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1500pt Space Wolves vs Salamanders


ChainsawDR

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1500 SW vs Salamanders

 

My List:

Rune Priest...

5 GH with PG & Razorback

Wolf Priest with Combi-M & Jump Pack…

10x Skyclaws with PF, Flamer & MoW

Lone Wolf with Power Sword & MB's

9 GH with MG, PW, Rhino, WG with PF with CombiM

9 GH with MG, PW, Rhino, WG with PF with CombiM

Landspeeder with HF & MM

Pred with AC & 2 LCs

5 Long Fangs with 4xML & WG with Boltgun

Whirlwind

Total

 

Salamanders List:

Vulkan

5x Termies with TH & SS

Techmarine with 2 servitors and servo harness

2x 10 man Tactical squads with Melta gun and Rhino

Land Raider Redeemer with Extra Armour

Land Speeder Storm

5x Scouts, 1 PF

Dreadnought

 

Mission was Seize ground, with 4 objectives – we placed one in each table quarter, deployment was table quarters. We rolled off and I won, and decided that as my opponent had no long range weaponry, I’d go first and get an extra turn of shooting at him.

 

I knew his LR with Vulkan and Termies would cause the most damage, but would also soak up the most firepower, so I decided beforehand to try and stay away from them, focus on what can be killed, and then to try and deep strike the LS and to try and blow it up that way, then avoid the footslogging terminators.

 

I setup a rhino on each flank (6” from each board edge) and the razorback in the middle with the intention of pulling back straight away and letting them come to me first - I had the RP & 5man GH squad embarked in the Razorback so my opponent couldn't target them directly if he seized the initiative - otherwise they'd spill out and use Living Lightning whilst the Razorback retreated out of the way. The Long Fangs deployed in ruins with good fields of fire, and the Pred at the back with it’s LOS currently blocked by the razorback but would have good fields of fire once I pulled it back. The lone wolf deployed to one side of the razorback, the skyclaws and WP to the other side.

 

My opponent left a combat squad on his home objective, and had everything else forward with the dred behind a Rhino for cover, and another combat squad to the side.

 

Turn One – Space Wolves:

My opponent steals the initiative!

Turn One – Salamanders

As expected everything flies forward, The razorback is immobilised (blocking the Preds main field of fire) and two skyclaws go down to fire. Rhinos pop smokes.

Turn One – Space Wolves:

Both Rhinos pull back to their board edges – if the terminators want to hit the troops then they are going to have to pick one or the other. Due to the loss of first turn the skyclaws are now too close to the terminator Land Raider. To pull them back is to endanger the long fangs, so I send them towards the Grey Hunter Rhino on the Right Flank as well as the Lone Wolf (there’s a footslogging Tac combat squad, Rhino & Dred on that side of the board.) and my opponent should have to assault through cover to get at them.

 

Pred fires 2 Lascannons and 2 Autocannon shots on the left Rhino, Long Fangs fire two Kraks at the right Rhino and two Kraks at the Dred there. All fail to do anything at all. The Whirlwind fires but scatters harmlessly off the footslogging combat Tac squad, and the twin linked heavy bolter on the Razorback manages to kill one enemy marine (all I got this turn).

I decided not to disembark the RP and small GH squad because they’d surely be eaten by the approaching Terminators in LRR next turn.

 

Turn Two – Salamanders

Land Speeder Storm fails to come on from reserve. Dred fires on Rhino on right flank and explodes it, due to it being a transport the GH’s inside had to take 10 S4 hits, causing 7 wounds, losing 3 men from failed saves. They then roll a 5 and 6 for the pinning test and are pinned.

 

LRR moves 12”, terminators disembark 2” and move 6” towards skyclaws who look just in charge range. Bolter fire from footslogging Tacs reduces skyclaws by two more, and I remove those closest to Terminators. Salamanders need a 6 to reach them across difficult terrain and roll a 6 – resulting combat see’s preferred enemy/oath of war skyclaws kill 1 Terminator, and lose 4 skyclaws, then being fearless and losing combat etc lost another 2 skyclaws to no retreat – leaving only the wolf priest with one wound (I would have preferred that he died so I could have fired on the Terminators next turn)

His other Rhino with combat squad moves to my left, towards my Rhino and into cover.

 

Turn Two – Space Wolves

So far its not looking good, I’ve killed 1 marine and have TH/SS terminators in my midst (who have mastercrafted TH’s!) and a pinned GH squad that is surely going to be killed by the Terminators next turn. I can either send in the Lone Wolf to hopefully help the 1 wound WP keep the terminators in combat for another turn, or attack a combat squad.

 

A Lone Wolf & 1 wound Wolf Priest versus Init 5 Vulkan and 4 Mastercrafted-TH/SS terminators isn’t going to end well, so I decide my best bet is to try and kill his scoring units. The Lone wolf heads to the combat squad on the right, the 10 man GH Rhino on the left heads 12” towards the 5man Rhino and pops smoke.

 

The Land Speeder arrives from reserves and deepstrikes behind the LR so if it scatters it’ll get a shot at the dread, but lands fine.

 

The RP and 5 strong GH squad disembarks from the immobilised Razorback and move away from the Terminators.

 

The LS explodes the LRR! The terminators are now footslogging! The Pred only manages to shake and stun the 5 man Rhino on my left, Living Lightning also does nothing to it, and I miss with all Long Fang krak missiles at the dred and right Rhino. Whirlwind also misses everything.

 

In assault the Vulkan quickly dispatches the Wolf Priest and consolidates closer to my pinned Grey Hunters. The lone wolf kills one marine for no wounds in return, they stay locked in combat.

Turn Three – Salamanders

LSS arrives from reserves, but flank marches on the wrong board edge and comes in near the combat squad guarding his home objective.

 

5 man squad on my left disembarks from Rhino and lines up on my 10 man Rhino. MG explodes the Rhino despite popping smoke, killing 4 GH’s in the S4 explosion – they charge and reduce the GH squad to 3 – who fail to kill anything despite a power weapon GH and PF WG remaining.

 

The LS soaks up fire from the Dred, Techmarine and both the combat squad on his home objective and from the disembarked Rhino on my right (there are two combat squads here now, one firing at the LS and the other in combat with my Lone Wolf). The LS manages to be stunned and shaken, but then is exploded after the techmarine assaults it in CC.

The Terminators charge the pinned Grey Hunters - Vulkan and the Terminators end up wiping out everyone bar the WG with PF (I had prayed he would die too as I can’t shoot the Terminators again whilst they are locked in combat). The Lone Wolf kills 1 marine, takes no wounds – they pass leadership easily and remain locked in combat.

Turn Three – Space Wolves

Not a lot I can do movement wise, the lone remaining WG from the right GH squad is in combat with Terminators, whilst left GH squad is also in combat. There are now two enemy combat squads near the objective on the right – they have to die to have a hope of winning/drawing the game so I split the RP from the 5 GH’s and Living Lightning the LandSpeeder Storm, wrecking it, whilst the 5 GH’s that were attached to the RP target one combat squad on the right but fail to do anything.

 

Whirlwind misses again. Pred wrecks empty Rhino on left as it is all it can see. Long Fangs miss with all 4 ML’s on the Dred and Rhino on the right.

 

In combat Vulkan dispatches the WG and consolidates towards the Long Fangs. The combat squad on my right that isn’t in combat with the Lone Wolf moves onto the objective there, whilst the Dred moves towards the Lone Wolf Combat.

 

The Dred dispatches the LW who doesn’t kill any of the combat squad in return. On my left the now 3 man GH squad (WG and 2 GH with PW) vs 5 man combat squad kill 4 and lose both GH’s - leaving only the Salamander PF and WG PF models standing and locked in combat

 

Turn Four - Salamanders

The now footslogging scouts make their way over to the objective on my left, vulkan and terminators head towards my Long Fangs and the Techmarine embarks the right Rhino and heads over to the Rune Priest.

 

Terminators charge and wipe out all of the Long Fangs but are reduced to 2 Terminators and Vulkan who then consolidate towards the Pred. In a Rocky Balboa/Apollo Creed moment - both last man standing PF’s kill each other (overall the 5 man salamander combat squad with a PF killed my 10 man Grey Hunter, counter charging squad with PF & PW).

 

The Dred explodes the immobile Razorback.

 

Turn Four - Space Wolves

I have one 5 man GH squad with a Plasma gun left, along with the Rune Priest, Pred and Whirlwind. My opponent has 3 scoring combat squads covering two objectives, with a scoring scout squad footslogging over to a third. My only hope is to kill the scouts with the RP, then clear and claim the objective on the right with the GH’s.

 

RP fails to do any wounds with LL, but GH’s reduce one combat squad on right objective to 1 man, who fails leadership and flee’s (there is still hope).

 

Vulkan and Terminators are 6” away from Pred and glaring at it intently, the Pred gunner lines up both Lascannons on them... I roll snake eyes whilst the Pred gunner evacuates his bowels, and the two autocannons harmlessly bounce off the TDA armour.

 

Whirlwind misses the scouts yet again - which would have been S5 with no armour saves or cover.

 

Turn Five - Salamanders

Terminators charge and wreck the Pred (a lesson for the gunner for future games) and consolidate towards my Whirlwind.

The fleeing member sole member of one combat squad returns to the objective, whilst the other combat squad arrives there too. Combined fire from both squads and the Dred wipes out my last GH squad.

 

Techmarine and servitors disembark and fire on RP, reducing him to one wound. Footslogging scouts make it to the objective on my left - giving them 3 objectives to my 0.

 

Turn Five - Space Wolves

Whirlwind HITS! The Techmarine and servitors, killing both servitors. RP charges Techmarine but does no harm and remains locked in combat.

 

Game goes to turn 6 and I have only a Rune Priest and Whirlwind on the table – my opponent respectfully declines my offer to concede and goes to “finish” me Mortal Combat style (I didn't mind this, it was good natured fun).

 

Turn Six - Salamanders

Terminators kill the Whirlwind, whilst the Techmarine slays the Rune Priest. I’ve been completely and utterly annihilated!

Salamanders Win.

 

Post Game thoughts:

 

It wasn't as fun as winning, but I kept a sense of humour during the game and still enjoyed it. I've given it a lot of thought and I think I was just unlucky this game. I lost the initiative, both Rhino’s exploded and turned into death traps for the GH’s inside and also pinned one squad - handing them a death sentence to be executed by the TH terminators. If that hadn’t of happened then both squads should have easily removed 3 of my opponents 4 combat squads that they were moving towards, and then have been able to take out the 4th.

 

The Pred and the Long Fangs had very, very bad games too – the Long Fangs didn’t manage to kill anything I don’t think, whilst the Pred took an age to kill just one Rhino.

 

Perhaps my only real error, if it was even an error, was leaving the skyclaws 6” away from a Termie charge through cover – they made it and wiped them out. Had they not have made it I would have been able to move 12” away from them and leave them with nothing to charge for another turn.

 

The only thing in the game that went well for me was the deep striking land speeder exploding the Land Raider Redeemer, everything else woefully underperformed.

 

Again, when I needed to lose armour saves I passed them – throughout the whole game my opponents Terminators and Vulkan managed to stay locked in combat with 1 of my models in each of my turns – I had only one opportunity to shoot at them all game and that was with the Pred at the end. As they had made it so close to my lines so quickly I wanted to change my game plan and target them with everything that I had - in the end their butchers bill was a Wolf Priest, 10 Skyclaws, 10 GH's, Long Fangs, Predator and Whirlwind - they just rolled right across 1000pts of my 1500pts army and still stood at the end.

 

On another day I’m very confident that my list would tear that army to pieces - there is just so many points tied up in Vulkan, the Termie Assault squad and the Land Raider Redeemer, but this day it was an unlucky day. I’ve only got the Landspeeder and weapons etc to put together and paint, once I’ve done so I’ll post some pics as I’m quite chuffed that I’ve almost finished painting my first 40k army.

 

I have to say the Salamander army has the potential for some really, REALLY good army lists. For those of you who aren’t familiar with him, Vulkan (190) grants rerolling wounds on all flamers and heavy flamers, and makes all meltas and MultiMeltas twin linked, and Mastercrafts all Thunderhammers in the army (each model gets to reroll one failed roll to hit each turn).

 

We talked it over afterwards and discovered that my opponent hadn’t included a Multi Melta (that was FREE) in each Tac squad, and it would been better to give his Land Speeder Storm a Multi Melta and the scouts a combi-flamer rather than extra armour for the LRR... If he wins 1st turn the Storm should be scouted forward, then attack a transport (which will most likely die), then flamer the troops (rerolling to wounds) and then charge them. Flank march is an option if he gets 2nd turn.

 

Next game is against his footslogging Orks in a week or so and I’ll be taking the same list (I could add in flamers but I won't as I’m play testing the list as a tourney army), but I’m looking forward to a rematch against the Salamanders and allow the Wolves to regain their pride back. This army list had floored various Eldar armies 3 times on the trot and was their first loss.

 

So far I'm SERIOUSLY considering removing the Skyclaws and Wolf Priest for a similar Swiftclaw option. They are harder to kill due to the higher toughness and turbo boost 3+ inv. save, and they provide some super fast 24" mobility that would have had a field day against this Salamanders list. For now I'll stick with the Skyclaws (as they're all painted up and I like my converted Jump Pack Wolf Priest model) but I'll definately be working/painting up a swiftclaw group.

 

If you have any suggestions on a good HQ/Swiftclaw setup for 360pts (cost of WP & Skyclaws) then I'd be very pleased to hear it, although any HQ must have a combi-melta option so it can target a transport before assaulting. Although please do not leave any suggestions for TWM/TWC, I know they are good but they don't have the speed or inv 3+ save that I need to complement this list.

 

Thanks, and I hope you enjoyed the BatRep.

1500 SW vs Salamanders

LRR moves 12”, terminators disembark 2” and move 6” towards skyclaws who look just in charge range. Bolter fire from footslogging Tacs reduces skyclaws by two more, and I remove those closest to Terminators. Salamanders need a 6 to reach them across difficult terrain and roll a 6 – resulting combat

 

Ok unless uv worded what happened wrong your opponent cheatted alittle here as a squad that has disembarked from a tank thats moved cant move more in that movement phase.

 

Anyway nice batrep very enjoyable to read im sure ull get him next time :angry:

yes I think I worded it incorrectly-sorry about that - he disembarked and then charged, he didn't move the 6" I'd stated.

 

Yes I'm hoping so, I've reworked my army list now to this:

 

Rune Priest...

5 GH with PG & Razorback

Wolf Priest with Bike (Power Weapon)

4 Swift Claws & PF + 1x HB AB + WG with Bike, PF & CombiM

Iron Priest with 2 Thrall-Servitors

9 GH with MG, PW, Rhino, WG with PF with CombiM

9 GH with MG, PW, Rhino, WG with PF with CombiM

Pred with AC & 2 LCs

6 Long Fangs with 4xML & 1x HB

Vindicator

 

...so hopefully I'll take him down when we have a rematch (its an all comers list, otherwise I'd tailor it more to his Salamanders army).

 

Glad you liked the report.

Ok unless uv worded what happened wrong your opponent cheatted alittle here as a squad that has disembarked from a tank thats moved cant move more in that movement phase.

 

Please correct me if I am incorrect, but I was under the impression units could Disembark and Assault in the same turn from a Land Raider, which has the 'Assault Vehicle' rule...Which does make for Scary 12" move, 2" disembark and 6" assault (20") moves.

Ok unless uv worded what happened wrong your opponent cheatted alittle here as a squad that has disembarked from a tank thats moved cant move more in that movement phase.

 

Please correct me if I am incorrect, but I was under the impression units could Disembark and Assault in the same turn from a Land Raider, which has the 'Assault Vehicle' rule...Which does make for Scary 12" move, 2" disembark and 6" assault (20") moves.

You are correct, but the topic startet typed it like they moved 12"disembarked and then moved, to charge after that.

He just said he didn't cheat it was just written down wrongly.

 

About the game, looks like one of those games where you just can't hit anything and then you also fail the Ld check for pinning on the GH squad and lose CC twice with the termies locked in CC on just one guy.. That's just bad luck, happens every now and then in a dice game. As you said (Correctly) you should be able to take this list with what you had.

 

Thanx for the report though.

  • 2 weeks later...
Excellent write up, very easy to read. Just thought I'd point out though that when your opponent consolidated after blowing up the Predator it appears to be an illegal move. It should state on pg 63 top right paragraph that there are no consolidation moves against vehicles. I'm sure it was a mistake but it's good info to know! Anyway your list certainly is more flexible than the Salamander's one so it really looks like it came down to a lot of bad rolls, better luck next time!!
  • 2 weeks later...

Glad you had a fun game and stuck it out despite the loss. A true warrior of Russ!

 

Some feedback on your list:

 

Rune Priest...

* Should list the powers in the next batrep, easier to read. Also, he should have been placed with a Long Fang pack with Living Lighting to lend more firepower to the squad or remove one GH to slip him into a Rhino instead, he can then pop out of the top and use him as another Razorback with Living Lighting or JOWW.

 

 

5 GH with PG & Razorback

* Toss a WG in here also like below. Ditch the plasma and take another melta gun.

 

Wolf Priest with Combi-M & Jump Pack…

10x Skyclaws with PF, Flamer & MoW

* I am not moved by Sky Claws to be honest, these points should be reinvested IMO. The Wolf Priest could also be swapped for something else.

 

Lone Wolf with Power Sword & MB's

* Lone wolf best confg is terminator armor, chainfist and storm shield.

 

9 GH with MG, PW, Rhino, WG with PF with CombiM

9 GH with MG, PW, Rhino, WG with PF with CombiM

* Both good, one problem I could see, could use more scoring*

 

Landspeeder with HF & MM

*good*

 

Pred with AC & 2 LCs

*Not a Predator fan myself, this config is very cumbersome and expensive. There is lots of this and that...

 

5 Long Fangs with 4xML & WG with Boltgun

* Could stand to drop the WG, try to go for 5 ML or 3 ML and 2 Lascannons. The Lascannons could have helped try to target the LR early on to make the TT/SS termies walk.

 

Whirlwind

* cheap but not an ideal thing to use here...

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