April 17, 2009 Share Posted April 17, 2009 Seize the Ground again with 5 objectives and Dawn of War deployment. I put everything in army but bikes into reserve for outflank. He deploys his headquarters in the middle, Grey Hunter on left side on an objective, Grey Hunters right in middle on another objective..... Once again bikes are useless, zero kills in two games..... Everything but Rune Priest with Grey Slayer melta gun squad comes in on no cover at all left side of board.... Complete massacre and he holds two objectives. Tough fight, insane HQ and bodyguard, bad outflank coming in with no cover at all. Brother Ramses, I've got a few points to make that might be helpful: 1. Analyze the terrain prior to committing yourself to Outflank with your forces. In some instances, it may be better for you to simply deploy and use your Scout move. Just because you can, doesn't mean that you always should. 2. If you are going to Outflank all of your Infantry, then I recommend that you also hold your Storm Claws Bikers off table in Reserve. When the Reserve roll for them is made, then just bring them on from your table edge and move them into position (Rulebook is downstairs but I think you can still Turbo-boost them as you arrive from Reserves). a. If you don't do this, then you've left one unit all by itself to receive all of the available firepower from the entire enemy force. Toughness 5 and a 3+ Invulnerable Save are not enough to keep a small Bike unit alive when they are the only target on the board. b. If you do do this, then the Bikes will probably enter play along with at least a couple other friendly units - this is a good thing. 3. Even if you follow the advice in point 2, above, I would say that your Bike pack is too small. There is not enough resiliency in such a small unit, despite the higher toughness and potentially better save. Additionally, you don't have any "bullet shields" in that pack. Right now, all three of your models in the pack have upgrades (2 PF and a Flamer), which makes them all more valuable, and harder on you when you lose them. I'd say that you need at least two more Bikers in the pack to make an expensive and effective pack more robust. Best of luck in the future, Valerian Link to comment https://bolterandchainsword.com/topic/166209-13th-co-vs-sw/#findComment-1957731 Share on other sites More sharing options...
Grimtooth Posted April 17, 2009 Author Share Posted April 17, 2009 Seize the Ground again with 5 objectives and Dawn of War deployment. I put everything in army but bikes into reserve for outflank. He deploys his headquarters in the middle, Grey Hunter on left side on an objective, Grey Hunters right in middle on another objective..... Once again bikes are useless, zero kills in two games..... Everything but Rune Priest with Grey Slayer melta gun squad comes in on no cover at all left side of board.... Complete massacre and he holds two objectives. Tough fight, insane HQ and bodyguard, bad outflank coming in with no cover at all. Brother Ramses, I've got a few points to make that might be helpful: 1. Analyze the terrain prior to committing yourself to Outflank with your forces. In some instances, it may be better for you to simply deploy and use your Scout move. Just because you can, doesn't mean that you always should. I realized that after. Changed tactics up today against an IG guy using new scanned codex he found online. 2. If you are going to Outflank all of your Infantry, then I recommend that you also hold your Storm Claws Bikers off table in Reserve. When the Reserve roll for them is made, then just bring them on from your table edge and move them into position (Rulebook is downstairs but I think you can still Turbo-boost them as you arrive from Reserves). a. If you don't do this, then you've left one unit all by itself to receive all of the available firepower from the entire enemy force. Toughness 5 and a 3+ Invulnerable Save are not enough to keep a small Bike unit alive when they are the only target on the board. b. If you do do this, then the Bikes will probably enter play along with at least a couple other friendly units - this is a good thing. See above. Worked out a ton better. 3. Even if you follow the advice in point 2, above, I would say that your Bike pack is too small. There is not enough resiliency in such a small unit, despite the higher toughness and potentially better save. Additionally, you don't have any "bullet shields" in that pack. Right now, all three of your models in the pack have upgrades (2 PF and a Flamer), which makes them all more valuable, and harder on you when you lose them. I'd say that you need at least two more Bikers in the pack to make an expensive and effective pack more robust. They worked a ton better today as far as staying alive. The only problem was dice rolls today. Hitting Leman Russ' with multiple melta guns at 12" and only running a 1 or 2 for penetrating. Best of luck in the future, Valerian Link to comment https://bolterandchainsword.com/topic/166209-13th-co-vs-sw/#findComment-1957760 Share on other sites More sharing options...
Wolf Guard Hengist Posted April 17, 2009 Share Posted April 17, 2009 Interesting report Brother Ramses just one thing I picked up on was that the Venerable Dreadnought over heated hits Plasma Cannon, unless I'm mistaken Plasma weapons mounted on vehicles/walkers dont over heat. Link to comment https://bolterandchainsword.com/topic/166209-13th-co-vs-sw/#findComment-1957907 Share on other sites More sharing options...
Grimtooth Posted April 17, 2009 Author Share Posted April 17, 2009 Interesting report Brother Ramses just one thing I picked up on was that the Venerable Dreadnought over heated hits Plasma Cannon, unless I'm mistaken Plasma weapons mounted on vehicles/walkers dont over heat. Yea, I saw that when the guy did it and asked the same thing and he said it was a Space Wolf Ven Dread thing. Since I have never played as a regular SW player with Ven Dreads and have only ever used plasma cannons in tactical squads I just said alright and played it as he said it. Link to comment https://bolterandchainsword.com/topic/166209-13th-co-vs-sw/#findComment-1958246 Share on other sites More sharing options...
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