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Battle Rep: Space Wolves vs Khorne Daemons


OnlyInDeath

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Alrighty. I've been trying to set up a decent list for the upcoming 'Ard Boyz tourney, and finally got a chance to playtest the army that I've drawn up.

 

The Iron Wolves:

 

2xWGBL

AC, FB, Pelt, RC, TDA

 

2xWGBG packs

1xAC,PW, TDA, RC, WP

1xAC, PF, TDA, RC, WP

2xTH, SS, TDA, RC, WP

*Attatched WGBL and Drop Pod each

 

Wolf Priest

standard issue, HP&B, frags, kraks, WP

*attached to one of the above pods

 

Vendread

MM, SB, EA, SL

*Drop Pod

 

2x8 GH packs

PW, PF, MG, 2xPP, 5xbolters each squad

*each in Drop Pod

 

2x6 GH packs

PF, PG, 5x bolters each squad

*in Rhinos w/ EA, SL

 

2xAttack bikes (single unit)

MM on each

 

3x Vindicators

 

"Twin Pods of Doom List"

 

 

 

Khorne Daemons List:

 

2x Bloodthirsters

iron hide, mark of khorne, not sure what else

 

1x Daemon Prince

same as above

 

2x Soul Grinders

1 w/ vomit, one w/ phlegm

 

4x16 Bloodletters

banner, musician

 

8x Blood crushers (single unit)

 

 

Capture and control objective (or whatever is the one where you each have a base, wanna hold yours and capture the other), spearhead deployment.

 

Board setup was as follows: My board edge being "south", his as "north". it's the GW gameboard, so hills in all corners, ruins to the SE (my deployment quarter, so this is where my objective marker went), ruins to the NW (his deployment quarter, so objective there). 4 wooded areas along the central diagonal of the board stretching from the SW to the NE: two near to the middle of the board, two more towards the far corners.

 

I lose the roll (twice, even w/ the vendread lol) and he wants me to go first.

 

 

Turn 1:

 

Space wolves:

 

I deployed myself with the two rhinos in my ruins, right on the objective marker. The vindis are deployed one to the north wall of the ruins, one to the south, and one on the hill behind the ruins and the attack bikes in the middle of the vindi triangle. My quarter was essentiall secure, so I used my first wave of pods to grab and hold the middle. The termie pods come in and take position in each of the central forests, and the vendread plopped down right between them. This secured the center and forced any deepstriking force out to the edges of the board (into my vindi's firing archs) or into his own table quarter.

 

Daemons:

 

He gets his unpreffered half of the force, which is 1 bloodthirster, 1 daemon prince, 2 squads of bloodletters, and a soulgrinder. The grinder deploys to the north central area of the board with a unit of bloodletters. The second bloodletters scatters to the west of his ruins, fairly out of position, while the blood thirsterscomes down and scatters right towards the termie pack in the Southwestern most central trees. The daemon prince tries to deploy to encircle my forces, but scatters right into the drop pod. Mishap means I get to place him, and I plop him down in the far far far NW corner of the board, removing him from the action for a full turn. The units on the board run a little bit, and the soulgrinder shoots his harvester and phlegm at the termies in the northeastern most central trees, and they shrug it off no problem

 

 

Turn 2.

 

Space wolves:

 

Rolling for reserves, my pods decide not to come in at this point, which I'm not really that disappointed about. I move the attack bikes and vendread towards the soulgrinder, while the termies line up on the bloodletter to the north and the bloodthirster to the SW respectively. The vindis shuffle a bit and draw range on the soulgrinder and bloodletters to the north.

 

Shooting saw the bikes not do a damn thing, and the vindi, while even being within 12", saw a glance and a 3 roll, meaning a big nothing happened. The two vindis to the north of my ruins take pot shots but scatter south into open ground, while the south most vindi takes a shot and scatters north onto the blood letters, killing 3. The termies unleash hell into the north blood letters and shred down a further 7 of them. The other termie pack unloads into the bloodthirster, killing him outright. The combined stormbolters then shoot the other bloodletter pack, killing a pair.

 

Shooting went well, but could have been much better against the soulgrinder.

 

 

Daemons:

 

Reserve rolling saw a unit of bloodletters, the daemon prince and the other bloodthirster coming down. The thirster tried to deploy first, but scattered 12" right off the boardedge, letting me place again, and again I threw this one up in the NW corner. Wisely using his banner on the unit to the west of his ruins, he plops down the daemon prince just south of that unit, and the bloodletters directly into the ruins.

 

The prince takes flight towards the ruins, while the north most letters advance towards the dread laying between them and the termies. The soul grinder shuffles up towards my bikes/vindi to the north of my ruins, and the letters to the SW of his ruins advance towards the waiting termies in the SW central trees.

 

Instead of shooting, the grinder runs, trying to get in assault range of the vindi, but only shuffles two inches forward. When the charges come, the grinder is about half an inch short, but the letters manage to engage the vendread. While something like 12 attacks hit, not a single one manages to glance. In return, the dread kills 1, and 1 dies to fearless, bringing them to 4, but keeping my dread tied up (grr).

 

Turn 3:

 

Space Wolves:

 

One of the GH pods shows up, and I place it in the SW-most tree copse, further extending my zone of control. Both termie packs line up on the advancing bloodletters, now just to the SE of his ruins and coming right for the SWern central forest group of termies. the bikes advance on the now exposed soulgrinder and coming up behind it, while the vindi backs the hell away! The southern vindi advances forward to try and draw a line on the letters nearing the termies as well.

 

The start of the wolf shooting saw the soulgrinder blasted into nothingness by a pair of penetrating hits. vindi shoots at the daemons, but only manages to kill 2. The termies then unload and the combined might kills all but the banner, which the GH's promptly take out, unwilling to let the icon guide the deepstriking bloodcrushers to come right on top of them.

 

Close combat saw the bloodletters and dreadnaught slugging it out, the letters now unable to hurt the mechanized beast, who again killed 1, and 1 more died to fearless. 2 remaining.

 

 

Daemons:

 

The last unit of bloodletters comes in, as does the last grinder, but the crushers do not (thank god). He tries to make a gamble move, deploying his letters in my now slightly more open deployment zone, but they scatter into a vindi and are delayed. the Grinder deploys right next to my GH's, but scatters behind the forest, giving the boys in grey a cover save (thank god)

 

The daemon prince makes a move towards my tied up dread, while the bloodthirster moves towards my GH and termie pack to the south of his ruins. The daemons in the ruins take up better defensive positions and dig in.

 

The grinder blasts into the hunters, felling four of their number, but they pass the Ld test resolutely.

 

The prince tries to make a charge on the dread, but finds that he cannot fit his way between the pod and his own lesser daemons, and is denied. I let him vent his anger nonetheless and allow him to assault the pod, which he promptly destroys.

 

 

Turn 4:

 

Space Wolves:

 

The last pod comes in, and deploys right next to the other squad of hunters, readying an advance on my opponent's ruins. The NEmost termies come out of cover to get an angle on the advancing prince, ready to come to the aid of the dread. The bikes also move up and take aim on the prince. The SW most termies come out of cover as well, and take aim on the advancing bloodthirster, while the GH's power up plasma and melta death, taking aim on the soulgrinder. The vindi continues it's advance up towards the central of the table and takes position near my original drop pods for the termies. I also rearrange the tanks in my deployment to limit deepstrike possibilities.

 

Shooting saw the bikes and termies blast into the prince, but only taking off a couple wounds. The other termies did much better and tore apart yet another thirster in one round of shooting. The GH's blasted into the grinder, and a meltagun wrecked the beast. The pods and the vindi shot into the hunkered down unit, and did some decent damage, lowering their number to 9.

 

In the assault phase, the NE termies took the fight to the prince and charged in. The HQ's (the WGBL and WP in the unit) combined to only take off a single wound after some good saving throws, while the prince hit back and managed two wounds, which were promptly saved by the SS's. In return, the TH's and PF in the unit took down the daemon. The termies consolidated into the wreckage of the pod. The dread finally finished off the letters as well.

 

Daemons:

 

The bloodcrushers finally came in, and landed right in front of my ruins in a huge unit. they ran to spread out a bit and covered most of the ground in front of my objective (think 8 dreadnought sized models!). Knowing that a win was impossible at this point, my oppoenet went for the tie and tried to secure his objective with the last unit of bloodletters that re-deepstruck. Unable to do much more than that, he ended the turn.

 

 

Turn 5:

 

Pushing forward, the termies in the pod pushed towards my opponent's objective, while the GH's came up from the south towards the fresh unit of letters. The south termies moved back towards my deployment zone to help w/ the crushers, while the bikes, dread, all 3 vindis, the rhinos and the deployed GH's all drew a bead on the monster unit of crushers. I was careful to move the vindi between the unit and the objective, meaning they couldn't get into my base without a very good consolidation.

 

The GH's shot into the new unit and only managed to take down 6 between the two units. The termies near the ruins shot into the more depleted squad and lowered it to only 3 daemons. On the other side of the field, the combined might of the rest of the army blasted into the crushers, managing to fell four of the beasts and putting a wound on the other. I was going to charge with my bikes to draw them away from my objective, but my opponent removed the only crusher in range. Ah well.

 

I was going to charge the large unit of letters with my 4 man pack of GH's to draw them out of the ruins, but I forgot that I rapidfired, and there went those plans. Instead, the termies charged into the building and took the remaining bloodletters apart. they consolidated up and away from the objective, offering a tempting target.

 

Daemons:

 

With limited options, and the vindi in the way of my objective, my opponent did the Khorn-ite thing to do and just decided to kill stuff w/ the crushers and charged the bikes and dread. The large unit of letters likewise charged into the termies.

 

The crushers only took two wounds off the bikes, killing one, and nothing to the dread, while the dread in return took off two wounds, drawing the combat.

 

In the ruins, the letters unleashed four kinds of hell into the termies, causing 14 wounds to the unit. However, by careful placement and amazing invuln save rolls, only 1 AC termie, 1 TH termie and 1 wound from each of the IC's came off. In return the wolves killed 4 letters and drew the combat. The musician, however, meant that I lost the draw and rolled boxcars on the Ld test. with the I rolls i needed a 6 to get away, and manage to roll a 6(!) gettng away

 

the game ended after turn 5, with me contesting his objective and holding my own. Win for the wolves!

 

 

I gotta say, I was a bit afraid of this game, as all the invuln saves and PW's meant that this kind of a list was the bane of my army, completely removing the toughness factor from my termies. However, the shooting ability of those termie units was incredible, and they more than made up thier points values just from that alone.

 

The game could have one much different if the crushers came in earlier, but a solid firebase back on my objective meant that I could have still taken care of my own unless things went drastically wrong. Once again, it's the unreliability of the daemon's deepstriking that ended up being their biggest bane, but that's what you can expect from them.

 

In the end, he had 8 or 9 letters and 3 crushers left on the table, I only lost 2 termies, 4 GH's and an attack bike. Not a bad day!

 

 

If you made it this far, have yourself an ale!

Well, I actually found out today that most likely I wont be able to make the tourney, which is a bummer, but no. The list is definately solid, and I like the twin termie packs to just sit there and dominate a part of the board in a nasty crossfire. I mean, combined they could take out a 16 strong lesser daemon unit, which is no small feat to do in one turn, or separate they could take down a greater daemon. that's just nasty.

 

But yeah, if anyone wants to try this list, go right ahead. Too bad I cant ;)

Thanks for the ale :D

 

Good report - The battle sounds like it went well. The double hammer of the drop pods is a great tactic at this kind of points level - enough that it can do major damage but won't utterly crucify you if it goes wrong...

 

IMHO Khorne Daemons are generally pretty easy for podding wolves though... I agree that it was nice for the 8 bloodcrushers to be a little late as they can be NASTY! I think a game where the terminators don't fulfil their potential would really show what this list is made of, as pessimistic as that is. Having said that, with three vindicators I can't imagine much it couldn't handle even if this was to be the case.

ZOMG wow your army is... AWESOME mind if i pinch it?

 

 

As I said, I wont be able to make it to 'Ard Boyz, so by all means, go forth with this list and own all you see. I used our dex for the rhino costs and upgrades (again, since most tourneys around here will only go with the English FAQ).

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