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First game with new Codex


Forseti

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Had my 1st game with our new codex the other day, sorry no pics but I did draw diagrams and used a certain program to recreate (Since my diagrams would make Rukia proud).

 

My list:

Wolf Lord: 250pts

Thunderwolf Mount, Wolf Claw, Storm Shield, Warrior Born, Runic Armour

Rune Priest: 160pts

Chooser of the slain, Master of runes, JoTWW,Tempest's Wrath (I'm using my allcomers list, so didn't want to take powers that are strong vs just orks)

10x Grey Hunters: 220

2x Plasma Guns, Power Fist, Rhino

10x Grey Hunters: 215

2x Meltaguns, Power Fist, Rhino

10x Grey Hunters: 230

2x Meltaguns, Power Fist, Plasma Pistol, Drop Pod

9x Grey Hunters:215

Meltagun, Plasma Pistol, Power Fist, Rhino

14 Fenrisian Wolves: 120

Cyberwolf

6x Long Fangs: 170

2x Lascannon, 3x Missile Launcher

6x Long Fangs: 170

2x Lascannon, 3x Missile Launcher

 

His was something like this..

2 Big Meks, Each with KFF

4 units of 30 Shootaboyz, Nob with Power Klaw and Boss Pole, 3x Rokkit Launchers

2 Deff Dreads with a scorcha and Rokkit launcher each

3 squads of 3 Killa Kans with Grotzookas.

 

We rolled annihilation with pitched deployment. (There was no Thunderwolf unit in there so the lord on bike is on TWM)

http://i17.photobucket.com/albums/b98/caledor/Deployment.jpg

 

SW Turn1:

My Drop Pod comes down slightly off target, but still behind cover. my Rhinos all move up, unloading my Rune Priest and his GH squad behind a sandbag wall, and my Lord and his pups run into the woods on the far right of the table.

Jaws of the World Wolf sees it's first bit of action as the Rune Priest successfully casts on the Killa Kans, though the real target was the Big Mek standing right behind, hitting him and 2 boyz, both boyz pass but the Mek wasn't so agile. With the KFF gone from the (my)Right side of his wall, Long Fang pack 1 open fire, downing 2 of the tincans. Long Fang pack 2 have more luck with their shots on the middle squad, but thanks to the KFF being just in range, 4 penetrating hits only cause 1 explosion.

 

Ork Turn1:

His whole army lurches forward, with the front lines reshuffling a little to bring all Kans and Dreads into range of the KFF. All 6 Killa Kans open fire with their Grotzookas with mixed luck, but causing 6 of the Rune Priest's hunters to fall. Still able to see a few of my Fenrisian Wolves, the Right-most Shootaboyz fire what they can at them, killing only 2 thanks to cover.

 

http://i17.photobucket.com/albums/b98/caledor/EndofTurn1.jpg

 

SW Turn2:

The Drop Pod GH run around the edge of the woods, bringing themselves into charge range of the Left edge Shootaboyz. My Plasma GH squad drive up right infront of the left side Killa Kans and Disembark in Rapid Fire range, while my Lord and his wolves move further inside the woods (The actual woods were a lot less dense than the one on the pic, but the size is about right). My Rune Priest seemed to like the sound of the Big Mek screaming as he fell into the abyss, so let out another call to the World Wolf, this time sending him to the darkness with 2 of his Boyz. (No more KFF!)

My Plasma Gunners open fire on the Left side squad of Kans, turning 2 into scrap, with the 2 Long Fang packs cleaning up the last one on the left, and the remaining 2 from the middle squad. The Drop pod squad fire with their pistols and meltas, scoring 4 kills before charging in cut down 8 Shootaboyz and losing 1 of their own, with the Power Fist and Power Klaw users adding 1 to each side's total.

 

Ork Turn2:

WAAAGH! I don't exactly know why he did it (Is it an ork thing to declare it as soon as they can?). It seems he didn't like how the GH/Shoota combat was going, so he decided to throw another 30 boyz at them, moving them into a charging position. The Deff dreads both moved forward, 1 towards the Plasma Gunners, 1 to the Melta pack's rhino. He tried to move his Right-most shoota mob towards my Lord and his wolves, but they stumbled climbing over the walls of the ruins and their fleet move didn't bring them anywhere near close enough. One of his almost full strength squads moved towards my depleted RP/GH squad, seeing 2 easy killpoints in the 3 GH and IC with no invulnerable. His shooting was nothing like last turn's the single Grotzooka missing horribly, though he did manage to score a wrecked on my Melta rhino.

The Deff Dread charges the Plasma Gunners, smashing 3 of them into the ground, but my Power Fist GH hits a weak spot, felling the giant mecha, but losing another GH in the explosion. The Massive melee came to a tragic end, with 30 fresh orks joining the combat, the valiant Grey Hunters downing 6 of the drooling beasts before succumbing to the pure weight of attacks.

 

http://i17.photobucket.com/albums/b98/caledor/EndofTurn2.jpg

 

SW Turn3:

Time for Revenge! A Piercing howl fills the air as the furious Wolf Lord charges out of the woods, his Fenrisian Wolves closely behind, the Melta Hunters move towards the Dread responsible for trashing their ride, opening fire and exploding the tincan. The Rune Priest opens up again with JoTWW, but suffers from Perils of the Warp, his GH brothers downing 3 orks with bolter fire. Both Long Fang packs open fire with Frag Missiles and Lascannons, killing 9 greenskins, the Plasma Hunters rapid firing and killing a further 7. Here's the start of the real fun. My Lord charges in and cuts 5 greenskins down, the pups shredding another 4, with the shootaboyz downing 3 of the Wolves, the Nob attacks my Wolf lord but laughs it off.

 

Orks Turn3:

The Orks march on predictably towards the nearest targets, massed Shootas and Rokkits wiping out the remnants of the RP and his GH squad, another mob taking down 3 of the Plasma hunters in a hail of gunfire then charging them, cutting the remaining Space Wolves down but losing 3 of their own in the process. The last mech on the field has no luck shooting and charges the Melta Hunters, but a lucky krak grenade stopped it dead. The Slaughter *cough* I mean combat between my Lord and his Shootas continued, with another 8 Orks falling to his bladed fist. The Wolves tearing apart another 5, suffering 4 casaulties in return. With their numbers depleted and the fright of facing a berserking Wolf Lord, the Orks try to turn and flee, only to be cut down.

 

http://i17.photobucket.com/albums/b98/caledor/EndofTurn3.jpg

 

The rest of the game was pretty much cleanup, my Long Fangs cutting down another 9 Shootaboyz, with my Lord charging and wiping out the remaining 10 orks from another mob. The Fenrisian Wolves reach their limit as another volley of Shootas down the last of them, with the Orks charging the now alone Wolf Lord. Scoring a single unsaved wound, but losing 8 of their own, breaking and cutting down his 2nd mob this battle. That's about it, I'm glad he didn't concede and let me finish up, seeing as how the start of the 5th turn he had a squad of 9 or 10 Shootaboyz+nob vs 12 Long Fangs, 10 Grey hunters and an enraged Warrior Born Wolf Lord in charge range.

 

We ended up with I think, 11KP to 6. Not exactly your most tactically challenging fight, but it sure was bloody.

 

Edit: Guess it's pointless posting a report without pics.

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Well done, extra rations of ale for you! Cool to see that your Wolf Lord on the Thunderwolf kicked ass, I might make one with the same build (minus the runic armour probably), using converted juggernaughts as an armoured wolf, and throwing him into a Thunderwolf cavalry unit.

 

You might want to consider upgrading your Grey hunters with the powerfists to Wolf Guard as you would get more powerfist attacks and better Ld for slightly cheaper, but on the flipside, if you wanted the two special weapons then you would have to give him a one-shot combi (only getting 2 if you have 10 Grey Hunters), and if you're running plasma you risk him toasting himself.

 

The diagrams are a real help, but I woulda prefered to see the Rukia style versions ("Why does this Wolf Lord look like Chappy the Rabbit!!!???"")

 

...it's a in-joke

Yeah it's been a while since I played Orks so I kinda forgot how much dakka they can have, keeping him inside the rhino would have saved him from atleast 6 of the 14 blast shots those kans put out.

 

I'll fiddle with my list to add the WG in the Drop Pod and GH squads for future games.

 

The Wolf Lord really was a powerhouse this game, though I do think in others he will have a few weaknesses. VS Strength3 horde armies with few power weapons he's tough as nails. Hitting on 4s, wounding on 6s and a 2+ save, but the problem with Warrior Born Lords are keeping them in combat, cause too much damage and not only are they sitting out in the open, but your enemy can choose not to charge them in their turn, if they don't charge your attacks reset to base profile.

 

The Drop Pod was pretty much useless in this game heh..Normally I'd use it to either drop down near some sort of Fire Support or at an objective, but this time no matter where I dropped them they'd be in for a world of hurt.

 

MVP of that battle is sortov a tie..The 2 Long Fang Packs did a lot of damage, something like 25-30 orks and 8 killa kans, but had the RP not been able to pop those Big Meks with JoTWW then that would have been halved and I would have had a lot more of them hitting my troops. So I guess LFs did most damage, but RP had biggest affect on the game.

Have you thought about using Canis instead of the Wolflord, He makes all those Fenrisian Wolfs you have that much more effective and when he gets into combat with hoard armies like the Orks... sweet jesus! Break him off at the last moment from whatever squad hes attached to and he can decimate an entire unit that your enemy didnt even know was in trouble. Then use the Wolves to tie up the unit that can engage Canis while he has to wait to assault again. Im talkin 7 STR 5 attacks at I 5 that always hit on 3+ and you can reroll to wound. Charge some Orks get 7 or 8 in base contact and that jumps to 8 or 9 attacks. Sure he might get killed but its a tactic that I have used to great effect so far. When I keep him attached to a TWC of 4 TWC theyre unstopable.
Honestly, I'm on the side that dislikes the idea of wolves riding wolves..So using a whole unit of thunderwolves is a bit out there for me, love the stats, hate the idea I guess heh..What I'm more leaning towards would be making a mecha wolf of some sort and having the WL pilot it. And I've always hated using special characters, since it's so much more fun building a story for your army as it builds and wins/losses.

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