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[Batrep] 1,500 - 13th Co. Vs Thousand Sons.


Coverfire

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My list:

Wulfen Lord: Frost Axe, Storm Shield, Wolf Pelt, Frag Grenades, Mark of the Wulfen, SM Bike.

 

Rune Priest: MCed Combi-Melta, Powerweapon, Terminator Armour, Wolf Pelt, Frag Grenades, Chooser of the Slain

 

Grey Slayers #1: WGC LC, WP, MoTW, RC

x2 Meltaguns, x5 Bolters

 

Grey Slayers #2: WGC LC, WP, MoTW, RC

x2 Meltaguns, x5 Bolters

 

Grey Slayers #3: WGC SB, PW, WP, TDA & RC

x2 Plasmaguns, x5 Bolters

 

Storm Claw Bikers

WGC LC, SS, WP, MoTW, RC

x2 Meltaguns

x2 CCWs

 

Fenrisian Wolf Pack #1 x10 Wolves

 

Fenrisian Wolf Pack #2 x10 Wolves

 

 

His list included, Two troops in rhino, Chaos Dreadnought, a Vindicator and a very large squad of Chaos Terminators.

Apologies for a not very detailed list of what my opponent had.

 

 

The mission was a custom one in a campaign design for a tournament build up.

 

The Mission was to secure a certain building in no mans land, if the attack held it uncontested at the end of the game he won, any other result meant a loss. The deployment was using table quarters, the defender had two quarters on the diagonal and the attacker starts a single quarter. The remaining 'no-mans land' quarter holds the objective.

 

- Deployment -

Having half way to deploy in my opponent deploys just within 18" of the halfway mark with a Rhino, his Dreadnought and Vindicator in one quarter. The Terminators and second Rhino was deployed in the second quarter.

 

I deployed Grey Slayers#2 (lead by Rune Priest) opposite the Chaos Dread and Grey Slayers #1 opposite his Rhino. My Storm Claw bikers are set up opposite his Vindicator. My pack of Plasma Slayers get ready to enter a building to harass his Terminators and Rhino. The Fen Wolves were designated to reserves so they can outflank.

 

Scout move.

I move my Grey Slayers with Meltaguns 6" closer to the Rhino and Dread. The Plasmagun pack moves through cover and rolls a 4 only allowing a couple of members to get to the next level of the building the climbed into.

 

Seize the Initiative - He rolls a 4

 

First turn - The Ambush is Sprung

The Grey Slayers pack 1 and 2 move up and within 6" of Rhino and Dreadnought.

The Storm Claw Bikers with Wulfen Lord move within 6" of Vindicator.

Grey Slayers pack 3 moves through cover and manages a decent move which even gets them into the 12" rapid fire range of the Terminators.

 

Everyone opens up. Dreadnought is toast... Rhino is toast... (Rhino takes out 2 Thous Sons and 1 Grey Slayer in blast radius) Vindicator is Immbolised and Terminators lose one to plasma fire from the Grey Slayers #3, I lose one to plasma fire too.

 

Charge! - Grey Slayers #1 Charges surviving Marines from Rhino. Win Combat by 2 wounds leaving 4 CSM.

Storm Claws Assault the Vindicator with Krak Grenades and wreck it, they consolidate to reinforce the other combat (but mostly to keep away from the Terminators wrath)

 

Thousand sons turn one.

Stunned by the fury on my turn my opponent disembarks his second squad from the remaining rhino and moves within partial rapid fire range of the Grey Slayers #3. Opening fire killing two more in the unit.

 

Terminators get some shots into the Bike squad which couldn't get far enough away, removing one biker from the battle.

The Assualt Phase - The Thous Sons in combat are wiped out, Grey Slayers #1 is reduced to 3 members.

 

13th Co. Turn 2

Roll for reserves. 1 pack of Fen Wolves enters the game.

Grey Slayers #2 is accompanied by Rune Priest which 'Gates' right next to Terminator Squad, rolling a fortuitous Hit on the scatter dice (they were placed right next to a building and withing 12" of 2 other building plus his terminators).

 

Movement - Bikes move 12" towards Terminators and are now within 6"

 

Shooting - Grey Slayers #2 with Rune Priest opens up killing 2 Terminators

Bikers open up Killing 1 more Terminator

Fen Wolves fleet 4-5"

 

Charge! Fen Wolves assualt the Terminators getting his lord in base contact. He moves his guys in. My Bikers get into base contact with his squad but not his lord. His Lords retinue is reduced to 1 Terminator.

 

Thousand Sons turn two

Seeing that he is going up against more or less my entire force (minus Fen Wolves #2 and the Reminents of Grey Slayers #1) with only a squad of Marines a Rhino, his Lord and a single terminator, my opponent fails his own moral check and moves his CSM squad closer to Grey Slayers #3 and opens up. A couple of Models are removed but the battle is more or less over.

 

13th Co turn 3.

Roll for Reserves - Fen Wolves #2 enters play.

Grey Slayers #2 moves closer to SCM Squad

Grey Slayers #3 Moves Closer to Rhino.

 

Fen Wolves#2 fleet closer to CSM squad

Grey Slayers #2 fires a couple of meltas at the CSM squad - he makes his save

 

Everything charges..

The outcome the Rhino is Shaken

The Thousand Sons Lord and his retinue is wiped out

The Thousand Sons squad is wiped out

 

Thousands Sons Turn 3

My opponent only has a Rhino remaining against my force, he concedes.

 

Aftermath - I am very pleased how the element of surprise worked in my favour. I had not played his before despite being a member in the club for years.

Going into this tournament that element of surprise will be my biggest weapon. I felt really bad for my opponent. He is a good guy who has had the Thousands Sons since 2nd Edition and never sold out when they nerfed his legion in 3rd Ed. However, if I meet him at the tournament he knows what can happen and if the deployment does not swing in my advantage then I would expect a similar result except only in HIS favour.

 

I hope you enjoyed reading this Battle Report. I will try and do one during the tournament with pictures.

Nice work brother, I'd forgotten if 13th Co rules were still legal/tourney legal lol.. Personally I think the TS players list is a bit odd but if he likes it *shrugs*. For a shooting army fighting an assault one I think he must've deployed wrongly, being in charge range 1st turn.

 

Goodluck in your tourney and looking forward to the results and pics!

I didn't realise how long winded that Batrep was.. Glad it only lasted three turns.

 

The 13th Company is not tournament legal as the FAQ was not updated in fifth edition (but I have the organisers consent to play them mostly because they lost my paperwork when I tried to use the 13th Co in one of their 4th Edition tournaments and they had no more player openings when they realised their mistake) I really wanted to play the 13th Co. in what will be my first tournament, as a send off for them as come the new codex they will more or less be Neutered.

 

My opponent really had no idea of the rules for the 13th Co. as I am the only player in the club who has ever played them. He was expecting a more Space Wolvish force behavior so he really didn't think about the scout move I gained for the army.

 

As for his list, it was quite scary as he deployed it... Rhino, with guys? Yes.. Rhino, with guys? Yes... Chaos Dreadnought ekk.. VINDICATOR... umm cool.. WAIT HOW MANY TERMINATORS?!? I think there was a squad of 8 or 9 of them and they worried me a lot.

 

I decided that since his force was split in 2 I would focus on one quarter and the terrain placement was idea for me to be able to rush his Vindicator, Rhino and Dreadnought. I wanted to do as much damage as possible to them before attempting to take on the other quarter (Terminators and Second rhino).

 

I was very fortunate that everything I did seemed to work out.

- My initial rush was able to destroy three vehicles & get his squad into CC before they could open up with AP3 bolters.

- The Gate rolled a hit on the scatter die and didn't divert onto enemy models or terrain.

- Roll for Reserves succeeded in turn 2 which locked his lord into base contact so he couldn't strike my bike squad which was ripping up the rest of his squad.

- Turn 3 Reserves came in and finished up the rest of his troops.

AND even my Rune Priests Combi-Melta hit! This is very rare for me, the amount of times I miss with Meltaguns is ridiculous and is the reason my I don't play with more Plasma guns. Losing a quarter of the squad to their own weaponry is not an idea situation.

Coverfire,

 

Great game and good report; I wish you continued good luck in the tournament. One small point, however, your Rune Priest cannot take Frag Grenades if he takes TDA.

 

Regards,

 

Valerian

 

This is news to me? I know that the 5th Edition terminators are not able to take them but I did not know that this extended to Space Wolves until the release of there new codex. What about Krak grenades then? The Grey Slayers Wolf Guard Champion will come with grenades as standard but lose them when he dons TDA?

 

 

Edit* I just checked the codex and you're right. I have been screwing that up for years... ummm oops?

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